This chapter contains the reference pages, in alphabetical order, for all the OpenGL commands. Each reference page may describe more than one related command, as shown in the following list of pages. The OpenGL Utility Library routines and those comprising the OpenGL extension to the X Window System are described in the following chapters
| op | Specifies the accumulation buffer operation. Symbolic constants GL_ACCUM, GL_LOAD, GL_ADD, GL_MULT, and GL_RETURN are accepted. | |
| value | Specifies a floating-point value used in the accumulation buffer operation. op determines how value is used. |
The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices.
Each pixel in the accumulation buffer consists of red, green, blue, and alpha values. The number of bits per component in the accumulation buffer depends on the implementation. You can examine this number by calling glGetIntegerv four times, with arguments GL_ACCUM_RED_BITS, GL_ACCUM_GREEN_BITS, GL_ACCUM_BLUE_BITS, and GL_ACCUM_ALPHA_BITS, respectively. Regardless of the number of bits per component, however, the range of values stored by each component is [-1, 1]. The accumulation buffer pixels are mapped one-to-one with frame buffer pixels.
glAccum operates on the accumulation buffer. The first argument, op, is a symbolic constant that selects an accumulation buffer operation. The second argument, value, is a floating-point value to be used in that operation. Five operations are specified: GL_ACCUM, GL_LOAD, GL_ADD, GL_MULT, and GL_RETURN.
All accumulation buffer operations are limited to the area of the current scissor box and are applied identically to the red, green, blue, and alpha components of each pixel. The contents of an accumulation buffer pixel component are undefined if the glAccum operation results in a value outside the range [-1,1]. The operations are as follows:
| GL_ACCUM | Obtains R, G, B, and A values from the buffer currently selected for reading (see "glReadBuffer" .) Each component value is divided by 2n - 1, where n is the number of bits allocated to each color component in the currently selected buffer. The result is a floating-point value in the range [0,1], which is multiplied by value and added to the corresponding pixel component in the accumulation buffer, thereby updating the accumulation buffer. | |
| GL_LOAD | Similar to GL_ACCUM, except that the current value in the accumulation buffer is not used in the calculation of the new value. That is, the R, G, B, and A values from the currently selected buffer are divided by 2n - 1, multiplied by value, and then stored in the corresponding accumulation buffer cell, overwriting the current value. | |
| GL_ADD | Adds value to each R, G, B, and A in the accumulation buffer. | |
| GL_MULT | Multiplies each R, G, B, and A in the accumulation buffer by value and returns the scaled component to its corresponding accumulation buffer location. | |
| GL_RETURN | Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each R, G, B, and A component is multiplied by value, then multiplied by 2n - 1, clamped to the range [0, 2n - 1 ], and stored in the corresponding display buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks. |
The accumulation buffer is cleared by specifying R, G, B, and A values to set it to with the glClearAccum directive, and issuing a glClear command with the accumulation buffer enabled.
GL_INVALID_ENUM is generated if op is not an accepted value.
GL_INVALID_OPERATION is generated if there is no accumulation buffer.
GL_INVALID_OPERATION is generated if glAccum is called between a call to glBegin and the corresponding call to glEnd.
glGet with argument GL_ACCUM_RED_BITS
glGet with argument GL_ACCUM_GREEN_BITS
glGet with argument GL_ACCUM_BLUE_BITS
glGet with argument GL_ACCUM_ALPHA_BITS
| func | Specifies the alpha comparison function. Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, and GL_ALWAYS are accepted. The default function is GL_ALWAYS. | |
| ref | Specifies the reference value that incoming alpha values are compared to. This value is clamped to the range 0 through 1, where 0 represents the lowest possible alpha value and 1 the highest possible value. The default reference is 0. |
The alpha test discards fragments depending on the outcome of a comparison between the incoming fragment's alpha value and a constant reference value. glAlphaFunc specifies the reference and comparison function. The comparison is performed only if alpha testing is enabled. (See "glEnable" and glDisable of GL_ALPHA_TEST.)
func and ref specify the conditions under which the pixel is drawn. The incoming alpha value is compared to ref using the function specified by func. If the comparison passes, the incoming fragment is drawn, conditional on subsequent stencil and depth buffer tests. If the comparison fails, no change is made to the frame buffer at that pixel location.
The comparison functions are as follows:
| GL_NEVER | Never passes. | |
| GL_LESS | Passes if the incoming alpha value is less than the reference value. | |
| GL_EQUAL | Passes if the incoming alpha value is equal to the reference value. | |
| GL_LEQUAL | Passes if the incoming alpha value is less than or equal to the reference value. | |
| GL_GREATER |
| |
| GL_NOTEQUAL |
| |
| GL_GEQUAL | Passes if the incoming alpha value is greater than or equal to the reference value. | |
| GL_ALWAYS | Always passes. |
glAlphaFunc operates on all pixel writes, including those resulting from the scan conversion of points, lines, polygons, and bitmaps, and from pixel draw and copy operations. glAlphaFunc does not affect screen clear operations.
GL_INVALID_ENUM is generated if func is not an accepted value.
