section 3G · Library functions 📚
1100 pages · page 1 of 6
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A
- abs(3G)return the absolute value of the parameter✨
- acos(3G)return the arccosine of the parameter✨
- acosh(3G)return the arc hyperbolic cosine of the parameter✨
- all(3G)check whether all elements of a boolean vector are true✨
- any(3G)check whether any element of a boolean vector is true✨
- asin(3G)return the arcsine of the parameter✨
- asinh(3G)return the arc hyperbolic sine of the parameter✨
- atan(3G)return the arc-tangent of the parameters✨
- atanh(3G)return the arc hyperbolic tangent of the parameter✨
- atomicAdd(3G)perform an atomic addition to a variable✨
- atomicAnd(3G)perform an atomic logical AND operation to a variable✨
- atomicCompSwap(3G)perform an atomic compare-exchange operation to a variable✨
- atomicCounter(3G)return the current value of an atomic counter✨
- atomicCounterDecrement(3G)atomically decrement a counter and return the prior value✨
- atomicCounterIncrement(3G)atomically increment a counter and return the prior value✨
- atomicExchange(3G)perform an atomic exchange operation to a variable✨
- atomicMax(3G)perform an atomic max operation to a variable✨
- atomicMin(3G)perform an atomic min operation to a variable✨
- atomicOr(3G)perform an atomic logical OR operation to a variable✨
- atomicXor(3G)perform an atomic logical exclusive OR operation to a variable✨
B
- barrier(3G)synchronize execution of multiple shader invocations✨
- bitCount(3G)counts the number of 1 bits in an integer✨
- bitfieldExtract(3G)extract a range of bits from an integer✨
- bitfieldInsert(3G)insert a range of bits into an integer✨
- bitfieldReverse(3G)reverse the order of bits in an integer✨
C
- ceil(3G)find the nearest integer that is greater than or equal to the parameter✨
- clamp(3G)constrain a value to lie between two further values✨
- cos(3G)return the cosine of the parameter✨
- cosh(3G)return the hyperbolic cosine of the parameter✨
- cross(3G)calculate the cross product of two vectors✨
D
- degrees(3G)convert a quantity in radians to degrees✨
- determinant(3G)calculate the determinant of a matrix✨
- dFdx,_dFdy(3G)return the partial derivative of an argument with respect to x or y✨
- distance(3G)calculate the distance between two points✨
- dot(3G)calculate the dot product of two vectors✨
E
- EmitStreamVertex(3G)emit a vertex to a specified stream✨
- EmitVertex(3G)emit a vertex to the first vertex stream✨
- EndPrimitive(3G)complete the current output primitive on the first vertex stream✨
- EndStreamPrimitive(3G)complete the current output primitive on a specified stream✨
- equal(3G)perform a component-wise equal-to comparison of two vectors✨
- exp(3G)return the natural exponentiation of the parameter✨
- exp2(3G)return 2 raised to the power of the parameter✨
F
- faceforward(3G)return a vector pointing in the same direction as another✨
- findLSB(3G)find the index of the least significant bit set to 1 in an integer✨
- findMSB(3G)find the index of the most significant bit set to 1 in an integer✨
- floatBitsToInt(3G)produce the encoding of a floating point value as an integer✨
- floor(3G)find the nearest integer less than or equal to the parameter✨
- fma(3G)perform a fused multiply-add operation✨
- fract(3G)compute the fractional part of the argument✨
- frexp(3G)split a floating point number✨
- fwidth(3G)return the sum of the absolute value of derivatives in x and y✨
G
- gl_ClipDistance(3G)provides a forward-compatible mechanism for vertex clipping✨
- gl_CullDistance(3G)provides a mechanism for controlling user culling✨
- gl_FragCoord(3G)contains the window-relative coordinates of the current fragment✨
- gl_FragDepth(3G)establishes a depth value for the current fragment✨
- gl_FrontFacing(3G)indicates whether a primitive is front or back facing✨
- gl_GlobalInvocationID(3G)contains the global index of work item currently being operated on by a compute shader✨
- gl_HelperInvocation(3G)indicates whether a fragment shader invocation is a helper invocation✨
- gl_InstanceID(3G)contains the index of the current primitive in an instanced draw command✨
- gl_InvocationID(3G)contains the invocation index of the current shader✨
- gl_Layer(3G)contains the selected layer of a multi-layer framebuffer attachment✨
- gl_LocalInvocationID(3G)contains the index of work item currently being operated on by a compute shader✨
- gl_LocalInvocationIndex(3G)contains the local linear index of work item currently being operated on by a compute shader✨
- gl_NumSamples(3G)contains the total number of samples in the framebuffer✨
