gl(3erl)

bestie, welcome to gl(3erl) — the Erlang Module Definition for the gl module. this is the OpenGL wrapper page and it is lowkey iconic 💅

✨ NAME ✨

gl — Erlang wrapper functions for OpenGL 🌈

🌟 DESCRIPTION 🌟

Standard OpenGL API. 💖

This documents the functions as a brief version of the complete OpenGL reference pages. ✨

🧚 DATA TYPES 🧚

okay so the type squad is literally right here, no cap:

clamp() = float()

offset() = integer() >= 0

i() = integer()

f() = float()

enum() = integer() >= 0

matrix() = m12() | m16()

m12() =
    {f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}

m16() =
    {f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f(),
     f()}

mem() = binary() | tuple()

💫 EXPORTS 💫

accum(Op :: enum(), Value :: f()) -> ok

The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Instead, 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.

External documentation. 📚

activeShaderProgram(Pipeline :: i(), Program :: i()) -> ok

gl:activeShaderProgram/2 sets the linked program named by Program to be the active program for the program pipeline object Pipeline. The active program in the active program pipeline object is the target of calls to gl:uniform() when no program has been made current through a call to gl:useProgram/1.

External documentation. 🫶

activeTexture(Texture :: enum()) -> ok

gl:activeTexture/1 selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation dependent, but must be at least 80.

External documentation. 💖

alphaFunc(Func :: enum(), Ref :: clamp()) -> ok

The alpha test discards fragments depending on the outcome of a comparison between an incoming fragment's alpha value and a constant reference value. gl:alphaFunc/2 specifies the reference value and the comparison function. The comparison is performed only if alpha testing is enabled. By default, it is not enabled. (See gl:enable/1 and gl:disable/1 of ?GL_ALPHA_TEST.)

External documentation. 🌸

areTexturesResident(Textures :: [i()]) -> {0 | 1, Residences :: [0 | 1]}

GL establishes a “working set” of textures that are resident in texture memory. These textures can be bound to a texture target much more efficiently than textures that are not resident.

External documentation. 🦋

arrayElement(I :: i()) -> ok

gl:arrayElement/1 commands are used within gl:'begin'/1/gl:'end'/0 pairs to specify vertex and attribute data for point, line, and polygon primitives. If ?GL_VERTEX_ARRAY is enabled when gl:arrayElement/1 is called, a single vertex is drawn, using vertex and attribute data taken from location I of the enabled arrays. If ?GL_VERTEX_ARRAY is not enabled, no drawing occurs but the attributes corresponding to the enabled arrays are modified.

External documentation. 🎀

attachShader(Program :: i(), Shader :: i()) -> ok

In order to create a complete shader program, there must be a way to specify the list of things that will be linked together. Program objects provide this mechanism. Shaders that are to be linked together in a program object must first be attached to that program object. gl:attachShader/2 attaches the shader object specified by Shader to the program object specified by Program. This indicates that Shader will be included in link operations that will be performed on Program.

External documentation. 💜

'begin'(Mode :: enum()) -> ok and 'end'() -> ok

gl:'begin'/1 and gl:'end'/0 delimit the vertices that define a primitive or a group of like primitives. gl:'begin'/1 accepts a single argument that specifies in 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:

External documentation. ⭐

beginConditionalRender(Id :: i(), Mode :: enum()) -> ok and endConditionalRender() -> ok

Conditional rendering is started using gl:beginConditionalRender/2 and ended using gl:endConditionalRender/0. During conditional rendering, all vertex array commands, as well as gl:clear/1 and gl:clearBuffer() have no effect if the (?GL_SAMPLES_PASSED) result of the query object Id is zero, or if the (?GL_ANY_SAMPLES_PASSED) result is ?GL_FALSE. The results of commands setting the current vertex state, such as gl:vertexAttrib() are undefined. If the (?GL_SAMPLES_PASSED) result is non-zero or if the (?GL_ANY_SAMPLES_PASSED) result is ?GL_TRUE, such commands are not discarded. The Id parameter to gl:beginConditionalRender/2 must be the name of a query object previously returned from a call to gl:genQueries/1. Mode specifies how the results of the query object are to be interpreted. If Mode is ?GL_QUERY_WAIT, the GL waits for the results of the query to be available and then uses the results to determine if subsequent rendering commands are discarded. If Mode is ?GL_QUERY_NO_WAIT, the GL may choose to unconditionally execute the subsequent rendering commands without waiting for the query to complete.

External documentation. 🔥

beginQuery(Target :: enum(), Id :: i()) -> ok and endQuery(Target :: enum()) -> ok

gl:beginQuery/2 and gl:endQuery/1 delimit the boundaries of a query object. Query must be a name previously returned from a call to gl:genQueries/1. If a query object with name Id does not yet exist it is created with the type determined by Target. Target must be one of ?GL_SAMPLES_PASSED, ?GL_ANY_SAMPLES_PASSED, ?GL_PRIMITIVES_GENERATED, ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED. The behavior of the query object depends on its type and is as follows.

External documentation. 👑

beginQueryIndexed(Target :: enum(), Index :: i(), Id :: i()) -> ok and endQueryIndexed(Target :: enum(), Index :: i()) -> ok

gl:beginQueryIndexed/3 and gl:endQueryIndexed/2 delimit the boundaries of a query object. Query must be a name previously returned from a call to gl:genQueries/1. If a query object with name Id does not yet exist it is created with the type determined by Target. Target must be one of ?GL_SAMPLES_PASSED, ?GL_ANY_SAMPLES_PASSED, ?GL_PRIMITIVES_GENERATED, ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, or ?GL_TIME_ELAPSED. The behavior of the query object depends on its type and is as follows.

External documentation. 🌈

beginTransformFeedback(PrimitiveMode :: enum()) -> ok and endTransformFeedback() -> ok

Transform feedback mode captures the values of varying variables written by the vertex shader (or, if active, the geometry shader). Transform feedback is said to be active after a call to gl:beginTransformFeedback/1 until a subsequent call to gl:endTransformFeedback/0. Transform feedback commands must be paired.

External documentation. 🍓

bindAttribLocation(Program :: i(), Index :: i(), Name :: string()) -> ok

gl:bindAttribLocation/3 is used to associate a user-defined attribute variable in the program object specified by Program with a generic vertex attribute index. The name of the user-defined attribute variable is passed as a null terminated string in Name. The generic vertex attribute index to be bound to this variable is specified by Index. When Program is made part of current state, values provided via the generic vertex attribute Index will modify the value of the user-defined attribute variable specified by Name.

External documentation. 🧚

bindBuffer(Target :: enum(), Buffer :: i()) -> ok

gl:bindBuffer/2 binds a buffer object to the specified buffer binding point. Calling gl:bindBuffer/2 with Target set to one of the accepted symbolic constants and Buffer set to the name of a buffer object binds that buffer object name to the target. If no buffer object with name Buffer exists, one is created with that name. When a buffer object is bound to a target, the previous binding for that target is automatically broken.

External documentation. 💀

bindBufferBase(Target :: enum(), Index :: i(), Buffer :: i()) -> ok

gl:bindBufferBase/3 binds the buffer object Buffer to the binding point at index Index of the array of targets specified by Target. Each Target represents an indexed array of buffer binding points, as well as a single general binding point that can be used by other buffer manipulation functions such as gl:bindBuffer/2 or glMapBuffer. In addition to binding Buffer to the indexed buffer binding target, gl:bindBufferBase/3 also binds Buffer to the generic buffer binding point specified by Target.

External documentation. 🙈

bindBufferRange(Target :: enum(), Index :: i(), Buffer :: i(), Offset :: i(), Size :: i()) -> ok

gl:bindBufferRange/5 binds a range the buffer object Buffer represented by Offset and Size to the binding point at index Index of the array of targets specified by Target. Each Target represents an indexed array of buffer binding points, as well as a single general binding point that can be used by other buffer manipulation functions such as gl:bindBuffer/2 or glMapBuffer. In addition to binding a range of Buffer to the indexed buffer binding target, gl:bindBufferRange/5 also binds the range to the generic buffer binding point specified by Target.

External documentation. 🦋

bindBuffersBase(Target :: enum(), First :: i(), Buffers :: [i()]) -> ok

🌸 bindBuffersBase/3

okay so gl:bindBuffersBase/3 binds a whole set of Count buffer objects — their names live in the array Buffers — to the Count consecutive binding points starting from index First of the array of targets given by Target. If Buffers is ?NULL then gl:bindBuffersBase/3 straight up unbinds whatever buffers are currently bound to those referenced binding points 💀. Assuming no errors pop off, it's equivalent to this pseudo-code, which calls gl:bindBufferBase/3 — with the one exception that the non-indexed Target is not changed by gl:bindBuffersBase/3:

ngl that exception is the whole personality of this function, don't forget it 🫶

🔗 External documentation.


🦋 bindBuffersRange/5

bindBuffersRange(Target :: enum(),
                 First :: i(),
                 Buffers :: [i()],
                 Offsets :: [i()],
                 Sizes :: [i()]) ->
                    ok

gl:bindBuffersRange/5 binds a set of Count ranges from buffer objects whose names are in the array Buffers to the Count consecutive binding points starting from index First of the array of targets specified by Target. Offsets is the address of an array holding Count starting offsets within the buffers, and Sizes is the address of an array of Count sizes of those ranges. If Buffers is ?NULL then Offsets and Sizes get ignored (rude, but okay 😭) and gl:bindBuffersRange/5 unbinds any buffers currently bound to the referenced binding points. Assuming no errors are generated, it's equivalent to the following pseudo-code, which calls gl:bindBufferRange/5 — again with the exception that the non-indexed Target is not changed by gl:bindBuffersRange/5.

🔗 External documentation.


🎀 bindFragDataLocation/3

bindFragDataLocation(Program :: i(),
                     Color :: i(),
                     Name :: string()) ->
                        ok

gl:bindFragDataLocation/3 explicitly specifies the binding of the user-defined varying out variable Name to fragment shader color number ColorNumber for program Program ✨. If Name was already bound before, its assigned binding gets replaced with ColorNumber — no drama, just a swap 💅. Name must be a null-terminated string. ColorNumber must be less than ?GL_MAX_DRAW_BUFFERS, no cap.

🔗 External documentation.


💜 bindFragDataLocationIndexed/4

bindFragDataLocationIndexed(Program :: i(),
                            ColorNumber :: i(),
                            Index :: i(),
                            Name :: string()) ->
                               ok

gl:bindFragDataLocationIndexed/4 specifies that the varying out variable Name in Program should be bound to fragment color ColorNumber when the program is next linked 🔥. Index can be zero or one — zero means use the color as the first color input to the blend equation, one means use it as the second, respectively. Pick your lane bestie 🫶

🔗 External documentation.


⭐ bindFramebuffer/2

bindFramebuffer(Target :: enum(), Framebuffer :: i()) -> ok

gl:bindFramebuffer/2 binds the framebuffer object named Framebuffer to the framebuffer target specified by Target 👑. Target must be either ?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER or ?GL_FRAMEBUFFER — those three, no substitutions. If a framebuffer object is bound to ?GL_DRAW_FRAMEBUFFER or ?GL_READ_FRAMEBUFFER, it becomes the target for rendering or readback operations respectively, and it stays that way until it's deleted or another framebuffer gets bound to the corresponding bind point. Calling gl:bindFramebuffer/2 with Target set to ?GL_FRAMEBUFFER binds Framebuffer to both the read and draw framebuffer targets, iconic two-for-one behavior 💖. Framebuffer is the name of a framebuffer object previously returned from a call to gl:genFramebuffers/1, or zero to break the existing binding of a framebuffer object to Target.

🔗 External documentation.


🌈 bindImageTexture/7

bindImageTexture(Unit, Texture, Level, Layered, Layer, Access,
                 Format) ->
                    ok

Types:

Unit = Texture = Level = i()
Layered = 0 | 1
Layer = i()
Access = Format = enum()

gl:bindImageTexture/7 binds a single level of a texture to an image unit so shaders can read and write it 🦋. Unit specifies the zero-based index of the image unit you're binding the texture level to. Texture specifies the name of an existing texture object to bind to the image unit — and if Texture is zero, then any existing binding to the image unit is broken, periodt. Level specifies the level of the texture to bind to the image unit.

🔗 External documentation.


🧚 bindImageTextures/2

bindImageTextures(First :: i(), Textures :: [i()]) -> ok

gl:bindImageTextures/2 binds images from an array of existing texture objects to a specified number of consecutive image units ✨. Count specifies the number of texture objects whose names are stored in the array Textures. That number of texture names gets read from the array and bound to the Count consecutive texture units starting from First. If the name zero shows up in the Textures array, any existing binding to the image unit is reset 🙈. Any non-zero entry in Textures must be the name of an existing texture object. When a non-zero entry in Textures is present: the image at level zero is bound, the binding is considered layered, the first layer is set to zero, and the image is bound for read-write access. The image unit format parameter is taken from the internal format of the image at level zero of the texture object — and for cube map textures, the internal format of the positive X image of level zero is used 👀. If Textures is ?NULL then it's as if an appropriately sized array containing only zeros had been specified.

🔗 External documentation.


🍓 bindProgramPipeline/1

bindProgramPipeline(Pipeline :: i()) -> ok

gl:bindProgramPipeline/1 binds a program pipeline object to the current context 💅. Pipeline must be a name previously returned from a call to gl:genProgramPipelines/1. If no program pipeline exists with the name Pipeline, then a new pipeline object is created with that name and initialized to the default state vector — surprise, you made a pipeline 🎀

🔗 External documentation.


🌸 bindRenderbuffer/2

bindRenderbuffer(Target :: enum(), Renderbuffer :: i()) -> ok

gl:bindRenderbuffer/2 binds the renderbuffer object named Renderbuffer to the renderbuffer target specified by Target 🫶. Target must be ?GL_RENDERBUFFER — that's the only option, bestie. Renderbuffer is the name of a renderbuffer object previously returned from a call to gl:genRenderbuffers/1, or zero to break the existing binding of a renderbuffer object to Target.

🔗 External documentation.


🎀 bindSampler/2

bindSampler(Unit :: i(), Sampler :: i()) -> ok

gl:bindSampler/2 binds Sampler to the texture unit at index Unit ✨. Sampler must be zero or the name of a sampler object previously returned from a call to gl:genSamplers/1. Unit must be less than the value of ?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS — don't test that limit, it will not go well 😭

🔗 External documentation.


🦋 bindSamplers/2

bindSamplers(First :: i(), Samplers :: [i()]) -> ok

gl:bindSamplers/2 binds samplers from an array of existing sampler objects to a specified number of consecutive sampler units 💜. Count specifies the number of sampler objects whose names are stored in the array Samplers. That number of sampler names gets read from the array and bound to the Count consecutive sampler units starting from First.

🔗 External documentation.


👑 bindTexture/2

bindTexture(Target :: enum(), Texture :: i()) -> ok

gl:bindTexture/2 lets you create or use a named texture 🔥. Calling gl:bindTexture/2 with Target set to ?GL_TEXTURE_1D, ?GL_TEXTURE_2D, ?GL_TEXTURE_3D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_CUBE_MAP, ?GL_TEXTURE_CUBE_MAP_ARRAY, ?GL_TEXTURE_BUFFER, ?GL_TEXTURE_2D_MULTISAMPLE or ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY, and Texture set to the name of the new texture, binds the texture name to the target ✨. When a texture is bound to a target, the previous binding for that target is automatically broken — out with the old 💅

🔗 External documentation.


⭐ bindTextureUnit/2

bindTextureUnit(Unit :: i(), Texture :: i()) -> ok

gl:bindTextureUnit/2 binds an existing texture object to the texture unit numbered Unit 🎀. That's it. That's the whole function. Slay.

🔗 External documentation.


🌈 bindTextures/2

bindTextures(First :: i(), Textures :: [i()]) -> ok

gl:bindTextures/2 binds an array of existing texture objects to a specified number of consecutive texture units 🦋. Count specifies the number of texture objects whose names are stored in the array Textures. That number of texture names gets read from the array and bound to the Count consecutive texture units starting from First. The target — aka the type of texture — is deduced from the texture object, and each texture is bound to the corresponding target of the texture unit 👀. If the name zero appears in the Textures array, any existing binding to any target of the texture unit is reset and the default texture for that target is bound in its place. Any non-zero entry in Textures must be the name of an existing texture object. If Textures is ?NULL then it's as if an appropriately sized array containing only zeros had been specified 🙈

🔗 External documentation.


💜 bindTransformFeedback/2

bindTransformFeedback(Target :: enum(), Id :: i()) -> ok

gl:bindTransformFeedback/2 binds the transform feedback object named Id to the current GL state ✨. Id must be a name previously returned from a call to gl:genTransformFeedbacks/1. If Id has not previously been bound, a new transform feedback object with name Id is created, initialized with the default transform state vector — main character energy, it just appears 💅

🔗 External documentation.


🧚 bindVertexArray/1

bindVertexArray(Array :: i()) -> ok

gl:bindVertexArray/1 binds the vertex array object named Array 🌸. Array is the name of a vertex array object previously returned from a call to gl:genVertexArrays/1, or zero to break the existing vertex array object binding 🫶

🔗 External documentation.


🍓 bindVertexBuffer/4 & vertexArrayVertexBuffer/5

These two just show up with zero description in the original — no explanation, no vibes, nothing 😭 — so here are the signatures, verbatim, exactly as given:

bindVertexBuffer(Bindingindex :: i(),
                 Buffer :: i(),
                 Offset :: i(),
                 Stride :: i()) ->
                    ok
vertexArrayVertexBuffer(Vaobj :: i(),
                        Bindingindex :: i(),
                        Buffer :: i(),
                        Offset :: i(),
                        Stride :: i()) ->
                           ok

No cap, that's literally all the page gives you for these two 💀

So like, gl:bindVertexBuffer/4 and gl:vertexArrayVertexBuffer/5 bind the buffer named Buffer to the vertex buffer binding point whose index is given by Bindingindex. Real talk: gl:bindVertexBuffer/4 modifies the binding of the currently bound vertex array object, whereas gl:vertexArrayVertexBuffer/5 lets the caller specify the ID of the vertex array object with an argument named Vaobj, for which the binding should be modified 🎀

Offset and Stride specify the offset of the first element within the buffer and the distance between elements within the buffer, respectively, and they're both measured in basic machine units. Bindingindex must be less than the value of ?GL_MAX_VERTEX_ATTRIB_BINDINGS. Offset and Stride must be greater than or equal to zero. And if Buffer is zero? Then any buffer currently bound to the specified binding point is unbound, bestie 💅

External documentation.

bindVertexBuffers(First :: i(),
                  Buffers :: [i()],
                  Offsets :: [i()],
                  Strides :: [i()]) ->
                     ok

vertexArrayVertexBuffers(Vaobj :: i(),
                         First :: i(),
                         Buffers :: [i()],
                         Offsets :: [i()],
                         Strides :: [i()]) ->
                            ok

gl:bindVertexBuffers/4 and gl:vertexArrayVertexBuffers/5 bind storage from an array of existing buffer objects to a specified number of consecutive vertex buffer binding points units in a vertex array object. For gl:bindVertexBuffers/4, the vertex array object is the currently bound vertex array object. For gl:vertexArrayVertexBuffers/5, Vaobj is the name of the vertex array object. iykyk 🦋

External documentation.

bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok

Types:

  • Width = Height = i()
  • Xorig = Yorig = Xmove = Ymove = f()
  • Bitmap = offset() | mem()

Okay so a bitmap is a binary image, periodt. When drawn, the bitmap is positioned relative to the current raster position, and frame buffer pixels corresponding to 1's in the bitmap are written using the current raster color or index 🌈 Frame buffer pixels corresponding to 0's in the bitmap are not modified. Not even a little. Obsessed with the restraint tbh 💖

External documentation.

blendColor(Red :: clamp(),
           Green :: clamp(),
           Blue :: clamp(),
           Alpha :: clamp()) ->
              ok

The ?GL_BLEND_COLOR may be used to calculate the source and destination blending factors ✨ The color components are clamped to the range [0 1] before being stored. See gl:blendFunc/2 for a complete description of the blending operations. Initially the ?GL_BLEND_COLOR is set to (0, 0, 0, 0) — yes, all zeros, don't come for me 🙈

External documentation.

blendEquation(Mode :: enum()) -> ok

blendEquationi(Buf :: i(), Mode :: enum()) -> ok

The blend equations determine how a new pixel (the ''source'' color) is combined with a pixel already in the framebuffer (the ''destination'' color) 💅 This function sets both the RGB blend equation and the alpha blend equation to a single equation. gl:blendEquationi/2 specifies the blend equation for a single draw buffer whereas gl:blendEquation/1 sets the blend equation for all draw buffers. Different vibes for different scopes, no cap.

External documentation.

blendEquationSeparate(ModeRGB :: enum(), ModeAlpha :: enum()) ->
                         ok

blendEquationSeparatei(Buf :: i(),
                       ModeRGB :: enum(),
                       ModeAlpha :: enum()) ->
                          ok

The blend equations determine how a new pixel (the ''source'' color) is combined with a pixel already in the framebuffer (the ''destination'' color) 🫶 These functions specify one blend equation for the RGB-color components and one blend equation for the alpha component — separate but equally iconic. gl:blendEquationSeparatei/3 specifies the blend equations for a single draw buffer whereas gl:blendEquationSeparate/2 sets the blend equations for all draw buffers 🌸

External documentation.

blendFunc(Sfactor :: enum(), Dfactor :: enum()) -> ok

blendFunci(Buf :: i(), Src :: enum(), Dst :: enum()) -> ok

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) 🍓 Blending is initially disabled — she's asleep at the wheel until you wake her up. Use gl:enable/1 and gl:disable/1 with argument ?GL_BLEND to enable and disable blending 💫

External documentation.

blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha,
                  DfactorAlpha) ->
                     ok

blendFuncSeparatei(Buf :: i(),
                   SrcRGB :: enum(),
                   DstRGB :: enum(),
                   SrcAlpha :: enum(),
                   DstAlpha :: enum()) ->
                      ok

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) 🧚 Blending is initially disabled. Use gl:enable/1 and gl:disable/1 with argument ?GL_BLEND to enable and disable blending. Same deal as before, just with separate RGB and alpha factors, which is lowkey the glow-up 💜

External documentation.

blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1,
                DstY1, Mask, Filter) ->
                   ok

Types:

  • SrcX0 = SrcY0 = SrcX1 = SrcY1 = DstX0 = DstY0 = DstX1 = DstY1 = Mask = i()
  • Filter = enum()

gl:blitFramebuffer/10 and glBlitNamedFramebuffer transfer a rectangle of pixel values from one region of a read framebuffer to another region of a draw framebuffer 🔥 That's a lot of coordinates and honestly? She ate.

External documentation.

bufferData(Target :: enum(),
           Size :: i(),
           Data :: offset() | mem(),
           Usage :: enum()) ->
              ok

gl:bufferData/4 and glNamedBufferData create a new data store for a buffer object ✨ In case of gl:bufferData/4, the buffer object currently bound to Target is used. For glNamedBufferData, a buffer object associated with ID specified by the caller in Buffer will be used instead. Pick your fighter 🎀

External documentation.

bufferStorage(Target :: enum(),
              Size :: i(),
              Data :: offset() | mem(),
              Flags :: i()) ->
                 ok

gl:bufferStorage/4 and glNamedBufferStorage create a new immutable data store 👑 For gl:bufferStorage/4, the buffer object currently bound to Target will be initialized. For glNamedBufferStorage, Buffer is the name of the buffer object that will be configured. The size of the data store is specified by Size. If an initial data is available, its address may be supplied in Data. Otherwise, to create an uninitialized data store, Data should be ?NULL 💀

External documentation.

bufferSubData(Target :: enum(),
              Offset :: i(),
              Size :: i(),
              Data :: offset() | mem()) ->
                 ok

gl:bufferSubData/4 and glNamedBufferSubData redefine some or all of the data store for the specified buffer object 🦋 Data starting at byte offset Offset and extending for Size bytes is copied to the data store from the memory pointed to by Data. And listen: Offset and Size must define a range lying entirely within the buffer object's data store. No partial out-of-bounds nonsense, we don't do that here 🚫

External documentation.

callList(List :: i()) -> ok

gl:callList/1 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. And if List has not been defined as a display list, gl:callList/1 is just... ignored 🙈 We love a graceful no-op.

External documentation.

callLists(Lists :: [i()]) -> ok

gl:callLists/1 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. Same energy as above, just batched 💅

External documentation.

checkFramebufferStatus(Target :: enum()) -> enum()

gl:checkFramebufferStatus/1 and glCheckNamedFramebufferStatus return the completeness status of a framebuffer object when treated as a read or draw framebuffer, depending on the value of Target 🌸 Vibe check, but for framebuffers, literally.

External documentation.

clampColor(Target :: enum(), Clamp :: enum()) -> ok

gl:clampColor/2 controls color clamping that is performed during gl:readPixels/7 ✨ Target must be ?GL_CLAMP_READ_COLOR. Here's the breakdown, bestie:

  • If Clamp is ?GL_TRUE, read color clamping is enabled.
  • If Clamp is ?GL_FALSE, read color clamping is disabled.
  • If Clamp is ?GL_FIXED_ONLY, read color clamping is enabled only if the selected read buffer has fixed point components, and disabled otherwise.

External documentation.

clear(Mask :: i()) -> ok

gl:clear/1 sets the bitplane area of the window to values previously selected by gl:clearColor/4, gl:clearDepth/1, and gl:clearStencil/1 🧼✨ And multiple color buffers can be cleared simultaneously by selecting more than one buffer at a time using gl:drawBuffer/1 — multitasking queen 💅

External documentation.

clearAccum(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) ->
              ok

gl:clearAccum/4 specifies the red, green, blue, and alpha values used by gl:clear/1 to clear the accumulation buffer 🍓 Four floats, one job.

External documentation.

clearBufferData(Target, Internalformat, Format, Type, Data) -> ok

clearBufferSubData(Target, Internalformat, Offset, Size, Format,
                   Type, Data) ->
                      ok

clearBufferfi(Buffer :: enum(),
              Drawbuffer :: i(),
              Depth :: f(),
              Stencil :: i()) ->
                 ok

clearBufferfv(Buffer :: enum(),
              Drawbuffer :: i(),
              Value :: tuple()) ->
                 ok

clearBufferiv(Buffer :: enum(),
              Drawbuffer :: i(),
              Value :: tuple()) ->
                 ok

clearBufferuiv(Buffer :: enum(),
               Drawbuffer :: i(),
               Value :: tuple()) ->
                  ok

External documentation.

These commands clear a specified buffer of a framebuffer to specified value(s). For gl:clearBuffer*(), the framebuffer is the currently bound draw framebuffer object. For glClearNamedFramebuffer*, Framebuffer is zero — which means the default draw framebuffer — or it's the name of a framebuffer object. 💅

External documentation.


💖 clearColor

clearColor(Red :: clamp(),
           Green :: clamp(),
           Blue :: clamp(),
           Alpha :: clamp()) ->
              ok

gl:clearColor/4 sets the red, green, blue and alpha values that gl:clear/1 uses to clear the color buffers. Anything you pass gets clamped to the range [0 1] — so go off, queen, but the driver's gonna do a vibe check on your values. 🎀

External documentation.


🌸 clearDepth & clearDepthf

clearDepth(Depth :: clamp()) -> ok

clearDepthf(D :: f()) -> ok

gl:clearDepth/1 sets the depth value that gl:clear/1 uses to clear the depth buffer. Values get clamped to [0 1], no cap. ✨

External documentation.


🦋 clearIndex

clearIndex(C :: f()) -> ok

gl:clearIndex/1 sets the index that gl:clear/1 uses to clear the color index buffers. C is not clamped, bestie — instead it's converted to a fixed-point value with unspecified precision to the right of the binary point. Then the integer part gets masked with 2 m-1, where m is the number of bits in a color index stored in the frame buffer. That's the whole lore. 💀

External documentation.


🌈 clearStencil

clearStencil(S :: i()) -> ok

gl:clearStencil/1 sets the index that gl:clear/1 uses to clear the stencil buffer. S gets masked with 2 m-1, where m is the number of bits in the stencil buffer. Masked. Iconic. 🎀

External documentation.


🧚 clearTexImage

clearTexImage(Texture :: i(),
              Level :: i(),
              Format :: enum(),
              Type :: enum(),
              Data :: offset() | mem()) ->
                 ok

gl:clearTexImage/5 fills a whole image inside a texture with an application-supplied value. Texture has to be the name of an existing texture. And listen — Texture may not be the name of a buffer texture, and its internal format may not be compressed. Read that again, it matters. 👑

External documentation.


💜 clearTexSubImage

clearTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width,
                 Height, Depth, Format, Type, Data) ->
                    ok

Types:

  • Texture = Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()
  • Format = Type = enum()
  • Data = offset() | mem()

gl:clearTexSubImage/11 fills all or part of an image inside a texture with an application-supplied value. Texture must be the name of an existing texture. Same drama as above: Texture may not be the name of a buffer texture, and its internal format may not be compressed. 🫶

External documentation.


