macOS — OpenGL Functions
- glActiveTexture(3G) — select active texture unit
- glAttachShader(3G) — Attaches a shader object to a program object
- glBeginConditionalRender(3G) — start conditional rendering
- glBeginQuery(3G) — delimit the boundaries of a query object
- glBeginTransformFeedback(3G) — start transform feedback operation
- glBindAttribLocation(3G) — Associates a generic vertex attribute index with a named attribute variable
- glBindBuffer(3G) — bind a named buffer object
- glBindBufferBase(3G) — bind a buffer object to an indexed buffer target
- glBindBufferRange(3G) — bind a range within a buffer object to an indexed buffer target
- glBindFragDataLocation(3G) — bind a user-defined varying out variable to a fragment shader color number
- glBindFragDataLocationIndexed(3G) — bind a user-defined varying out variable to a fragment shader color number and index
- glBindFramebuffer(3G) — bind a framebuffer to a framebuffer target
- glBindRenderbuffer(3G) — bind a renderbuffer to a renderbuffer target
- glBindSampler(3G) — bind a named sampler to a texturing target
- glBindTexture(3G) — bind a named texture to a texturing target
- glBindVertexArray(3G) — bind a vertex array object
- glBlendColor(3G) — set the blend color
- glBlendEquation(3G) — specify the equation used for both the RGB blend equation and the Alpha blend equation
- glBlendEquationSeparate(3G) — set the RGB blend equation and the alpha blend equation separately
- glBlendFunc(3G) — specify pixel arithmetic
- glBlendFuncSeparate(3G) — specify pixel arithmetic for RGB and alpha components separately
- glBlitFramebuffer(3G) — copy a block of pixels from the read framebuffer to the draw framebuffer
- glBufferData(3G) — creates and initializes a buffer objects data store
- glBufferSubData(3G) — updates a subset of a buffer objects data store
- glCheckFramebufferStatus(3G) — check the completeness status of a framebuffer
- glClampColor(3G) — specify whether data read via glReadPixels() should be clamped
- glClear(3G) — clear buffers to preset values
- glClearBuffer(3G) — clear individual buffers of the currently bound draw framebuffer
- glClearColor(3G) — specify clear values for the color buffers
- glClearDepth(3G) — specify the clear value for the depth buffer
- glClearStencil(3G) — specify the clear value for the stencil buffer
- glClientWaitSync(3G) — block and wait for a sync object to become signaled
- glColorMask(3G) — enable and disable writing of frame buffer color components
- glCompileShader(3G) — Compiles a shader object
- glCompressedTexImage1D(3G) — specify a one-dimensional texture image in a compressed format
- glCompressedTexImage2D(3G) — specify a two-dimensional texture image in a compressed format
- glCompressedTexImage3D(3G) — specify a three-dimensional texture image in a compressed format
- glCompressedTexSubImage1D(3G) — specify a one-dimensional texture subimage in a compressed format
- glCompressedTexSubImage2D(3G) — specify a two-dimensional texture subimage in a compressed format
- glCompressedTexSubImage3D(3G) — specify a three-dimensional texture subimage in a compressed format
- glCopyBufferSubData(3G) — copy part of the data store of a buffer object to the data store of another buffer object
- glCopyTexImage1D(3G) — copy pixels into a 1D texture image
- glCopyTexImage2D(3G) — copy pixels into a 2D texture image
- glCopyTexSubImage1D(3G) — copy a one-dimensional texture subimage
- glCopyTexSubImage2D(3G) — copy a two-dimensional texture subimage
- glCopyTexSubImage3D(3G) — copy a three-dimensional texture subimage
- glCreateProgram(3G) — Creates a program object
- glCreateShader(3G) — Creates a shader object
- glCullFace(3G) — specify whether front- or back-facing facets can be culled
- glDeleteBuffers(3G) — delete named buffer objects
- glDeleteFramebuffers(3G) — delete framebuffer objects