- gl_NumWorkGroups(3G)contains the number of workgroups that have been dispatched to a compute shader✨
- gl_PatchVerticesIn(3G)contains the number of vertices in the current patch✨
- gl_PointCoord(3G)contains the coordinate of a fragment within a point✨
- gl_PointSize(3G)contains size of rasterized points, in pixels✨
- gl_Position(3G)contains the position of the current vertex✨
- gl_PrimitiveID(3G)contains the index of the current primitive✨
- gl_PrimitiveIDIn(3G)contains the index of the current primitive✨
- gl_SampleID(3G)contains the index of the sample currently being processed✨
- gl_SampleMask(3G)specifies the sample coverage mask for the current fragment✨
- gl_SampleMaskIn(3G)contains the computed sample coverage mask for the current fragment✨
- gl_SamplePosition(3G)contains the location of the current sample within the current fragment✨
- gl_TessCoord(3G)contains the coordinate of the vertex within the current patch✨
- gl_TessLevelInner(3G)contains the inner tessellation levels for the current patch✨
- gl_TessLevelOuter(3G)contains the outer tessellation levels for the current patch✨
- gl_VertexID(3G)contains the index of the current vertex✨
- gl_ViewportIndex(3G)contains the index of the viewport to be used in viewport transformation and scissoring✨
- gl_WorkGroupID(3G)contains the index of the workgroup currently being operated on by a compute shader✨
- gl_WorkGroupSize(3G)contains the size of the workgroup operated on by a compute shader✨
- glAccum(3G)operate on the accumulation buffer✨
- glActiveShaderProgram(3G)set the active program object for a program pipeline object✨
- glActiveTexture(3G)select active texture unit✨
- glActiveTextureARB(3G)select active texture unit✨
- glAlphaFunc(3G)specify the alpha test function✨
- glAreTexturesResident(3G)determine if textures are loaded in texture memory✨
- glArrayElement(3G)render a vertex using the specified vertex array element✨
- glAttachShader(3G)Attaches a shader object to a program object✨
- glBegin(3G)delimit the vertices of a primitive or a group of like primitives✨
- glBeginConditionalRender(3G)start conditional rendering✨
- glBeginQuery(3G)delimit the boundaries of a query object✨
- glBeginQueryIndexed,_glEndQueryIndexed(3G)delimit the boundaries of a query object on an indexed target✨
- glBeginTransformFeedback(3G)start transform feedback operation✨
- glBindAttribLocation(3G)Associates a generic vertex attribute index with a named attribute variable✨
- glBindBuffer(3G)bind a named buffer object✨
- glBindBufferBase(3G)bind a buffer object to an indexed buffer target✨
- glBindBufferRange(3G)bind a range within a buffer object to an indexed buffer target✨
- glBindBuffersBase(3G)bind one or more buffer objects to a sequence of indexed buffer targets✨
- glBindBuffersRange(3G)bind ranges of one or more buffer objects to a sequence of indexed buffer targets✨
- glBindFragDataLocation(3G)bind a user-defined varying out variable to a fragment shader color number✨
- glBindFragDataLocationIndexed(3G)bind a user-defined varying out variable to a fragment shader color number and index✨
- glBindFramebuffer(3G)bind a framebuffer to a framebuffer target✨
- glBindImageTexture(3G)bind a level of a texture to an image unit✨
- glBindImageTextures(3G)bind one or more named texture images to a sequence of consecutive image units✨
- glBindProgramPipeline(3G)bind a program pipeline to the current context✨
- glBindRenderbuffer(3G)bind a renderbuffer to a renderbuffer target✨
- glBindSampler(3G)bind a named sampler to a texturing target✨
- glBindSamplers(3G)bind one or more named sampler objects to a sequence of consecutive sampler units✨
- glBindTexture(3G)bind a named texture to a texturing target✨
- glBindTextures(3G)bind one or more named textures to a sequence of consecutive texture units✨
- glBindTextureUnit(3G)bind an existing texture object to the specified texture unit✨
- glBindTransformFeedback(3G)bind a transform feedback object✨
- glBindVertexArray(3G)bind a vertex array object✨
- glBindVertexBuffer(3G)bind a buffer to a vertex buffer bind point✨
- glBindVertexBuffers(3G)attach multiple buffer objects to a vertex array object✨
- glBitmap(3G)draw a bitmap✨
- glBlendColor(3G)set the blend color✨
- glBlendEquation(3G)specify the equation used for both the RGB blend equation and the Alpha blend equation✨
- glBlendEquationSeparate(3G)set the RGB blend equation and the alpha blend equation separately✨
- glBlendFunc(3G)specify pixel arithmetic✨
- glBlendFuncSeparate(3G)specify pixel arithmetic for RGB and alpha components separately✨