🍓 clientActiveTexture

clientActiveTexture(Texture :: enum()) -> ok

gl:clientActiveTexture/1 picks which vertex array client state parameters get modified by gl:texCoordPointer/4 — and which ones get enabled or disabled by gl:enableClientState/1 or gl:disableClientState/1 respectively — when it's called with a parameter of ?GL_TEXTURE_COORD_ARRAY. Yeah. That one. 💅

External documentation.


⭐ clientWaitSync

clientWaitSync(Sync :: i(), Flags :: i(), Timeout :: i()) ->
                  enum()

gl:clientWaitSync/3 makes the client block and wait for the sync object named by Sync to become signaled. If Sync is already signaled when you call gl:clientWaitSync/3, it returns immediately — no waiting, main character behavior. Otherwise it blocks and waits up to Timeout nanoseconds for Sync to become signaled. Nanoseconds, bestie. 😭

External documentation.


🦋 clipControl

clipControl(Origin :: enum(), Depth :: enum()) -> ok

gl:clipControl/2 controls the clipping volume behavior AND the clip-coordinate-to-window-coordinate transformation behavior. Two vibes, one call. ✨

External documentation.


🌸 clipPlane

clipPlane(Plane :: enum(), Equation :: {f(), f(), f(), f()}) -> ok

Geometry is always clipped against the boundaries of a six-plane frustum in x, y and z. gl:clipPlane/2 lets you specify additional planes — and they don't even have to be perpendicular to the x, y or z axis — that all geometry gets clipped against too. To find out the max number of extra clipping planes, call gl:getIntegerv/1 with the argument ?GL_MAX_CLIP_PLANES. All implementations support at least six such clipping planes, no cap. And because the resulting clipping region is the intersection of the defined half-spaces, it's always convex. Geometry said be reasonable. 💀

External documentation.


🎀 the color3* family

color3b(Red :: i(), Green :: i(), Blue :: i()) -> ok

color3bv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

color3d(Red :: f(), Green :: f(), Blue :: f()) -> ok

color3dv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok

color3f(Red :: f(), Green :: f(), Blue :: f()) -> ok

color3fv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok

color3i(Red :: i(), Green :: i(), Blue :: i()) -> ok

color3iv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

color3s(Red :: i(), Green :: i(), Blue :: i()) -> ok

color3sv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

color3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok

color3ubv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

color3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok

color3uiv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

color3us(Red :: i(), Green :: i(), Blue :: i()) -> ok

color3usv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

💜 the color4* family

color4b(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok

color4bv(X1 ::
             {Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
            ok

color4d(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok

color4dv(X1 ::
             {Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) ->
            ok

color4f(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok

color4fv(X1 ::
             {Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) ->
            ok

color4i(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok

color4iv(X1 ::
             {Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
            ok

color4s(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok

color4sv(X1 ::
             {Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
            ok

color4ub(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
            ok

color4ubv(X1 ::
              {Red :: i(),
               Green :: i(),
               Blue :: i(),
               Alpha :: i()}) ->
             ok

color4ui(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
            ok

color4uiv(X1 ::
              {Red :: i(),
               Green :: i(),
               Blue :: i(),
               Alpha :: i()}) ->
             ok

color4us(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
            ok

color4usv(X1 ::
              {Red :: i(),
               Green :: i(),
               Blue :: i(),
               Alpha :: i()}) ->
             ok

So here's the tea ☕ — the GL stores both a current single-valued color index and a current four-valued RGBA color. gl:color() sets a new four-valued RGBA color, and it comes in two major variants: gl:color3() and gl:color4(). The gl:color3() variants specify new red, green and blue explicitly and then quietly set the current alpha value to 1.0 (full intensity) — implicitly, like a footnote. The gl:color4() variants spell out all four components. Periodt. 💅

External documentation.


🌈 colorMask & colorMaski

colorMask(Red :: 0 | 1,
          Green :: 0 | 1,
          Blue :: 0 | 1,
          Alpha :: 0 | 1) ->
             ok

colorMaski(Index :: i(),
           R :: 0 | 1,
           G :: 0 | 1,
           B :: 0 | 1,
           A :: 0 | 1) ->
              ok

gl:colorMask/4 and gl:colorMaski/5 decide whether each individual color component in the frame buffer can or can't be written. gl:colorMaski/5 sets the mask for one specific draw buffer; gl:colorMask/4 sets the mask for all draw buffers. So if Red is ?GL_FALSE, for example, no change is made to the red component of any pixel in any of the color buffers — doesn't matter what drawing operation you attempted. Red said "not today." 🙈

External documentation.


🧚 colorMaterial

colorMaterial(Face :: enum(), Mode :: enum()) -> ok

gl:colorMaterial/2 specifies which material parameters track the current color. When ?GL_COLOR_MATERIAL is enabled, the material parameter (or parameters) named by Mode, of the material (or materials) named by Face, track the current color at all times. Loyal. 🫶

External documentation.


🍓 colorPointer

colorPointer(Size :: i(),
             Type :: enum(),
             Stride :: i(),
             Ptr :: offset() | mem()) ->
                ok

gl:colorPointer/4 specifies the location and data format of an array of color components to use when rendering. Size is the number of components per color and must be 3 or 4 — those are the only options, don't @ me. Type is the data type of each color component. Stride is the byte stride from one color to the next, which lets you pack vertices and attributes into a single array or store them in separate arrays. (Single-array storage may be more efficient on some implementations — see gl:interleavedArrays/3.) ✨

External documentation.


🌸 colorSubTable

colorSubTable(Target, Start, Count, Format, Type, Data) -> ok

Types:

  • Target = enum()
  • Start = Count = i()
  • Format = Type = enum()
  • Data = offset() | mem()

gl:colorSubTable/6 respecifies a contiguous chunk of a color table that was previously defined with gl:colorTable/6. The pixels referenced by Data replace the portion of the existing table from indices Start to start+count-1, inclusive. That region may not include any entries outside the range of the color table as it was originally specified — stay in your lane. And it's not an error to specify a subtexture with width of 0, but such a specification has no effect. It's giving "I'm here but I'm not doing anything." 💀

External documentation.


🎀 colorTable

colorTable(Target, Internalformat, Width, Format, Type, Table) ->
               ok

Types:

  • Target = Internalformat = enum()
  • Width = i()
  • Format = Type = enum()
  • Table = offset() | mem()

okay so gl:colorTable/6 is lowkey a two-for-one situation, bestie: you can use it to test the actual size and color resolution of a lookup table when you give it a particular set of parameters, or to load the contents of a color lookup table. First case? Use the ?GL_PROXY_* targets. Second case? Use the other targets. 💅

External documentation.

colorTableParameterfv / colorTableParameteriv 💖

colorTableParameterfv(Target :: enum(),
                      Pname :: enum(),
                      Params :: {f(), f(), f(), f()}) ->
                         ok

colorTableParameteriv(Target :: enum(),
                      Pname :: enum(),
                      Params :: {i(), i(), i(), i()}) ->
                         ok

gl:colorTableParameter() sets the scale factors and bias terms that get applied to color components when they’re loaded into a color table. Target tells it which color table those scale and bias terms apply to; it must be set to ?GL_COLOR_TABLE, ?GL_POST_CONVOLUTION_COLOR_TABLE, or ?GL_POST_COLOR_MATRIX_COLOR_TABLE. ✨

External documentation.

compileShader 🧚

compileShader(Shader :: i()) -> ok

gl:compileShader/1 compiles the source code strings that have been stored in the shader object specified by Shader. no cap.

External documentation.

compressedTexImage1D 🎀

compressedTexImage1D(Target, Level, Internalformat, Width, Border,
                     ImageSize, Data) ->
                        ok

Types:

Target = enum()
Level = i()
Internalformat = enum()
Width = Border = ImageSize = i()
Data = offset() | mem()

Texturing is literally how shaders get to read elements of an image array. 🦋

External documentation.

compressedTexImage2D 🌸

compressedTexImage2D(Target, Level, Internalformat, Width, Height,
                     Border, ImageSize, Data) ->
                        ok

Types:

Target = enum()
Level = i()
Internalformat = enum()
Width = Height = Border = ImageSize = i()
Data = offset() | mem()

Texturing allows elements of an image array to be read by shaders. periodt.

External documentation.

compressedTexImage3D 💅

compressedTexImage3D(Target, Level, Internalformat, Width, Height,
                     Depth, Border, ImageSize, Data) ->
                        ok

Types:

Target = enum()
Level = i()
Internalformat = enum()
Width = Height = Depth = Border = ImageSize = i()
Data = offset() | mem()

Texturing allows elements of an image array to be read by shaders. iconic behavior.

External documentation.

compressedTexSubImage1D / compressedTextureSubImage1D 🫶

compressedTexSubImage1D(Target, Level, Xoffset, Width, Format,
                        ImageSize, Data) ->
                           ok

compressedTextureSubImage1D(Texture, Level, Xoffset, Width,
                            Format, ImageSize, Data) ->
                               ok

Types:

Texture = Level = Xoffset = Width = i()
Format = enum()
ImageSize = i()
Data = offset() | mem()

Texturing allows elements of an image array to be read by shaders. 💖

External documentation.

compressedTexSubImage2D / compressedTextureSubImage2D 😭

compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width,
                        Height, Format, ImageSize, Data) ->
                           ok

compressedTextureSubImage2D(Texture, Level, Xoffset, Yoffset,
                            Width, Height, Format, ImageSize,
                            Data) ->
                               ok

Types:

Texture = Level = Xoffset = Yoffset = Width = Height = i()
Format = enum()
ImageSize = i()
Data = offset() | mem()

Texturing allows elements of an image array to be read by shaders. slay.

External documentation.

compressedTexSubImage3D / compressedTextureSubImage3D 🔥

compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset,
                        Width, Height, Depth, Format, ImageSize,
                        Data) ->
                           ok

compressedTextureSubImage3D(Texture, Level, Xoffset, Yoffset,
                            Zoffset, Width, Height, Depth, Format,
                            ImageSize, Data) ->
                               ok

Types:

Texture = Level = Xoffset = Yoffset = Zoffset = Width = Height
= Depth = i()
Format = enum()
ImageSize = i()
Data = offset() | mem()

Texturing allows elements of an image array to be read by shaders. main character energy, honestly.

External documentation.

convolutionFilter1D 👑

convolutionFilter1D(Target, Internalformat, Width, Format, Type,
                    Image) ->
                       ok

Types:

Target = Internalformat = enum()
Width = i()
Format = Type = enum()
Image = offset() | mem()

gl:convolutionFilter1D/6 builds a one-dimensional convolution filter kernel from an array of pixels. 💫

External documentation.

convolutionFilter2D 🌈

convolutionFilter2D(Target, Internalformat, Width, Height, Format,
                    Type, Image) ->
                       ok

Types:

Target = Internalformat = enum()
Width = Height = i()
Format = Type = enum()
Image = offset() | mem()

gl:convolutionFilter2D/7 builds a two-dimensional convolution filter kernel from an array of pixels. obsessed.

External documentation.

convolutionParameterf / convolutionParameterfv / convolutionParameteri / convolutionParameteriv ⭐

convolutionParameterf(Target :: enum(),
                      Pname :: enum(),
                      Params :: tuple()) ->
                         ok

convolutionParameterfv(Target :: enum(),
                       Pname :: enum(),
                       Params :: tuple()) ->
                          ok

convolutionParameteri(Target :: enum(),
                      Pname :: enum(),
                      Params :: tuple()) ->
                         ok

convolutionParameteriv(Target :: enum(),
                       Pname :: enum(),
                       Params :: tuple()) ->
                          ok

gl:convolutionParameter() sets the value of a convolution parameter. that’s the whole vibe.

External documentation.

copyBufferSubData 💜

copyBufferSubData(ReadTarget, WriteTarget, ReadOffset,
                  WriteOffset, Size) ->
                     ok

Types:

ReadTarget = WriteTarget = enum()
ReadOffset = WriteOffset = Size = i()

gl:copyBufferSubData/5 and glCopyNamedBufferSubData copy part of the data store attached to a source buffer object to the data store attached to a destination buffer object. The number of basic machine units indicated by Size is copied from the source at offset ReadOffset to the destination at WriteOffset. ReadOffset, WriteOffset and Size are in terms of basic machine units. no funny business with the units, bestie.

External documentation.

copyColorSubTable 🍓

copyColorSubTable(Target :: enum(),
                  Start :: i(),
                  X :: i(),
                  Y :: i(),
                  Width :: i()) ->
                     ok

gl:copyColorSubTable/5 is used to respecify a contiguous portion of a color table previously defined using gl:colorTable/6. The pixels copied from the framebuffer replace the portion of the existing table from indices Start to start+x-1, inclusive. This region may not include any entries outside the range of the color table, as was originally specified. It is not an error to specify a subtexture with width of 0, but such a specification has no effect. 💀

External documentation.

copyColorTable 🎨

copyColorTable(Target :: enum(),
               Internalformat :: enum(),
               X :: i(),
               Y :: i(),
               Width :: i()) ->
                  ok

gl:copyColorTable/5 loads a color table with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:colorTable/6). read that twice if u need to.

External documentation.

copyConvolutionFilter1D 🧚

copyConvolutionFilter1D(Target :: enum(),
                        Internalformat :: enum(),
                        X :: i(),
                        Y :: i(),
                        Width :: i()) ->
                           ok

gl:copyConvolutionFilter1D/5 defines a one-dimensional convolution filter kernel with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:convolutionFilter1D/6). ✨

External documentation.

copyConvolutionFilter2D 🦋

copyConvolutionFilter2D(Target :: enum(),
                        Internalformat :: enum(),
                        X :: i(),
                        Y :: i(),
                        Width :: i(),
                        Height :: i()) ->
                           ok

gl:copyConvolutionFilter2D/6 defines a two-dimensional convolution filter kernel with pixels from the current ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:convolutionFilter2D/7). 💅

External documentation.

copyImageSubData 🔥

copyImageSubData(SrcName, SrcTarget, SrcLevel, SrcX, SrcY, SrcZ,
                 DstName, DstTarget, DstLevel, DstX, DstY, DstZ,
                 SrcWidth, SrcHeight, SrcDepth) ->
                    ok

Types:

SrcName = i()
SrcTarget = enum()
SrcLevel = SrcX = SrcY = SrcZ = DstName = i()
DstTarget = enum()
DstLevel = DstX = DstY = DstZ = SrcWidth = SrcHeight =
SrcDepth = i()

gl:copyImageSubData/15 may be used to copy data from one image (i.e. texture or renderbuffer) to another. gl:copyImageSubData/15 does not perform general-purpose conversions such as scaling, resizing, blending, color-space, or format conversions. It should be considered to operate in a manner similar to a CPU memcpy. CopyImageSubData can copy between images with different internal formats, provided the formats are compatible. 👑

External documentation.

copyPixels 🌸

copyPixels(X :: i(),
           Y :: i(),
           Width :: i(),
           Height :: i(),
           Type :: enum()) ->
              ok

...and lowkey this one is the ✨copy✨ era of the family. gl:copyPixels/5 copies a screen-aligned rectangle of pixels from the specified frame buffer location over 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. Copying from outside the window? Or from regions of the window that are not exposed? Results are hardware dependent and undefined — iykyk, don't do it. 😭

External documentation. 🔗


copyTexImage1D/7

copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) ->
                  ok

Types:

  • Target = enum()
  • Level = i()
  • Internalformat = enum()
  • X = Y = Width = Border = i()

gl:copyTexImage1D/7 defines a one-dimensional texture image, and it's pulling those pixels straight from the current ?GL_READ_BUFFER. 🎀

External documentation. 🔗


copyTexImage2D/8

copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height,
               Border) ->
                  ok

Types:

  • Target = enum()
  • Level = i()
  • Internalformat = enum()
  • X = Y = Width = Height = Border = i()

gl:copyTexImage2D/8 defines a two-dimensional texture image — or a cube-map texture image, no big deal 🦋 — with pixels from the current ?GL_READ_BUFFER.

External documentation. 🔗


copyTexSubImage1D/6

copyTexSubImage1D(Target :: enum(),
                  Level :: i(),
                  Xoffset :: i(),
                  X :: i(),
                  Y :: i(),
                  Width :: i()) ->
                     ok

Okay so gl:copyTexSubImage1D/6 and glCopyTextureSubImage1D replace a portion of a one-dimensional texture image with pixels from the current ?GL_READ_BUFFER — rather than from main memory, which is what gl:texSubImage1D/7 does. 🫶 For gl:copyTexSubImage1D/6, the texture object that is bound to Target gets used for the process. For glCopyTextureSubImage1D, Texture tells which texture object should be used for the purpose of the call. Two paths, same slay.

External documentation. 🔗


copyTexSubImage2D/8

copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width,
                  Height) ->
                     ok

Types:

  • Target = enum()
  • Level = Xoffset = Yoffset = X = Y = Width = Height = i()

gl:copyTexSubImage2D/8 and glCopyTextureSubImage2D replace a rectangular portion of a two-dimensional texture image, cube-map texture image, rectangular image, or a linear portion of a number of slices of a one-dimensional array texture — with pixels from the current ?GL_READ_BUFFER. NOT from main memory, because that's gl:texSubImage2D/9's whole thing. 💜

External documentation. 🔗


copyTexSubImage3D/9

copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y,
                  Width, Height) ->
                     ok

Types:

  • Target = enum()
  • Level = Xoffset = Yoffset = Zoffset = X = Y = Width = Height = i()

gl:copyTexSubImage3D/9 and glCopyTextureSubImage3D replace a rectangular portion of a three-dimensional or two-dimensional array texture image with pixels from the current ?GL_READ_BUFFER — again, rather than from main memory, which is the gl:texSubImage3D/11 route. 🧚

External documentation. 🔗


createBuffers/1

createBuffers(N :: i()) -> [i()]

gl:createBuffers/1 hands you back N previously unused buffer names in Buffers, each one representing a brand-new buffer object initialized as if it had been bound to an unspecified target. Fresh out the box, no cap. 📦

External documentation. 🔗


createFramebuffers/1

createFramebuffers(N :: i()) -> [i()]

gl:createFramebuffers/1 returns N previously unused framebuffer names in Framebuffers, each representing a new framebuffer object initialized to the default state. 🎀

External documentation. 🔗


createProgram/0

createProgram() -> i()

gl:createProgram/0 creates an empty program object and returns a non-zero value by which it can be referenced. A program object is literally just an object to which shader objects can be attached, bestie — it's the little container that lets you specify which shader objects will be linked to create a program. It also gives you a way to check the compatibility of the shaders that will be used to create a program (think: checking the compatibility between a vertex shader and a fragment shader 👀). And when shader objects are no longer needed as part of a program object, they can be detached. Cleanup era.

External documentation. 🔗


createProgramPipelines/1

createProgramPipelines(N :: i()) -> [i()]

gl:createProgramPipelines/1 returns N previously unused program pipeline names in Pipelines, each one representing a new program pipeline object initialized to the default state. 🌸

External documentation. 🔗


createQueries/2

createQueries(Target :: enum(), N :: i()) -> [i()]

gl:createQueries/2 returns N previously unused query object names in Ids, each representing a new query object with the specified Target. 🔍

External documentation. 🔗


createRenderbuffers/1

createRenderbuffers(N :: i()) -> [i()]

gl:createRenderbuffers/1 returns N previously unused renderbuffer object names in Renderbuffers, each representing a new renderbuffer object initialized to the default state. 🦋

External documentation. 🔗


createSamplers/1

createSamplers(N :: i()) -> [i()]

gl:createSamplers/1 returns N previously unused sampler names in Samplers, each representing a new sampler object initialized to the default state. Obsessed with a fresh default state honestly. ✨

External documentation. 🔗


createShader/1

createShader(Type :: enum()) -> i()

gl:createShader/1 creates an empty shader object and returns a non-zero value by which it can be referenced. A shader object is used to maintain the source code strings that define a shader. 👑

ShaderType indicates the type of shader to be created, and five types of shader are supported. Let's run the list, because this is the whole tea:

  • A shader of type ?GL_COMPUTE_SHADER is a shader that is intended to run on the programmable compute processor.
  • A shader of type ?GL_VERTEX_SHADER is a shader that is intended to run on the programmable vertex processor.
  • A shader of type ?GL_TESS_CONTROL_SHADER is a shader that is intended to run on the programmable tessellation processor in the control stage.
  • A shader of type ?GL_TESS_EVALUATION_SHADER is a shader that is intended to run on the programmable tessellation processor in the evaluation stage.
  • A shader of type ?GL_GEOMETRY_SHADER is a shader that is intended to run on the programmable geometry processor.
  • A shader of type ?GL_FRAGMENT_SHADER is a shader that is intended to run on the programmable fragment processor.

(Yes, that's six bullets for a page that says five types — I'm just reading it out exactly as written, don't come for me 💀.)

External documentation. 🔗


createShaderProgramv/2

createShaderProgramv(Type :: enum(),
                     Strings :: [unicode:chardata()]) ->
                        i()

gl:createShaderProgram() creates a program object containing compiled and linked shaders for a single stage specified by Type. Strings refers to an array of Count strings from which to create the shader executables. 🎯

External documentation. 🔗


createTextures/2

createTextures(Target :: enum(), N :: i()) -> [i()]

gl:createTextures/2 returns N previously unused texture names in Textures, each representing a new texture object of the dimensionality and type specified by Target, initialized to the default values for that texture type. 🧚✨

External documentation. 🔗


createTransformFeedbacks/1

createTransformFeedbacks(N :: i()) -> [i()]

gl:createTransformFeedbacks/1 returns N previously unused transform feedback object names in Ids, each representing a new transform feedback object initialized to the default state. 🔁

External documentation. 🔗


createVertexArrays/1

createVertexArrays(N :: i()) -> [i()]

gl:createVertexArrays/1 returns N previously unused vertex array object names in Arrays, each representing a new vertex array object initialized to the default state. Arrays of vertices, iconic behaviour. 🌈

External documentation. 🔗


cullFace/1

cullFace(Mode :: enum()) -> ok

gl:cullFace/1 specifies whether front- or back-facing facets are culled (as specified by mode) when facet culling is enabled. Facet culling is initially disabled — so by default nothing's getting thrown out, bestie. To enable and disable facet culling, call the gl:enable/1 and gl:disable/1 commands with the argument ?GL_CULL_FACE. 🙈 And FYI, "facets" includes triangles, quadrilaterals, polygons, and rectangles — it's a whole friend group.

External documentation. 🔗


debugMessageControl/5

debugMessageControl(Source :: enum(),
                    Type :: enum(),
                    Severity :: enum(),
                    Ids :: [i()],
                    Enabled :: 0 | 1) ->
                       ok

gl:debugMessageControl/5 controls the reporting of debug messages generated by a debug context. The parameters Source, Type and Severity form a filter 🔍 to select messages from the pool of potential messages generated by the GL. It's giving settings menu for your debug output.

External documentation. 🔗


debugMessageInsert/5

debugMessageInsert(Source :: enum(),
                   Type :: enum(),
                   Id :: i(),
                   Severity :: enum(),
                   Buf :: string()) ->
                      ok

gl:debugMessageInsert/5 inserts a user-supplied message into the debug output queue — yes, you too can yell into the void, and the void logs it. 📢

Source specifies the source that will be used to classify the message, and it must be ?GL_DEBUG_SOURCE_APPLICATION or ?GL_DEBUG_SOURCE_THIRD_PARTY. All other sources are reserved for use by the GL implementation, so hands off those. 🙅

Type indicates the type of the message to be inserted, and it may be one of:

  • ?GL_DEBUG_TYPE_ERROR
  • ?GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR
  • ?GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR
  • ?GL_DEBUG_TYPE_PORTABILITY
  • ?GL_DEBUG_TYPE_PERFORMANCE
  • ?GL_DEBUG_TYPE_MARKER
  • ?GL_DEBUG_TYPE_PUSH_GROUP
  • ?GL_DEBUG_TYPE_POP_GROUP
  • ?GL_DEBUG_TYPE_OTHER

Severity indicates the severity of the message and may be ?GL_DEBUG_SEVERITY_LOW, ?GL_DEBUG_SEVERITY_MEDIUM, ?GL_DEBUG_SEVERITY_HIGH or ?GL_DEBUG_SEVERITY_NOTIFICATION. 🚦

Id is available for application defined use and may be any value. This value will be recorded and used to identify the message. Tag your messages, it's cute. 🏷️

External documentation. 🔗


deleteBuffers/1

deleteBuffers(Buffers :: [i()]) -> ok
  • deleteBuffers(Buffers :: [i()]) -> ok — so like, gl:deleteBuffers/1 deletes N buffer objects named by the elements of the array Buffers. Once a buffer object is deleted it literally has no contents, and its name is free for reuse (hi gl:genBuffers/1 💖). If a buffer object that's currently bound gets deleted, the binding reverts to 0 — aka the absence of any buffer object. Poof, gone, no cap.

External documentation.

  • deleteFramebuffers(Framebuffers :: [i()]) -> ok — gl:deleteFramebuffers/1 deletes the N framebuffer objects whose names are stored in the array addressed by Framebuffers. The name zero is reserved by the GL and is silently ignored should it occur in Framebuffers, as are other unused names (they just don't get the invite 🎀). Once a framebuffer object is deleted, its name is again unused and it has no attachments. If a framebuffer that's currently bound to one or more of the targets ?GL_DRAW_FRAMEBUFFER or ?GL_READ_FRAMEBUFFER is deleted, it's as though gl:bindFramebuffer/2 had been executed with the corresponding _Target_ and _Framebuffer_ zero. Slay, but make a note of it.

External documentation.

  • deleteLists(List :: i(), Range :: i()) -> ok — gl:deleteLists/2 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. It's giving "block delete" energy 🔥.

External documentation.

  • deleteProgram(Program :: i()) -> ok — gl:deleteProgram/1 frees the memory and invalidates the name associated with the program object specified by Program. This command effectively undoes the effects of a call to gl:createProgram/0. Undo, un-slay, whatever we're calling it 💅.

External documentation.

  • deleteProgramPipelines(Pipelines :: [i()]) -> ok — gl:deleteProgramPipelines/1 deletes the N program pipeline objects whose names are stored in the array Pipelines. Unused names in Pipelines are ignored, as is the name zero. After a program pipeline object is deleted, its name is again unused and it has no contents. If a program pipeline object that's currently bound is deleted, the binding for that object reverts to zero and no program pipeline object becomes current. Main character exit, honestly ✨.

External documentation.

  • deleteQueries(Ids :: [i()]) -> ok — gl:deleteQueries/1 deletes N query objects named by the elements of the array Ids. After a query object is deleted, it has no contents, and its name is free for reuse (for example by gl:genQueries/1). Recycling era 🦋.

External documentation.

  • deleteRenderbuffers(Renderbuffers :: [i()]) -> ok — gl:deleteRenderbuffers/1 deletes the N renderbuffer objects whose names are stored in the array addressed by Renderbuffers. The name zero is reserved by the GL and is silently ignored should it occur in Renderbuffers, as are other unused names. Once a renderbuffer object is deleted, its name is again unused and it has no contents. If a renderbuffer that's currently bound to the target ?GL_RENDERBUFFER is deleted, it's as though gl:bindRenderbuffer/2 had been executed with a _Target_ of ?GL_RENDERBUFFER and a _Name_ of zero. Bye bestie 👋

External documentation.

  • deleteSamplers(Samplers :: [i()]) -> ok — gl:deleteSamplers/1 deletes N sampler objects named by the elements of the array Samplers. After a sampler object is deleted, its name is again unused. If a sampler object that's currently bound to a sampler unit is deleted, it's as though gl:bindSampler/2 is called with _unit_ set to the unit the sampler is bound to and _sampler_ zero. Unused names in samplers are silently ignored, as is the reserved name zero. Silent treatment, but make it GL 💀.

External documentation.

  • deleteShader(Shader :: i()) -> ok — gl:deleteShader/1 frees the memory and invalidates the name associated with the shader object specified by Shader. This command effectively undoes the effects of a call to gl:createShader/1. Rewind energy ⏪

External documentation.

  • deleteSync(Sync :: i()) -> ok — gl:deleteSync/1 deletes the sync object specified by Sync. If the fence command corresponding to the specified sync object has completed, or if no gl:waitSync/3 or gl:clientWaitSync/3 commands are blocking on Sync, the object is deleted immediately. Otherwise Sync is flagged for deletion and will be deleted when it's no longer associated with any fence command and is no longer blocking any gl:waitSync/3 or gl:clientWaitSync/3 command. Either way, after gl:deleteSync/1 returns, the name Sync is invalid and can no longer be used to refer to the sync object. It's giving "you're on the list but you're not coming in" 🚪✨

External documentation.

  • deleteTextures(Textures :: [i()]) -> ok — gl:deleteTextures/1 deletes N textures named by the elements of the array Textures. After a texture is deleted, it has no contents or dimensionality, and its name is free for reuse (for example by gl:genTextures/1). If a texture that's currently bound is deleted, the binding reverts to 0 (the default texture). Dimensionality? gone. Vibe? also gone 😭

External documentation.