GL_INVALID_OPERATION is generated if glAlphaFunc is called between a call to glBegin and the corresponding call to glEnd.
glGet with argument GL_ALPHA_TEST_FUNC
glGet with argument GL_ALPHA_TEST_REF
glIsEnabled with argument GL_ALPHA_TEST
| mode | Specifies the primitive or primitives that will be created from vertices presented between glBegin and the subsequent glEnd. Ten symbolic constants are accepted: GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_LINE_LOOP, GL_TRIANGLES, GL_TRIANGLE_STRIP, GL_TRIANGLE_FAN, GL_QUADS, GL_QUAD_STRIP, and GL_POLYGON. |
glBegin and glEnd delimit the vertices that define a primitive or a group of like primitives. glBegin accepts a single argument that specifies which of ten ways the vertices are interpreted. Taking n as an integer count starting at one, and N as the total number of vertices specified, the interpretations are as follows:
| GL_POINTS | Treats each vertex as a single point. Vertex n defines point n. N points are drawn. | |
| GL_LINES | Treates each pair of vertices as an independent line segment. Vertices 2n-1 and 2n define line n. N/2 lines are drawn. | |
| GL_LINE_STRIP |
| |
| GL_LINE_LOOP |
| |
| GL_TRIANGLES |
| |
| GL_TRIANGLE_STRIP |
| |
| GL_TRIANGLE_FAN |
| |
| GL_QUADS | Treats each group of four vertices as an independent quadrilateral. Vertices 4n-3, 4n-2, 4n-1, and 4n define quadrilateral n. N/4 quadrilaterals are drawn. | |
| GL_QUAD_STRIP |
| |
| GL_POLYGON |
|
Only a subset of GL commands can be used between glBegin and glEnd. The commands are glVertex, glColor, glIndex, glNormal, glTexCoord, glEvalCoord, glEvalPoint, glMaterial, and glEdgeFlag. Also, it is acceptable to use glCallList or glCallLists to execute display lists that include only the preceding commands. If any other GL command is called between glBegin and glEnd, the error flag is set and the command is ignored.
Regardless of the value chosen for mode, there is no limit to the number of vertices that can be defined between glBegin and glEnd. Lines, triangles, quadrilaterals, and polygons that are incompletely specified are not drawn. Incomplete specification results when either too few vertices are provided to specify even a single primitive or when an incorrect multiple of vertices is specified. The incomplete primitive is ignored; the rest are drawn.
The minimum specification of vertices for each primitive is as follows: 1 for a point, 2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a polygon. Modes that require a certain multiple of vertices are GL_LINES (2), GL_TRIANGLES (3), GL_QUADS (4), and GL_QUAD_STRIP (2).
GL_INVALID_ENUM is generated if mode is set to an unaccepted value.
GL_INVALID_OPERATION is generated if a command other than glVertex, glColor, glIndex, glNormal, glTexCoord, glEvalCoord, glEvalPoint, glMaterial, glEdgeFlag, glCallList, or glCallLists is called between glBegin and the corresponding glEnd.
GL_INVALID_OPERATION is generated if glEnd is called before the corresponding glBegin is called, or if glBegin is called within a glBegin/glEnd sequence.
void glBitmap( GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap )
| width, height | Specify the pixel width and height of the bitmap image. | |
| xorig, yorig | Specify the location of the origin in the bitmap image. The origin is measured from the lower left corner of the bitmap, with right and up being the positive axes. | |
| xmove, ymove | Specify the x and y offsets to be added to the current raster position after the bitmap is drawn. | |
| bitmap | Specifies the address of the bitmap image. |
A bitmap is a binary image. When drawn, the bitmap is positioned relative to the current raster position, and frame buffer pixels corresponding to ones in the bitmap are written using the current raster color or index. Frame buffer pixels corresponding to zeros in the bitmap are not modified.
glBitmap takes seven arguments. The first pair specify the width and height of the bitmap image. The second pair specify the location of the bitmap origin relative to the lower left corner of the bitmap image. The third pair of arguments specify x and y offsets to be added to the current raster position after the bitmap has been drawn. The final argument is a pointer to the bitmap image itself.
The bitmap image is interpreted like image data for the glDrawPixels command, with width and height corresponding to the width and height arguments of that command, and with type set to GL_BITMAP and format set to GL_COLOR_INDEX. Modes specified using glPixelStore affect the interpretation of bitmap image data; modes specified using glPixelTransfer do not.
If the current raster position is invalid, glBitmap is ignored. Otherwise, the lower left corner of the bitmap image is positioned at the window coordinates

where ( xr , yr ) is the raster position and ( xo , yo ) is the bitmap origin. Fragments are then generated for each pixel corresponding to a one in the bitmap image. These fragments are generated using the current raster z coordinate, color or color index, and current raster texture coordinates. They are then treated just as if they had been generated by a point, line, or polygon, including texture mapping, fogging, and all per-fragment operations such as alpha and depth testing.
After the bitmap has been drawn, the x and y coordinates of the current raster position are offset by xmove and ymove. No change is made to the z coordinate of the current raster position, or to the current raster color, index, or texture coordinates.