- glDeleteProgram(3G) — Deletes a program object
- glDeleteQueries(3G) — delete named query objects
- glDeleteRenderbuffers(3G) — delete renderbuffer objects
- glDeleteSamplers(3G) — delete named sampler objects
- glDeleteShader(3G) — Deletes a shader object
- glDeleteSync(3G) — delete a sync object
- glDeleteTextures(3G) — delete named textures
- glDeleteVertexArrays(3G) — delete vertex array objects
- glDepthFunc(3G) — specify the value used for depth buffer comparisons
- glDepthMask(3G) — enable or disable writing into the depth buffer
- glDepthRange(3G) — specify mapping of depth values from normalized device coordinates to window coordinates
- glDetachShader(3G) — Detaches a shader object from a program object to which it is attached
- glDrawArrays(3G) — render primitives from array data
- glDrawArraysInstanced(3G) — draw multiple instances of a range of elements
- glDrawBuffer(3G) — specify which color buffers are to be drawn into
- glDrawBuffers(3G) — Specifies a list of color buffers to be drawn into
- glDrawElements(3G) — render primitives from array data
- glDrawElementsBaseVertex(3G) — render primitives from array data with a per-element offset
- glDrawElementsInstanced(3G) — draw multiple instances of a set of elements
- glDrawElementsInstancedBaseVertex(3G) — render multiple instances of a set of primitives from array data with a per-element offset
- glDrawRangeElements(3G) — render primitives from array data
- glDrawRangeElementsBaseVertex(3G) — render primitives from array data with a per-element offset
- glEnable(3G) — enable or disable server-side GL capabilities
- glEnableVertexAttribArray(3G), glDisableVertexAttribArray(3G) — Enable or disable a generic vertex attribute array
- glFenceSync(3G) — create a new sync object and insert it into the GL command stream
- glFinish(3G) — block until all GL execution is complete
- glFlush(3G) — force execution of GL commands in finite time
- glFlushMappedBufferRange(3G) — indicate modifications to a range of a mapped buffer
- glFramebufferRenderbuffer(3G) — attach a renderbuffer as a logical buffer to the currently bound framebuffer object
- glFramebufferTexture(3G) — attach a level of a texture object as a logical buffer to the currently bound framebuffer object
- glFramebufferTextureLayer(3G) — attach a single layer of a texture to a framebuffer
- glFrontFace(3G) — define front- and back-facing polygons
- glGenBuffers(3G) — generate buffer object names
- glGenFramebuffers(3G) — generate framebuffer object names
- glGenQueries(3G) — generate query object names
- glGenRenderbuffers(3G) — generate renderbuffer object names
- glGenSamplers(3G) — generate sampler object names
- glGenTextures(3G) — generate texture names
- glGenVertexArrays(3G) — generate vertex array object names
- glGenerateMipmap(3G) — generate mipmaps for a specified texture target
- glGet(3G) — return the value or values of a selected parameter
- glGetActiveAttrib(3G) — Returns information about an active attribute variable for the specified program object
- glGetActiveUniform(3G) — Returns information about an active uniform variable for the specified program object
- glGetActiveUniformBlock(3G) — query information about an active uniform block
- glGetActiveUniformBlockName(3G) — retrieve the name of an active uniform block
- glGetActiveUniformName(3G) — query the name of an active uniform
- glGetActiveUniformsiv(3G) — Returns information about several active uniform variables for the specified program object
- glGetAttachedShaders(3G) — Returns the handles of the shader objects attached to a program object
- glGetAttribLocation(3G) — Returns the location of an attribute variable
- glGetBufferParameteriv(3G) — return parameters of a buffer object
- glGetBufferPointerv(3G) — return the pointer to a mapped buffer objects data store