  • deleteTransformFeedbacks(Ids :: [i()]) -> ok — gl:deleteTransformFeedbacks/1 deletes the N transform feedback objects whose names are stored in the array Ids. Unused names in Ids are ignored, as is the name zero. After a transform feedback object is deleted, its name is again unused and it has no contents. If an active transform feedback object is deleted, its name immediately becomes unused, but the underlying object is not deleted until it is no longer active. So like... the name leaves the group chat first, the object stays till it's done 🫶

External documentation.

  • deleteVertexArrays(Arrays :: [i()]) -> ok — gl:deleteVertexArrays/1 deletes N vertex array objects whose names are stored in the array addressed by Arrays. Once a vertex array object is deleted it has no contents and its name is again unused. If a vertex array object that's currently bound is deleted, the binding for that object reverts to zero and the default vertex array becomes current. Unused names in Arrays are silently ignored, as is the value zero. Default vertex array said "I'm the main character now" 👑

External documentation.


✨ depth stuff ✨

  • depthFunc(Func :: enum()) -> ok — gl:depthFunc/1 specifies the function used to compare each incoming pixel depth value with the depth value present in the depth buffer. The comparison is performed only if depth testing is enabled (see gl:enable/1 and gl:disable/1 of ?GL_DEPTH_TEST). No depth test, no comparison, no drama 🎀

External documentation.

  • depthMask(Flag :: 0 | 1) -> ok — gl:depthMask/1 specifies whether the depth buffer is enabled for writing. If Flag is ?GL_FALSE, depth buffer writing is disabled. Otherwise it's enabled. Initially, depth buffer writing is enabled. Default = unlocked, periodt 💅

External documentation.

  • depthRange(Near_val :: clamp(), Far_val :: clamp()) -> ok
  • depthRangef(N :: f(), F :: f()) -> ok

After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. gl:depthRange/2 specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). So the values accepted by gl:depthRange/2 are both clamped to this range before they're accepted. Squeeze them into the box, bestie 📦✨

External documentation.

  • depthRangeArrayv(First :: i(), V :: [{f(), f()}]) -> ok — After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. Each viewport has an independent depth range specified as a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). gl:depthRangeArray() specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates for each viewport in the range [First, First + Count). So yup, the values accepted by gl:depthRangeArray() are both clamped to this range before they're accepted. Every viewport gets its own little moment 🌈

External documentation.

  • depthRangeIndexed(Index :: i(), N :: f(), F :: f()) -> ok — After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near and far clipping planes. Each viewport has an independent depth range specified as a linear mapping of the normalized depth coordinates in this range to window depth coordinates. Regardless of the actual depth buffer implementation, window coordinate depth values are treated as though they range from 0 through 1 (like color components). gl:depthRangeIndexed/3 specifies a linear mapping of the normalized depth coordinates in this range to window depth coordinates for a specified viewport. And the values accepted by gl:depthRangeIndexed/3 are both clamped to this range before they're accepted. Pick a viewport, any viewport 🎯

External documentation.

  • detachShader(Program :: i(), Shader :: i()) -> ok — gl:detachShader/2 detaches the shader object specified by Shader from the program object specified by Program. This command can be used to undo the effect of the command gl:attachShader/2. We love a reversible decision 💖

External documentation.

  • dispatchCompute(Num_groups_x :: i(), Num_groups_y :: i(), Num_groups_z :: i()) -> ok — gl:dispatchCompute/3 launches one or more compute work groups. Each work group is processed by the active program object for the compute shader stage. While the individual shader invocations within a work group are executed as a unit, work groups are executed completely independently and in unspecified order (no cap, that's literally the spec 🙈). Num_groups_x, Num_groups_y and Num_groups_z specify the number of local work groups that will be dispatched in the X, Y and Z dimensions, respectively. Three numbers, three dimensions, one serve 🔥

External documentation.

  • dispatchComputeIndirect(Indirect :: i()) -> ok —

gl:dispatchComputeIndirect/1 launches one or more compute work groups using parameters stored in the buffer object that's currently bound to the ?GL_DISPATCH_INDIRECT_BUFFER target ✨. Each work group gets processed by the active program object for the compute shader stage. And like — while the individual shader invocations within a work group are executed as a unit, work groups themselves are executed completely independently and in unspecified order 😌 (so don't go assuming any order, bestie, fr fr).

Indirect contains the offset into the data store of the buffer object bound to the ?GL_DISPATCH_INDIRECT_BUFFER target at which the parameters are stored.

External documentation. 📖


drawArrays/3

drawArrays(Mode :: enum(), First :: i(), Count :: i()) -> ok

gl:drawArrays/3 specifies multiple geometric primitives with very few subroutine calls 💅. Instead of calling a GL procedure to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and colors and use them to construct a sequence of primitives with a single call to gl:drawArrays/3. It's giving efficiency, honestly 👑

External documentation. 📖


drawArraysIndirect/2

drawArraysIndirect(Mode :: enum(), Indirect :: offset() | mem()) -> ok

gl:drawArraysIndirect/2 specifies multiple geometric primitives with very few subroutine calls ✨. gl:drawArraysIndirect/2 behaves similarly to gl:drawArraysInstancedBaseInstance/5, except that the parameters to gl:drawArraysInstancedBaseInstance/5 are stored in memory at the address given by Indirect. iykyk 🫶

External documentation. 📖


drawArraysInstanced/4

drawArraysInstanced(Mode :: enum(),
                    First :: i(),
                    Count :: i(),
                    Instancecount :: i()) -> ok

gl:drawArraysInstanced/4 behaves identically to gl:drawArrays/3 except that Instancecount instances of the range of elements are executed, and the value of the internal counter InstanceID advances for each iteration 🔁. InstanceID is an internal 32-bit integer counter that may be read by a vertex shader as ?gl_InstanceID. Cute, right? 🎀

External documentation. 📖


drawArraysInstancedBaseInstance/5

drawArraysInstancedBaseInstance(Mode :: enum(),
                                First :: i(),
                                Count :: i(),
                                Instancecount :: i(),
                                Baseinstance :: i()) -> ok

gl:drawArraysInstancedBaseInstance/5 behaves identically to gl:drawArrays/3 except that Instancecount instances of the range of elements are executed, and the value of the internal counter InstanceID advances for each iteration 🌸. InstanceID is an internal 32-bit integer counter that may be read by a vertex shader as ?gl_InstanceID. Same energy as before, just with a Baseinstance sprinkled on top 💜

External documentation. 📖


drawBuffer/1

drawBuffer(Mode :: enum()) -> ok

When colors are written to the frame buffer, they're written into the color buffers specified by gl:drawBuffer/1 🎨. One of the following values can be used for default framebuffer:

External documentation. 📖


drawBuffers/1

drawBuffers(Bufs :: [enum()]) -> ok

gl:drawBuffers/1 and glNamedFramebufferDrawBuffers define an array of buffers into which outputs from the fragment shader data will be written ✨. If a fragment shader writes a value to one or more user defined output variables, then the value of each variable will be written into the buffer specified at a location within Bufs corresponding to the location assigned to that user defined output. The draw buffer used for user defined outputs assigned to locations greater than or equal to N is implicitly set to ?GL_NONE, and any data written to such an output is discarded 🗑️. Not me warning you about the silently discarded data — it's literally in the spec 💀

External documentation. 📖


drawElements/4

drawElements(Mode :: enum(),
             Count :: i(),
             Type :: enum(),
             Indices :: offset() | mem()) -> ok

gl:drawElements/4 specifies multiple geometric primitives with very few subroutine calls 💅. Instead of calling a GL function to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and so on, and use them to construct a sequence of primitives with a single call to gl:drawElements/4. Iconic behavior 👑

External documentation. 📖


drawElementsBaseVertex/5

drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) -> ok

Types:

Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Basevertex = i()

gl:drawElementsBaseVertex/5 behaves identically to gl:drawElements/4 except that the ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array 🎀. If the resulting value is larger than the maximum value representable by Type, it's as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions) 🌪️. The operation is undefined if the sum would be negative — and yes, undefined means undefined, don't test fate bestie 😭

External documentation. 📖


drawElementsIndirect/3

drawElementsIndirect(Mode :: enum(),
                     Type :: enum(),
                     Indirect :: offset() | mem()) -> ok

gl:drawElementsIndirect/3 specifies multiple indexed geometric primitives with very few subroutine calls ✨. gl:drawElementsIndirect/3 behaves similarly to gl:drawElementsInstancedBaseVertexBaseInstance/7, except that the parameters to gl:drawElementsInstancedBaseVertexBaseInstance/7 are stored in memory at the address given by Indirect. Same deal, different address 🫶

External documentation. 📖


drawElementsInstanced/5

drawElementsInstanced(Mode, Count, Type, Indices, Instancecount) -> ok

Types:

Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = i()

gl:drawElementsInstanced/5 behaves identically to gl:drawElements/4 except that Instancecount instances of the set of elements are executed, and the value of the internal counter InstanceID advances for each iteration 🔁. InstanceID is an internal 32-bit integer counter that may be read by a vertex shader as ?gl_InstanceID. Obsessed with this counter ngl 💜

External documentation. 📖


drawElementsInstancedBaseInstance/6

drawElementsInstancedBaseInstance(Mode, Count, Type, Indices,
                                  Instancecount, Baseinstance) -> ok

Types:

Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = Baseinstance = i()

gl:drawElementsInstancedBaseInstance/6 behaves identically to gl:drawElements/4 except that Instancecount instances of the set of elements are executed, and the value of the internal counter InstanceID advances for each iteration 🌸. InstanceID is an internal 32-bit integer counter that may be read by a vertex shader as ?gl_InstanceID. Yes, Instancecount and Baseinstance are literally the same type, the manpage groups them like that, we love a tidy types block 🎀

External documentation. 📖


drawElementsInstancedBaseVertex/6

drawElementsInstancedBaseVertex(Mode, Count, Type, Indices,
                                Instancecount, Basevertex) -> ok

Types:

Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = Basevertex = i()

gl:drawElementsInstancedBaseVertex/6 behaves identically to gl:drawElementsInstanced/5 except that the ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array ✨. If the resulting value is larger than the maximum value representable by Type, it's as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions) 🌪️. The operation is undefined if the sum would be negative — highkey do not go there 🙈

External documentation. 📖


drawElementsInstancedBaseVertexBaseInstance/7

drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type,
                                            Indices,
                                            Instancecount,
                                            Basevertex,
                                            Baseinstance) -> ok

Types:

Mode = enum()
Count = i()
Type = enum()
Indices = offset() | mem()
Instancecount = Basevertex = Baseinstance = i()

gl:drawElementsInstancedBaseVertexBaseInstance/7 behaves identically to gl:drawElementsInstanced/5 except that the ith element transferred by the corresponding draw call will be taken from element Indices[i] + Basevertex of each enabled array 👑. If the resulting value is larger than the maximum value representable by Type, it's as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions) 🌪️. The operation is undefined if the sum would be negative. The longest name in the group chat and it still just says "do the math, wrap the overflow" 😭💅

External documentation. 📖


drawPixels/5

drawPixels(Width :: i(),
           Height :: i(),
           Format :: enum(),
           Type :: enum(),
           Pixels :: offset() | mem()) -> ok

gl:drawPixels/5 reads pixel data from memory and writes it into the frame buffer relative to the current raster position — provided that the raster position is valid ✅. Use gl:rasterPos() or gl:windowPos() to set the current raster position; use gl:get() with argument ?GL_CURRENT_RASTER_POSITION_VALID to determine if the specified raster position is valid, and gl:get() with argument ?GL_CURRENT_RASTER_POSITION to query the raster position 🔍. Like, you literally cannot skip the vibe check here, the raster position has to pass it first 🫶

External documentation. 📖


drawRangeElements/6

drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok

Types:

Mode = enum()
Start = End = Count = i()
Type = enum()
Indices = offset() | mem()

gl:drawRangeElements/6 is a restricted form of gl:drawElements/4 🎀. Mode and Count match the corresponding arguments to gl:drawElements/4, with the additional constraint that all values in the arrays Count must lie between Start and End, inclusive. So it's the same thing but with a strict little boundary situation — inclusive, bestie, inclusive 🌈

External documentation. 📖

🎀 drawRangeElementsBaseVertex/7

drawRangeElementsBaseVertex(Mode, Start, End, Count, Type,
                            Indices, Basevertex) -> ok

Types:

Mode = enum()
Start = End = Count = i()
Type = enum()
Indices = offset() | mem()
Basevertex = i()

okay so gl:drawRangeElementsBaseVertex/7 is a restricted form of gl:drawElementsBaseVertex/5, and here's the tea 🍵 — Mode, Count and Basevertex match the corresponding arguments to gl:drawElementsBaseVertex/5, but with one extra constraint: every single value in the array Indices must lie between Start and End, inclusive, before you add Basevertex. 💅

Index values that fall outside the range [Start, End]? They get treated in the same way as gl:drawElementsBaseVertex/5 does it. No special treatment, no mercy.

The ith element transferred by the corresponding draw call gets taken from element Indices[i] + Basevertex of each enabled array. And if that resulting value is larger than the maximum value representable by Type, it's as if the calculation were upconverted to 32-bit unsigned integers (with wrapping on overflow conditions, bestie 😭). The operation is undefined if the sum would be negative — so like, don't do that. fr fr.

External documentation.


🌸 drawTransformFeedback/2

drawTransformFeedback(Mode :: enum(), Id :: i()) -> ok

gl:drawTransformFeedback/2 draws primitives of a type specified by Mode, using a count retrieved from the transform feedback specified by Id. 💫

Calling gl:drawTransformFeedback/2 is equivalent to calling gl:drawArrays/3 with Mode as specified, First set to zero, and Count set to the number of vertices captured on vertex stream zero the last time transform feedback was active on the transform feedback object named by Id. slay, no cap ✨

External documentation.


🦋 drawTransformFeedbackInstanced/3

drawTransformFeedbackInstanced(Mode :: enum(),
                               Id :: i(),
                               Instancecount :: i()) ->
                                  ok

gl:drawTransformFeedbackInstanced/3 draws multiple copies of a range of primitives of a type specified by Mode, using a count retrieved from the transform feedback stream specified by Stream of the transform feedback object specified by Id.

Calling gl:drawTransformFeedbackInstanced/3 is equivalent to calling gl:drawArraysInstanced/4 with Mode and Instancecount as specified, First set to zero, and Count set to the number of vertices captured on vertex stream zero the last time transform feedback was active on the transform feedback object named by Id.

(yeah, the Stream mention is just vibing there in the text — we don't question it, we just report it 🫶)

External documentation.


🧚 drawTransformFeedbackStream/3

drawTransformFeedbackStream(Mode :: enum(),
                            Id :: i(),
                            Stream :: i()) ->
                               ok

gl:drawTransformFeedbackStream/3 draws primitives of a type specified by Mode using a count retrieved from the transform feedback stream specified by Stream of the transform feedback object specified by Id. 🌈

Calling gl:drawTransformFeedbackStream/3 is equivalent to calling gl:drawArrays/3 with Mode as specified, First set to zero, and Count set to the number of vertices captured on vertex stream Stream the last time transform feedback was active on the transform feedback object named by Id. iconic behavior honestly 👑

External documentation.


⭐ drawTransformFeedbackStreamInstanced/4

drawTransformFeedbackStreamInstanced(Mode :: enum(),
                                     Id :: i(),
                                     Stream :: i(),
                                     Instancecount :: i()) ->
                                        ok

gl:drawTransformFeedbackStreamInstanced/4 draws multiple copies of a range of primitives of a type specified by Mode using a count retrieved from the transform feedback stream specified by Stream of the transform feedback object specified by Id. 💖

Calling gl:drawTransformFeedbackStreamInstanced/4 is equivalent to calling gl:drawArraysInstanced/4 with Mode and Instancecount as specified, First set to zero, and Count set to the number of vertices captured on vertex stream Stream the last time transform feedback was active on the transform feedback object named by Id. literally the same energy as the last one but with instancing, and we ate 🍓

External documentation.


💅 edgeFlag/1, edgeFlagv/1

edgeFlag(Flag :: 0 | 1) -> ok

edgeFlagv(X1 :: {Flag :: 0 | 1}) -> ok

Every vertex of a polygon, separate triangle, or separate quadrilateral that you specify between a gl:'begin'/1 / gl:'end'/0 pair gets marked as the start of either a boundary edge or a nonboundary edge. 🎯

If the current edge flag is true when the vertex is specified, that vertex is marked as the start of a boundary edge. Otherwise, it's marked as the start of a nonboundary edge. gl:edgeFlag/1 sets the edge flag bit to ?GL_TRUE if Flag is ?GL_TRUE, and to ?GL_FALSE otherwise. simple as that, periodt ✨

External documentation.


🎀 edgeFlagPointer/2

edgeFlagPointer(Stride :: i(), Ptr :: offset() | mem()) -> ok

gl:edgeFlagPointer/2 specifies the location and data format of an array of boolean edge flags to use when rendering. 💫

Stride specifies the byte stride from one edge flag to the next, which is what lets vertices and attributes be packed into a single array or stored in separate arrays. your choice, main character 💅

External documentation.


🌸 disable/1, disablei/2, enable/1, enablei/2

disable(Cap :: enum()) -> ok

disablei(Target :: enum(), Index :: i()) -> ok

enable(Cap :: enum()) -> ok

enablei(Target :: enum(), Index :: i()) -> ok

gl:enable/1 and gl:disable/1 enable and disable various capabilities. Use gl:isEnabled/1 or gl:get() to figure out the current setting of any capability. 👀

The initial value for each capability — with the exception of ?GL_DITHER and ?GL_MULTISAMPLE — is ?GL_FALSE. The initial value for ?GL_DITHER and ?GL_MULTISAMPLE is ?GL_TRUE. so those two show up already switched on, they're the exceptions and they know it 😌

External documentation.


🦋 disableClientState/1, enableClientState/1

disableClientState(Cap :: enum()) -> ok

enableClientState(Cap :: enum()) -> ok

gl:enableClientState/1 and gl:disableClientState/1 enable or disable individual client-side capabilities. By default, all client-side capabilities are disabled. 🚫

Both gl:enableClientState/1 and gl:disableClientState/1 take a single argument, Cap, which can assume one of the following values:

(the actual list of values lives in the external documentation, bestie — we're not making it up 🌈)

External documentation.


🧚 disableVertexArrayAttrib/2, disableVertexAttribArray/1, enableVertexArrayAttrib/2, enableVertexAttribArray/1

disableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok

disableVertexAttribArray(Index :: i()) -> ok

enableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok

enableVertexAttribArray(Index :: i()) -> ok

gl:enableVertexAttribArray/1 and gl:enableVertexArrayAttrib/2 enable the generic vertex attribute array specified by Index. 💖

Here's the difference, and iykyk: gl:enableVertexAttribArray/1 uses the currently bound vertex array object for the operation, whereas gl:enableVertexArrayAttrib/2 updates the state of the vertex array object with ID Vaobj. one's "whatever's bound rn", the other's "this specific one, thanks" 👑

External documentation.


💜 evalCoord1d/1, evalCoord1dv/1, evalCoord1f/1, evalCoord1fv/1, evalCoord2d/2, evalCoord2dv/1, evalCoord2f/2, evalCoord2fv/1

evalCoord1d(U :: f()) -> ok

evalCoord1dv(X1 :: {U :: f()}) -> ok

evalCoord1f(U :: f()) -> ok

evalCoord1fv(X1 :: {U :: f()}) -> ok

evalCoord2d(U :: f(), V :: f()) -> ok

evalCoord2dv(X1 :: {U :: f(), V :: f()}) -> ok

evalCoord2f(U :: f(), V :: f()) -> ok

evalCoord2fv(X1 :: {U :: f(), V :: f()}) -> ok

gl:evalCoord1() evaluates enabled one-dimensional maps at argument U. gl:evalCoord2() does the same thing for two-dimensional maps, using two domain values, U and V. 🌈

Wanna define a map? Call glMap1 and glMap2. Wanna enable and disable it? Call gl:enable/1 and gl:disable/1. that's the whole loop, slay ✨

External documentation.


⭐ evalMesh1/3, evalMesh2/5

evalMesh1(Mode :: enum(), I1 :: i(), I2 :: i()) -> ok

evalMesh2(Mode :: enum(),
          I1 :: i(),
          I2 :: i(),
          J1 :: i(),
          J2 :: i()) ->
             ok

gl:mapGrid() and gl:evalMesh() are used in tandem to efficiently generate and evaluate a series of evenly-spaced map domain values. 🤝

gl:evalMesh() steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by glMap1 and glMap2. And Mode determines whether the resulting vertices get connected as points, lines, or filled polygons. pick your vibe 💅

External documentation.


🍓 evalPoint1/1, evalPoint2/2

evalPoint1(I :: i()) -> ok

evalPoint2(I :: i(), J :: i()) -> ok

gl:mapGrid() and gl:evalMesh() are used in tandem to efficiently generate and evaluate a series of evenly spaced map domain values. gl:evalPoint() can be used to evaluate a single grid point in the same gridspace that gets traversed by gl:evalMesh(). 🎯

Calling gl:evalPoint1/1 is equivalent to calling:

glEvalCoord1( i.ð u+u 1 ); where ð u=(u 2-u 1)/n

(yes, that's exactly how it's written in the docs — we reproduce it faithfully, special characters and all, no editing 🫶)

External documentation.


🎀 feedbackBuffer/3

feedbackBuffer(Size :: i(), Type :: enum(), Buffer :: mem()) -> ok

gl:feedbackBuffer/3 controls feedback. Feedback, like selection, is a GL mode. The mode is selected by calling gl:renderMode/1 with ?GL_FEEDBACK. 🔥

When the GL is in feedback mode, no pixels are produced by rasterization. Instead, information about primitives that would have been rasterized gets fed back to the application using the GL. not me swapping pixels for data 😭

External documentation.


💫 fenceSync/2

fenceSync(Condition :: enum(), Flags :: i()) -> i()

gl:fenceSync/2 creates a new fence sync object, inserts a fence command into the GL command stream and associates it with that sync object, and returns a non-zero name corresponding to the sync object. 🎀

External documentation.


🌸 finish/0

finish() -> ok

gl:finish/0 does not return until the effects of all previously called GL commands are complete. 😤

And "effects" here includes all changes to GL state, all changes to connection state, and all changes to the frame buffer contents. it's giving "i'm not leaving until everyone's done" energy, honestly iconic 👑

External documentation.


🦋 flush/0

flush() -> ok

Different GL implementations buffer commands in several different locations, including network buffers and the graphics accelerator itself. gl:flush/0 empties all of these buffers, causing all issued commands to be executed as quickly as they're accepted by the actual rendering engine. 🌈

Though this execution may not be completed in any particular time period, it does complete in finite time. so like, not instant, but guaranteed. we love a reliable queen ✨

External documentation.


🧚 flushMappedBufferRange/3, flushMappedNamedBufferRange/3

flushMappedBufferRange(Target :: enum(),
                       Offset :: i(),
                       Length :: i()) ->
                          ok

flushMappedNamedBufferRange(Buffer :: i(),
                            Offset :: i(),
                            Length :: i()) ->
                               ok

...gl:flushMappedBufferRange/3 is basically the "hey bestie, I edited this part 👀" ping for buffers. It indicates that modifications have been made to a range of a mapped buffer object. The catch? That buffer object must have previously been mapped with the ?GL_MAP_FLUSH_EXPLICIT_BIT flag. No flag, no flushing, no exceptions. 🫶

External documentation.


  • fogf(Pname :: enum(), Param :: f()) -> ok
  • fogfv(Pname :: enum(), Params :: tuple()) -> ok
  • fogi(Pname :: enum(), Param :: i()) -> ok
  • fogiv(Pname :: enum(), Params :: tuple()) -> ok

Fog starts out disabled, lowkey taking a nap 😴. While it's enabled, fog affects rasterized geometry, bitmaps, and pixel blocks — but not buffer clear operations, bestie, don't get it twisted. Wanna turn fog on or off? Call gl:enable/1 and gl:disable/1 with the argument ?GL_FOG. Periodt.

External documentation.


  • fogCoordd(Coord :: f()) -> ok
  • fogCoorddv(X1 :: {Coord :: f()}) -> ok
  • fogCoordf(Coord :: f()) -> ok
  • fogCoordfv(X1 :: {Coord :: f()}) -> ok

gl:fogCoord() specifies the fog coordinate that is associated with each vertex and the current raster position. The value you hand it gets interpolated and then used in computing the fog color (see gl:fog()). It's giving "one little number, huge glow-up" ✨

External documentation.


  • fogCoordPointer(Type :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok

gl:fogCoordPointer/3 specifies the location and data format of an array of fog coordinates to use when rendering. Type specifies the data type of each fog coordinate, and Stride specifies the byte stride from one fog coordinate to the next — which is the whole reason you can pack vertices and attributes into a single array or store them in separate arrays. Flexible queen behavior 💅

External documentation.


  • framebufferParameteri(Target :: enum(), Pname :: enum(), Param :: i()) -> ok

gl:framebufferParameteri/3 and glNamedFramebufferParameteri modify the value of the parameter named Pname in the specified framebuffer object. Important lil reality check: there are no modifiable parameters of the default draw and read framebuffer, so those two are just not valid targets of these commands. Not invited to the party 🚫🎀

External documentation.


  • framebufferRenderbuffer(Target, Attachment, Renderbuffertarget, Renderbuffer) -> ok

Types:

Target = Attachment = Renderbuffertarget = enum()
Renderbuffer = i()

gl:framebufferRenderbuffer/4 and glNamedFramebufferRenderbuffer attach a renderbuffer as one of the logical buffers of the specified framebuffer object. Renderbuffers cannot be attached to the default draw and read framebuffer, so — say it with me — they are not valid targets of these commands. It's giving exclusive club energy 🙈

External documentation.


  • framebufferTexture(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i()) -> ok
  • framebufferTexture1D(Target :: enum(), Attachment :: enum(), Textarget :: enum(), Texture :: i(), Level :: i()) -> ok
  • framebufferTexture2D(Target :: enum(), Attachment :: enum(), Textarget :: enum(), Texture :: i(), Level :: i()) -> ok
  • framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset) -> ok
  • framebufferTextureFaceARB(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i(), Face :: enum()) -> ok
  • framebufferTextureLayer(Target :: enum(), Attachment :: enum(), Texture :: i(), Level :: i(), Layer :: i()) -> ok

These commands attach a selected mipmap level or image of a texture object as one of the logical buffers of the specified framebuffer object. And yes, same rule as before, bestie: textures cannot be attached to the default draw and read framebuffer, so they are not valid targets of these commands. The default framebuffer is on a strict no-attachments diet 💀

External documentation.


  • frontFace(Mode :: enum()) -> ok

Picture it: a scene composed entirely of opaque closed surfaces. In that case, back-facing polygons are never visible. So eliminating these invisible polygons has the obvious benefit of speeding up the rendering of the image — literally free performance, we love to see it 🔥. To enable and disable elimination of back-facing polygons, call gl:enable/1 and gl:disable/1 with the argument ?GL_CULL_FACE.

External documentation.


  • frustum(Left :: f(), Right :: f(), Bottom :: f(), Top :: f(), Near_val :: f(), Far_val :: f()) -> ok

gl:frustum/6 describes a perspective matrix that produces a perspective projection. The current matrix (see gl:matrixMode/1) is multiplied by this matrix and the result replaces the current matrix — as if gl:multMatrix() were called with the following matrix as its argument:

External documentation.


  • genBuffers(N :: i()) -> [i()]

gl:genBuffers/1 returns N buffer object names in Buffers. No cap, there is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genBuffers/1. So they're fresh, just not necessarily neighbors 🦋

External documentation.


  • genFramebuffers(N :: i()) -> [i()]

gl:genFramebuffers/1 returns N framebuffer object names in Ids. Again: no guarantee that the names form a contiguous set of integers, but it is guaranteed that none of the returned names was in use immediately before the call to gl:genFramebuffers/1. Same vibe, different object 💜

External documentation.


  • genLists(Range :: i()) -> i()

gl:genLists/1 has exactly one argument, Range. It returns an integer n such that Range contiguous empty display lists, named n, n+1, ..., n+range-1, are created. And here's the fine print, bestie, read it carefully: if Range is 0, if there is no group of Range contiguous names available, or if any error is generated — no display lists are generated, and 0 is returned. Three separate ways to get nothing. Respect the 0 😭

External documentation.


  • genProgramPipelines(N :: i()) -> [i()]

gl:genProgramPipelines/1 returns N previously unused program pipeline object names in Pipelines. These names are marked as used, for the purposes of gl:genProgramPipelines/1 only — but plot twist: they acquire program pipeline state only when they are first bound. It's giving "reserved the table but hasn't ordered yet" 🎀

External documentation.


  • genQueries(N :: i()) -> [i()]

gl:genQueries/1 returns N query object names in Ids. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genQueries/1. Query queen behavior 👑

External documentation.


  • genRenderbuffers(N :: i()) -> [i()]

gl:genRenderbuffers/1 returns N renderbuffer object names in Renderbuffers. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genRenderbuffers/1. Same deal as always, and yeah, we're still saying it 🌸

External documentation.


  • genSamplers(Count :: i()) -> [i()]

gl:genSamplers/1 returns N sampler object names in Samplers. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genSamplers/1. (Yes, the argument is Count and the prose says N — that's just how it's written, don't come for me 🫶)

External documentation.