GL_INVALID_VALUE is generated if width or height is negative.
GL_INVALID_OPERATION is generated if glBitmap is called between a call to glBegin and the corresponding call to glEnd.
glGet with argument GL_CURRENT_RASTER_POSITION
glGet with argument GL_CURRENT_RASTER_COLOR
glGet with argument GL_CURRENT_RASTER_INDEX
glGet with argument GL_CURRENT_RASTER_TEXTURE_COORDS
glGet with argument GL_CURRENT_RASTER_POSITION_VALID
| sfactor | Specifies how the red, green, blue, and alpha source-blending factors are computed. Nine symbolic constants are accepted: GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, and GL_SRC_ALPHA_SATURATE. | |
| dfactor | Specifies how the red, green, blue, and alpha destination blending factors are computed. Eight symbolic constants are accepted: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, and GL_ONE_MINUS_DST_ALPHA. |
In RGB mode, pixels can be drawn using a function that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). By default, blending is disabled. Use glEnable and glDisable with argument GL_BLEND to enable and disable blending.
glBlendFunc defines the operation of blending when it is enabled. sfactor specifies which of nine methods is used to scale the source color components. dfactor specifies which of eight methods is used to scale the destination color components. The eleven possible methods are described in the table below. Each method defines four scale factors, one each for red, green, blue, and alpha.
In the table and in subsequent equations, source and destination color components are referred to as (Rs , Gs , Bs , As ) and (Rd , Gd , Bd , Ad ). They are understood to have integer values between zero and (kR , kG , kB , kA ), where
and (mR , mG , mB , mA ) is the number of red, green, blue, and alpha bitplanes.
Source and destination scale factors are referred to as (sR , sG , sB , sA ) and (dR , dG , dB , dA ). The scale factors described in the table, denoted (fR , fG , fB , fA ), represent either source or destination factors. All scale factors have range [0,1].
parameter | (f R , f G , f B , f A ) |
|---|---|
GL_ZERO | (0, 0, 0, 0 ) |
GL_ONE | (1, 1, 1, 1 ) |
GL_SRC_COLOR | (R s / k R , G s / k G , B s / k B , A s / k A ) |
GL_ONE_MINUS_SRC_COLOR | (1, 1, 1, 1 ) - (R s / k R , G s / k G , B s / k B , A s / k A ) |
GL_DST_COLOR | (R d / k R , G d / k G , B d / k B , A d / k A ) |
GL_ONE_MINUS_DST_COLOR | (1, 1, 1, 1 ) - (R d / k R , G d / k G , B d / k B , A d / k A ) |
GL_SRC_ALPHA | (A s / k A , A s / k A , A s / k A , A s / k A ) |
GL_ONE_MINUS_SRC_ALPHA | (1, 1, 1, 1 ) - (A s / k A , A s / k A , A s / k A , A s / k A ) |
GL_DST_ALPHA | (A d / k A , A d / k A , A d / k A , A d / k A ) |
GL_ONE_MINUS_DST_ALPHA | (1, 1, 1, 1 ) - (A d / k A , A d / k A , A d / k A , A d / k A ) |
GL_SRC_ALPHA_SATURATE | (i, i, i, 1 ) |
In the table,
i = min (As , kA - Ad ) / kA
To determine the blended RGBA values of a pixel when drawing in RGB mode, the system uses the following equations:
Rd = min ( kR , Rs sR + Rd dR )
Gd = min ( kG , Gs sG + Gd dG )
Bd = min ( kB , Bs sB + Bd dB )
Ad = min ( kA , As sA + Ad dA )
Despite the apparent precision of the above equations, blending arithmetic is not exactly specified, because blending operates with imprecise integer color values. However, a blend factor that should be equal to one is guaranteed not to modify its multiplicand, and a blend factor equal to zero reduces its multiplicand to zero. Thus, for example, when sfactor is GL_SRC_ALPHA, dfactor is GL_ONE_MINUS_SRC_ALPHA, and As is equal to kA, the equations reduce to simple replacement:
Rd = Rs
Gd = Gs
Bd = Bs
Ad = As
Transparency is best implemented using blend function (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) with primitives sorted from farthest to nearest. Note that this transparency calculation does not require the presence of alpha bitplanes in the frame buffer.
Blend function (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) is also useful for rendering antialiased points and lines in arbitrary order.
Polygon antialiasing is optimized using blend function (GL_SRC_ALPHA_SATURATE, GL_ONE) with polygons sorted from nearest to farthest. (See the "glEnable" , glDisable reference page and the GL_POLYGON_SMOOTH argument for information on polygon antialiasing.) Destination alpha bitplanes, which must be present for this blend function to operate correctly, store the accumulated coverage.
Incoming (source) alpha is correctly thought of as a material opacity, ranging from 1.0 (KA), representing complete opacity, to 0.0 (0), representing completely transparency.
When more than one color buffer is enabled for drawing, blending is done separately for each enabled buffer, using for destination color the contents of that buffer. (See "glDrawBuffer" .)
Blending affects only RGB rendering. It is ignored by color index renderers.
GL_INVALID_ENUM is generated if either sfactor or dfactor is not an accepted value.