- glGetBufferSubData(3G) — returns a subset of a buffer objects data store
- glGetCompressedTexImage(3G) — return a compressed texture image
- glGetError(3G) — return error information
- glGetFragDataIndex(3G) — query the bindings of color indices to user-defined varying out variables
- glGetFragDataLocation(3G) — query the bindings of color numbers to user-defined varying out variables
- glGetFramebufferAttachmentParameteriv(3G) — retrieve information about attachments of a bound framebuffer object
- glGetMultisamplefv(3G) — retrieve the location of a sample
- glGetProgramInfoLog(3G) — Returns the information log for a program object
- glGetProgramiv(3G) — Returns a parameter from a program object
- glGetQueryObject(3G) — return parameters of a query object
- glGetQueryiv(3G) — return parameters of a query object target
- glGetRenderbufferParameteriv(3G) — retrieve information about a bound renderbuffer object
- glGetSamplerParameter(3G) — return sampler parameter values
- glGetShaderInfoLog(3G) — Returns the information log for a shader object
- glGetShaderSource(3G) — Returns the source code string from a shader object
- glGetShaderiv(3G) — Returns a parameter from a shader object
- glGetString(3G) — return a string describing the current GL connection
- glGetSynciv(3G) — query the properties of a sync object
- glGetTexImage(3G) — return a texture image
- glGetTexLevelParameter(3G) — return texture parameter values for a specific level of detail
- glGetTexParameter(3G) — return texture parameter values
- glGetTransformFeedbackVarying(3G) — retrieve information about varying variables selected for transform feedback
- glGetUniformBlockIndex(3G) — retrieve the index of a named uniform block
- glGetUniformIndices(3G) — retrieve the index of a named uniform block
- glGetUniformLocation(3G) — Returns the location of a uniform variable
- glGetUniformfv(3G), glGetUniformiv(3G) — Returns the value of a uniform variable
- glGetVertexAttribPointerv(3G) — return the address of the specified generic vertex attribute pointer
- glGetVertexAttribdv(3G), glGetVertexAttribfv(3G), glGetVertexAttribiv(3G) — Return a generic vertex attribute parameter
- glHint(3G) — specify implementation-specific hints
- glIsBuffer(3G) — determine if a name corresponds to a buffer object
- glIsEnabled(3G) — test whether a capability is enabled
- glIsFramebuffer(3G) — determine if a name corresponds to a framebuffer object
- glIsProgram(3G) — Determines if a name corresponds to a program object
- glIsQuery(3G) — determine if a name corresponds to a query object
- glIsRenderbuffer(3G) — determine if a name corresponds to a renderbuffer object
- glIsSampler(3G) — determine if a name corresponds to a sampler object
- glIsShader(3G) — Determines if a name corresponds to a shader object
- glIsSync(3G) — determine if a name corresponds to a sync object
- glIsTexture(3G) — determine if a name corresponds to a texture
- glIsVertexArray(3G) — determine if a name corresponds to a vertex array object
- glLineWidth(3G) — specify the width of rasterized lines
- glLinkProgram(3G) — Links a program object
- glLogicOp(3G) — specify a logical pixel operation for rendering
- glMapBuffer(3G) — map a buffer objects data store
- glMapBufferRange(3G) — map a section of a buffer objects data store
- glMultiDrawArrays(3G) — render multiple sets of primitives from array data
- glMultiDrawElements(3G) — render multiple sets of primitives by specifying indices of array data elements
- glMultiDrawElementsBaseVertex(3G) — render multiple sets of primitives by specifying indices of array data elements and an index to apply to each index
- glMultiTexCoord(3G) — set the current texture coordinates
- glPixelStore(3G) — set pixel storage modes
- glPointParameter(3G) — specify point parameters
- glPointSize(3G) — specify the diameter of rasterized points
