OPENGL Commands

 
 
 
 
 

1. Primitives
 
 
 
 

1.1 Specify vertices or rectangles:
 
 

void glBegin (GLenum mode);

void glEnd (void);

void glVertex3{fd}{v} (TYPE x, TYPE y, TYPE z);

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2. Coordinate Transformation
 
 

2.1 Transform the current matrix:
 
 

void glRotate{fd} (TYPE angle, TYPE x, TYPE y, TYPE z);

void glTranslate{fd} (TYPE x, TYPE y, TYPE z);

void glScale{fd} (TYPE x, TYPE y, TYPE z);

void glMultMatrix{fd} (const TYPE *m);
 
 

void glFrustum (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);

void glOrtho (GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near, GLdouble far);
 
 

2.2 Replace the current matrix:
 
 

void glLoadMatrix{fd} (const TYPE *m);

void glLoadIdentity (void);
 
 

2.3 Manipulate the matrix stack:
 
 

void glMatrixMode (GLenum mode);

void glPushMatrix (void);

void glPopMatrix (void);
 
 

2.4 Specify the viewport:
 
 

void glDepthRange (GLclampd near, GLclampd far);

void glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
 
 
 
 

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3. Coloring and Lighting
 
 
 
 

3.1 Set the current color, color index, or normal vector:
 
 

void glColor3{fd}{v} (TYPE red, TYPE green, TYPE blue);

void glNormal3{fd}{v} (TYPE nx, TYPE ny, TYPE nz);
 

3.2 Specify light source, material, or lighting model parameter values:
 
 

void glLight{if}{v} (GLenum light, GLenum pname, TYPE param);

void glMaterial{if}{v} (GLenum face, GLenum pname, TYPE param);

void glLightModel{if}{v} (GLenum pname, TYPE param);
 
 

3.3 Choose a shading model:
 
 

void glShadeModel (GLenum mode);
 
 

3.4 Specify which polygon orientation is front-facing:
 
 

void glFrontFace (GLenum dir);
 
 

3.5 Cause a material color to track the current color:
 
 

void glColorMaterial (GLenum face, GLenum mode);
 
 

3.6 Obtain light source or material parameter values:
 
 

void glGetLight{if}v (GLenum light, GLenum pname, TYPE *params);

void glGetMaterial{if}v (GLenum face, GLenum pname, TYPE *params);
 

 

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4. Rasterization

4.1 Choose how polygons are rasterized:
 

 

void glCullFace (GLenum mode);

void glPolygonMode (GLenum face, GLenum mode);
 

 

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5. Frame Buffer Operations
 

 

5.1 Clear some or all buffers:

void glClear (GLbitfield mask);
 

 

5.2 Specify color, depth, and stencil values for clears:
 

 

void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);

void glClearDepth (GLclampd depth);

void glClearIndex (GLfloat c);
 

 
 
 

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6. Modes and Execution
 

 

6.1 Enable, disable, and query modes:

 

void glEnable (GLenum cap);

void glDisable (GLenum cap);

GLboolean glIsEnabled (GLenum cap);
 

6.2 Wait until all OpenGL commands have executed completely:
 

 

void glFinish (void);
 

 

6.3 Force all issued OpenGL commands to be executed:
 

 

void glFlush (void);
 

 

7. State Queries
 

 

7.1 Obtain information about an error or the current OpenGL connection:
 

 

GLenum glGetError (void);

const GLubyte * glGetString (GLenum name);
 

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