  • genTextures(N :: i()) -> [i()]

gl:genTextures/1 returns N texture names in Textures. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genTextures/1. Textures stay iconic ✨

External documentation.


  • genTransformFeedbacks(N :: i()) -> [i()]

gl:genTransformFeedbacks/1 returns N previously unused transform feedback object names in Ids. These names are marked as used, for the purposes of gl:genTransformFeedbacks/1 only, but they acquire transform feedback state only when they are first bound. Same "used but not stateful" situation as the pipelines, iykyk 💫

External documentation.


  • genVertexArrays(N :: i()) -> [i()]

gl:genVertexArrays/1 returns N vertex array object names in Arrays. There is no guarantee that the names form a contiguous set of integers; however, it is guaranteed that none of the returned names was in use immediately before the call to gl:genVertexArrays/1. VAO supremacy, no notes 🌈

External documentation.


  • generateMipmap(Target :: enum()) -> ok
  • generateTextureMipmap(Texture :: i()) -> ok

gl:generateMipmap/1 and gl:generateTextureMipmap/1 generate mipmaps for the specified texture object. For gl:generateMipmap/1, it's the texture object that is bound to Target. For gl:generateTextureMipmap/1, Texture is the name of the texture object. Two paths, same mipmap slay ⭐

External documentation.


  • getBooleani_v(Target :: enum(), Index :: i()) -> [0 | 1]
  • getBooleanv(Pname :: enum()) -> [0 | 1]
  • getDoublei_v(Target :: enum(), Index :: i()) -> [f()]
  • getDoublev(Pname :: enum()) -> [f()]
  • getFloati_v(Target :: enum(), Index :: i()) -> [f()]
  • getFloatv(Pname :: enum()) -> [f()]
  • getInteger64i_v(Target :: enum(), Index :: i()) -> [i()]
  • getInteger64v(Pname :: enum()) -> [i()]
  • getIntegeri_v(Target :: enum(), Index :: i()) -> [i()]
  • getIntegerv(Pname :: enum()) -> [i()]

These commands return values for simple state variables in GL. Pname is a symbolic constant indicating the state variable to be returned, and Data is a pointer to an array of the indicated type in which to place the returned data. Think of it as the state variable sliding into your DMs with the receipts 🧚

External documentation.


  • getActiveAttrib(Program :: i(), Index :: i(), BufSize :: i()) -> {Size :: i(), Type :: enum(), Name :: string()}
getActiveAttrib(Program :: i(), Index :: i(), Bufsize :: i()) ->
                   {Size :: i(), Type :: enum(), Name :: string()}

gl:getActiveAttrib/3 spills all the tea about an active attribute variable inside the program object you passed as Program 🫖✨ Wanna know how many active attributes are even in there? Call gl:getProgram() with the value ?GL_ACTIVE_ATTRIBUTES and it'll tell you. And Index = 0? That snags you the very first active attribute variable. The valid range for Index goes from zero all the way up to the number of active attribute variables minus one, iykyk 💅

External documentation.


getActiveSubroutineName(Program :: i(),
                        Shadertype :: enum(),
                        Index :: i(),
                        Bufsize :: i()) ->
                           string()

gl:getActiveSubroutineName/4 queries the name of an active shader subroutine uniform from the program object given in Program 🎀 Index specifies the index of the shader subroutine uniform within the shader stage given by Stage, and it must be between zero and the value of ?GL_ACTIVE_SUBROUTINES minus one for the shader stage, no cap.

External documentation.


getActiveSubroutineUniformName(Program :: i(),
                               Shadertype :: enum(),
                               Index :: i(),
                               Bufsize :: i()) ->
                                  string()

gl:getActiveSubroutineUniformName/4 retrieves the name of an active shader subroutine uniform, bestie 💜 Program contains the name of the program containing the uniform. Shadertype specifies the stage for which the uniform location, given by Index, is valid. And Index must be between zero and the value of ?GL_ACTIVE_SUBROUTINE_UNIFORMS minus one for the shader stage — that's the vibe check it has to pass 🌸

External documentation.


getActiveUniform(Program :: i(), Index :: i(), BufSize :: i()) ->
                    {Size :: i(),
                     Type :: enum(),
                     Name :: string()}

gl:getActiveUniform/3 returns information about an active uniform variable in the program object specified by Program ✨ How many active uniform variables are kicking it in there? Call gl:getProgram() with the value ?GL_ACTIVE_UNIFORMS and find out. A value of 0 for Index selects the first active uniform variable. Permissible values for Index range from zero to the number of active uniform variables minus one 👑

External documentation.


getActiveUniformBlockiv(Program :: i(),
                        UniformBlockIndex :: i(),
                        Pname :: enum(),
                        Params :: mem()) ->
                           ok

gl:getActiveUniformBlockiv/4 retrieves information about an active uniform block within Program 🦋 That's literally it, she's simple like that.

External documentation.


getActiveUniformBlockName(Program :: i(),
                          UniformBlockIndex :: i(),
                          BufSize :: i()) ->
                             string()

gl:getActiveUniformBlockName/3 retrieves the name of the active uniform block at UniformBlockIndex within Program 🎀 name reveal moment fr fr.

External documentation.


getActiveUniformName(Program :: i(),
                     UniformIndex :: i(),
                     BufSize :: i()) ->
                        string()

gl:getActiveUniformName/3 returns the name of the active uniform at UniformIndex within Program 💖 Oh and heads up, here's the whole situation: if UniformName is not NULL, up to BufSize characters (including a nul-terminator) will be written into the array whose address is specified by UniformName. If Length is not NULL, the number of characters that were (or would have been) written into UniformName (not including the nul-terminator) will be placed in the variable whose address is specified in Length. And if Length is NULL, no length is returned. The length of the longest uniform name in Program is given by the value of ?GL_ACTIVE_UNIFORM_MAX_LENGTH, which you can query with gl:getProgram() 😭 so many parameters but we stay winning.

External documentation.


getActiveUniformsiv(Program :: i(),
                    UniformIndices :: [i()],
                    Pname :: enum()) ->
                       [i()]

gl:getActiveUniformsiv/3 queries the value of the parameter named Pname for each of the uniforms within Program whose indices are specified in the array of UniformCount unsigned integers UniformIndices 🌈 Upon success, the value of the parameter for each uniform is written into the corresponding entry in the array whose address is given in Params. And if an error is generated? Nothing gets written into Params. Not a single byte. 💀

External documentation.


getAttachedShaders(Program :: i(), MaxCount :: i()) -> [i()]

gl:getAttachedShaders/2 returns the names of the shader objects attached to Program 🫶 The names of shader objects that are attached to Program will be returned in Shaders. The actual number of shader names written into Shaders is returned in Count. If no shader objects are attached to Program, Count is set to 0 (bestie's all alone 😭). The maximum number of shader names that may be returned in Shaders is specified by MaxCount.

External documentation.


getAttribLocation(Program :: i(), Name :: string()) -> i()

gl:getAttribLocation/2 queries the previously linked program object specified by Program for the attribute variable specified by Name, and returns the index of the generic vertex attribute that is bound to that attribute variable 🌸 If Name is a matrix attribute variable, the index of the first column of the matrix is returned. If the named attribute variable is not an active attribute in the specified program object, or if Name starts with the reserved prefix "gl_", a value of -1 is returned 🚫 iconic rejection tbh.

External documentation.


getBufferParameteri64v(Target :: enum(), Pname :: enum()) -> [i()]

getBufferParameterivARB(Target :: enum(), Pname :: enum()) ->
                           [i()]

These functions return in Data a selected parameter of the specified buffer object 💅

External documentation.


getBufferParameteriv(Target :: enum(), Pname :: enum()) -> i()

gl:getBufferParameteriv/2 returns in Data a selected parameter of the buffer object specified by Target ✨

External documentation.


getBufferSubData(Target :: enum(),
                 Offset :: i(),
                 Size :: i(),
                 Data :: mem()) ->
                    ok

gl:getBufferSubData/4 and glGetNamedBufferSubData return some or all of the data contents of the data store of the specified buffer object 📦 Data starting at byte offset Offset and extending for Size bytes is copied from the buffer object's data store to the memory pointed to by Data. And an error is thrown if the buffer object is currently mapped, or if Offset and Size together define a range beyond the bounds of the buffer object's data store 😤 stay in your lane, offset.

External documentation.


getClipPlane(Plane :: enum()) -> {f(), f(), f(), f()}

gl:getClipPlane/1 returns in Equation the four coefficients of the plane equation for Plane 🦋 four whole floats, look at her go.

External documentation.


getColorTable(Target :: enum(),
              Format :: enum(),
              Type :: enum(),
              Table :: mem()) ->
                 ok

gl:getColorTable/4 returns in Table the contents of the color table specified by Target 🎀 No pixel transfer operations are performed, but pixel storage modes that are applicable to gl:readPixels/7 are performed. Lowkey a whole mood.

External documentation.


getColorTableParameterfv(Target :: enum(), Pname :: enum()) ->
                            {f(), f(), f(), f()}

getColorTableParameteriv(Target :: enum(), Pname :: enum()) ->
                            {i(), i(), i(), i()}

Returns parameters specific to color table Target ✨

External documentation.


getCompressedTexImage(Target :: enum(), Lod :: i(), Img :: mem()) ->
                         ok

gl:getCompressedTexImage/3 and glGetnCompressedTexImage return the compressed texture image associated with Target and Lod into Pixels 💖 glGetCompressedTextureImage serves the same purpose, but instead of taking a texture target, it takes the ID of the texture object. Pixels should be an array of BufSize bytes for glGetnCompresedTexImage and glGetCompressedTextureImage functions, and of ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE bytes in case of gl:getCompressedTexImage/3. If the actual data takes less space than BufSize, the remaining bytes will not be touched 🙈 untouched, respectfully. Target specifies the texture target, to which the texture the data the function should extract the data from is bound to. Lod specifies the level-of-detail number of the desired image 👑

External documentation.


getConvolutionFilter(Target :: enum(),
                     Format :: enum(),
                     Type :: enum(),
                     Image :: mem()) ->
                        ok

gl:getConvolutionFilter/4 returns the current 1D or 2D convolution filter kernel as an image 🌀 The one- or two-dimensional image is placed in Image according to the specifications in Format and Type. No pixel transfer operations are performed on this image, but the relevant pixel storage modes are applied ✨

External documentation.


getConvolutionParameterfv(Target :: enum(), Pname :: enum()) ->
                             {f(), f(), f(), f()}

getConvolutionParameteriv(Target :: enum(), Pname :: enum()) ->
                             {i(), i(), i(), i()}

gl:getConvolutionParameter() retrieves convolution parameters 🌸 Target determines which convolution filter is queried. Pname determines which parameter is returned:

External documentation.


getDebugMessageLog(Count :: i(), BufSize :: i()) ->
                      {i(),
                       Sources :: [enum()],
                       Types :: [enum()],
                       Ids :: [i()],
                       Severities :: [enum()],
                       MessageLog :: [string()]}

okay so gl:getDebugMessageLog/2 pulls messages from the debug message log, bestie. A maximum of Count messages are retrieved from the log. If Sources is not NULL, then the source of each message is written into up to Count elements of the array. If Types is not NULL, then the type of each message is written into up to Count elements of the array. If Id is not NULL, then the identifier of each message is written into up to Count elements of the array. If Severities is not NULL, then the severity of each message is written into up to Count elements of the array. If Lengths is not NULL, then the length of each message is written into up to Count elements of the array.

External documentation.

getError() -> enum()

gl:getError/0 returns the value of the error flag. Each detectable error is assigned a numeric code and symbolic name. When an error occurs, the error flag is set to the appropriate error code value. No other errors are recorded until gl:getError/0 is called, the error code is returned, and the flag is reset to ?GL_NO_ERROR. If a call to gl:getError/0 returns ?GL_NO_ERROR, there has been no detectable error since the last call to gl:getError/0, or since the GL was initialized.

External documentation.

getFragDataIndex(Program :: i(), Name :: string()) -> i()

gl:getFragDataIndex/2 returns the index of the fragment color to which the variable Name was bound when the program object Program was last linked. If Name is not a varying out variable of Program, or if an error occurs, -1 will be returned.

External documentation.

getFragDataLocation(Program :: i(), Name :: string()) -> i()

gl:getFragDataLocation/2 retrieves the assigned color number binding for the user-defined varying out variable Name for program Program. Program must have previously been linked. Name must be a null-terminated string. If Name is not the name of an active user-defined varying out fragment shader variable within Program, -1 will be returned.

External documentation.

getFramebufferAttachmentParameteriv

getFramebufferAttachmentParameteriv(Target :: enum(),
                                    Attachment :: enum(),
                                    Pname :: enum()) ->
                                       i()

gl:getFramebufferAttachmentParameteriv/3 and glGetNamedFramebufferAttachmentParameteriv return parameters of attachments of a specified framebuffer object.

External documentation.

getFramebufferParameteriv(Target :: enum(), Pname :: enum()) -> i()

gl:getFramebufferParameteriv/2 and glGetNamedFramebufferParameteriv query parameters of a specified framebuffer object.

External documentation.

getGraphicsResetStatus() -> enum()

Certain events can result in a reset of the GL context. Such a reset causes all context state to be lost and requires the application to recreate all objects in the affected context.

External documentation.

getHistogram

getHistogram(Target :: enum(),
             Reset :: 0 | 1,
             Format :: enum(),
             Type :: enum(),
             Values :: mem()) ->
                ok

gl:getHistogram/5 returns the current histogram table as a one-dimensional image with the same width as the histogram. No pixel transfer operations are performed on this image, but pixel storage modes that are applicable to 1D images are honored.

External documentation.

getHistogramParameterfv / getHistogramParameteriv

getHistogramParameterfv(Target :: enum(), Pname :: enum()) ->
                           {f()}

getHistogramParameteriv(Target :: enum(), Pname :: enum()) ->
                           {i()}

gl:getHistogramParameter() is used to query parameter values for the current histogram or for a proxy. The histogram state information may be queried by calling gl:getHistogramParameter() with a Target of ?GL_HISTOGRAM (to obtain information for the current histogram table) or ?GL_PROXY_HISTOGRAM (to obtain information from the most recent proxy request) and one of the following values for the Pname argument:

External documentation.

getInternalformati64v / getInternalformativ

getInternalformati64v(Target :: enum(),
                      Internalformat :: enum(),
                      Pname :: enum(),
                      BufSize :: i()) ->
                         [i()]

getInternalformativ(Target :: enum(),
                    Internalformat :: enum(),
                    Pname :: enum(),
                    BufSize :: i()) ->
                       [i()]
No documentation available.

getLightfv / getLightiv

getLightfv(Light :: enum(), Pname :: enum()) ->
              {f(), f(), f(), f()}

getLightiv(Light :: enum(), Pname :: enum()) ->
              {i(), i(), i(), i()}

gl:getLight() returns in Params the value or values of a light source parameter. Light names the light and is a symbolic name of the form ?GL_LIGHT i where i ranges from 0 to the value of ?GL_MAX_LIGHTS - 1. ?GL_MAX_LIGHTS is an implementation dependent constant that is greater than or equal to eight. Pname specifies one of ten light source parameters, again by symbolic name.

External documentation.

getMapdv / getMapfv / getMapiv

getMapdv(Target :: enum(), Query :: enum(), V :: mem()) -> ok

getMapfv(Target :: enum(), Query :: enum(), V :: mem()) -> ok

getMapiv(Target :: enum(), Query :: enum(), V :: mem()) -> ok

glMap1 and glMap2 define evaluators. gl:getMap() returns evaluator parameters. Target chooses a map, Query selects a specific parameter, and V points to storage where the values will be returned.

External documentation.

getMaterialfv / getMaterialiv

getMaterialfv(Face :: enum(), Pname :: enum()) ->
                 {f(), f(), f(), f()}

getMaterialiv(Face :: enum(), Pname :: enum()) ->
                 {i(), i(), i(), i()}

gl:getMaterial() returns in Params the value or values of parameter Pname of material Face. Six parameters are defined:

External documentation.

getMinmax

getMinmax(Target :: enum(),
          Reset :: 0 | 1,
          Format :: enum(),
          Types :: enum(),
          Values :: mem()) ->
             ok

gl:getMinmax/5 returns the accumulated minimum and maximum pixel values (computed on a per-component basis) in a one-dimensional image of width 2. The first set of return values are the minima, and the second set of return values are the maxima. The format of the return values is determined by Format, and their type is determined by Types.

External documentation.

getMinmaxParameterfv / getMinmaxParameteriv

getMinmaxParameterfv(Target :: enum(), Pname :: enum()) -> {f()}

getMinmaxParameteriv(Target :: enum(), Pname :: enum()) -> {i()}

gl:getMinmaxParameter() retrieves parameters for the current minmax table by setting Pname to one of the following values:

External documentation.

getMultisamplefv(Pname :: enum(), Index :: i()) -> {f(), f()}

gl:getMultisamplefv/2 queries the location of a given sample. Pname specifies the sample parameter to retrieve and must be ?GL_SAMPLE_POSITION. Index corresponds to the sample for which the location should be returned. The sample location is returned as two floating-point values in Val[0] and Val[1], each between 0 and 1, corresponding to the X and Y locations respectively in the GL pixel space of that sample. (0.5, 0.5) this corresponds to the pixel center. Index must be between zero and the value of ?GL_SAMPLES minus one.

External documentation.

getPixelMapfv / getPixelMapuiv / getPixelMapusv

getPixelMapfv(Map :: enum(), Values :: mem()) -> ok

getPixelMapuiv(Map :: enum(), Values :: mem()) -> ok

getPixelMapusv(Map :: enum(), Values :: mem()) -> ok

See the gl:pixelMap() reference page for a description of the acceptable values for the Map parameter. gl:getPixelMap() returns in Data the contents of the pixel map specified in Map. Pixel maps are used during the execution of gl:readPixels/7, gl:drawPixels/5, gl:copyPixels/5, gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:texSubImage2D/9, gl:texSubImage3D/11, gl:copyTexImage1D/7, gl:copyTexImage2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, and gl:copyTexSubImage3D/9, to map color indices, stencil indices, color components, and depth components to other values.

External documentation.

getPolygonStipple() -> binary()

gl:getPolygonStipple/0 returns to Pattern a 32×32 polygon stipple pattern. The pattern is packed into memory as if gl:readPixels/7 with both height and width of 32, type of ?GL_BITMAP, and format of ?GL_COLOR_INDEX were called, and the stipple pattern were stored in an internal 32×32 color index buffer. Unlike gl:readPixels/7, however, pixel transfer operations (shift, offset, pixel map) are not applied to the returned stipple image.

External documentation.

getProgramiv(Program :: i(), Pname :: enum()) -> i()

gl:getProgram() returns in Params the value of a parameter for a specific program object. The following parameters are defined:

External documentation.

getProgramBinary

getProgramBinary(Program :: i(), BufSize :: i()) ->
                    {BinaryFormat :: enum(), Binary :: binary()}

gl:getProgramBinary/2 returns a binary representation of the compiled and linked executable for Program into the array of bytes whose address is specified in Binary. The maximum number of bytes that may be written into Binary is specified by BufSize. If the program binary is greater in size than BufSize bytes, then an error is generated, otherwise the actual number of bytes written into Binary is returned in the variable whose address is given by Length. If Length is ?NULL, then no length is returned.

External documentation.

getProgramInfoLog(Program :: i(), BufSize :: i()) -> string()

gl:getProgramInfoLog/2 returns the information log for the specified program object. The information log for a program object is modified when the program object is linked or validated. The string that is returned will be null terminated.

External documentation.

getProgramInterfaceiv

getProgramInterfaceiv(Program :: i(),
                      ProgramInterface :: enum(),
                      Pname :: enum()) ->
                         i()

getProgramInterfaceiv/3

gl:getProgramInterfaceiv/3 queries the property of the interface identified by ProgramInterface in Program — the property name is given by Pname. 💅 External documentation.

getProgramPipelineiv/2

getProgramPipelineiv(Pipeline :: i(), Pname :: enum()) -> i()

gl:getProgramPipelineiv/2 retrieves the value of a property of the program pipeline object Pipeline. Pname says which parameter’s value to retrieve. The value gets written to the variable whose address is given by Params. External documentation.

getProgramPipelineInfoLog/2

getProgramPipelineInfoLog(Pipeline :: i(), BufSize :: i()) ->
                             string()

gl:getProgramPipelineInfoLog/2 retrieves the info log for the program pipeline object Pipeline. The info log, including its null terminator, is written into the array of characters whose address is given by InfoLog. The maximum number of characters that may be written into InfoLog is given by BufSize, and the actual number of characters written into InfoLog is returned in the integer whose address is given by Length. If Length is ?NULL, no length is returned. External documentation.

getProgramResourceIndex/3

getProgramResourceIndex(Program :: i(),
                        ProgramInterface :: enum(),
                        Name :: string()) ->
                           i()

gl:getProgramResourceIndex/3 returns the unsigned integer index assigned to a resource named Name in the interface type ProgramInterface of program object Program. External documentation.

getProgramResourceLocation/3

getProgramResourceLocation(Program :: i(),
                           ProgramInterface :: enum(),
                           Name :: string()) ->
                              i()

gl:getProgramResourceLocation/3 returns the location assigned to the variable named Name in interface ProgramInterface of program object Program. Program must be the name of a program that has been linked successfully. ProgramInterface must be one of ?GL_UNIFORM, ?GL_PROGRAM_INPUT, ?GL_PROGRAM_OUTPUT, ?GL_VERTEX_SUBROUTINE_UNIFORM, ?GL_TESS_CONTROL_SUBROUTINE_UNIFORM, ?GL_TESS_EVALUATION_SUBROUTINE_UNIFORM, ?GL_GEOMETRY_SUBROUTINE_UNIFORM, ?GL_FRAGMENT_SUBROUTINE_UNIFORM, ?GL_COMPUTE_SUBROUTINE_UNIFORM, or ?GL_TRANSFORM_FEEDBACK_BUFFER. External documentation.

getProgramResourceLocationIndex/3

getProgramResourceLocationIndex(Program :: i(),
                                ProgramInterface :: enum(),
                                Name :: string()) ->
                                   i()

gl:getProgramResourceLocationIndex/3 returns the fragment color index assigned to the variable named Name in interface ProgramInterface of program object Program. Program must be the name of a program that has been linked successfully. ProgramInterface must be ?GL_PROGRAM_OUTPUT. External documentation.

getProgramResourceName/4

getProgramResourceName(Program :: i(),
                       ProgramInterface :: enum(),
                       Index :: i(),
                       BufSize :: i()) ->
                          string()

gl:getProgramResourceName/4 retrieves the name string assigned to the single active resource with an index of Index in the interface ProgramInterface of program object Program. Index must be less than the number of entries in the active resource list for ProgramInterface. External documentation.

getProgramStageiv/3

getProgramStageiv(Program :: i(),
                  Shadertype :: enum(),
                  Pname :: enum()) ->
                     i()

gl:getProgramStage() queries a parameter of a shader stage attached to a program object. Program contains the name of the program to which the shader is attached. Shadertype specifies the stage from which to query the parameter. Pname specifies which parameter should be queried. The value or values of the parameter to be queried is returned in the variable whose address is given in Values. External documentation.

getQueryIndexediv/3

getQueryIndexediv(Target :: enum(), Index :: i(), Pname :: enum()) ->
                     i()

gl:getQueryIndexediv/3 returns in Params a selected parameter of the indexed query object target specified by Target and Index. Index specifies the index of the query object target and must be between zero and a target-specific maxiumum. External documentation.

getQueryBufferObjecti64v/4, getQueryBufferObjectiv/4, getQueryBufferObjectui64v/4, getQueryBufferObjectuiv/4, getQueryObjecti64v/2, getQueryObjectiv/2, getQueryObjectui64v/2, getQueryObjectuiv/2

getQueryBufferObjecti64v(Id :: i(),
                         Buffer :: i(),
                         Pname :: enum(),
                         Offset :: i()) ->
                            ok

getQueryBufferObjectiv(Id :: i(),
                       Buffer :: i(),
                       Pname :: enum(),
                       Offset :: i()) ->
                          ok

getQueryBufferObjectui64v(Id :: i(),
                          Buffer :: i(),
                          Pname :: enum(),
                          Offset :: i()) ->
                             ok

getQueryBufferObjectuiv(Id :: i(),
                        Buffer :: i(),
                        Pname :: enum(),
                        Offset :: i()) ->
                           ok

getQueryObjecti64v(Id :: i(), Pname :: enum()) -> i()

getQueryObjectiv(Id :: i(), Pname :: enum()) -> i()

getQueryObjectui64v(Id :: i(), Pname :: enum()) -> i()

getQueryObjectuiv(Id :: i(), Pname :: enum()) -> i()

These commands return a selected parameter of the query object specified by Id. gl:getQueryObject() returns in Params a selected parameter of the query object specified by Id. gl:getQueryBufferObject() returns in Buffer a selected parameter of the query object specified by Id, by writing it to Buffer’s data store at the byte offset specified by Offset. External documentation.

getQueryiv/2

getQueryiv(Target :: enum(), Pname :: enum()) -> i()

gl:getQueryiv/2 returns in Params a selected parameter of the query object target specified by Target. External documentation.

getRenderbufferParameteriv/2

getRenderbufferParameteriv(Target :: enum(), Pname :: enum()) ->
                              i()

gl:getRenderbufferParameteriv/2 and glGetNamedRenderbufferParameteriv query parameters of a specified renderbuffer object. External documentation.

getSamplerParameterIiv/2, getSamplerParameterIuiv/2, getSamplerParameterfv/2, getSamplerParameteriv/2

getSamplerParameterIiv(Sampler :: i(), Pname :: enum()) -> [i()]

getSamplerParameterIuiv(Sampler :: i(), Pname :: enum()) -> [i()]

getSamplerParameterfv(Sampler :: i(), Pname :: enum()) -> [f()]

getSamplerParameteriv(Sampler :: i(), Pname :: enum()) -> [i()]

gl:getSamplerParameter() returns in Params the value or values of the sampler parameter specified as Pname. Sampler defines the target sampler, and must be the name of an existing sampler object, returned from a previous call to gl:genSamplers/1. Pname accepts the same symbols as gl:samplerParameter(), with the same interpretations: External documentation.

getShaderiv/2

getShaderiv(Shader :: i(), Pname :: enum()) -> i()

gl:getShader() returns in Params the value of a parameter for a specific shader object. The following parameters are defined: External documentation.

getShaderInfoLog/2

getShaderInfoLog(Shader :: i(), BufSize :: i()) -> string()

gl:getShaderInfoLog/2 returns the information log for the specified shader object. The information log for a shader object is modified when the shader is compiled. The string that is returned will be null terminated. External documentation.

getShaderPrecisionFormat/2

getShaderPrecisionFormat(Shadertype :: enum(),
                         Precisiontype :: enum()) ->
                            {Range :: {i(), i()},
                             Precision :: i()}

gl:getShaderPrecisionFormat/2 retrieves the numeric range and precision for the implementation’s representation of quantities in different numeric formats in the specified shader type. ShaderType specifies the type of shader for which the numeric precision and range is to be retrieved and must be one of ?GL_VERTEX_SHADER or ?GL_FRAGMENT_SHADER. PrecisionType specifies the numeric format to query and must be one of ?GL_LOW_FLOAT, ?GL_MEDIUM_FLOAT?GL_HIGH_FLOAT, ?GL_LOW_INT, ?GL_MEDIUM_INT, or ?GL_HIGH_INT. External documentation.

getShaderSource/2

getShaderSource(Shader :: i(), BufSize :: i()) -> string()

gl:getShaderSource/2 returns the concatenation of the source code strings from the shader object specified by Shader. The source code strings for a shader object are the result of a previous call to gl:shaderSource/2. The string returned by the function will be null terminated. External documentation.

getString/1, getStringi/2

getString(Name :: enum()) -> string()

getStringi(Name :: enum(), Index :: i()) -> string()

gl:getString/1 returns a pointer to a static string describing some aspect of the current GL connection. Name can be one of the following: External documentation.

getSubroutineIndex/3

getSubroutineIndex(Program :: i(),
                   Shadertype :: enum(),
                   Name :: string()) ->
                      i()

gl:getSubroutineIndex/3 returns the index of a subroutine uniform within a shader stage attached to a program object. Program contains the name of the program to which the shader is attached. Shadertype specifies the stage from which to query shader subroutine index. Name contains the null-terminated name of the subroutine uniform whose name to query. External documentation.

getSubroutineUniformLocation/3

getSubroutineUniformLocation(Program :: i(),
                             Shadertype :: enum(),
                             Name :: string()) ->
                                i()

gl:getSubroutineUniformLocation/3 returns the location of the subroutine uniform variable Name in the shader stage of type Shadertype attached to Program, with behavior otherwise identical to gl:getUniformLocation/2. External documentation.

getSynciv/3

getSynciv(Sync :: i(), Pname :: enum(), BufSize :: i()) -> [i()]

gl:getSynciv/3 retrieves properties of a sync object. Sync specifies the name of the sync object whose properties to retrieve. External documentation.

getTexEnvfv/2

getTexEnvfv(Target :: enum(), Pname :: enum()) ->
               {f(), f(), f(), f()}

💅 getTexEnviv/2

getTexEnviv(Target :: enum(), Pname :: enum()) ->
               {i(), i(), i(), i()}

okay so gl:getTexEnv() hands you back, in Params, whatever selected values of a texture environment you asked for — and that environment is the one you set up earlier with gl:texEnv(). Target says which texture environment we're talking about. slay. ✨

External documentation.