GL_INVALID_OPERATION is generated if glBlendFunc is called between a call to glBegin and the corresponding call to glEnd.
glGet with argument GL_BLEND_SRC
glGet with argument GL_BLEND_DST
glIsEnabled with argument GL_BLEND
glCallList causes the named display list to be executed. The commands saved in the display list are executed in order, just as if they were called without using a display list. If list has not been defined as a display list, glCallList is ignored.
glCallList can appear inside a display list. To avoid the possibility of infinite recursion resulting from display lists calling one another, a limit is placed on the nesting level of display lists during display-list execution. This limit is at least 64, and it depends on the implementation.
GL state is not saved and restored across a call to glCallList. Thus, changes made to GL state during the execution of a display list remain after execution of the display list is completed. Use glPushAttrib, glPopAttrib, glPushMatrix, and glPopMatrix to preserve GL state across glCallList calls.
Display lists can be executed between a call to glBegin and the corresponding call to glEnd, as long as the display list includes only commands that are allowed in this interval.
| n | Specifies the number of display lists to be executed. | |
| type | Specifies the type of values in lists. Symbolic constants GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT, GL_FLOAT, GL_2_BYTES, GL_3_BYTES, and GL_4_BYTES are accepted. | |
| lists | Specifies the address of an array of name offsets in the display list. The pointer type is void because the offsets can be bytes, shorts, ints, or floats, depending on the value of type. |
glCallLists causes each display list in the list of names passed as lists to be executed. As a result, the commands saved in each display list are executed in order, just as if they were called without using a display list. Names of display lists that have not been defined are ignored.
glCallLists provides an efficient means for executing display lists. n allows lists with various name formats to be accepted. The formats are as follows:
| GL_BYTE | lists is treated as an array of signed bytes, each in the range -128 through 127. | |
| GL_UNSIGNED_BYTE |
| |
| GL_SHORT | lists is treated as an array of signed two-byte integers, each in the range -32768 through 32767. | |
| GL_UNSIGNED_SHORT |
| |
| GL_INT | lists is treated as an array of signed four-byte integers. | |
| GL_UNSIGNED_INT |
| |
| GL_FLOAT | lists is treated as an array of four-byte floating-point values. | |
| GL_2_BYTES | lists is treated as an array of unsigned bytes. Each pair of bytes specifies a single display-list name. The value of the pair is computed as 256 times the unsigned value of the first byte plus the unsigned value of the second byte. | |
| GL_3_BYTES | lists is treated as an array of unsigned bytes. Each triplet of bytes specifies a single display-list name. The value of the triplet is computed as 65536 times the unsigned value of the first byte, plus 256 times the unsigned value of the second byte, plus the unsigned value of the third byte. | |
| GL_4_BYTES | lists is treated as an array of unsigned bytes. Each quadruplet of bytes specifies a single display-list name. The value of the quadruplet is computed as 16777216 times the unsigned value of the first byte, plus 65536 times the unsigned value of the second byte, plus 256 times the unsigned value of the third byte, plus the unsigned value of the fourth byte. |
The list of display list names is not null-terminated. Rather, n specifies how many names are to be taken from lists.
An additional level of indirection is made available with the glListBase command, which specifies an unsigned offset that is added to each display-list name specified in lists before that display list is executed.
glCallLists can appear inside a display list. To avoid the possibility of infinite recursion resulting from display lists calling one another, a limit is placed on the nesting level of display lists during display-list execution. This limit must be at least 64, and it depends on the implementation.
GL state is not saved and restored across a call to glCallLists. Thus, changes made to GL state during the execution of the display lists remain after execution is completed. Use glPushAttrib, glPopAttrib, glPushMatrix, and glPopMatrix to preserve GL state across glCallLists calls.
Display lists can be executed between a call to glBegin and the corresponding call to glEnd, as long as the display list includes only commands that are allowed in this interval.
| mask | Bitwise OR of masks that indicate the buffers to be cleared. The four masks are GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_ACCUM_BUFFER_BIT, and GL_STENCIL_BUFFER_BIT. |
glClear sets the bitplane area of the window to values previously selected by glClearColor, glClearIndex, glClearDepth, glClearStencil, and glClearAccum. Multiple color buffers can be cleared simultaneously by selecting more than one buffer at a time using glDrawBuffer.
The pixel ownership test, the scissor test, dithering, and the buffer writemasks affect the operation of glClear. The scissor box bounds the cleared region. Alpha function, blend function, logical operation, stenciling, texture mapping, and z-buffering are ignored by glClear.
glClear takes a single argument that is the bitwise OR of several values indicating which buffer is to be cleared.
The values are as follows:
| GL_COLOR_BUFFER_BIT |
| |
| GL_DEPTH_BUFFER_BIT |
| |
| GL_ACCUM_BUFFER_BIT |
| |
| GL_STENCIL_BUFFER_BIT |
|
The value to which each buffer is cleared depends on the setting of the clear value for that buffer.
GL_INVALID_VALUE is generated if any bit other than the four defined bits is set in mask.