- glBlitFramebuffer(3G)copy a block of pixels from one framebuffer object to another✨
- glBlitNamedFramebuffer(3G)copy a block of pixels from one framebuffer object to another✨
- glBufferData(3G)creates and initializes a buffer object's data store✨
- glBufferStorage(3G)creates and initializes a buffer object's immutable data store✨
- glBufferSubData(3G)updates a subset of a buffer object's data store✨
- glCallList(3G)execute a display list✨
- glCallLists(3G)execute a list of display lists✨
- glCheckFramebufferStatus(3G)check the completeness status of a framebuffer✨
- glCheckNamedFramebufferStatus(3G)check the completeness status of a framebuffer✨
- glClampColor(3G)specify whether data read via glReadPixels() should be clamped✨
- glClear(3G)clear buffers to preset values✨
- glClearAccum(3G)specify clear values for the accumulation buffer✨
- glClearBuffer(3G)clear individual buffers of a framebuffer✨
- glClearBufferData(3G)fill a buffer object's data store with a fixed value✨
- glClearBufferSubData(3G)fill all or part of buffer object's data store with a fixed value✨
- glClearColor(3G)specify clear values for the color buffers✨
- glClearDepth(3G)specify the clear value for the depth buffer✨
- glClearIndex(3G)specify the clear value for the color index buffers✨
- glClearNamedBufferData(3G)fill a buffer object's data store with a fixed value✨
- glClearNamedBufferSubData(3G)fill all or part of buffer object's data store with a fixed value✨
- glClearStencil(3G)specify the clear value for the stencil buffer✨
- glClearTexImage(3G)fills all a texture image with a constant value✨
- glClearTexSubImage(3G)fills all or part of a texture image with a constant value✨
- glClientActiveTextureARB(3G)select active texture unit✨
- glClientWaitSync(3G)block and wait for a sync object to become signaled✨
- glClipControl(3G)control clip coordinate to window coordinate behavior✨
- glClipPlane(3G)specify a plane against which all geometry is clipped✨
- glColor(3G)set the current color✨
- glColor3b(3G)set the current color✨
- glColor3bv(3G)set the current color✨
- glColor3d(3G)set the current color✨
- glColor3dv(3G)set the current color✨
- glColor3f(3G)set the current color✨
- glColor3fv(3G)set the current color✨
- glColor3i(3G)set the current color✨
- glColor3iv(3G)set the current color✨
- glColor3s(3G)set the current color✨
- glColor3sv(3G)set the current color✨
- glColor3ub(3G)set the current color✨
- glColor3ubv(3G)set the current color✨
- glColor3ui(3G)set the current color✨
- glColor3uiv(3G)set the current color✨
- glColor3us(3G)set the current color✨
- glColor3usv(3G)set the current color✨
- glColor4b(3G)set the current color✨
- glColor4bv(3G)set the current color✨
- glColor4d(3G)set the current color✨
- glColor4dv(3G)set the current color✨
- glColor4f(3G)set the current color✨
- glColor4fv(3G)set the current color✨
- glColor4i(3G)set the current color✨
- glColor4iv(3G)set the current color✨
- glColor4s(3G)set the current color✨
- glColor4sv(3G)set the current color✨
- glColor4ub(3G)set the current color✨
- glColor4ubv(3G)set the current color✨
- glColor4ui(3G)set the current color✨
- glColor4uiv(3G)set the current color✨
- glColor4us(3G)set the current color✨
- glColor4usv(3G)set the current color✨
- glColorMask(3G)enable and disable writing of frame buffer color components✨
- glColorMask,_glColorMaski(3G)enable and disable writing of frame buffer color components✨
- glColorMaterial(3G)cause a material color to track the current color✨
- glColorPointer(3G)define an array of colors✨
- glColorSubTable(3G)respecify a portion of a color table✨
- glColorTable(3G)define a color lookup table✨
- glColorTableParameter(3G)set color lookup table parameters✨
- glColorTableParameterfv(3G)set color lookup table parameters✨
- glColorTableParameteriv(3G)set color lookup table parameters✨
- glCompileShader(3G)Compiles a shader object✨
- glCompressedTexImage1D(3G)specify a one-dimensional texture image in a compressed format✨
- glCompressedTexImage2D(3G)specify a two-dimensional texture image in a compressed format✨
- glCompressedTexImage3D(3G)specify a three-dimensional texture image in a compressed format✨
- glCompressedTexSubImage1D(3G)specify a one-dimensional texture subimage in a compressed format✨
- glCompressedTexSubImage2D(3G)specify a two-dimensional texture subimage in a compressed format✨
- glCompressedTexSubImage3D(3G)specify a three-dimensional texture subimage in a compressed format✨
- glCompressedTextureSubImage1D(3G)specify a one-dimensional texture subimage in a compressed format✨
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