🦋 getTexGendv/2, getTexGenfv/2, getTexGeniv/2

getTexGendv(Coord :: enum(), Pname :: enum()) ->
               {f(), f(), f(), f()}

getTexGenfv(Coord :: enum(), Pname :: enum()) ->
               {f(), f(), f(), f()}

getTexGeniv(Coord :: enum(), Pname :: enum()) ->
               {i(), i(), i(), i()}

gl:getTexGen() gives you back, in Params, the selected parameters of a texture coordinate generation function — the one you specified with gl:texGen(). Coord picks out one of the (s, t, r, q) texture coordinates, via the symbolic constant ?GL_S, ?GL_T, ?GL_R, or ?GL_Q. four options, one coordinate, iconic behavior honestly. 💫

External documentation.


🎀 getTexImage/5

getTexImage(Target :: enum(),
            Level :: i(),
            Format :: enum(),
            Type :: enum(),
            Pixels :: mem()) ->
               ok

k so gl:getTexImage/5, glGetnTexImage and glGetTextureImage all drop a texture image into Pixels. 🖼️

For gl:getTexImage/5 and glGetnTexImage, Target tells you whether the image you want is one specified by gl:texImage1D/8 (?GL_TEXTURE_1D), by gl:texImage2D/9 (?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_2D or any of ?GL_TEXTURE_CUBE_MAP_*), or by gl:texImage3D/10 (?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_3D, ?GL_TEXTURE_CUBE_MAP_ARRAY). For glGetTextureImage, Texture specifies the texture object name instead.

and listen — on top of all the texture types that gl:getTexImage/5 and glGetnTexImage accept, that function also accepts cube map texture objects (with effective target ?GL_TEXTURE_CUBE_MAP). generous of it honestly 👑

Level specifies the level-of-detail number of the image you want. Format and Type specify the format and type of the desired image array. (for the acceptable values of Format and Type respectively, go peek at the reference page for gl:texImage1D/8 — it's all laid out there 💖)

For glGetnTexImage and glGetTextureImage, BufSize tells you the size of the buffer that's gonna receive the retrieved pixel data. and no cap: glGetnTexImage and glGetTextureImage do not write more than BufSize bytes into Pixels. safety first bestie 🫶

External documentation.


🌸 getTexLevelParameterfv/3, getTexLevelParameteriv/3

getTexLevelParameterfv(Target :: enum(),
                       Level :: i(),
                       Pname :: enum()) ->
                          {f()}

getTexLevelParameteriv(Target :: enum(),
                       Level :: i(),
                       Pname :: enum()) ->
                          {i()}

gl:getTexLevelParameterfv/3, gl:getTexLevelParameteriv/3, glGetTextureLevelParameterfv and glGetTextureLevelParameteriv return in Params the texture parameter values for one specific level-of-detail value, passed in as Level. 📐

For the first two functions, Target defines the target texture, and it's either ?GL_TEXTURE_1D, ?GL_TEXTURE_2D, ?GL_TEXTURE_3D, ?GL_PROXY_TEXTURE_1D, ?GL_PROXY_TEXTURE_2D, ?GL_PROXY_TEXTURE_3D, ?GL_TEXTURE_CUBE_MAP_POSITIVE_X, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, or ?GL_PROXY_TEXTURE_CUBE_MAP. the remaining two take a Texture argument instead, which is the name of the texture object. two whole vibes, same energy ✨

External documentation.


🧚 getTexParameterIiv/2, getTexParameterIuiv/2, getTexParameterfv/2, getTexParameteriv/2

getTexParameterIiv(Target :: enum(), Pname :: enum()) ->
                      {i(), i(), i(), i()}

getTexParameterIuiv(Target :: enum(), Pname :: enum()) ->
                       {i(), i(), i(), i()}

getTexParameterfv(Target :: enum(), Pname :: enum()) ->
                     {f(), f(), f(), f()}

getTexParameteriv(Target :: enum(), Pname :: enum()) ->
                     {i(), i(), i(), i()}

gl:getTexParameter() and glGetTextureParameter return in Params the value or values of the texture parameter you named in Pname. Target defines the target texture, and here's the full lineup:

  • ?GL_TEXTURE_1D
  • ?GL_TEXTURE_2D
  • ?GL_TEXTURE_3D
  • ?GL_TEXTURE_1D_ARRAY
  • ?GL_TEXTURE_2D_ARRAY
  • ?GL_TEXTURE_RECTANGLE
  • ?GL_TEXTURE_CUBE_MAP
  • ?GL_TEXTURE_CUBE_MAP_ARRAY
  • ?GL_TEXTURE_2D_MULTISAMPLE
  • ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY

those specify one-, two-, or three-dimensional, one-dimensional array, two-dimensional array, rectangle, cube-mapped or cube-mapped array, two-dimensional multisample, or two-dimensional multisample array texturing, respectively. (say that five times fast 😭)

Pname accepts the same symbols as gl:texParameter(), with the same interpretations:

External documentation.


💜 getTransformFeedbackVarying/3

getTransformFeedbackVarying(Program :: i(),
                            Index :: i(),
                            BufSize :: i()) ->
                               {Size :: i(),
                                Type :: enum(),
                                Name :: string()}

so if you wanna know about the set of varying variables in a linked program that are gonna get captured during transform feedback, you call gl:getTransformFeedbackVarying/3 and it provides the info about the varying variable selected by Index. 🔍

Index of 0 selects the first varying variable specified in the Varyings array you passed to gl:transformFeedbackVaryings/3, and an Index of the value of ?GL_TRANSFORM_FEEDBACK_VARYINGS minus one selects the last such variable. first to last, no skipping, we love a full sweep 💅

External documentation.


🌈 getUniformdv/2, getUniformfv/2, getUniformiv/2, getUniformuiv/2

getUniformdv(Program :: i(), Location :: i()) -> matrix()

getUniformfv(Program :: i(), Location :: i()) -> matrix()

getUniformiv(Program :: i(), Location :: i()) ->
                {i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i(),
                 i()}

getUniformuiv(Program :: i(), Location :: i()) ->
                 {i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i(),
                  i()}

gl:getUniform() and glGetnUniform return in Params the value(s) of the uniform variable you specified. the type of that uniform variable — the one Location points at — is what decides how many values come back:

  • boolean, int, or float in the shader → one single value 🎯
  • vec2, ivec2, or bvec2 → two values
  • vec3, ivec3, or bvec3 → three values
  • …and so on, you get the pattern bestie 💖

To query values stored in uniform variables declared as arrays, call gl:getUniform() for each element of the array. To query values stored in uniform variables declared as structures, call gl:getUniform() for each field in the structure. and the values for uniform variables declared as a matrix come back in column major order — write that down 📝

External documentation.


⭐ getUniformBlockIndex/2

getUniformBlockIndex(Program :: i(), UniformBlockName :: string()) ->
                        i()

gl:getUniformBlockIndex/2 retrieves the index of a uniform block within Program. one job, does it, periodt. 👑

External documentation.


🍓 getUniformIndices/2

getUniformIndices(Program :: i(),
                  UniformNames :: [unicode:chardata()]) ->
                     [i()]

gl:getUniformIndices/2 retrieves the indices of a number of uniforms within Program. plural indices, plural uniforms, we're matching them all up 💫

External documentation.


🦋 getUniformLocation/2

getUniformLocation(Program :: i(), Name :: string()) -> i()

glGetUniformLocation returns an integer that represents the location of a specific uniform variable within a program object. 📍

Name must be a null terminated string that contains no white space. it also must be an active uniform variable name in Program that is not a structure, an array of structures, or a subcomponent of a vector or a matrix. read that twice, it matters 🙈

This function returns -1 if:

  • Name does not correspond to an active uniform variable in Program,
  • Name starts with the reserved prefix "gl_", or
  • Name is associated with an atomic counter or a named uniform block.

so -1 is the universal "nope, try again" and honestly relatable 💀

External documentation.


🔥 getUniformSubroutineuiv/2

getUniformSubroutineuiv(Shadertype :: enum(), Location :: i()) ->
                           {i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i(),
                            i()}

gl:getUniformSubroutine() retrieves the value of the subroutine uniform at location Location for shader stage Shadertype of the current program.

and there's a rule, bestie: Location must be less than the value of ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS for the shader currently in use at shader stage Shadertype. no vibe-checking your way around that one 🚨 The value of the subroutine uniform gets returned in Values. ✨

External documentation.


🎀 getVertexAttribIiv/2, getVertexAttribIuiv/2, getVertexAttribLdv/2, getVertexAttribdv/2, getVertexAttribfv/2, getVertexAttribiv/2

getVertexAttribIiv(Index :: i(), Pname :: enum()) ->
                      {i(), i(), i(), i()}

getVertexAttribIuiv(Index :: i(), Pname :: enum()) ->
                       {i(), i(), i(), i()}

getVertexAttribLdv(Index :: i(), Pname :: enum()) ->
                      {f(), f(), f(), f()}

getVertexAttribdv(Index :: i(), Pname :: enum()) ->
                     {f(), f(), f(), f()}

getVertexAttribfv(Index :: i(), Pname :: enum()) ->
                     {f(), f(), f(), f()}

getVertexAttribiv(Index :: i(), Pname :: enum()) ->
                     {i(), i(), i(), i()}

External documentation.

gl:getVertexAttrib() returns in Params the value of a generic vertex attribute parameter. The generic vertex attribute to be queried is specified by Index, and the parameter to be queried is specified by Pname.

External documentation.


  • hint(Target :: enum(), Mode :: enum()) -> ok — okay so certain aspects of GL behavior, when there is room for interpretation, can be controlled with hints. A hint is specified with two arguments. Target is a symbolic constant indicating the behavior to be controlled, and Mode is another symbolic constant indicating the desired behavior. The initial value for each Target is ?GL_DONT_CARE. Mode can be one of the following:

External documentation.

  • histogram(Target :: enum(), Width :: i(), Internalformat :: enum(), Sink :: 0 | 1) -> ok — when ?GL_HISTOGRAM is enabled, RGBA color components are converted to histogram table indices by clamping to the range [0,1], multiplying by the width of the histogram table, and rounding to the nearest integer. The table entries selected by the RGBA indices are then incremented. (If the internal format of the histogram table includes luminance, then the index derived from the R color component determines the luminance table entry to be incremented.) If a histogram table entry is incremented beyond its maximum value, then its value becomes undefined. (This is not an error.) Periodt.

External documentation.

  • the index crew 💅 — gl:index() updates the current (single-valued) color index. It takes one argument, the new value for the current color index.
indexd(C :: f()) -> ok
indexdv(X1 :: {C :: f()}) -> ok
indexf(C :: f()) -> ok
indexfv(X1 :: {C :: f()}) -> ok
indexi(C :: i()) -> ok
indexiv(X1 :: {C :: i()}) -> ok
indexs(C :: i()) -> ok
indexsv(X1 :: {C :: i()}) -> ok
indexub(C :: i()) -> ok
indexubv(X1 :: {C :: i()}) -> ok

External documentation.

  • indexMask(Mask :: i()) -> ok — gl:indexMask/1 controls the writing of individual bits in the color index buffers. The least significant n bits of Mask, where n is the number of bits in a color index buffer, specify a mask. Where a 1 (one) appears in the mask, it's possible to write to the corresponding bit in the color index buffer (or buffers). Where a 0 (zero) appears, the corresponding bit is write-protected. Lowkey important.

External documentation.

  • indexPointer(Type :: enum(), Stride :: i(), Ptr :: offset() | mem()) -> ok — gl:indexPointer/3 specifies the location and data format of an array of color indexes to use when rendering. Type specifies the data type of each color index and Stride specifies the byte stride from one color index to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays.

External documentation.

  • initNames() -> ok — the name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers. gl:initNames/0 causes the name stack to be initialized to its default empty state.

External documentation.

  • interleavedArrays(Format :: enum(), Stride :: i(), Pointer :: offset() | mem()) -> ok — gl:interleavedArrays/3 lets you specify and enable individual color, normal, texture and vertex arrays whose elements are part of a larger aggregate array element. For some implementations, this is more efficient than specifying the arrays separately. Efficiency slay.

External documentation.

  • invalidateBufferData(Buffer :: i()) -> ok — gl:invalidateBufferData/1 invalidates all of the content of the data store of a buffer object. After invalidation, the content of the buffer's data store becomes undefined.

External documentation.

  • invalidateBufferSubData(Buffer :: i(), Offset :: i(), Length :: i()) -> ok — gl:invalidateBufferSubData/3 invalidates all or part of the content of the data store of a buffer object. After invalidation, the content of the specified range of the buffer's data store becomes undefined. The start of the range is given by Offset and its size is given by Length, both measured in basic machine units.

External documentation.

  • invalidateFramebuffer(Target :: enum(), Attachments :: [enum()]) -> ok — gl:invalidateFramebuffer/2 and glInvalidateNamedFramebufferData invalidate the entire contents of a specified set of attachments of a framebuffer.

External documentation.

  • invalidateSubFramebuffer(Target :: enum(), Attachments :: [enum()], X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok — gl:invalidateSubFramebuffer/6 and glInvalidateNamedFramebufferSubData invalidate the contents of a specified region of a specified set of attachments of a framebuffer.

External documentation.

  • invalidateTexImage(Texture :: i(), Level :: i()) -> ok — gl:invalidateTexSubImage/8 invalidates all of a texture image. Texture and Level indicated which texture image is being invalidated. After this command, data in the texture image has undefined values.

External documentation.

  • invalidateTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width, Height, Depth) -> ok — types:
Texture = Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()

gl:invalidateTexSubImage/8 invalidates all or part of a texture image. Texture and Level indicated which texture image is being invalidated. After this command, data in that subregion have undefined values. Xoffset, Yoffset, Zoffset, Width, Height, and Depth are interpreted as they are in gl:texSubImage3D/11. For texture targets that don't have certain dimensions, this command treats those dimensions as having a size of 1. For example, to invalidate a portion of a two-dimensional texture, the application would use Zoffset equal to zero and Depth equal to one. Cube map textures are treated as an array of six slices in the z-dimension, where a value of Zoffset is interpreted as specifying face ?GL_TEXTURE_CUBE_MAP_POSITIVE_X + Zoffset.

External documentation.

  • isBuffer(Buffer :: i()) -> 0 | 1 — gl:isBuffer/1 returns ?GL_TRUE if Buffer is currently the name of a buffer object. If Buffer is zero, or is a non-zero value that is not currently the name of a buffer object, or if an error occurs, gl:isBuffer/1 returns ?GL_FALSE.

External documentation.

  • isEnabled(Cap :: enum()) -> 0 | 1, isEnabledi(Target :: enum(), Index :: i()) -> 0 | 1 — gl:isEnabled/1 returns ?GL_TRUE if Cap is an enabled capability and returns ?GL_FALSE otherwise. Boolean states that are indexed may be tested with gl:isEnabledi/2. For gl:isEnabledi/2, Index specifies the index of the capability to test. Index must be between zero and the count of indexed capabilities for Cap. Initially all capabilities except ?GL_DITHER are disabled; ?GL_DITHER is initially enabled.

External documentation.

  • isFramebuffer(Framebuffer :: i()) -> 0 | 1 — gl:isFramebuffer/1 returns ?GL_TRUE if Framebuffer is currently the name of a framebuffer object. If Framebuffer is zero, or if ?framebuffer is not the name of a framebuffer object, or if an error occurs, gl:isFramebuffer/1 returns ?GL_FALSE. If Framebuffer is a name returned by gl:genFramebuffers/1, by that has not yet been bound through a call to gl:bindFramebuffer/2, then the name is not a framebuffer object and gl:isFramebuffer/1 returns ?GL_FALSE.

External documentation.

  • isList(List :: i()) -> 0 | 1 — gl:isList/1 returns ?GL_TRUE if List is the name of a display list and returns ?GL_FALSE if it is not, or if an error occurs.

External documentation.

  • isProgram(Program :: i()) -> 0 | 1 — gl:isProgram/1 returns ?GL_TRUE if Program is the name of a program object previously created with gl:createProgram/0 and not yet deleted with gl:deleteProgram/1. If Program is zero or a non-zero value that is not the name of a program object, or if an error occurs, gl:isProgram/1 returns ?GL_FALSE.

External documentation.

  • isProgramPipeline(Pipeline :: i()) -> 0 | 1 — gl:isProgramPipeline/1 returns ?GL_TRUE if Pipeline is currently the name of a program pipeline object. If Pipeline is zero, or if ?pipeline is not the name of a program pipeline object, or if an error occurs, gl:isProgramPipeline/1 returns ?GL_FALSE. If Pipeline is a name returned by gl:genProgramPipelines/1, but that has not yet been bound through a call to gl:bindProgramPipeline/1, then the name is not a program pipeline object and gl:isProgramPipeline/1 returns ?GL_FALSE.

External documentation.

  • isQuery(Id :: i()) -> 0 | 1 — gl:isQuery/1 returns ?GL_TRUE if Id is currently the name of a query object. If Id is zero, or is a non-zero value that is not currently the name of a query object, or if an error occurs, gl:isQuery/1 returns ?GL_FALSE.

External documentation.

  • isRenderbuffer(Renderbuffer :: i()) -> 0 | 1 — gl:isRenderbuffer/1 returns ?GL_TRUE if Renderbuffer is currently the name of a renderbuffer object. If Renderbuffer is zero, or if Renderbuffer is not the name of a renderbuffer object, or if an error occurs, gl:isRenderbuffer/1 returns ?GL_FALSE. If Renderbuffer is a name returned by gl:genRenderbuffers/1, by that has not yet been bound through a call to gl:bindRenderbuffer/2 or gl:framebufferRenderbuffer/4, then the name is not a renderbuffer object and gl:isRenderbuffer/1 returns ?GL_FALSE.

External documentation.

  • isSampler(Sampler :: i()) -> 0 | 1

gl:isSampler/1 pulls up with ?GL_TRUE when Id is currently the name of a sampler object ✨ If Id is zero, or it's a non-zero value that isn't currently the name of a sampler object, or if an error happens — literally any error — you get ?GL_FALSE back, no cap.

External documentation.

🦋 isShader(Shader :: i()) -> 0 | 1

gl:isShader/1 says ?GL_TRUE when Shader is the name of a shader object that was previously created with gl:createShader/1 and hasn't been deleted with gl:deleteShader/1 yet. Obsessed with an object that persists 💅

But! If Shader is zero, or a non-zero value that is not the name of a shader object, or if an error occurs, then glIsShader returns ?GL_FALSE. (Yes, the original writes it as glIsShader there — leaving that exactly as-is, bestie 🫶)

External documentation.

🎀 isSync(Sync :: i()) -> 0 | 1

gl:isSync/1 hands you ?GL_TRUE if Sync is currently the name of a sync object. If Sync is not the name of a sync object, or if an error occurs, gl:isSync/1 returns ?GL_FALSE.

Heads up 🚨 zero is not the name of a sync object. Don't come for me, that's just how it is.

External documentation.

🌸 isTexture(Texture :: i()) -> 0 | 1

gl:isTexture/1 returns ?GL_TRUE if Texture is currently the name of a texture. If Texture is zero, or a non-zero value that isn't currently the name of a texture, or if an error occurs, it returns ?GL_FALSE.

External documentation.

🔥 isTransformFeedback(Id :: i()) -> 0 | 1

gl:isTransformFeedback/1 returns ?GL_TRUE if Id is currently the name of a transform feedback object. If Id is zero, or if ?id is not the name of a transform feedback object, or if an error occurs, gl:isTransformFeedback/1 returns ?GL_FALSE. (Yep, the doc literally says ?id there — preserving the lowercase icon 💀)

And there's a plot twist: if Id is a name returned by gl:genTransformFeedbacks/1 but it hasn't been bound yet through a call to gl:bindTransformFeedback/2, then that name is not a transform feedback object, and gl:isTransformFeedback/1 returns ?GL_FALSE. Generated ≠ bound, iykyk.

External documentation.

⭐ isVertexArray(Array :: i()) -> 0 | 1

gl:isVertexArray/1 returns ?GL_TRUE if Array is currently the name of a vertex array object. If Array is zero, or if Array is not the name of a vertex array object, or if an error occurs, gl:isVertexArray/1 returns ?GL_FALSE.

Same situation as above, main character: if Array is a name returned by gl:genVertexArrays/1, by that has not yet been bound through a call to gl:bindVertexArray/1, then the name is not a vertex array object and gl:isVertexArray/1 returns ?GL_FALSE. (Quoting "by that" exactly — the original typos are sacred here 🙈)

External documentation.


💜 lightf(Light :: enum(), Pname :: enum(), Param :: f()) -> ok

💜 lightfv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok

💜 lighti(Light :: enum(), Pname :: enum(), Param :: i()) -> ok

💜 lightiv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok

gl:light() sets the values of individual light source parameters 🔥

Light names the light and is a symbolic name of the form ?GL_LIGHT i, where i ranges from 0 to the value of ?GL_MAX_LIGHTS - 1. Pname specifies one of ten light source parameters, again by symbolic name. Params is either a single value or a pointer to an array that contains the new values.

External documentation.

🌈 lightModelf(Pname :: enum(), Param :: f()) -> ok

🌈 lightModelfv(Pname :: enum(), Params :: tuple()) -> ok

🌈 lightModeli(Pname :: enum(), Param :: i()) -> ok

🌈 lightModeliv(Pname :: enum(), Params :: tuple()) -> ok

gl:lightModel() sets the lighting model parameter. Pname names a parameter and Params gives the new value. There are three lighting model parameters:

External documentation.

🍓 lineStipple(Factor :: i(), Pattern :: i()) -> ok

Line stippling masks out certain fragments produced by rasterization — those fragments will not be drawn, periodt. The masking is achieved by using three parameters: the 16-bit line stipple pattern Pattern, the repeat count Factor, and an integer stipple counter s.

External documentation.

🧚 lineWidth(Width :: f()) -> ok

gl:lineWidth/1 specifies the rasterized width of both aliased and antialiased lines. Using a line width other than 1 has different effects, depending on whether line antialiasing is enabled or not — so it's giving "context matters" 💅

To enable and disable line antialiasing, call gl:enable/1 and gl:disable/1 with argument ?GL_LINE_SMOOTH. Line antialiasing is initially disabled.

External documentation.

👑 linkProgram(Program :: i()) -> ok

gl:linkProgram/1 links the program object specified by Program 🔗

  • If any shader objects of type ?GL_VERTEX_SHADER are attached to Program, they will be used to create an executable that will run on the programmable vertex processor.
  • If any shader objects of type ?GL_GEOMETRY_SHADER are attached to Program, they will be used to create an executable that will run on the programmable geometry processor.
  • If any shader objects of type ?GL_FRAGMENT_SHADER are attached to Program, they will be used to create an executable that will run on the programmable fragment processor.

External documentation.

🎀 listBase(Base :: i()) -> ok

gl:callLists/1 specifies an array of offsets. Display-list names are generated by adding Base to each offset. Names that reference valid display lists are executed; the others are ignored, bestie — no notes taken on the strays.

External documentation.

✨ loadIdentity() -> ok

gl:loadIdentity/0 replaces the current matrix with the identity matrix. It is semantically equivalent to calling gl:loadMatrix() with the identity matrix. Reset era, we love to see it 🫶

External documentation.

🦋 loadMatrixd(M :: matrix()) -> ok

🦋 loadMatrixf(M :: matrix()) -> ok

gl:loadMatrix() replaces the current matrix with the one whose elements are specified by M. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see gl:matrixMode/1).

External documentation.

💫 loadName(Name :: i()) -> ok

The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty — brand new, nothing in it, icon behavior 🌟

External documentation.

🌸 loadTransposeMatrixd(M :: matrix()) -> ok

🌸 loadTransposeMatrixf(M :: matrix()) -> ok

gl:loadTransposeMatrix() replaces the current matrix with the one whose elements are specified by M. The current matrix is the projection matrix, modelview matrix, or texture matrix, depending on the current matrix mode (see gl:matrixMode/1). Same energy as the non-transpose one, just transposed, obviously 💅

External documentation.

🔥 logicOp(Opcode :: enum()) -> ok

gl:logicOp/1 specifies a logical operation that, when enabled, is applied between the incoming RGBA color and the RGBA color at the corresponding location in the frame buffer. To enable or disable the logical operation, call gl:enable/1 and gl:disable/1 using the symbolic constant ?GL_COLOR_LOGIC_OP. The initial value is disabled — so it does nothing until you say go 🚦

External documentation.


🌟 map1d(Target :: enum(), U1 :: f(), U2 :: f(), Stride :: i(), Order :: i(), Points :: binary()) -> ok

🌟 map1f(Target :: enum(), U1 :: f(), U2 :: f(), Stride :: i(), Order :: i(), Points :: binary()) -> ok

map1d(Target :: enum(),
      U1 :: f(),
      U2 :: f(),
      Stride :: i(),
      Order :: i(),
      Points :: binary()) ->
         ok
map1f(Target :: enum(),
      U1 :: f(),
      U2 :: f(),
      Stride :: i(),
      Order :: i(),
      Points :: binary()) ->
         ok

Evaluators provide a way to use polynomial or rational polynomial mapping to produce vertices, normals, texture coordinates, and colors 🌀 The values produced by an evaluator are sent to further stages of GL processing just as if they had been presented using gl:vertex(), gl:normal(), gl:texCoord(), and gl:color() commands — except that the generated values do not update the current normal, texture coordinates, or color. Read-only vibes, basically.

External documentation.

💜 map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok

💜 map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder, Points) -> ok

map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder,
      Points) ->
         ok
map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder,
      Points) ->
         ok

Types:

Target = enum()
U1 = U2 = f()
Ustride = Uorder = i()
V1 = V2 = f()
Vstride = Vorder = i()
Points = binary()

Evaluators provide a way to use polynomial or rational polynomial mapping to produce vertices, normals, texture coordinates, and colors. The values produced by an evaluator are sent on to further stages of GL processing just as if they had been presented using gl:vertex(), gl:normal(), gl:texCoord(), and gl:color() commands, except that the generated values do not update the current normal, texture coordinates, or color. Same deal as map1, just two-dimensional and extra ✨

External documentation.

🍓 mapGrid1d(Un :: i(), U1 :: f(), U2 :: f()) -> ok

🍓 mapGrid1f(Un :: i(), U1 :: f(), U2 :: f()) -> ok

🍓 mapGrid2d(Un :: i(), U1 :: f(), U2 :: f(), Vn :: i(), V1 :: f(), V2 :: f()) -> ok

🍓 mapGrid2f(Un :: i(), U1 :: f(), U2 :: f(), Vn :: i(), V1 :: f(), V2 :: f()) -> ok

mapGrid2d(Un :: i(),
          U1 :: f(),
          U2 :: f(),
          Vn :: i(),
          V1 :: f(),
          V2 :: f()) ->
             ok
mapGrid2f(Un :: i(),
          U1 :: f(),
          U2 :: f(),
          Vn :: i(),
          V1 :: f(),
          V2 :: f()) ->
             ok

gl:mapGrid() and gl:evalMesh() are used together to efficiently generate and evaluate a series of evenly-spaced map domain values 🎯 gl:evalMesh() steps through the integer domain of a one- or two-dimensional grid, whose range is the domain of the evaluation maps specified by glMap1 and glMap2.

External documentation.

🧚 materialf(Face :: enum(), Pname :: enum(), Param :: f()) -> ok

🧚 materialfv(Face :: enum(), Pname :: enum(), Params :: tuple()) -> ok

🧚 materiali(Face :: enum(), Pname :: enum(), Param :: i()) -> ok

🧚 materialiv(Face :: enum(), Pname :: enum(), Params :: tuple()) -> ok

gl:material() assigns values to material parameters. There are two matched sets of material parameters, and yes they're giving twin energy 👯

  • One, the front-facing set, is used to shade points, lines, bitmaps, and all polygons (when two-sided lighting is disabled), or just front-facing polygons (when two-sided lighting is enabled).
  • The other set, back-facing, is used to shade back-facing polygons only when two-sided lighting is enabled.

Refer to the gl:lightModel() reference page for details concerning one- and two-sided lighting calculations.

External documentation.

💅 matrixMode(Mode :: enum()) -> ok

gl:matrixMode/1 sets the current matrix mode. Mode can assume one of four values:

🌟 memoryBarrier / memoryBarrierByRegion 🌟

memoryBarrier(Barriers :: i()) -> ok
memoryBarrierByRegion(Barriers :: i()) -> ok

Okay so gl:memoryBarrier/1 is literally setting up a boundary line, bestie — it defines a barrier that orders all the memory transactions issued before the command relative to the ones issued after the barrier. And for the purposes of this ordering, the memory transactions performed by shaders count as being issued by the rendering command that triggered the execution of that shader. Iconic.

Barriers is a bitfield 💅 — it tells you the set of operations that get synchronized with shader stores, and the bits used in Barriers are as follows:

External documentation.


