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);
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);
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);
4.1 Choose how polygons
are rasterized:
void glCullFace (GLenum mode);
void glPolygonMode (GLenum
face, GLenum mode);
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);
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);