GL_INVALID_OPERATION is generated if glClear is called between a call to glBegin and the corresponding call to glEnd.
glGet with argument GL_ACCUM_CLEAR_VALUE
glGet with argument GL_DEPTH_CLEAR_VALUE
glGet with argument GL_INDEX_CLEAR_VALUE
glGet with argument GL_COLOR_CLEAR_VALUE
glGet with argument GL_STENCIL_CLEAR_VALUE
| red, green, blue, alpha |
|
glClearAccum specifies the red, green, blue, and alpha values used by glClear to clear the accumulation buffer.
Values specified by glClearAccum are clamped to the range [-1,1].
GL_INVALID_OPERATION is generated if glClearAccum is called between a call to glBegin and the corresponding call to glEnd.
| red, green, blue, alpha |
|
glClearColor specifies the red, green, blue, and alpha values used by glClear to clear the color buffers. Values specified by glClearColor are clamped to the range [0,1].
GL_INVALID_OPERATION is generated if glClearColor is called between a call to glBegin and the corresponding call to glEnd.
glClearDepth specifies the depth value used by glClear to clear the depth buffer. Values specified by glClearDepth are clamped to the range [0,1].
GL_INVALID_OPERATION is generated if glClearDepth is called between a call to glBegin and the corresponding call to glEnd.
| c | Specifies the index used when the color index buffers are cleared. The default value is zero. |
glClearIndex specifies the index used by glClear to clear the color index buffers. c is not clamped. Rather, c is converted to a fixed-point value with unspecified precision to the right of the binary point. The integer part of this value is then masked with 2m -1, where m is the number of bits in a color index stored in the frame buffer.
GL_INVALID_OPERATION is generated if glClearIndex is called between a call to glBegin and the corresponding call to glEnd.
| s | Specifies the index used when the stencil buffer is cleared. The default value is zero. |
glClearStencil specifies the index used by glClear to clear the stencil buffer. s is masked with 2m - 1, where m is the number of bits in the stencil buffer.
GL_INVALID_OPERATION is generated if glClearStencil is called between a call to glBegin and the corresponding call to glEnd.
| plane | Specifies which clipping plane is being positioned. Symbolic names of the form GL_CLIP_PLANEi, where i is an integer between 0 and GL_MAX_CLIP_PLANES -1, are accepted. | |
| equation | Specifies the address of an array of four double-precision floating-point values. These values are interpreted as a plane equation. |
Geometry is always clipped against the boundaries of a six-plane frustum in x, y, and z. glClipPlane allows the specification of additional planes, not necessarily perpendicular to the x, y, or z axis, against which all geometry is clipped. Up to GL_MAX_CLIP_PLANES planes can be specified, where GL_MAX_CLIP_PLANES is at least six in all implementations. Because the resulting clipping region is the intersection of the defined half-spaces, it is always convex.
glClipPlane specifies a half-space using a four-component plane equation. When glClipPlane is called, equation is transformed by the inverse of the modelview matrix and stored in the resulting eye coordinates. Subsequent changes to the modelview matrix have no effect on the stored plane-equation components. If the dot product of the eye coordinates of a vertex with the stored plane equation components is positive or zero, the vertex is in with respect to that clipping plane. Otherwise, it is out.
Clipping planes are enabled and disabled with glEnable and glDisable, and called with the argument GL_CLIP_PLANEi, where i is the plane number.
By default, all clipping planes are defined as (0,0,0,0) in eye coordinates and are disabled.
GL_INVALID_ENUM is generated if plane is not an accepted value.
GL_INVALID_OPERATION is generated if glClipPlane is called between a call to glBegin and the corresponding call to glEnd.
glColor3b, glColor3d, glColor3f, glColor3i, glColor3s, glColor3ub, glColor3ui, glColor3us, glColor4b, glColor4d, glColor4f, glColor4i, glColor4s, glColor4ub, glColor4ui, glColor4us, glColor3bv, glColor3dv, glColor3fv, glColor3iv, glColor3sv, glColor3ubv, glColor3uiv, glColor3usv, glColor4bv, glColor4dv, glColor4fv, glColor4iv, glColor4sv, glColor4ubv, glColor4uiv, glColor4usv - set the current color
void glColor3b( GLbyte red, GLbyte green, GLbyte blue )
void glColor3d( GLdouble red, GLdouble green, GLdouble blue )
void glColor3f( GLfloat red, GLfloat green, GLfloat blue )
void glColor3i( GLint red, GLint green, GLint blue )
void glColor3s( GLshort red, GLshort green, GLshort blue )
void glColor3ub( GLubyte red, GLubyte green, GLubyte blue )
void glColor3ui( GLuint red, GLuint green, GLuint blue )
void glColor3us( GLushort red, GLushort green, GLushort blue )
void glColor4b( GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha )
void glColor4d( GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha )
void glColor4f( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
void glColor4i( GLint red, GLint green, GLint blue, GLint alpha )
void glColor4s( GLshort red, GLshort green, GLshort blue, GLshort alpha )
void glColor4ub( GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha )
void glColor4ui( GLuint red, GLuint green, GLuint blue, GLuint alpha )
void glColor4us( GLushort red, GLushort green, GLushort blue, GLushort alpha )
| red, green, blue | Specify new red, green, and blue values for the current color. | |
| alpha | Specifies a new alpha value for the current color. Included only in the four-argument glColor4 command. |
void glColor3bv( const GLbyte *v )
void glColor3dv( const GLdouble *v )
void glColor3fv( const GLfloat *v )
void glColor3iv( const GLint *v )
void glColor3sv( const GLshort *v )
void glColor3ubv( const GLubyte *v )
void glColor3uiv( const GLuint *v )
void glColor3usv( const GLushort *v )
void glColor4bv( const GLbyte *v )
void glColor4dv( const GLdouble *v )
void glColor4fv( const GLfloat *v )
void glColor4iv( const GLint *v )
void glColor4sv( const GLshort *v )
void glColor4ubv( const GLubyte *v )
void glColor4uiv( const GLuint *v )
void glColor4usv( const GLushort *v )
| v | Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values. |
The GL stores both a current single-valued color index and a current four-valued RGBA color. glColor sets a new four-valued RGBA color. glColor has two major variants: glColor3 and glColor4. glColor3 variants specify new red, green, and blue values explicitly, and set the current alpha value to 1.0 implicitly. glColor4 variants specify all four color components explicitly.