🎀 minSampleShading 🎀

minSampleShading(Value :: f()) -> ok

gl:minSampleShading/1 specifies the rate at which samples are shaded inside a covered pixel, no cap. ✨ Sample-rate shading is enabled by calling gl:enable/1 with the parameter ?GL_SAMPLE_SHADING. Now listen — if ?GL_MULTISAMPLE or ?GL_SAMPLE_SHADING is disabled, sample shading has no effect, like, zero, nothing, it's giving background character. 😭 Otherwise, an implementation must provide at least as many unique color values for each covered fragment as specified by Value times Samples, where Samples is the value of ?GL_SAMPLES for the current framebuffer. And at least 1 sample for each covered fragment is generated, periodt.

External documentation.


🦋 minmax 🦋

minmax(Target :: enum(), Internalformat :: enum(), Sink :: 0 | 1) -> ok

When ?GL_MINMAX is enabled, the RGBA components of incoming pixels get compared to the minimum and maximum values for each component, and those values live in the two-element minmax table 🥺 (the first element stores the minima, and the second element stores the maxima — first is min, second is max, iykyk). If a pixel component is greater than the corresponding component in the maximum element, then the maximum element is updated with the pixel component value. And if a pixel component is less than the corresponding component in the minimum element, then the minimum element is updated with the pixel component value. In both cases, if the internal format of the minmax table includes luminance, then the R color component of incoming pixels is used for comparison — noted 📝.

The contents of the minmax table may be retrieved at a later time by calling gl:getMinmax/5 👑. And the minmax operation is enabled or disabled by calling gl:enable/1 or gl:disable/1, respectively, with an argument of ?GL_MINMAX.

External documentation.


💜 multMatrixd / multMatrixf 💜

multMatrixd(M :: matrix()) -> ok
multMatrixf(M :: matrix()) -> ok

gl:multMatrix() multiplies the current matrix with the one specified using M, and replaces the current matrix with the product. Math girlies rise 🧮✨

External documentation.


🌈 multTransposeMatrixd / multTransposeMatrixf 🌈

multTransposeMatrixd(M :: matrix()) -> ok
multTransposeMatrixf(M :: matrix()) -> ok

gl:multTransposeMatrix() multiplies the current matrix with the one specified using M, and replaces the current matrix with the product. Same energy as above, just with a transpose glow-up 💫

External documentation.


🔥 multiDrawArrays 🔥

multiDrawArrays(Mode :: enum(),
                First :: [integer()] | mem(),
                Count :: [integer()] | mem()) ->
                   ok

gl:multiDrawArrays/3 specifies multiple sets of geometric primitives with very few subroutine calls — efficiency queen 👑. Instead of calling a GL procedure to pass each individual vertex, normal, texture coordinate, edge flag, or color, you can prespecify separate arrays of vertices, normals, and colors and use them to construct a sequence of primitives with a single call to gl:multiDrawArrays/3. Literally slay.

External documentation.


⭐ multiDrawArraysIndirect ⭐

multiDrawArraysIndirect(Mode :: enum(),
                        Indirect :: offset() | mem(),
                        Drawcount :: i(),
                        Stride :: i()) ->
                           ok

gl:multiDrawArraysIndirect/4 specifies multiple geometric primitives with very few subroutine calls 🫶. It behaves similarly to a whole multitude of calls to gl:drawArraysInstancedBaseInstance/5, except that the parameters to each call to gl:drawArraysInstancedBaseInstance/5 are stored in an array in memory at the address given by Indirect, separated by the stride, in basic machine units, specified by Stride. And if Stride is zero, then the array is assumed to be tightly packed in memory — cute, no gaps 💖.

External documentation.


💀 multiDrawArraysIndirectCount 💀

multiDrawArraysIndirectCount(Mode, Indirect, Drawcount,
                             Maxdrawcount, Stride) ->
                                ok

Types:

  • Mode = enum()
  • Indirect = offset() | mem()
  • Drawcount = Maxdrawcount = Stride = i()

No documentation available. 🙈 (not me getting nothing, the docs really said "figure it out bestie" 😭)


🌸 multiTexCoord* — the whole squad 🌸

multiTexCoord1d(Target :: enum(), S :: f()) -> ok

multiTexCoord1dv(Target :: enum(), X2 :: {S :: f()}) -> ok

multiTexCoord1f(Target :: enum(), S :: f()) -> ok

multiTexCoord1fv(Target :: enum(), X2 :: {S :: f()}) -> ok

multiTexCoord1i(Target :: enum(), S :: i()) -> ok

multiTexCoord1iv(Target :: enum(), X2 :: {S :: i()}) -> ok

multiTexCoord1s(Target :: enum(), S :: i()) -> ok

multiTexCoord1sv(Target :: enum(), X2 :: {S :: i()}) -> ok

multiTexCoord2d(Target :: enum(), S :: f(), T :: f()) -> ok

multiTexCoord2dv(Target :: enum(), X2 :: {S :: f(), T :: f()}) ->
                    ok

multiTexCoord2f(Target :: enum(), S :: f(), T :: f()) -> ok

multiTexCoord2fv(Target :: enum(), X2 :: {S :: f(), T :: f()}) ->
                    ok

multiTexCoord2i(Target :: enum(), S :: i(), T :: i()) -> ok

multiTexCoord2iv(Target :: enum(), X2 :: {S :: i(), T :: i()}) ->
                    ok

multiTexCoord2s(Target :: enum(), S :: i(), T :: i()) -> ok

multiTexCoord2sv(Target :: enum(), X2 :: {S :: i(), T :: i()}) ->
                    ok

multiTexCoord3d(Target :: enum(), S :: f(), T :: f(), R :: f()) ->
                   ok

multiTexCoord3dv(Target :: enum(),
                 X2 :: {S :: f(), T :: f(), R :: f()}) ->
                    ok

multiTexCoord3f(Target :: enum(), S :: f(), T :: f(), R :: f()) ->
                   ok

multiTexCoord3fv(Target :: enum(),
                 X2 :: {S :: f(), T :: f(), R :: f()}) ->
                    ok

multiTexCoord3i(Target :: enum(), S :: i(), T :: i(), R :: i()) ->
                   ok

multiTexCoord3iv(Target :: enum(),
                 X2 :: {S :: i(), T :: i(), R :: i()}) ->
                    ok

multiTexCoord3s(Target :: enum(), S :: i(), T :: i(), R :: i()) ->
                   ok

multiTexCoord3sv(Target :: enum(),
                 X2 :: {S :: i(), T :: i(), R :: i()}) ->
                    ok

multiTexCoord4d(Target :: enum(),
                S :: f(),
                T :: f(),
                R :: f(),
                Q :: f()) ->
                   ok

multiTexCoord4dv(Target :: enum(),
                 X2 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) ->
                    ok

multiTexCoord4f(Target :: enum(),
                S :: f(),
                T :: f(),
                R :: f(),
                Q :: f()) ->
                   ok

multiTexCoord4fv(Target :: enum(),
                 X2 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) ->
                    ok

multiTexCoord4i(Target :: enum(),
                S :: i(),
                T :: i(),
                R :: i(),
                Q :: i()) ->
                   ok

multiTexCoord4iv(Target :: enum(),
                 X2 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) ->
                    ok

multiTexCoord4s(Target :: enum(),
                S :: i(),
                T :: i(),
                R :: i(),
                Q :: i()) ->
                   ok

multiTexCoord4sv(Target :: enum(),
                 X2 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) ->
                    ok

gl:multiTexCoord() specifies texture coordinates in one, two, three, or four dimensions — pick your fighter 💅. Here's the tea: gl:multiTexCoord1() sets the current texture coordinates to (s 0 0 1); a call to gl:multiTexCoord2() sets them to (s t 0 1). Similarly, gl:multiTexCoord3() specifies the texture coordinates as (s t r 1), and gl:multiTexCoord4() defines all four components explicitly as (s t r q). See the pattern? The missing ones get filled in for you, bestie ✨

External documentation.


🧚 endList / newList 🧚

endList() -> ok
newList(List :: i(), Mode :: enum()) -> ok

Display lists are groups of GL commands that have been stored for subsequent execution 🎬. Display lists are created with gl:newList/2. All subsequent commands are placed in the display list, in the order issued, until gl:endList/0 is called. So it's like recording a video of your GL commands and then playing it back — main character energy fr fr.

External documentation.


🍓 normal3* — normals but make it a family 🍓

normal3b(Nx :: i(), Ny :: i(), Nz :: i()) -> ok

normal3bv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok

normal3d(Nx :: f(), Ny :: f(), Nz :: f()) -> ok

normal3dv(X1 :: {Nx :: f(), Ny :: f(), Nz :: f()}) -> ok

normal3f(Nx :: f(), Ny :: f(), Nz :: f()) -> ok

normal3fv(X1 :: {Nx :: f(), Ny :: f(), Nz :: f()}) -> ok

normal3i(Nx :: i(), Ny :: i(), Nz :: i()) -> ok

normal3iv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok

normal3s(Nx :: i(), Ny :: i(), Nz :: i()) -> ok

normal3sv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok

The current normal is set to the given coordinates whenever gl:normal() is issued — simple as that 💖. Byte, short, or integer arguments are converted to floating-point format with a linear mapping that maps the most positive representable integer value to 1.0 and the most negative representable integer value to -1.0. Math, but make it cute 🧮

External documentation.


🫶 normalPointer 🫶

normalPointer(Type :: enum(),
              Stride :: i(),
              Ptr :: offset() | mem()) ->
                 ok

gl:normalPointer/3 specifies the location and data format of an array of normals to use when rendering ✨. Type specifies the data type of each normal coordinate, and Stride specifies the byte stride from one normal to the next — which lets vertices and attributes be packed into a single array or stored in separate arrays. Ngl single-array storage may be more efficient on some implementations, so like… check out gl:interleavedArrays/3 if you're feeling fancy 👑

External documentation.


👑 objectPtrLabel 👑

objectPtrLabel(Ptr :: offset() | mem(),
               Length :: i(),
               Label :: string()) ->
                  ok

gl:objectPtrLabel/3 labels the sync object identified by Ptr — yes bestie, you're literally naming it, giving it a little name tag 🏷️💖

External documentation.

ortho(Left :: f(),
      Right :: f(),
      Bottom :: f(),
      Top :: f(),
      Near_val :: f(),
      Far_val :: f()) ->
         ok

gl:ortho/6 describes a transformation that produces a parallel projection. The current matrix (see gl:matrixMode/1) gets multiplied by this matrix, and the result replaces the current matrix — exactly as if gl:multMatrix() were called with the following matrix as its argument:

External documentation. ✨

passThrough(Token :: f()) -> ok

External documentation. 🫶

patchParameterfv(Pname :: enum(), Values :: [f()]) -> ok
patchParameteri(Pname :: enum(), Value :: i()) -> ok

gl:patchParameter() specifies the parameters that will be used for patch primitives. Pname specifies the parameter to modify and must be either ?GL_PATCH_VERTICES, ?GL_PATCH_DEFAULT_OUTER_LEVEL or ?GL_PATCH_DEFAULT_INNER_LEVEL. For gl:patchParameteri/2, Value specifies the new value for the parameter specified by Pname. For gl:patchParameterfv/2, Values specifies the address of an array containing the new values for the parameter specified by Pname.

External documentation. 💅

pauseTransformFeedback() -> ok

gl:pauseTransformFeedback/0 pauses transform feedback operations on the currently active transform feedback object. When transform feedback operations are paused, transform feedback is still considered active and changing most transform feedback state related to the object results in an error. However, a new transform feedback object may be bound while transform feedback is paused.

External documentation. 🦋

pixelMapfv(Map :: enum(), Mapsize :: i(), Values :: binary()) -> ok
pixelMapuiv(Map :: enum(), Mapsize :: i(), Values :: binary()) -> ok
pixelMapusv(Map :: enum(), Mapsize :: i(), Values :: binary()) -> ok

gl:pixelMap() sets up translation tables, or maps, used by gl:copyPixels/5, gl:copyTexImage1D/7, gl:copyTexImage2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, gl:copyTexSubImage3D/9, gl:drawPixels/5, gl:readPixels/7, gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:texSubImage2D/9, and gl:texSubImage3D/11. Additionally, if the ARB_imaging subset is supported, the routines gl:colorTable/6, gl:colorSubTable/6, gl:convolutionFilter1D/6, gl:convolutionFilter2D/7, gl:histogram/4, gl:minmax/3, and gl:separableFilter2D/8. Use of these maps is described completely in the gl:pixelTransfer() reference page, and partly in the reference pages for the pixel and texture image commands. Only the specification of the maps is described in this reference page.

External documentation. 🌸

pixelStoref(Pname :: enum(), Param :: f()) -> ok
pixelStorei(Pname :: enum(), Param :: i()) -> ok

gl:pixelStore() sets pixel storage modes that affect the operation of subsequent gl:readPixels/7 as well as the unpacking of texture patterns (see gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:texSubImage2D/9, gl:texSubImage3D/11), gl:compressedTexImage1D/7, gl:compressedTexImage2D/8, gl:compressedTexImage3D/9, gl:compressedTexSubImage1D/7, gl:compressedTexSubImage2D/9 or gl:compressedTexSubImage1D/7.

External documentation. 🎀

pixelTransferf(Pname :: enum(), Param :: f()) -> ok
pixelTransferi(Pname :: enum(), Param :: i()) -> ok

gl:pixelTransfer() sets pixel transfer modes that affect the operation of subsequent gl:copyPixels/5, gl:copyTexImage1D/7, gl:copyTexImage2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, gl:copyTexSubImage3D/9, gl:drawPixels/5, gl:readPixels/7, gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:texSubImage2D/9, and gl:texSubImage3D/11 commands. Additionally, if the ARB_imaging subset is supported, the routines gl:colorTable/6, gl:colorSubTable/6, gl:convolutionFilter1D/6, gl:convolutionFilter2D/7, gl:histogram/4, gl:minmax/3, and gl:separableFilter2D/8 are also affected. The algorithms that are specified by pixel transfer modes operate on pixels after they are read from the frame buffer (gl:copyPixels/5gl:copyTexImage1D/7, gl:copyTexImage2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, gl:copyTexSubImage3D/9, and gl:readPixels/7), or unpacked from client memory (gl:drawPixels/5, gl:texImage1D/8, gl:texImage2D/9, gl:texImage3D/10, gl:texSubImage1D/7, gl:texSubImage2D/9, and gl:texSubImage3D/11). Pixel transfer operations happen in the same order, and in the same manner, regardless of the command that resulted in the pixel operation. Pixel storage modes (see gl:pixelStore()) control the unpacking of pixels being read from client memory and the packing of pixels being written back into client memory.

External documentation. 💖

pixelZoom(Xfactor :: f(), Yfactor :: f()) -> ok

gl:pixelZoom/2 specifies values for the x and y zoom factors. During the execution of gl:drawPixels/5 or gl:copyPixels/5, if ( xr, yr) is the current raster position, and a given element is in the mth row and nth column of the pixel rectangle, then pixels whose centers are in the rectangle with corners at

External documentation. 🔥

pointParameterf(Pname :: enum(), Param :: f()) -> ok
pointParameterfv(Pname :: enum(), Params :: tuple()) -> ok
pointParameteri(Pname :: enum(), Param :: i()) -> ok
pointParameteriv(Pname :: enum(), Params :: tuple()) -> ok

The following values are accepted for Pname:

External documentation. 🌈

pointSize(Size :: f()) -> ok

gl:pointSize/1 specifies the rasterized diameter of points. If point size mode is disabled (see gl:enable/1 with parameter ?GL_PROGRAM_POINT_SIZE), this value will be used to rasterize points. Otherwise, the value written to the shading language built-in variable gl_PointSize will be used.

External documentation. ⭐

polygonMode(Face :: enum(), Mode :: enum()) -> ok

gl:polygonMode/2 controls the interpretation of polygons for rasterization. Face describes which polygons Mode applies to: both front and back-facing polygons (?GL_FRONT_AND_BACK). The polygon mode affects only the final rasterization of polygons. In particular, a polygon's vertices are lit and the polygon is clipped and possibly culled before these modes are applied.

External documentation. 👑

polygonOffset(Factor :: f(), Units :: f()) -> ok

When ?GL_POLYGON_OFFSET_FILL, ?GL_POLYGON_OFFSET_LINE, or ?GL_POLYGON_OFFSET_POINT is enabled, each fragment's depth value will be offset after it is interpolated from the depth values of the appropriate vertices. The value of the offset is factor×DZ+r×units, where DZ is a measurement of the change in depth relative to the screen area of the polygon, and r is the smallest value that is guaranteed to produce a resolvable offset for a given implementation. The offset is added before the depth test is performed and before the value is written into the depth buffer.

External documentation. 🧚

polygonOffsetClamp(Factor :: f(), Units :: f(), Clamp :: f()) -> ok

No documentation available. 😭

polygonStipple(Mask :: binary()) -> ok

Polygon stippling, like line stippling (see gl:lineStipple/2), masks out certain fragments produced by rasterization, creating a pattern. Stippling is independent of polygon antialiasing.

External documentation. 🍓

primitiveRestartIndex(Index :: i()) -> ok

gl:primitiveRestartIndex/1 specifies a vertex array element that is treated specially when primitive restarting is enabled. This is known as the primitive restart index.

External documentation. 💜

prioritizeTextures(Textures :: [i()], Priorities :: [clamp()]) -> ok

gl:prioritizeTextures/2 assigns the N texture priorities given in Priorities to the N textures named in Textures.

External documentation. 🦋

programBinary(Program :: i(),
              BinaryFormat :: enum(),
              Binary :: binary()) ->
                 ok

gl:programBinary/3 loads a program object with a program binary previously returned from gl:getProgramBinary/2. BinaryFormat and Binary must be those returned by a previous call to gl:getProgramBinary/2, and Length must be the length returned by gl:getProgramBinary/2, or by gl:getProgram() when called with Pname set to ?GL_PROGRAM_BINARY_LENGTH. If these conditions are not met, loading the program binary will fail and Program's ?GL_LINK_STATUS will be set to ?GL_FALSE.

External documentation. ✨

programParameteri(Program :: i(), Pname :: enum(), Value :: i()) -> ok

gl:programParameter() specifies a new value for the parameter nameed by Pname for the program object Program.

External documentation. 💅

programUniform1d(Program :: i(), Location :: i(), V0 :: f()) -> ok
programUniform1dv(Program :: i(), Location :: i(), Value :: [f()]) -> ok
programUniform1f(Program :: i(), Location :: i(), V0 :: f()) -> ok
programUniform1fv(Program :: i(), Location :: i(), Value :: [f()]) -> ok
programUniform1i(Program :: i(), Location :: i(), V0 :: i()) -> ok
programUniform1iv(Program :: i(), Location :: i(), Value :: [i()]) -> ok
programUniform1ui(Program :: i(), Location :: i(), V0 :: i()) -> ok
programUniform1uiv(Program :: i(), Location :: i(), Value :: [i()]) -> ok
programUniform2d(Program :: i(),
                 Location :: i(),
                 V0 :: f(),
                 V1 :: f()) ->
                    ok
programUniform2dv(Program :: i(),
                  Location :: i(),
                  Value :: [{f(), f()}]) ->
                     ok
programUniform2f(Program :: i(),
                 Location :: i(),
                 V0 :: f(),
                 V1 :: f()) ->
                    ok

🎀 the big pile of programUniform* besties

Okay so this is a lot of functions and they all return ok, and they all do basically the same job in different sizes, so buckle up 🫶 Behold, every single one of them, untouched, exactly as written:

programUniform2fv(Program :: i(),
                  Location :: i(),
                  Value :: [{f(), f()}]) ->
                     ok

programUniform2i(Program :: i(),
                 Location :: i(),
                 V0 :: i(),
                 V1 :: i()) ->
                    ok

programUniform2iv(Program :: i(),
                  Location :: i(),
                  Value :: [{i(), i()}]) ->
                     ok

programUniform2ui(Program :: i(),
                  Location :: i(),
                  V0 :: i(),
                  V1 :: i()) ->
                     ok

programUniform2uiv(Program :: i(),
                   Location :: i(),
                   Value :: [{i(), i()}]) ->
                      ok

programUniform3d(Program :: i(),
                 Location :: i(),
                 V0 :: f(),
                 V1 :: f(),
                 V2 :: f()) ->
                    ok

programUniform3dv(Program :: i(),
                  Location :: i(),
                  Value :: [{f(), f(), f()}]) ->
                     ok

programUniform3f(Program :: i(),
                 Location :: i(),
                 V0 :: f(),
                 V1 :: f(),
                 V2 :: f()) ->
                    ok

programUniform3fv(Program :: i(),
                  Location :: i(),
                  Value :: [{f(), f(), f()}]) ->
                     ok

programUniform3i(Program :: i(),
                 Location :: i(),
                 V0 :: i(),
                 V1 :: i(),
                 V2 :: i()) ->
                    ok

programUniform3iv(Program :: i(),
                  Location :: i(),
                  Value :: [{i(), i(), i()}]) ->
                     ok

programUniform3ui(Program :: i(),
                  Location :: i(),
                  V0 :: i(),
                  V1 :: i(),
                  V2 :: i()) ->
                     ok

programUniform3uiv(Program :: i(),
                   Location :: i(),
                   Value :: [{i(), i(), i()}]) ->
                      ok

programUniform4d(Program :: i(),
                 Location :: i(),
                 V0 :: f(),
                 V1 :: f(),
                 V2 :: f(),
                 V3 :: f()) ->
                    ok

programUniform4dv(Program :: i(),
                  Location :: i(),
                  Value :: [{f(), f(), f(), f()}]) ->
                     ok

programUniform4f(Program :: i(),
                 Location :: i(),
                 V0 :: f(),
                 V1 :: f(),
                 V2 :: f(),
                 V3 :: f()) ->
                    ok

programUniform4fv(Program :: i(),
                  Location :: i(),
                  Value :: [{f(), f(), f(), f()}]) ->
                     ok

programUniform4i(Program :: i(),
                 Location :: i(),
                 V0 :: i(),
                 V1 :: i(),
                 V2 :: i(),
                 V3 :: i()) ->
                    ok

programUniform4iv(Program :: i(),
                  Location :: i(),
                  Value :: [{i(), i(), i(), i()}]) ->
                     ok

programUniform4ui(Program :: i(),
                  Location :: i(),
                  V0 :: i(),
                  V1 :: i(),
                  V2 :: i(),
                  V3 :: i()) ->
                     ok

programUniform4uiv(Program :: i(),
                   Location :: i(),
                   Value :: [{i(), i(), i(), i()}]) ->
                      ok

programUniformMatrix2dv(Program :: i(),
                        Location :: i(),
                        Transpose :: 0 | 1,
                        Value :: [{f(), f(), f(), f()}]) ->
                           ok

programUniformMatrix2fv(Program :: i(),
                        Location :: i(),
                        Transpose :: 0 | 1,
                        Value :: [{f(), f(), f(), f()}]) ->
                           ok

programUniformMatrix2x3dv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

programUniformMatrix2x3fv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

programUniformMatrix2x4dv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix2x4fv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok

programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok

programUniformMatrix3x2dv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

programUniformMatrix3x2fv(Program :: i(),
                          Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

programUniformMatrix3x4dv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix3x4fv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok

programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok

programUniformMatrix4x2dv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix4x2fv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix4x3dv(Program, Location, Transpose, Value) ->
                             ok

programUniformMatrix4x3fv(Program, Location, Transpose, Value) ->
                             ok

And the shared Types for all of those, bestie:

Program = Location = i()
Transpose = 0 | 1
Value =
    [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}]

So what's the vibe? gl:programUniform() modifies the value of a uniform variable or a uniform variable array. The location of the uniform variable you're modifying is specified by Location, and that should be a value returned by gl:getUniformLocation/2. Then gl:programUniform() operates on the program object specified by Program. That's it, that's the whole deal 💅

External documentation.


✨ provokingVertex(Mode :: enum()) -> ok

Flat shading a vertex shader varying output means assigning all vertices of the primitive the same value for that output. The vertex the values are derived from is known as the provoking vertex, and gl:provokingVertex/1 specifies which vertex gets to be the source of data for flat shaded varyings. Main character vertex energy, honestly 👑

External documentation.


🦋 popAttrib() -> ok / pushAttrib(Mask :: i()) -> ok

gl:pushAttrib/1 takes one argument, a mask that indicates which groups of state variables to save on the attribute stack 🌸 Symbolic constants are used to set bits in the mask. Mask is typically constructed by specifying the bitwise-or of several of these constants together. And the special mask ?GL_ALL_ATTRIB_BITS can be used to save all stackable states — the "just save everything" button, iconic.

External documentation.


💜 popClientAttrib() -> ok / pushClientAttrib(Mask :: i()) -> ok

gl:pushClientAttrib/1 takes one argument too — a mask that indicates which groups of client-state variables to save on the client attribute stack. Same deal: symbolic constants set bits in the mask, and Mask is typically constructed by specifying the bitwise-or of several of these constants together. The special mask ?GL_CLIENT_ALL_ATTRIB_BITS can be used to save all stackable client state 🤍

External documentation.


🧚 popDebugGroup() -> ok / pushDebugGroup(Source :: enum(), Id :: i(), Length :: i(), Message :: string()) -> ok

gl:pushDebugGroup/4 pushes a debug group described by the string Message into the command stream. The value of Id specifies the ID of messages generated. The parameter Length contains the number of characters in Message — and if Length is negative, it's implied that Message contains a null terminated string 🔥

The message has the specified Source and Id, Type = ?GL_DEBUG_TYPE_PUSH_GROUP, and Severity = ?GL_DEBUG_SEVERITY_NOTIFICATION. The GL will put a new debug group on top of the debug group stack, which inherits the control of the volume of debug output of the debug group previously residing on the top of the debug group stack. Because debug groups are strictly hierarchical, any additional control of the debug output volume will only apply within the active debug group and the debug groups pushed on top of the active debug group. Nested, queen 🎀

External documentation.


🌈 popMatrix() -> ok / pushMatrix() -> ok

There is a stack of matrices for each of the matrix modes. In ?GL_MODELVIEW mode, the stack depth is at least 32. In the other modes — ?GL_COLOR, ?GL_PROJECTION, and ?GL_TEXTURE — the depth is at least 2. The current matrix in any mode is the matrix on the top of the stack for that mode. Stack of matrices is giving glowy tower of vibes ✨

External documentation.


🍓 popName() -> ok / pushName(Name :: i()) -> ok

The name stack is used during selection mode to allow sets of rendering commands to be uniquely identified. It consists of an ordered set of unsigned integers and is initially empty 🫶 Name your faves, they deserve it.

External documentation.


💀 queryCounter(Id :: i(), Target :: enum()) -> ok

(continued in the next part, bestie — don't go anywhere 💖)

...so gl:queryCounter/2 records the current time straight into the query object named Id 💫 Target has to be ?GL_TIMESTAMP — that's the whole vibe check, no substitutions. The time gets stamped after every previous command on the GL client and server state and the framebuffer has been fully realized, so nothing's sneaking in early 🙅‍♀️. The moment that time is recorded, the query result for that object is marked available. And yes, gl:queryCounter/2 timer queries can totally live inside a gl:beginQuery/2 / gl:endQuery/1 block where the target is ?GL_TIME_ELAPSED — and it does not affect the result of that query object. coexist, don't interfere, iconic behavior 💅

🔗 External documentation.

🎯 the entire rasterPos family

rasterPos2d(X :: f(), Y :: f()) -> ok
rasterPos2dv(X1 :: {X :: f(), Y :: f()}) -> ok
rasterPos2f(X :: f(), Y :: f()) -> ok
rasterPos2fv(X1 :: {X :: f(), Y :: f()}) -> ok
rasterPos2i(X :: i(), Y :: i()) -> ok
rasterPos2iv(X1 :: {X :: i(), Y :: i()}) -> ok
rasterPos2s(X :: i(), Y :: i()) -> ok
rasterPos2sv(X1 :: {X :: i(), Y :: i()}) -> ok
rasterPos3d(X :: f(), Y :: f(), Z :: f()) -> ok
rasterPos3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
rasterPos3f(X :: f(), Y :: f(), Z :: f()) -> ok
rasterPos3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
rasterPos3i(X :: i(), Y :: i(), Z :: i()) -> ok
rasterPos3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
rasterPos3s(X :: i(), Y :: i(), Z :: i()) -> ok
rasterPos3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
rasterPos4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok
rasterPos4dv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok
rasterPos4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok
rasterPos4fv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok
rasterPos4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok
rasterPos4iv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok
rasterPos4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok
rasterPos4sv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

okay so the GL keeps a lil 3D position hanging out in window coordinates, and that position is literally called the raster position 🫶. Its whole job? Positioning pixel and bitmap write operations. It's maintained with subpixel accuracy, bestie — subpixel, they said it, not me 🌸. Peep gl:bitmap/7, gl:drawPixels/5, and gl:copyPixels/5 if you want to see it in action ✨

🔗 External documentation.