- glPolygonMode(3G) — select a polygon rasterization mode
- glPolygonOffset(3G) — set the scale and units used to calculate depth values
- glPrimitiveRestartIndex(3G) — specify the primitive restart index
- glProvokingVertex(3G) — specifiy the vertex to be used as the source of data for flat shaded varyings
- glQueryCounter(3G) — record the GL time into a query object after all previous commands have reached the GL server but have not yet necessarily executed
- glReadBuffer(3G) — select a color buffer source for pixels
- glReadPixels(3G) — read a block of pixels from the frame buffer
- glRenderbufferStorage(3G) — establish data storage, format and dimensions of a renderbuffer objects image
- glRenderbufferStorageMultisample(3G) — establish data storage, format, dimensions and sample count of a renderbuffer objects image
- glSampleCoverage(3G) — specify multisample coverage parameters
- glSampleMaski(3G) — set the value of a sub-word of the sample mask
- glSamplerParameter(3G) — set sampler parameters
- glScissor(3G) — define the scissor box
- glShaderSource(3G) — Replaces the source code in a shader object
- glStencilFunc(3G) — set front and back function and reference value for stencil testing
- glStencilFuncSeparate(3G) — set front and/or back function and reference value for stencil testing
- glStencilMask(3G) — control the front and back writing of individual bits in the stencil planes
- glStencilMaskSeparate(3G) — control the front and/or back writing of individual bits in the stencil planes
- glStencilOp(3G) — set front and back stencil test actions
- glStencilOpSeparate(3G) — set front and/or back stencil test actions
- glTexBuffer(3G) — attach the storage for a buffer object to the active buffer texture
- glTexImage1D(3G) — specify a one-dimensional texture image
- glTexImage2D(3G) — specify a two-dimensional texture image
- glTexImage2DMultisample(3G) — establish the data storage, format, dimensions, and number of samples of a multisample textures image
- glTexImage3D(3G) — specify a three-dimensional texture image
- glTexImage3DMultisample(3G) — establish the data storage, format, dimensions, and number of samples of a multisample textures image
- glTexParameter(3G) — set texture parameters
- glTexSubImage1D(3G) — specify a one-dimensional texture subimage
- glTexSubImage2D(3G) — specify a two-dimensional texture subimage
- glTexSubImage3D(3G) — specify a three-dimensional texture subimage
- glTransformFeedbackVaryings(3G) — specify values to record in transform feedback buffers
- glUniform1f(3G), glUniform2f(3G), glUniform3f(3G), glUniform4f(3G), glUniform1i(3G), glUniform2i(3G), glUniform3i(3G), glUniform4i(3G), glUniform1ui(3G), glUniform2ui(3G), glUniform3ui(3G), glUniform4ui(3G), glUniform1fv(3G), glUniform2fv(3G), glUniform3fv(3G), glUniform4fv(3G), glUniform1iv(3G), glUniform2iv(3G), glUniform3iv(3G), glUniform4iv(3G), glUniform1uiv(3G), glUniform2uiv(3G), glUniform3uiv(3G), glUniform4uiv(3G), glUniformMatrix2fv(3G), glUniformMatrix3fv(3G), glUniformMatrix4fv(3G), glUniformMatrix2x3fv(3G), glUniformMatrix3x2fv(3G), glUniformMatrix2x4fv(3G), glUniformMatrix4x2fv(3G), glUniformMatrix3x4fv(3G), glUniformMatrix4x3fv(3G) — Specify the value of a uniform variable for the current program object
- glUniformBlockBinding(3G) — assign a binding point to an active uniform block
- glUseProgram(3G) — Installs a program object as part of current rendering state
- glValidateProgram(3G) — Validates a program object
- glVertexAttrib(3G) — Specifies the value of a generic vertex attribute
- glVertexAttribDivisor(3G) — modify the rate at which generic vertex attributes advance during instanced rendering
- glVertexAttribPointer(3G) — define an array of generic vertex attribute data
- glViewport(3G) — set the viewport
- glWaitSync(3G) — instruct the GL server to block until the specified sync object becomes signaled