glColor3b, glColor4b, glColor3s, glColor4s, glColor3i, and glColor4i take three or four unsigned byte, short, or long integers as arguments. When v is appended to the name, the color commands can take a pointer to an array of such values.
Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and zero maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before updating the current color. However, color components are clamped to this range before they are interpolated or written into a color buffer.
The current color can be updated at any time. In particular, glColor can be called between a call to glBegin and the corresponding call to glEnd.
| red, green, blue, alpha |
|
glColorMask specifies whether the individual color components in the frame buffer can or cannot be written. If red is GL_FALSE, for example, no change is made to the red component of any pixel in any of the color buffers, regardless of the drawing operation attempted.
Changes to individual bits of components cannot be controlled. Rather, changes are either enabled or disabled for entire color components.
GL_INVALID_OPERATION is generated if glColorMask is called between a call to glBegin and the corresponding call to glEnd.
| face | Specifies whether front, back, or both front and back material parameters should track the current color. Accepted values are GL_FRONT, GL_BACK, and GL_FRONT_AND_BACK. The default value is GL_FRONT_AND_BACK. | |
| mode | Specifies which of several material parameters track the current color. Accepted values are GL_EMISSION, GL_AMBIENT, GL_DIFFUSE, GL_SPECULAR, and GL_AMBIENT_AND_DIFFUSE. The default value is GL_AMBIENT_AND_DIFFUSE. |
glColorMaterial specifies which material parameters track the current color. When GL_COLOR_MATERIAL is enabled, the material parameter or parameters specified by mode, of the material or materials specified by face, track the current color at all times. GL_COLOR_MATERIAL is enabled and disabled using the commands glEnable and glDisable, called with GL_COLOR_MATERIAL as their argument. By default, it is disabled.
glColorMaterial allows a subset of material parameters to be changed for each vertex using only the glColor command, without calling glMaterial. If only such a subset of parameters is to be specified for each vertex, glColorMaterial is preferred over calling glMaterial.
GL_INVALID_ENUM is generated if face or mode is not an accepted value.
GL_INVALID_OPERATION is generated if glColorMaterial is called between a call to glBegin and the corresponding call to glEnd.
glIsEnabled with argument GL_COLOR_MATERIAL
glGet with argument GL_COLOR_MATERIAL_PARAMETER
glGet with argument GL_COLOR_MATERIAL_FACE
| x, y | Specify the window coordinates of the lower left corner of the rectangular region of pixels to be copied. | |
| width, height | Specify the dimensions of the rectangular region of pixels to be copied. Both must be nonnegative. | |
| type | Specifies whether color values, depth values, or stencil values are to be copied. Symbolic constants GL_COLOR, GL_DEPTH, and GL_STENCIL are accepted. |
glCopyPixels copies a screen-aligned rectangle of pixels from the specified frame buffer location to a region relative to the current raster position. Its operation is well defined only if the entire pixel source region is within the exposed portion of the window. Results of copies from outside the window, or from regions of the window that are not exposed, are hardware dependent and undefined.
x and y specify the window coordinates of the lower left corner of the rectangular region to be copied. width and height specify the dimensions of the rectangular region to be copied. Both width and height must not be negative.