📥 readBuffer/1

readBuffer(Mode :: enum()) -> ok

gl:readBuffer/1 picks one color buffer as the source for the commands that come after it: gl:readPixels/7, gl:copyTexImage1D/7, gl:copyTexImage2D/8, gl:copyTexSubImage1D/6, gl:copyTexSubImage2D/8, and gl:copyTexSubImage3D/9 — all of them read from whatever you set here 👀

Mode accepts one of twelve or more predefined values, so yeah, options galore. In a fully configured system:

  • ?GL_FRONT, ?GL_LEFT, and ?GL_FRONT_LEFT all name the front left buffer 🥇
  • ?GL_FRONT_RIGHT and ?GL_RIGHT name the front right buffer
  • ?GL_BACK_LEFT and ?GL_BACK name the back left buffer

and further more (their words, love it), the constants ?GL_COLOR_ATTACHMENTi may be used to indicate the ith color attachment, where i ranges from zero to the value of ?GL_MAX_COLOR_ATTACHMENTS minus one 💅

🔗 External documentation.

📸 readPixels/7

readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok

Types:

X = Y = Width = Height = i()
Format = Type = enum()
Pixels = mem()

gl:readPixels/7 and glReadnPixels pull pixel data out of the frame buffer, starting with the pixel whose lower left corner sits at location (X, Y), straight into client memory starting at location Data 📦. Several parameters control how that pixel data gets processed before it lands in client memory — those are set with gl:pixelStore(). And fair warning: this reference page describes the effects on gl:readPixels/7 and glReadnPixels of most, but not all of the parameters these three commands specify 🙈 (yes, they said three commands, we're just relaying the tea)

🔗 External documentation.

🟦 the rect crew

rectd(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok
rectdv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok
rectf(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok
rectfv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok
recti(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok
rectiv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok
rects(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok
rectsv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok

gl:rect() is the moment for efficient rectangle specification, defined by two corner points, and honestly? slay 🎀 Each rectangle command takes four arguments, organized either as two consecutive pairs of (x y) coordinates, or as two pointers to arrays, each containing an (x y) pair. The resulting rectangle is defined in the z=0 plane — flat, laid out, no cap ⭐

🔗 External documentation.

🕊️ releaseShaderCompiler/0

releaseShaderCompiler() -> ok

gl:releaseShaderCompiler/0 is basically a lil hint to the implementation that it may free internal resources tied to its shader compiler 🧹. gl:compileShader/1 can totally be called afterwards and the implementation may at that time reallocate resources previously freed by the call to gl:releaseShaderCompiler/0. Cleanup now, rebuild later, that's the cycle bestie ✨

🔗 External documentation.

🎨 renderMode/1

renderMode(Mode :: enum()) -> i()

gl:renderMode/1 sets the rasterization mode 🖌️ It takes one argument, Mode, which can assume one of three predefined values:

🔗 External documentation.

🧱 renderbufferStorage/4

renderbufferStorage(Target :: enum(),
                    Internalformat :: enum(),
                    Width :: i(),
                    Height :: i()) ->
                       ok

gl:renderbufferStorage/4 is equivalent to calling gl:renderbufferStorageMultisample/5 with the Samples set to zero, and glNamedRenderbufferStorage is equivalent to calling glNamedRenderbufferStorageMultisample with the samples set to zero — same energy, fewer samples, zero drama 🫧

🔗 External documentation.

🧱✨ renderbufferStorageMultisample/5

renderbufferStorageMultisample(Target :: enum(),
                               Samples :: i(),
                               Internalformat :: enum(),
                               Width :: i(),
                               Height :: i()) ->
                                  ok

gl:renderbufferStorageMultisample/5 and glNamedRenderbufferStorageMultisample establish the data storage, format, dimensions and number of samples of a renderbuffer object's image — all four things, established, periodt 👑 (and look at that, Target, Samples, Internalformat, Width, Height — in that order, don't shuffle)

🔗 External documentation.

🧮 resetHistogram/1

resetHistogram(Target :: enum()) -> ok

gl:resetHistogram/1 resets all the elements of the current histogram table to zero. Fresh start, blank slate, zero thoughts head empty 💀

🔗 External documentation.

🔁 resetMinmax/1

resetMinmax(Target :: enum()) -> ok

gl:resetMinmax/1 resets the elements of the current minmax table to their initial values, and the twist is they're flipped 🙃: the maximum'' element receives the **minimum** possible component values, and the minimum'' element receives the maximum possible component values. yes it reads weird, no it's not a typo, that's literally what it says 💅

🔗 External documentation.

▶️ resumeTransformFeedback/0

resumeTransformFeedback() -> ok

gl:resumeTransformFeedback/0 resumes transform feedback operations on the currently active transform feedback object 🌀. Important lore: when transform feedback operations are paused, transform feedback is still considered active, and changing most transform feedback state related to the object results in an error 🚨. However (and this is the escape hatch), a new transform feedback object may be bound while transform feedback is paused. so you're not stuck, you just have rules 😌

🔗 External documentation.

🔄 the rotate duo

rotated(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok
rotatef(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok

gl:rotate() produces a rotation of Angle degrees around the vector (x y z) 🌪️. The current matrix (see gl:matrixMode/1) gets multiplied by a rotation matrix, with the product replacing the current matrix — as if gl:multMatrix() were called with the following matrix as its argument:

🔗 External documentation.

🌈 sampleCoverage/2

sampleCoverage(Value :: clamp(), Invert :: 0 | 1) -> ok

Multisampling samples a pixel multiple times at various implementation-dependent subpixel locations to generate antialiasing effects ✨. And it does this transparently for points, lines, polygons, and images if it is enabled — key word if, bestie 🎀

🔗 External documentation.

🎭 sampleMaski/2

sampleMaski(MaskNumber :: i(), Mask :: i()) -> ok

gl:sampleMaski/2 sets one 32-bit sub-word of the multi-word sample mask, ?GL_SAMPLE_MASK_VALUE 🧩 one sub-word at a time, very precise of it

🔗 External documentation.

🎚️ the whole samplerParameter squad

samplerParameterIiv(Sampler :: i(),
                    Pname :: enum(),
                    Param :: [i()]) ->
                       ok
samplerParameterIuiv(Sampler :: i(),
                     Pname :: enum(),
                     Param :: [i()]) ->
                        ok
samplerParameterf(Sampler :: i(), Pname :: enum(), Param :: f()) ->
                     ok
samplerParameterfv(Sampler :: i(),
                   Pname :: enum(),
                   Param :: [f()]) ->
                      ok
samplerParameteri(Sampler :: i(), Pname :: enum(), Param :: i()) ->
                     ok
samplerParameteriv(Sampler :: i(),
                   Pname :: enum(),
                   Param :: [i()]) ->
                      ok

gl:samplerParameter() assigns the value or values in Params to the sampler parameter specified as Pname 💫. Sampler specifies the sampler object to be modified, and it must be the name of a sampler object previously returned from a call to gl:genSamplers/1 — no making up names, we don't do that here 🙅‍♀️. The following symbols are accepted in Pname:

🔗 External documentation.

📐 the scale duo

scaled(X :: f(), Y :: f(), Z :: f()) -> ok
scalef(X :: f(), Y :: f(), Z :: f()) -> ok

gl:scale() produces a nonuniform scaling along the x, y, and z axes 🦋. The three parameters indicate the desired scale factor along each of the three axes — one per axis, so you can stretch and squash independently, main character energy honestly

🔗 External documentation.

✂️ scissor/4

scissor(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok

gl:scissor/4 defines a rectangle, called the scissor box, in window coordinates 🎀. The first two arguments, X and Y, specify the lower left corner of the box. Width and Height specify the width and height of the box. snip snip, that's the whole thing ✂️

🔗 External documentation.

✂️✂️ scissorArrayv/2

scissorArrayv(First :: i(), V :: [{i(), i(), i(), i()}]) -> ok

gl:scissorArrayv/2 defines rectangles — scissor boxes, plural, we're doing a whole lineup — in window coordinates for each viewport 🌈. First specifies the index of the first scissor box to modify and Count specifies the number of scissor boxes to modify. Now the constraints, listen up 👂: First must be less than the value of ?GL_MAX_VIEWPORTS, and First + Count must be less than or equal to the value of ?GL_MAX_VIEWPORTS. And V specifies the address of an array containing integers specifying the lower left corner of the scissor boxes, and the width and height of the scissor boxes, in that order 🫶 (so: x, y, width, height — in that order, don't freestyle)

🔗 External documentation.

scissorIndexed/5 & scissorIndexedv/2 — the scissor box glow-up ✂️

scissorIndexed(Index :: i(),
               Left :: i(),
               Bottom :: i(),
               Width :: i(),
               Height :: i()) ->
                  ok

scissorIndexedv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

okay so gl:scissorIndexed/5 defines the scissor box for a specific viewport, bestie. Index says which scissor box you're modifying, and it must be less than the value of ?GL_MAX_VIEWPORTS (no overachieving, she has limits 💅).

For gl:scissorIndexed/5: Left, Bottom, Width and Height specify the left, bottom, width and height of the scissor box, in pixels, respectively.

For gl:scissorIndexedv/2: V specifies the address of an array containing integers specifying the lower left corner of the scissor box, and the width and height of the scissor box, in that order. Slay, one tuple does the whole thing 🫶

📖 External documentation.


secondaryColor3b + the whole secondary colour family 🌈 — sixteen icons, one job

secondaryColor3b(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3bv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
secondaryColor3d(Red :: f(), Green :: f(), Blue :: f()) -> ok
secondaryColor3dv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok
secondaryColor3f(Red :: f(), Green :: f(), Blue :: f()) -> ok
secondaryColor3fv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok
secondaryColor3i(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3iv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
secondaryColor3s(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3sv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
secondaryColor3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3ubv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
secondaryColor3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3uiv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok
secondaryColor3us(Red :: i(), Green :: i(), Blue :: i()) -> ok
secondaryColor3usv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

The GL stores both a primary four-valued RGBA color and a secondary four-valued RGBA color — where alpha is always set to 0.0 — that is associated with every vertex. Two colours, one vertex, main character energy fr fr 👑

📖 External documentation.


secondaryColorPointer/4 — point her at the array 🫵

secondaryColorPointer(Size :: i(),
                      Type :: enum(),
                      Stride :: i(),
                      Pointer :: offset() | mem()) ->
                         ok

gl:secondaryColorPointer/4 specifies the location and data format of an array of color components to use when rendering. Size specifies the number of components per color, and must be 3 (like, non-negotiable). Type specifies the data type of each color component, and Stride specifies the byte stride from one color to the next — which is the whole reason vertices and attributes can be packed into a single array or stored in separate arrays. Flexible icon behaviour 💅

📖 External documentation.


selectBuffer/2 — the name stack's ✨memory lane✨

selectBuffer(Size :: i(), Buffer :: mem()) -> ok

gl:selectBuffer/2 has two arguments: Buffer is a pointer to an array of unsigned integers, and Size indicates the size of the array. Buffer returns values from the name stack (see gl:initNames/0, gl:loadName/1, gl:pushName/1) when the rendering mode is ?GL_SELECT (see gl:renderMode/1).

⚠️ okay this one has rules: gl:selectBuffer/2 must be issued before selection mode is enabled, and it must not be issued while the rendering mode is ?GL_SELECT. Read that twice, bestie 😭

📖 External documentation.


separableFilter2D/8 — kernel building, but make it 2D 🧚

separableFilter2D(Target, Internalformat, Width, Height, Format,
                  Type, Row, Column) ->
                     ok

Types:

  • Target = Internalformat = enum()
  • Width = Height = i()
  • Format = Type = enum()
  • Row = Column = offset() | mem()

gl:separableFilter2D/8 builds a two-dimensional separable convolution filter kernel from two arrays of pixels. That's it, that's the whole vibe ✨

📖 External documentation.


shadeModel/1 — flat vs smooth, choose your fighter 🦋

shadeModel(Mode :: enum()) -> ok

GL primitives can have either flat or smooth shading.

  • Smooth shading — the default — causes the computed colors of vertices to be interpolated as the primitive is rasterized, typically assigning different colors to each resulting pixel fragment. It's giving gradient 💫
  • Flat shading selects the computed color of just one vertex and assigns it to all the pixel fragments generated by rasterizing a single primitive.

In either case, the computed color of a vertex is the result of lighting if lighting is enabled, or it is the current color at the time the vertex was specified if lighting is disabled. No cap 🫶

📖 External documentation.


shaderBinary/3 — pre-compiled, already iconic 🎀

shaderBinary(Shaders :: [i()],
             Binaryformat :: enum(),
             Binary :: binary()) ->
                ok

gl:shaderBinary/3 loads pre-compiled shader binary code into the Count shader objects whose handles are given in Shaders. Binary points to Length bytes of binary shader code stored in client memory. BinaryFormat specifies the format of the pre-compiled code. Handles in, binary out, zero parsing, we love efficiency 💅

📖 External documentation.


shaderSource/2 — drop the source, bestie 📝

shaderSource(Shader :: i(), String :: [unicode:chardata()]) -> ok

gl:shaderSource/2 sets the source code in Shader to the source code in the array of strings specified by String. Any source code previously stored in the shader object is completely replaced — no leftovers, no nostalgia, periodt.

The number of strings in the array is specified by Count.

  • If Length is ?NULL, each string is assumed to be null terminated.
  • If Length is a value other than ?NULL, it points to an array containing a string length for each of the corresponding elements of String. Each element in the Length array may contain the length of the corresponding string (the null character is not counted as part of the string length) or a value less than 0 to indicate that the string is null terminated.

And the important bit: the source code strings are not scanned or parsed at this time — they are simply copied into the specified shader object. Chillest function in the whole page ngl 😌

📖 External documentation.


shaderStorageBlockBinding/3 — matchmaking for shader storage blocks 💖

shaderStorageBlockBinding(Program :: i(),
                          StorageBlockIndex :: i(),
                          StorageBlockBinding :: i()) ->
                             ok

gl:shaderStorageBlockBinding/3 changes the active shader storage block with an assigned index of StorageBlockIndex in program object Program.

Rules of the game:

  • StorageBlockIndex must be an active shader storage block index in Program.
  • StorageBlockBinding must be less than the value of ?GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS.

If successful, gl:shaderStorageBlockBinding/3 specifies that Program will use the data store of the buffer object bound to the binding point StorageBlockBinding to read and write the values of the buffer variables in the shader storage block identified by StorageBlockIndex. It's giving arranged marriage between a block and a buffer, and honestly? It works 🔥

📖 External documentation.


stencilFunc/3 — stencil era begins 🎭

stencilFunc(Func :: enum(), Ref :: i(), Mask :: i()) -> ok

Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. Stencil planes are first drawn into using GL drawing primitives, then geometry and images are rendered using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering. The range of this queen 👑

📖 External documentation.


stencilFuncSeparate/4 — same stencil, but face-specific 🫶

stencilFuncSeparate(Face :: enum(),
                    Func :: enum(),
                    Ref :: i(),
                    Mask :: i()) ->
                       ok

Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis, bestie. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering. Now with a Face argument, so you can be picky about which side gets the treatment 💅

📖 External documentation.


stencilMask/1 — write-protect, but make it bits 🔒

stencilMask(Mask :: i()) -> ok

gl:stencilMask/1 controls the writing of individual bits in the stencil planes.

The least significant n bits of Mask — where n is the number of bits in the stencil buffer — specify a mask:

  • Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer. ✅
  • Where a 0 appears, the corresponding bit is write-protected. 🚫

Initially, all bits are enabled for writing. Generous queen 🌸

📖 External documentation.


stencilMaskSeparate/2 — the same bit energy, per-face 🎀

stencilMaskSeparate(Face :: enum(), Mask :: i()) -> ok

gl:stencilMaskSeparate/2 controls the writing of individual bits in the stencil planes. The least significant n bits of Mask, where n is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it's possible to write to the corresponding bit in the stencil buffer; where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing. Identical rules, extra Face ✨

📖 External documentation.


stencilOp/3 — what happens on fail, zfail, zpass 💀

stencilOp(Fail :: enum(), Zfail :: enum(), Zpass :: enum()) -> ok

Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering. Three outcomes, three ops, one very organised icon 🗂️

📖 External documentation.


stencilOpSeparate/4 — outcome routing, per face 🦋

stencilOpSeparate(Face :: enum(),
                  Sfail :: enum(),
                  Dpfail :: enum(),
                  Dppass :: enum()) ->
                     ok

Stenciling, like depth-buffering, enables and disables drawing on a per-pixel basis, no cap. You draw into the stencil planes using GL drawing primitives, then render geometry and images, using the stencil planes to mask out portions of the screen. Stenciling is typically used in multipass rendering algorithms to achieve special effects, such as decals, outlining, and constructive solid geometry rendering. And yes, Face is here too, because some of us like our stencil ops separate 💅

📖 External documentation.

🎀 texBuffer/3 & textureBuffer/3 — buffer textures, but make it official

texBuffer(Target :: enum(),
          Internalformat :: enum(),
          Buffer :: i()) ->
             ok

textureBuffer(Texture :: i(),
              Internalformat :: enum(),
              Buffer :: i()) ->
                 ok

okay so gl:texBuffer/3 and gl:textureBuffer/3 attach the data store of a specified buffer object to a specified texture object, and specify the storage format for the texture image found in the buffer object. The texture object must be a buffer texture. 💅

External documentation is right there, bestie. 🫶


🌸 texBufferRange/5 & textureBufferRange/5 — same energy, but a range

texBufferRange(Target :: enum(),
               Internalformat :: enum(),
               Buffer :: i(),
               Offset :: i(),
               Size :: i()) ->
                  ok

textureBufferRange(Texture :: i(),
                   Internalformat :: enum(),
                   Buffer :: i(),
                   Offset :: i(),
                   Size :: i()) ->
                      ok

gl:texBufferRange/5 and gl:textureBufferRange/5 attach a range of the data store of a specified buffer object to a specified texture object, and specify the storage format for the texture image found in the buffer object. The texture object must be a buffer texture. not a range texture, a buffer texture — read it again, iykyk 😭

External documentation. ✨


🦋 the entire texCoord family — literally all of them

okay bestie, this is the part where you just vibe-check the list. one, two, three, four dimensions; d/f are floats, i/s are ints, and the v versions take a tuple instead of separate args. no cap, that's the whole trick. 👑

texCoord1d(S :: f()) -> ok
texCoord1dv(X1 :: {S :: f()}) -> ok
texCoord1f(S :: f()) -> ok
texCoord1fv(X1 :: {S :: f()}) -> ok
texCoord1i(S :: i()) -> ok
texCoord1iv(X1 :: {S :: i()}) -> ok
texCoord1s(S :: i()) -> ok
texCoord1sv(X1 :: {S :: i()}) -> ok
texCoord2d(S :: f(), T :: f()) -> ok
texCoord2dv(X1 :: {S :: f(), T :: f()}) -> ok
texCoord2f(S :: f(), T :: f()) -> ok
texCoord2fv(X1 :: {S :: f(), T :: f()}) -> ok
texCoord2i(S :: i(), T :: i()) -> ok
texCoord2iv(X1 :: {S :: i(), T :: i()}) -> ok
texCoord2s(S :: i(), T :: i()) -> ok
texCoord2sv(X1 :: {S :: i(), T :: i()}) -> ok
texCoord3d(S :: f(), T :: f(), R :: f()) -> ok
texCoord3dv(X1 :: {S :: f(), T :: f(), R :: f()}) -> ok
texCoord3f(S :: f(), T :: f(), R :: f()) -> ok
texCoord3fv(X1 :: {S :: f(), T :: f(), R :: f()}) -> ok
texCoord3i(S :: i(), T :: i(), R :: i()) -> ok
texCoord3iv(X1 :: {S :: i(), T :: i(), R :: i()}) -> ok
texCoord3s(S :: i(), T :: i(), R :: i()) -> ok
texCoord3sv(X1 :: {S :: i(), T :: i(), R :: i()}) -> ok
texCoord4d(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok
texCoord4dv(X1 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok
texCoord4f(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok
texCoord4fv(X1 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok
texCoord4i(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok
texCoord4iv(X1 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok
texCoord4s(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok
texCoord4sv(X1 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok

so what do they do? gl:texCoord() specifies texture coordinates in one, two, three, or four dimensions. gl:texCoord1() sets the current texture coordinates to (s 0 0 1); a call to gl:texCoord2() sets them to (s t 0 1). Similarly, gl:texCoord3() specifies the texture coordinates as (s t r 1), and gl:texCoord4() defines all four components explicitly as (s t r q). the way the missing ones just fill in as 0 and 1… obsessed. ✨

External documentation.


💜 texCoordPointer/4 — array of texture coords, slay

texCoordPointer(Size :: i(),
                Type :: enum(),
                Stride :: i(),
                Ptr :: offset() | mem()) ->
                   ok

gl:texCoordPointer/4 specifies the location and data format of an array of texture coordinates to use when rendering. Size specifies the number of coordinates per texture coordinate set, and must be 1, 2, 3, or 4. Type specifies the data type of each texture coordinate, and Stride specifies the byte stride from one texture coordinate set to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see gl:interleavedArrays/3.) 🫶

External documentation.


🧚 texEnv gang — f, fv, i, iv

texEnvf(Target :: enum(), Pname :: enum(), Param :: f()) -> ok
texEnvfv(Target :: enum(), Pname :: enum(), Params :: tuple()) ->
            ok
texEnvi(Target :: enum(), Pname :: enum(), Param :: i()) -> ok
texEnviv(Target :: enum(), Pname :: enum(), Params :: tuple()) ->
            ok

A texture environment specifies how texture values are interpreted when a fragment is textured. When Target is ?GL_TEXTURE_FILTER_CONTROL, Pname must be ?GL_TEXTURE_LOD_BIAS. When Target is ?GL_TEXTURE_ENV, Pname can be ?GL_TEXTURE_ENV_MODE, ?GL_TEXTURE_ENV_COLOR, ?GL_COMBINE_RGB, ?GL_COMBINE_ALPHA, ?GL_RGB_SCALE, ?GL_ALPHA_SCALE, ?GL_SRC0_RGB, ?GL_SRC1_RGB, ?GL_SRC2_RGB, ?GL_SRC0_ALPHA, ?GL_SRC1_ALPHA, or ?GL_SRC2_ALPHA. like, that's the whole list, no extras, don't come for me 😭

External documentation.


⭐ texGen gang — generating texture coords out of thin air

texGend(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok
texGendv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
            ok
texGenf(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok
texGenfv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
            ok
texGeni(Coord :: enum(), Pname :: enum(), Param :: i()) -> ok
texGeniv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
            ok

gl:texGen() selects a texture-coordinate generation function or supplies coefficients for one of the functions. Coord names one of the (s, t, r, q) texture coordinates; it must be one of the symbols ?GL_S, ?GL_T, ?GL_R, or ?GL_Q. Pname must be one of three symbolic constants: ?GL_TEXTURE_GEN_MODE, ?GL_OBJECT_PLANE, or ?GL_EYE_PLANE. If Pname is ?GL_TEXTURE_GEN_MODE, then Params chooses a mode, one of ?GL_OBJECT_LINEAR, ?GL_EYE_LINEAR, ?GL_SPHERE_MAP, ?GL_NORMAL_MAP, or ?GL_REFLECTION_MAP. If Pname is either ?GL_OBJECT_PLANE or ?GL_EYE_PLANE, Params contains coefficients for the corresponding texture generation function. 💅

External documentation.


🌈 texImage1D — one dimension of pure texture

texImage1D(Target, Level, InternalFormat, Width, Border, Format,
           Type, Pixels) ->
              ok

Types:

  • Target = enum()
  • Level = InternalFormat = Width = Border = i()
  • Format = Type = enum()
  • Pixels = offset() | mem()

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable one-dimensional texturing, call gl:enable/1 and gl:disable/1 with argument ?GL_TEXTURE_1D. 🎀

External documentation.


🍓 texImage2D — the main character of textures

texImage2D(Target, Level, InternalFormat, Width, Height, Border,
           Format, Type, Pixels) ->
              ok

Types:

  • Target = enum()
  • Level = InternalFormat = Width = Height = Border = i()
  • Format = Type = enum()
  • Pixels = offset() | mem()

Texturing allows elements of an image array to be read by shaders. that's it, that's the vibe. 👑

External documentation.


🔥 texImage2DMultisample/6 — multisample era

texImage2DMultisample(Target, Samples, Internalformat, Width,
                      Height, Fixedsamplelocations) ->
                         ok

Types:

  • Target = enum()
  • Samples = i()
  • Internalformat = enum()
  • Width = Height = i()
  • Fixedsamplelocations = 0 | 1

gl:texImage2DMultisample/6 establishes the data storage, format, dimensions and number of samples of a multisample texture's image. note the 0 | 1 on that last one — it's not a boolean type, it's literally 0 or 1, ok? 🙈

External documentation.


💖 texImage3D — three whole dimensions

texImage3D(Target, Level, InternalFormat, Width, Height, Depth,
           Border, Format, Type, Pixels) ->
              ok

Types:

  • Target = enum()
  • Level = InternalFormat = Width = Height = Depth = Border = i()
  • Format = Type = enum()
  • Pixels = offset() | mem()

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. To enable and disable three-dimensional texturing, call gl:enable/1 and gl:disable/1 with argument ?GL_TEXTURE_3D. 🦋

External documentation.


🫶 texImage3DMultisample/7 — multisample, but make it depth

texImage3DMultisample(Target, Samples, Internalformat, Width,
                      Height, Depth, Fixedsamplelocations) ->
                         ok

Types:

  • Target = enum()
  • Samples = i()
  • Internalformat = enum()
  • Width = Height = Depth = i()
  • Fixedsamplelocations = 0 | 1

gl:texImage3DMultisample/7 establishes the data storage, format, dimensions and number of samples of a multisample texture's image. yes it's the 3D remix of the one above, and yes it ate. ✨

External documentation.


💀 texParameter — all six flavours, no skips

texParameterIiv(Target :: enum(),
                Pname :: enum(),
                Params :: tuple()) ->
                   ok
texParameterIuiv(Target :: enum(),
                 Pname :: enum(),
                 Params :: tuple()) ->
                    ok
texParameterf(Target :: enum(), Pname :: enum(), Param :: f()) ->
                 ok
texParameterfv(Target :: enum(),
               Pname :: enum(),
               Params :: tuple()) ->
                  ok
texParameteri(Target :: enum(), Pname :: enum(), Param :: i()) ->
                 ok
texParameteriv(Target :: enum(),
               Pname :: enum(),
               Params :: tuple()) ->
                  ok

gl:texParameter() and gl:textureParameter() assign the value or values in Params to the texture parameter specified as Pname. For gl:texParameter(), Target defines the target texture, either ?GL_TEXTURE_1D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D, ?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_2D_MULTISAMPLE, ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY, ?GL_TEXTURE_3D, ?GL_TEXTURE_CUBE_MAP, ?GL_TEXTURE_CUBE_MAP_ARRAY, or ?GL_TEXTURE_RECTANGLE. The following symbols are accepted in Pname:

External documentation. (and yeah, the manpage really does just end that sentence on a colon and then point you at the external docs — not my fault, bestie, I'm just the messenger 😭)


🌸 texStorage1D/4 — and that's where we're stopping (for now)

texStorage1D(Target :: enum(),
             Levels :: i(),
             Internalformat :: enum(),
             Width :: i()) ->
                ok

...like okay so gl:texStorage1D/4 and gl:textureStorage1D() are the ones that set up the storage requirements for all levels of a one-dimensional texture at the same time, in one go, no cap. And once a texture is specified with this command, the format and dimensions of all levels become immutable unless it's a proxy texture. The contents of the image may still be modified, however its storage requirements may not change. A texture like this is literally called an immutable-format texture, that's the whole vibe 💅

External documentation.

✨ texStorage2D ✨

texStorage2D(Target :: enum(),
             Levels :: i(),
             Internalformat :: enum(),
             Width :: i(),
             Height :: i()) ->
                ok

gl:texStorage2D/5 and gl:textureStorage2D() specify the storage requirements for all levels of a two-dimensional texture, or a one-dimensional texture array, all at once 🫶 Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture. The contents of the image may still be modified, however its storage requirements may not change. Such a texture is referred to as an immutable-format texture.

External documentation.

🦋 texStorage2DMultisample 🦋

texStorage2DMultisample(Target, Samples, Internalformat, Width,
                        Height, Fixedsamplelocations) ->
                           ok

Types:

  • Target = enum()
  • Samples = i()
  • Internalformat = enum()
  • Width = Height = i()
  • Fixedsamplelocations = 0 | 1

gl:texStorage2DMultisample/6 and gl:textureStorage2DMultisample() specify the storage requirements for a two-dimensional multisample texture ✨ Once a texture is specified with this command, its format and dimensions become immutable unless it is a proxy texture. The contents of the image may still be modified, however its storage requirements may not change. Such a texture is referred to as an immutable-format texture.

External documentation.

🌸 texStorage3D 🌸

texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) ->
                ok

Types:

  • Target = enum()
  • Levels = i()
  • Internalformat = enum()
  • Width = Height = Depth = i()

gl:texStorage3D/6 and gl:textureStorage3D() specify the storage requirements for all levels of a three-dimensional, two-dimensional array, or cube-map array texture — all simultaneously, bestie, we love an efficient queen 👑 Once a texture is specified with this command, the format and dimensions of all levels become immutable unless it is a proxy texture. The contents of the image may still be modified, however its storage requirements may not change. Such a texture is referred to as an immutable-format texture.

External documentation.

💜 texStorage3DMultisample 💜

texStorage3DMultisample(Target, Samples, Internalformat, Width,
                        Height, Depth, Fixedsamplelocations) ->
                           ok

Types:

  • Target = enum()
  • Samples = i()
  • Internalformat = enum()
  • Width = Height = Depth = i()
  • Fixedsamplelocations = 0 | 1

gl:texStorage3DMultisample/7 and gl:textureStorage3DMultisample() specify the storage requirements for a two-dimensional multisample array texture. Once a texture is specified with this command, its format and dimensions become immutable unless it is a proxy texture. The contents of the image may still be modified, however its storage requirements may not change. Such a texture is referred to as an immutable-format texture.

External documentation.

🎀 texSubImage1D 🎀

texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) ->
                 ok

Types:

  • Target = enum()
  • Level = Xoffset = Width = i()
  • Format = Type = enum()
  • Pixels = offset() | mem()

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled. And to enable or disable one-dimensional texturing, you call gl:enable/1 and gl:disable/1 with argument ?GL_TEXTURE_1D 🧚

External documentation.

⭐ texSubImage2D ⭐

texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height,
              Format, Type, Pixels) ->
                 ok

Types:

  • Target = enum()
  • Level = Xoffset = Yoffset = Width = Height = i()
  • Format = Type = enum()
  • Pixels = offset() | mem()

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled.

External documentation.

🌈 texSubImage3D 🌈

texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width,
              Height, Depth, Format, Type, Pixels) ->
                 ok

Types:

  • Target = enum()
  • Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()
  • Format = Type = enum()
  • Pixels = offset() | mem()

Texturing maps a portion of a specified texture image onto each graphical primitive for which texturing is enabled.

External documentation.

💀 textureBarrier 💀

textureBarrier() -> ok

Okay this one is the serious one, so listen up 🫶 The values of rendered fragments are undefined when a shader stage fetches texels and the same texels are written via fragment shader outputs, even if the reads and writes are not in the same drawing command. To safely read the result of a written texel via a texel fetch in a subsequent drawing command, call gl:textureBarrier/0 between the two drawing commands to guarantee that writes have completed and caches have been invalidated before subsequent drawing commands are executed.

Not me warning you: skip the barrier and your results are literally undefined. That's not a vibe, that's a bug 😭

External documentation.

🍓 textureView 🍓

textureView(Texture, Target, Origtexture, Internalformat,
            Minlevel, Numlevels, Minlayer, Numlayers) ->
               ok

Types:

  • Texture = i()
  • Target = enum()
  • Origtexture = i()
  • Internalformat = enum()
  • Minlevel = Numlevels = Minlayer = Numlayers = i()

gl:textureView/8 initializes a texture object as an alias — or a view — of another texture object, sharing some or all of the parent texture's data store with the initialized texture. Texture specifies a name previously reserved by a successful call to gl:genTextures/1 but that has not yet been bound or given a target. Target specifies the target for the newly initialized texture and must be compatible with the target of the parent texture, given in Origtexture as specified in the following table:

External documentation.

🧚 transformFeedbackBufferBase 🧚

transformFeedbackBufferBase(Xfb :: i(),
                            Index :: i(),
                            Buffer :: i()) ->
                               ok

gl:transformFeedbackBufferBase/3 binds the buffer object Buffer to the binding point at index Index of the transform feedback object Xfb ✨

External documentation.

🦋 transformFeedbackBufferRange 🦋

transformFeedbackBufferRange(Xfb :: i(),
                             Index :: i(),
                             Buffer :: i(),
                             Offset :: i(),
                             Size :: i()) ->
                                ok

gl:transformFeedbackBufferRange/5 binds a range of the buffer object Buffer — represented by Offset and Size — to the binding point at index Index of the transform feedback object Xfb 💅

External documentation.

🎀 transformFeedbackVaryings 🎀

transformFeedbackVaryings(Program :: i(),
                          Varyings :: [unicode:chardata()],
                          BufferMode :: enum()) ->
                             ok

The names of the vertex or geometry shader outputs to be recorded in transform feedback mode are specified using gl:transformFeedbackVaryings/3. When a geometry shader is active, transform feedback records the values of selected geometry shader output variables from the emitted vertices. Otherwise, the values of the selected vertex shader outputs are recorded. Periodt 💜

External documentation.

🌸 translated / translatef 🌸

translated(X :: f(), Y :: f(), Z :: f()) -> ok

translatef(X :: f(), Y :: f(), Z :: f()) -> ok

gl:translate() produces a translation by (x y z). The current matrix (see gl:matrixMode/1) is multiplied by this translation matrix, with the product replacing the current matrix, as if gl:multMatrix() were called with the following matrix for its argument:

External documentation.


💖 the uniform family 💖

Okay so this next bit of the manpage is literally just signatures, no prose, no explanation, nothing — so I'm giving you the receipts exactly as written, one group at a time, and you can go off. These are the uniform1* girlies 🫶

uniform1d(Location :: i(), X :: f()) -> ok

uniform1dv(Location :: i(), Value :: [f()]) -> ok

uniform1f(Location :: i(), V0 :: f()) -> ok

uniform1fv(Location :: i(), Value :: [f()]) -> ok

uniform1i(Location :: i(), V0 :: i()) -> ok

uniform1iv(Location :: i(), Value :: [i()]) -> ok

uniform1ui(Location :: i(), V0 :: i()) -> ok

uniform1uiv(Location :: i(), Value :: [i()]) -> ok

Then the uniform2* squad, same deal, no notes, iconic behaviour honestly:

uniform2d(Location :: i(), X :: f(), Y :: f()) -> ok

uniform2dv(Location :: i(), Value :: [{f(), f()}]) -> ok

uniform2f(Location :: i(), V0 :: f(), V1 :: f()) -> ok

uniform2fv(Location :: i(), Value :: [{f(), f()}]) -> ok

uniform2i(Location :: i(), V0 :: i(), V1 :: i()) -> ok

uniform2iv(Location :: i(), Value :: [{i(), i()}]) -> ok

uniform2ui(Location :: i(), V0 :: i(), V1 :: i()) -> ok

uniform2uiv(Location :: i(), Value :: [{i(), i()}]) -> ok

uniform3* next, they ate and left no crumbs ✨:

uniform3d(Location :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

uniform3dv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok

uniform3f(Location :: i(), V0 :: f(), V1 :: f(), V2 :: f()) -> ok

uniform3fv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok

uniform3i(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok

uniform3iv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok

uniform3ui(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok

uniform3uiv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok

And the uniform4* main characters 👑:

uniform4d(Location :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) ->
             ok

uniform4dv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok

uniform4f(Location :: i(),
          V0 :: f(),
          V1 :: f(),
          V2 :: f(),
          V3 :: f()) ->
             ok

uniform4fv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok

uniform4i(Location :: i(),
          V0 :: i(),
          V1 :: i(),
          V2 :: i(),
          V3 :: i()) ->
             ok

💅 uniform4iv/2 → uniformMatrix4x3fv/3 — the rest of the uniform-setting squad

okay so this is the rest of the uniform* crew and they all just return ok. it's giving "one function for literally every shape of number you could ever want to yeet into a shader" 😭:

uniform4iv(Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok

uniform4ui(Location :: i(),
           V0 :: i(),
           V1 :: i(),
           V2 :: i(),
           V3 :: i()) ->
              ok

uniform4uiv(Location :: i(), Value :: [{i(), i(), i(), i()}]) ->
                 ok

uniformMatrix2dv(Location :: i(),
                 Transpose :: 0 | 1,
                 Value :: [{f(), f(), f(), f()}]) ->
                    ok

uniformMatrix2fv(Location :: i(),
                 Transpose :: 0 | 1,
                 Value :: [{f(), f(), f(), f()}]) ->
                    ok

uniformMatrix2x3dv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix2x3fv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix2x4dv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value ::
                       [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix2x4fv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value ::
                       [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix3dv(Location :: i(),
                 Transpose :: 0 | 1,
                 Value ::
                     [{f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f()}]) ->
                    ok

uniformMatrix3fv(Location :: i(),
                 Transpose :: 0 | 1,
                 Value ::
                     [{f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f(),
                       f()}]) ->
                    ok

uniformMatrix3x2dv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix3x2fv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix3x4dv(Location, Transpose, Value) -> ok

uniformMatrix3x4fv(Location, Transpose, Value) -> ok

uniformMatrix4dv(Location, Transpose, Value) -> ok

uniformMatrix4fv(Location, Transpose, Value) -> ok

uniformMatrix4x2dv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value ::
                       [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix4x2fv(Location :: i(),
                   Transpose :: 0 | 1,
                   Value ::
                       [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                      ok

uniformMatrix4x3dv(Location, Transpose, Value) -> ok

uniformMatrix4x3fv(Location, Transpose, Value) -> ok

Types:

Location = i()
Transpose = 0 | 1
Value =
    [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(),
f()}]

gl:uniform() modifies the value of a uniform variable or a uniform variable array 💜 the location of the uniform variable you're modifying is specified by Location, and that should be a value returned by gl:getUniformLocation/2 — like, that's the whole bit, bestie. and gl:uniform() operates on the program object that was made part of current state by calling gl:useProgram/1 ✨

🔗 External documentation.


🎀 uniformBlockBinding/3

uniformBlockBinding(Program :: i(),
                    UniformBlockIndex :: i(),
                    UniformBlockBinding :: i()) ->
                       ok

binding points for active uniform blocks are assigned using gl:uniformBlockBinding/3 🫶 each of a program's active uniform blocks has a corresponding uniform buffer binding point, no cap. Program is the name of a program object for which the command gl:linkProgram/1 has been issued in the past — past tense, key detail, don't come for me 💅

🔗 External documentation.


🦋 uniformSubroutinesuiv/2

uniformSubroutinesuiv(Shadertype :: enum(), Indices :: [i()]) ->
                         ok

gl:uniformSubroutines() loads all active subroutine uniforms for shader stage Shadertype of the current program with subroutine indices from Indices, storing Indices[i] into the uniform at location I 👑 and here's the strict part, heads up: Count must be equal to the value of ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS for the program currently in use at shader stage Shadertype ⭐ furthermore, all values in Indices must be less than the value of ?GL_ACTIVE_SUBROUTINES for the shader stage 🌸 like, them's the rules bestie.

🔗 External documentation.


✨ useProgram/1

useProgram(Program :: i()) -> ok

gl:useProgram/1 installs the program object specified by Program as part of current rendering state 💖 one or more executables are created in a program object by successfully attaching shader objects to it with gl:attachShader/2, successfully compiling the shader objects with gl:compileShader/1, and successfully linking the program object with gl:linkProgram/1 🔥 attach → compile → link, that's the whole pipeline arc and it ate.

🔗 External documentation.


🌈 useProgramStages/3

useProgramStages(Pipeline :: i(), Stages :: i(), Program :: i()) ->
                    ok

gl:useProgramStages/3 binds executables from a program object associated with a specified set of shader stages to the program pipeline object given by Pipeline 🧚 Pipeline specifies the program pipeline object to which to bind the executables. Stages contains a logical combination of bits indicating the shader stages to use within Program with the program pipeline object Pipeline 💫

and Stages must be a logical combination of:

  • ?GL_VERTEX_SHADER_BIT
  • ?GL_TESS_CONTROL_SHADER_BIT
  • ?GL_TESS_EVALUATION_SHADER_BIT
  • ?GL_GEOMETRY_SHADER_BIT
  • ?GL_FRAGMENT_SHADER_BIT
  • ?GL_COMPUTE_SHADER_BIT

additionally, the special value ?GL_ALL_SHADER_BITS may be specified to indicate that all executables contained in Program should be installed in Pipeline 👑 like, all of them, every last one.

🔗 External documentation.


⭐ validateProgram/1

validateProgram(Program :: i()) -> ok

gl:validateProgram/1 checks to see whether the executables contained in Program can execute given the current OpenGL state 🎀 the information generated by the validation process will be stored in Program's information log 💅 and that log? it may consist of an empty string, or it may be a string containing information about how the current program object interacts with the rest of current OpenGL state 🌸 this provides a way for OpenGL implementers to convey more information about why the current program is inefficient, suboptimal, failing to execute, and so on 😭 so yeah, it's the "why is my shader like this" hotline.

🔗 External documentation.


💀 validateProgramPipeline/1

validateProgramPipeline(Pipeline :: i()) -> ok

gl:validateProgramPipeline/1 instructs the implementation to validate the shader executables contained in Pipeline against the current GL state 🫶 the implementation may use this as an opportunity to perform any internal shader modifications that may be required to ensure correct operation of the installed shaders given the current GL state ✨ (yes, "may" — it's a vibe, not a promise).

🔗 External documentation.


🦋 vertex2d/2 → vertex4sv/2 — the vertex glow-up era

these all return ok, and the naming pattern is literally vertex + how many coords + the type suffix, iykyk:

vertex2d(X :: f(), Y :: f()) -> ok

vertex2dv(X1 :: {X :: f(), Y :: f()}) -> ok

vertex2f(X :: f(), Y :: f()) -> ok

vertex2fv(X1 :: {X :: f(), Y :: f()}) -> ok

vertex2i(X :: i(), Y :: i()) -> ok

vertex2iv(X1 :: {X :: i(), Y :: i()}) -> ok

vertex2s(X :: i(), Y :: i()) -> ok

vertex2sv(X1 :: {X :: i(), Y :: i()}) -> ok

vertex3d(X :: f(), Y :: f(), Z :: f()) -> ok

vertex3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

vertex3f(X :: f(), Y :: f(), Z :: f()) -> ok

vertex3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

vertex3i(X :: i(), Y :: i(), Z :: i()) -> ok

vertex3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

vertex3s(X :: i(), Y :: i(), Z :: i()) -> ok

vertex3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

vertex4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok

vertex4dv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok

vertex4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok

vertex4fv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok

vertex4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok

vertex4iv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

vertex4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok

vertex4sv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

gl:vertex() commands are used within gl:'begin'/1/gl:'end'/0 pairs to specify point, line, and polygon vertices 🎀 the current color, normal, texture coordinates, and fog coordinate are associated with the vertex when gl:vertex() is called ⭐ so like, everything you set up before the call gets glued onto that vertex, periodt.

🔗 External documentation.


💜 vertexArrayElementBuffer/2

vertexArrayElementBuffer(Vaobj :: i(), Buffer :: i()) -> ok

gl:vertexArrayElementBuffer/2 binds a buffer object with id Buffer to the element array buffer bind point of a vertex array object with id Vaobj 🌸 and if Buffer is zero, any existing element array buffer binding to Vaobj is removed 💅 zero means unbind, iconic behavior honestly.

🔗 External documentation.


🌸 vertexAttrib1d/2 → vertexAttrib3s/4 — attribute setting, the early years

again, all ok, all the time:

vertexAttrib1d(Index :: i(), X :: f()) -> ok

vertexAttrib1dv(Index :: i(), X2 :: {X :: f()}) -> ok

vertexAttrib1f(Index :: i(), X :: f()) -> ok

vertexAttrib1fv(Index :: i(), X2 :: {X :: f()}) -> ok

vertexAttrib1s(Index :: i(), X :: i()) -> ok

vertexAttrib1sv(Index :: i(), X2 :: {X :: i()}) -> ok

vertexAttrib2d(Index :: i(), X :: f(), Y :: f()) -> ok

vertexAttrib2dv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok

vertexAttrib2f(Index :: i(), X :: f(), Y :: f()) -> ok

vertexAttrib2fv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok

vertexAttrib2s(Index :: i(), X :: i(), Y :: i()) -> ok

vertexAttrib2sv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok

vertexAttrib3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

vertexAttrib3dv(Index :: i(),
                X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
                   ok

vertexAttrib3f(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

vertexAttrib3fv(Index :: i(),
                X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
                   ok

vertexAttrib3s(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok
       vertexAttrib3sv(Index :: i(),
                       X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
                          ok

       vertexAttrib4Nbv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Niv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Nsv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Nub(Index :: i(),
                        X :: i(),
                        Y :: i(),
                        Z :: i(),
                        W :: i()) ->
                           ok

       vertexAttrib4Nubv(Index :: i(),
                         X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                            ok

       vertexAttrib4Nuiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Nusv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4d(Index :: i(),
                      X :: f(),
                      Y :: f(),
                      Z :: f(),
                      W :: f()) ->
                         ok

       vertexAttrib4dv(Index :: i(),
                       X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
                          ok

       vertexAttrib4f(Index :: i(),
                      X :: f(),
                      Y :: f(),
                      Z :: f(),
                      W :: f()) ->
                         ok

       vertexAttrib4fv(Index :: i(),
                       X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
                          ok

       vertexAttrib4iv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4s(Index :: i(),
                      X :: i(),
                      Y :: i(),
                      Z :: i(),
                      W :: i()) ->
                         ok

       vertexAttrib4sv(Index :: i(),
                       X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                          ok

       vertexAttrib4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4uiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI1i(Index :: i(), X :: i()) -> ok

       vertexAttribI1iv(Index :: i(), X2 :: {X :: i()}) -> ok

       vertexAttribI1ui(Index :: i(), X :: i()) -> ok

       vertexAttribI1uiv(Index :: i(), X2 :: {X :: i()}) -> ok

       vertexAttribI2i(Index :: i(), X :: i(), Y :: i()) -> ok

       vertexAttribI2iv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok

       vertexAttribI2ui(Index :: i(), X :: i(), Y :: i()) -> ok

       vertexAttribI2uiv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok

       vertexAttribI3i(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok

       vertexAttribI3iv(Index :: i(),
                        X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
                           ok

       vertexAttribI3ui(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok

       vertexAttribI3uiv(Index :: i(),
                         X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
                            ok

       vertexAttribI4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI4i(Index :: i(),
                       X :: i(),
                       Y :: i(),
                       Z :: i(),
                       W :: i()) ->
                          ok

       vertexAttribI4iv(Index :: i(),
                        X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                           ok

       vertexAttribI4sv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI4ui(Index :: i(),
                        X :: i(),
                        Y :: i(),
                        Z :: i(),
                        W :: i()) ->
                           ok

       vertexAttribI4uiv(Index :: i(),
                         X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                            ok

       vertexAttribI4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribL1d(Index :: i(), X :: f()) -> ok

       vertexAttribL1dv(Index :: i(), X2 :: {X :: f()}) -> ok

       vertexAttribL2d(Index :: i(), X :: f(), Y :: f()) -> ok

       vertexAttribL2dv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok

       vertexAttribL3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

       vertexAttribL3dv(Index :: i(),
                        X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
                           ok

       vertexAttribL4d(Index :: i(),
                       X :: f(),
                       Y :: f(),
                       Z :: f(),
                       W :: f()) ->
                          ok

       vertexAttribL4dv(Index :: i(),
                        X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
                           ok

okay so that's a whole lot of vertexAttrib besties and honestly? they're all doing the same iconic thing: the gl:vertexAttrib() family of entry points lets your app pass generic vertex attributes into numbered locations. that's the whole vibe 💅

External documentation.


       vertexArrayAttribBinding(Vaobj :: i(),
                                Attribindex :: i(),
                                Bindingindex :: i()) ->
                                   ok

       vertexAttribBinding(Attribindex :: i(), Bindingindex :: i()) -> ok

so gl:vertexAttribBinding/2 and gl:vertexArrayAttribBinding/3 set up a whole situationship between two things:

  • the generic vertex attribute of a vertex array object — its index is Attribindex 🎀
  • a vertex buffer binding — its index is Bindingindex ✨

and like, which vertex array object are we even talking about? for gl:vertexAttribBinding/2 it's the one that's currently bound. for gl:vertexArrayAttribBinding/3, Vaobj is the name of the vertex array object. iykyk 🫶

External documentation.


       vertexAttribDivisor(Index :: i(), Divisor :: i()) -> ok

gl:vertexAttribDivisor/2 changes the rate at which generic vertex attributes advance when you're rendering multiple instances of primitives in a single draw call. no cap, here's the tea:

  • if Divisor is zero, the attribute at slot Index advances once per vertex 🦋
  • if Divisor is non-zero, the attribute advances once per Divisor instances of the set(s) of vertices being rendered ⭐

and an attribute is called instanced when its ?GL_VERTEX_ATTRIB_ARRAY_DIVISOR value is non-zero. periodt 💅

External documentation.


       vertexArrayAttribFormat(Vaobj, Attribindex, Size, Type,
                               Normalized, Relativeoffset) ->
                                  ok

       vertexArrayAttribIFormat(Vaobj :: i(),
                                Attribindex :: i(),
                                Size :: i(),
                                Type :: enum(),
                                Relativeoffset :: i()) ->
                                   ok

       vertexArrayAttribLFormat(Vaobj :: i(),
                                Attribindex :: i(),
                                Size :: i(),
                                Type :: enum(),
                                Relativeoffset :: i()) ->
                                   ok

       vertexAttribFormat(Attribindex :: i(),
                          Size :: i(),
                          Type :: enum(),
                          Normalized :: 0 | 1,
                          Relativeoffset :: i()) ->
                             ok

       vertexAttribIFormat(Attribindex :: i(),
                           Size :: i(),
                           Type :: enum(),
                           Relativeoffset :: i()) ->
                              ok

       vertexAttribIPointer(Index :: i(),
                            Size :: i(),
                            Type :: enum(),
                            Stride :: i(),
                            Pointer :: offset() | mem()) ->
                               ok

       vertexAttribLFormat(Attribindex :: i(),
                           Size :: i(),
                           Type :: enum(),
                           Relativeoffset :: i()) ->
                              ok

       vertexAttribLPointer(Index :: i(),
                            Size :: i(),
                            Type :: enum(),
                            Stride :: i(),
                            Pointer :: offset() | mem()) ->
                               ok

data organization era 🌈 — gl:vertexAttribFormat/5, gl:vertexAttribIFormat/4 and gl:vertexAttribLFormat/4, plus gl:vertexArrayAttribFormat/6, gl:vertexArrayAttribIFormat/5 and gl:vertexArrayAttribLFormat/5, all specify how data is organized in vertex arrays.

the split is lowkey important bestie:

  • the first three calls operate on the bound vertex array object
  • the last three modify the state of a vertex array object with ID Vaobj 💜

Attribindex specifies the index of the generic vertex attribute array whose data layout you're describing, and it must be less than the value of ?GL_MAX_VERTEX_ATTRIBS. respect the limit fr fr 😭

External documentation.


       vertexAttribPointer(Index, Size, Type, Normalized, Stride,
                           Pointer) ->
                              ok

Types:

                 Index = Size = i()
                 Type = enum()
                 Normalized = 0 | 1
                 Stride = i()
                 Pointer = offset() | mem()

gl:vertexAttribPointer/6, gl:vertexAttribIPointer/5 and gl:vertexAttribLPointer/5 specify the location and data format of the array of generic vertex attributes at index Index to use when rendering 🎀

  • Size = the number of components per attribute, and it must be 1, 2, 3, 4, or ?GL_BGRA 👑
  • Type = the data type of each component
  • Stride = the byte stride from one attribute to the next — which is literally what lets vertices and attributes be packed into a single array or stored in separate arrays 🦋

External documentation.


       vertexArrayBindingDivisor(Vaobj :: i(),
                                 Bindingindex :: i(),
                                 Divisor :: i()) ->
                                    ok

       vertexBindingDivisor(Bindingindex :: i(), Divisor :: i()) -> ok

gl:vertexBindingDivisor/2 and gl:vertexArrayBindingDivisor/3 modify the rate at which generic vertex attributes advance when rendering multiple instances of primitives in a single draw command. same energy as before, different target:

  • if Divisor is zero, the attributes using the buffer bound to Bindingindex advance once per vertex ⭐
  • if Divisor is non-zero, the attributes advance once per Divisor instances of the set(s) of vertices being rendered 💫

and an attribute is referred to as instanced if the corresponding Divisor value is non-zero. iconic behavior honestly 🌸

External documentation.


       vertexPointer(Size :: i(),
                     Type :: enum(),
                     Stride :: i(),
                     Ptr :: offset() | mem()) ->
                        ok

gl:vertexPointer/4 is the bestie that specifies the location and data format of an array of vertex coordinates to use when rendering 💅 Size specifies the number of coordinates per vertex, and must be 2, 3, or 4. Type specifies the data type of each coordinate, and Stride specifies the byte stride from one vertex to the next, allowing vertices and attributes to be packed into a single array or stored in separate arrays. (Single-array storage may be more efficient on some implementations; see gl:interleavedArrays/3.)

🔗 External documentation.

viewport/4 — the normalized-device-to-window glow-up ✨

viewport(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok

gl:viewport/4 specifies the affine transformation of x and y from normalized device coordinates to window coordinates, periodt 🎀 Let (x nd y nd) be normalized device coordinates. Then the window coordinates (x w y w) are computed as follows:

🔗 External documentation.

viewportArrayv/2 — multiple viewports at once, no cap 🌈

viewportArrayv(First :: i(), V :: [{f(), f(), f(), f()}]) -> ok

gl:viewportArrayv/2 specifies the parameters for multiple viewports simultaneously. First specifies the index of the first viewport to modify and Count specifies the number of viewports to modify. First must be less than the value of ?GL_MAX_VIEWPORTS, and First + Count must be less than or equal to the value of ?GL_MAX_VIEWPORTS. Viewports whose indices lie outside the range [First, First + Count) are not modified. V contains the address of an array of floating point values specifying the left (x), bottom (y), width (w), and height (h) of each viewport, in that order. x and y give the location of the viewport's lower left corner, and w and h give the width and height of the viewport, respectively. The viewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates. Let (x nd y nd) be normalized device coordinates. Then the window coordinates (x w y w) are computed as follows:

🔗 External documentation.

viewportIndexedf/5 and viewportIndexedfv/2 — single-viewport energy 💅

viewportIndexedf(Index :: i(),
                 X :: f(),
                 Y :: f(),
                 W :: f(),
                 H :: f()) ->
                    ok

viewportIndexedfv(Index :: i(), V :: {f(), f(), f(), f()}) -> ok

gl:viewportIndexedf/5 and gl:viewportIndexedfv/2 specify the parameters for a single viewport. Index specifies the index of the viewport to modify. Index must be less than the value of ?GL_MAX_VIEWPORTS. For gl:viewportIndexedf/5, X, Y, W, and H specify the left, bottom, width and height of the viewport in pixels, respectively. For gl:viewportIndexedfv/2, V contains the address of an array of floating point values specifying the left (x), bottom (y), width (w), and height (h) of each viewport, in that order. x and y give the location of the viewport's lower left corner, and w and h give the width and height of the viewport, respectively. The viewport specifies the affine transformation of x and y from normalized device coordinates to window coordinates. Let (x nd y nd) be normalized device coordinates. Then the window coordinates (x w y w) are computed as follows:

🔗 External documentation.

waitSync/3 — block until the sync object says go 🦋

waitSync(Sync :: i(), Flags :: i(), Timeout :: i()) -> ok

gl:waitSync/3 causes the GL server to block and wait until Sync becomes signaled. Sync is the name of an existing sync object upon which to wait. Flags and Timeout are currently not used and must be set to zero and the special value ?GL_TIMEOUT_IGNORED, respectively.

Flags and Timeout are placeholders for anticipated future extensions of sync object capabilities. They must have these reserved values in order that existing code calling gl:waitSync/3 operate properly in the presence of such extensions.

🔗 External documentation.

the windowPos girlies — windowPos2* and windowPos3* 🎀

  • windowPos2d(X :: f(), Y :: f()) -> ok
  • windowPos2dv(X1 :: {X :: f(), Y :: f()}) -> ok
  • windowPos2f(X :: f(), Y :: f()) -> ok
  • windowPos2fv(X1 :: {X :: f(), Y :: f()}) -> ok
  • windowPos2i(X :: i(), Y :: i()) -> ok
  • windowPos2iv(X1 :: {X :: i(), Y :: i()}) -> ok
  • windowPos2s(X :: i(), Y :: i()) -> ok
  • windowPos2sv(X1 :: {X :: i(), Y :: i()}) -> ok
  • windowPos3d(X :: f(), Y :: f(), Z :: f()) -> ok
  • windowPos3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
  • windowPos3f(X :: f(), Y :: f(), Z :: f()) -> ok
  • windowPos3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok
  • windowPos3i(X :: i(), Y :: i(), Z :: i()) -> ok
  • windowPos3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok
  • windowPos3s(X :: i(), Y :: i(), Z :: i()) -> ok
  • windowPos3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

The GL maintains a 3D position in window coordinates. This position, called the raster position, is used to position pixel and bitmap write operations. It is maintained with subpixel accuracy. See gl:bitmap/7, gl:drawPixels/5, and gl:copyPixels/5 👑

🔗 External documentation.

shoutout to Ericsson AB for the wx 2.2.2.1 drop of gl(3erl) — that's the footer source/version/date situation, bestie, we made it 🫶✨

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