Several parameters control the processing of the pixel data while it is being copied. These parameters are set with three commands: glPixelTransfer, glPixelMap, and glPixelZoom. This reference page describes the effects on glCopyPixels of most, but not all, of the parameters specified by these three commands.
glCopyPixels copies values from each pixel with the lower left-hand corner at (x + i, y + j) for 0≤i<width and 0≤j<height. This pixel is said to be the ith pixel in the jth row. Pixels are copied in row order from the lowest to the highest row, left to right in each row.
type specifies whether color, depth, or stencil data is to be copied. The details of the transfer for each data type are as follows:
| GL_COLOR | Indices or RGBA colors are read from the buffer currently specified as the read source buffer (see "glReadBuffer" .) If the GL is in color index mode, each index that is read from this buffer is converted to a fixed-point format with an unspecified number of bits to the right of the binary point. Each index is then shifted left by GL_INDEX_SHIFT bits, and added to GL_INDEX_OFFSET. If GL_INDEX_SHIFT is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If GL_MAP_COLOR is true, the index is replaced with the value that it references in lookup table GL_PIXEL_MAP_I_TO_I. Whether the lookup replacement of the index is done or not, the integer part of the index is then ANDed with 2b -1, where b is the number of bits in a color index buffer. | |
If the GL is in RGBA mode, the red, green, blue, and alpha components of each pixel that is read are converted to an internal floating-point format with unspecified precision. The conversion maps the largest representable component value to 1.0, and component value zero to 0.0. The resulting floating-point color values are then multiplied by GL_c_SCALE and added to GL_c_BIAS, where c is RED, GREEN, BLUE, and ALPHA for the respective color components. The results are clamped to the range [0,1]. If GL_MAP_COLOR is true, each color component is scaled by the size of lookup table GL_PIXEL_MAP_c_TO_c, then replaced by the value that it references in that table. c is R, G, B, or A, respectively. | ||
The resulting indices or RGBA colors are then converted to fragments by attaching the current raster position z coordinate and texture coordinates to each pixel, then assigning window coordinates (xr + i , yr + j), where (xr , yr) is the current raster position, and the pixel was the ith pixel in the jth row. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer. | ||
| GL_DEPTH | Depth values are read from the depth buffer and converted directly to an internal floating-point format with unspecified precision. The resulting floating-point depth value is then multiplied by GL_DEPTH_SCALE and added to GL_DEPTH_BIAS. The result is clamped to the range [0,1]. | |
The resulting depth components are then converted to fragments by attaching the current raster position color or color index and texture coordinates to each pixel, then assigning window coordinates (xr + i , yr + j), where (xr , yr) is the current raster position, and the pixel was the ith pixel in the jth row. These pixel fragments are then treated just like the fragments generated by rasterizing points, lines, or polygons. Texture mapping, fog, and all the fragment operations are applied before the fragments are written to the frame buffer. | ||
| GL_STENCIL | Stencil indices are read from the stencil buffer and converted to an internal fixed-point format with an unspecified number of bits to the right of the binary point. Each fixed-point index is then shifted left by GL_INDEX_SHIFT bits, and added to GL_INDEX_OFFSET. If GL_INDEX_SHIFT is negative, the shift is to the right. In either case, zero bits fill otherwise unspecified bit locations in the result. If GL_MAP_STENCIL is true, the index is replaced with the value that it references in lookup table GL_PIXEL_MAP_S_TO_S. Whether the lookup replacement of the index is done or not, the integer part of the index is then ANDed with 2b -1, where b is the number of bits in the stencil buffer. The resulting stencil indices are then written to the stencil buffer such that the index read from the ith location of the jth row is written to location (xr + i , yr + j), where (xr , yr) is the current raster position. Only the pixel ownership test, the scissor test, and the stencil writemask affect these writes. |
The rasterization described thus far assumes pixel zoom factors of 1.0. If glPixelZoom is used to change the x and y pixel zoom factors, pixels are converted to fragments as follows. If (xr, yr) is the current raster position, and a given pixel is in the ith location in the jth row of the source pixel rectangle, then fragments are generated for pixels whose centers are in the rectangle with corners at
(xr + zoomx i, yr + zoomy j)
and
(xr + zoomx (i + 1), yr + zoomy ( j + 1 ))
where zoomx is the value of GL_ZOOM_X and zoomy is the value of GL_ZOOM_Y.
To copy the color pixel in the lower left corner of the window to the current raster position, use
glCopyPixels(0, 0, 1, 1, GL_COLOR); |
GL_INVALID_ENUM is generated if type is not an accepted value.
GL_INVALID_VALUE is generated if either width or height is negative.
GL_INVALID_OPERATION is generated if type is GL_DEPTH and there is no depth buffer.
GL_INVALID_OPERATION is generated if type is GL_STENCIL and there is no stencil buffer.
GL_INVALID_OPERATION is generated if glCopyPixels is called between a call to glBegin and the corresponding call to glEnd.
glGet with argument GL_CURRENT_RASTER_POSITION
glGet with argument GL_CURRENT_RASTER_POSITION_VALID
| mode | Specifies whether front- or back-facing facets are candidates for culling. Symbolic constants GL_FRONT and GL_BACK are accepted. The default value is GL_BACK. |
glCullFace specifies whether front- or back-facing facets are culled (as specified by mode) when facet culling is enabled. Facet culling is enabled and disabled using the glEnable and glDisable commands with the argument GL_CULL_FACE. Facets include triangles, quadrilaterals, polygons, and rectangles.
glFrontFace specifies which of the clockwise and counterclockwise facets are front-facing and back-facing. See "glFrontFace" .
GL_INVALID_ENUM is generated if mode is not an accepted value.
GL_INVALID_OPERATION is generated if glCullFace is called between a call to glBegin and the corresponding call to glEnd.
| list | Specifies the integer name of the first display list to delete. | |
| range | Specifies the number of display lists to delete. |
glDeleteLists causes a contiguous group of display lists to be deleted. list is the name of the first display list to be deleted, and range is the number of display lists to delete. All display lists d with list ≤ d ≤ list + range - 1 are deleted.
All storage locations allocated to the specified display lists are freed, and the names are available for reuse at a later time. Names within the range that do not have an associated display list are ignored. If range is zero, nothing happens.
GL_INVALID_VALUE is generated if range is negative.
GL_INVALID_OPERATION is generated if glDeleteLists is called between a call to glBegin and the corresponding call to glEnd.
| func | Specifies the depth comparison function. Symbolic constants GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, and GL_ALWAYS are accepted. The default value is GL_LESS. |
glDepthFunc specifies the function used to compare each incoming pixel z value with the z value present in the depth buffer. The comparison is performed only if depth testing is enabled. (See "glEnable" and glDisable of GL_DEPTH_TEST.)
func specifies the conditions under which the pixel will be drawn. The comparison functions are as follows:
| GL_NEVER | Never passes. | |
| GL_LESS | Passes if the incoming z value is less than the stored z value. | |
| GL_EQUAL | Passes if the incoming z value is equal to the stored z value. | |
| GL_LEQUAL | Passes if the incoming z value is less than or equal to the stored z value. | |
| GL_GREATER |
| |
| GL_NOTEQUAL |
| |
| GL_GEQUAL | Passes if the incoming z value is greater than or equal to the stored z value. | |
| GL_ALWAYS | Always passes. |
The default value of func is GL_LESS. Initially, depth testing is disabled.
GL_INVALID_ENUM is generated if func is not an accepted value.
GL_INVALID_OPERATION is generated if glDepthFunc is called between a call to glBegin and the corresponding call to glEnd.
| flag | Specifies whether the depth buffer is enabled for writing. If flag is zero, depth buffer writing is disabled. Otherwise, it is enabled. Initially, depth buffer writing is enabled. |
glDepthMask specifies whether the depth buffer is enabled for writing. If flag is zero, depth buffer writing is disabled. Otherwise, it is enabled. Initially, depth buffer writing is enabled.
GL_INVALID_OPERATION is generated if glDepthMask is called between a call to glBegin and the corresponding call to glEnd.
glDepthRange - specify the mapping of z values from normalized device coordinates to window coordinates
| near | Specifies the mapping of the near clipping plane to window coordinates. The default value is 0. | |
| far | Specifies the mapping of the far clipping plane to window coordinates. The default value is 1. |
After clipping and division by w, z coordinates range from -1.0 to 1.0, corresponding to the near and far clipping planes. glDepthRange specifies a linear mapping of the normalized z coordinates in this range to window z coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0.0 through 1.0 (like color components). Thus, the values accepted by glDepthRange are both clamped to this range before they are accepted.
The default mapping of 0,1 maps the near plane to 0 and the far plane to 1. With this mapping, the depth buffer range is fully utilized.
GL_INVALID_OPERATION is generated if glDepthRange is called between a call to glBegin and the corresponding call to glEnd.
| mode | Specifies up to four color buffers to be drawn into. Symbolic constants GL_NONE, GL_FRONT_LEFT, GL_FRONT_RIGHT, GL_BACK_LEFT, GL_BACK_RIGHT, GL_FRONT, GL_BACK, GL_LEFT, GL_RIGHT, GL_FRONT_AND_BACK, and GL_AUXi, where i is between 0 and GL_AUX_BUFFERS -1, are accepted (GL_AUX_BUFFERS is not the upper limit; use glGet to query the number of available aux buffers.) The default value is GL_FRONT for single-buffered contexts, and GL_BACK for double-buffered contexts. |
When colors are written to the frame buffer, they are written into the color buffers specified by glDrawBuffer. The specifications are as follows:
| GL_NONE | No color buffers are written. | |
| GL_FRONT_LEFT |
| |
| GL_FRONT_RIGHT |
| |
| GL_BACK_LEFT |
| |
| GL_BACK_RIGHT |
| |
| GL_FRONT | Only the front left and front right color buffers are written. If there is no front right color buffer, only the front left color buffer is written. | |
| GL_BACK | Only the back left and back right color buffers are written. If there is no back right color buffer, only the back left color buffer is written. | |
| GL_LEFT | Only the front left and back left color buffers are written. If there is no back left color buffer, only the front left color buffer is written. | |
| GL_RIGHT | Only the front right and back right color buffers are written. If there is no back right color buffer, only the front right color buffer is written. | |
| GL_FRONT_AND_BACK |
| |
| GL_AUXi | Only auxiliary color buffer i is written. |
If more than one color buffer is selected for drawing, then blending or logical operations are computed and applied independently for each color buffer and can produce different results in each buffer.
Monoscopic contexts include only left buffers, and stereoscopic contexts include both left and right buffers. Likewise, single-buffered contexts include only front buffers, and double-buffered contexts include both front and back buffers. The context is selected at GL initialization.