WinBasicGL
Ver. 1.0
Created by Remo Riglioni (c) 2007
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Language references :
General program structure :
Declaration section :
(ImportDLL ...)
(Type declaration ...)
(Dim declaration ... ) (Global Variables)
(Sub/Function declaration ...)
...
...
Initialization section :
(Windows mode setup ...)
(Font specification ...)
(Opengl setup ...)
(Global Variables Initialization ...)
...
...
Main section :
MainLoop
...
...
(Call Sub/Function or Subrutine ...)
...
...
RenderScene
...
...
If (KEYCODE=27) Exit (rendering control loop)
EndMainLoop
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Keywords :
The following keywords are built into WinBasicGL and may not be used as identifiers:
ImportDll,Type,EndType,Dim,Integer,String,Float,If,Else,EndIf,Do,Loop,For,Sub,EndSub,Function,EndFunction,
MainLoop,RenderScene,EndMainLoop,While,Wend,Gosub,Exit,ExitSub,ExitFunction.
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Identifiers :
Identifiers are used for constant names, variable names, array names, function names and custom type names.
Identifiers must start with an alphabetic character, and may be following be any number of alphanumeric characters,
or the underscore ('_') character. Indentifiers are not case sensitive.
For example, 'player', 'Player' and 'PLAYER' are all the same identifiers.
It is not allowed for identifiers already used for Array/Variables to be reused for Sub or Functions:
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Data Types :
There are 3 basic data types:
Integer values are numeric values with no fractional part in them.
Floating point values are numeric values that include a fractional part.
Strings values are used to contain text (Max lenght = 256 character).
you can also create your own data types using user-defined-type.
To create a user defined type, you must first declare it at the top of your program (Declaration section).
To do so, you would give your type a name and a list of fields it contains:
For example:
Type BLOCK
Pos_x As Float
Pos_y As Float
Pos_z As Float
Heigth As Float
depth As Float
width As Float
TextId As Integer
EndType
You may wish to declare our fields as a Integer number, Float Number, string or other datatype.
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Variables :
Variables may be of any basic data type, or a custom type.
You must declare Variables using the DIM command followed by a name.
Examples:
Dim x as Integer
Dim Height as Float
Dim Name as String
Dim Wall as BLOCK.
Arrays are created using the 'Dim' statement and You can create only a one dimensional Arrays.
Examples
Dim Map(100) as Integer
Dim NameList(20) as String
Variables may also be either 'global', or 'local'. This refers to where in a program a variable may be used.
Global variables can be used from anywhere in the program, you must declare it at the top of yuor program (declaration section).
Local variables can only be used within the function they are created in.
The '=' symbol is used to assign a value to a variable. For example:
x=10:Height=10.33
Name="Tom"
Wall.Pos_x=0.0
Wall.Pos_Y=0.0
Wall.Pos_z=0.0
Wall.Heigth=10
Wall.depth=10
Wall.width=10
Wall.TextId=101
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Math Expressions operator and functions:
The following operators are supported, listed in order of precedence:
^ arithmetic 'to-the-power-of'
*,/arithmetic multiply, divide
+,- arithmetic add, subtract
<,>,<=,>=,=,<> comparison operators
&&,|| And, Or
! logical Not
The following math functions are supported :
sin,cos,tan,asin,acos,atan,sinh,cosh,tanh,
asinh,acosh,atanh,atan2,sqrt,log,ln,abs.
Examples:
x=x^2-3*(5.34-y)+log(z/y)
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Program flow :
The following constructs are available for controlling program flow.
If ...
If (conditional expression) statements1
Evaluates the 'If' expression and, if true, executes statements1.
statements are executed until the end of the line.
If (conditional expression)
statements1a
statements1b
statements1c
...
...
Else
statements2a
statements2b
statements2c
...
...
EndIf
This form of the If statement allows for more than one line of statements.
While ... Wend
While (conditional expression)
...
statements
...
Wend
A While loop continues executing until (conditional expression) evaluates to false.
(conditional expression) is evaluated at the start of each loop.
Do ... Loop
Do
...
statements
...
Loop
A Do/Loop loop simply executes statements until the program ends, or an 'Exit' command is executed.
MainLoop ... EndMainLoop
MainLoop
...
statements
...
RenderScene
...
EndMainLoop
The MainLoop/EndMainLoop loop is the most important WinBasicGL construct;
It start the rendering process and update the graphic output by use RenderScene command.
Breaking Out Of A Loop
The Exit command may be used to break out of any While/Wend, Do/Loop or MainLoop/EndMainLoop loop.
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Subrutines :
Thera are 3 types of subrutine :
- Simple subrutine without parameters
- Sub/EndSub
- Function/EndFuction
A simple subrutine is defined using the follow syntax :
@SubName
...
...
statements
...
Return
to call the subrutine, you must use the GoSub command
...
GoSub @SubName
...
The Sub/EndSub construct allow yuo to declare a subrutine that accept parameters:
Sub subName(p1 as Type1,p2 as Type2....)
...
...
statements
...
EndSub
where Type1, Type2.. must to be Integer, Float or String
To use the Sub:
...
SubName p1,p2,...
...
The Function/EndFunction construct allow yuo to declare a subrutine that accept parameters and return a value:
Function FunName(p1 as Type1,p2 as Type2....) As Type
...
...
statements
...
FunName=Expression
EndFunction
where Type1, Type2.. must to be Integer, Float or String
Functions may return only one of the 3 basic type (Integer,Float or String).
To use the function:
...
returnValue=FunName(p1,p2,...)(*)
...
ExitSub/ExitFunction
This commands will immediately exit the current Sub/Function. The remaining code between the ExitSub/ExitFunction
and the EndSub/EndFunction commands will be ignored.
(*) In this first relase of WinBasicGL you can not use FunName(p1,p2,...) directly into complex expression but you must use it
through the "return value" variable:
example:
distance=CalcDist(xa,ya,xb,yb)
lightVal=(MAXDISTANCE-distance)/MAXDISTANCE
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Predefined Commands :
The following commands are built into WinBasicGL:
Initialization :
SetWindowmode
Description: This command sets the grafhics mode and dimentions (with,height) of your WinBasicGL program.
Syntax : SetWindowMode {Mode = WINDOW | FULLSCREEN},{Constant Integer Width}, {Constant Integer Height}
example: SetWindowMode WINDOW, 640, 480
SetIconfile
Description: This command sets the icon of your executable program.
Syntax : SetIconFile {Constant String pathfile}
example: SetIconFile "c:\WinBasicGL\WinBasicGL.ico"
SetWindowTitle
Description: This command set the window Title of your program
Syntax : SetWindowTitle {Constant String}
example: SetWindowTitle "WinBasicGL Application"
SetFont
Description: This command sets font face and size, to use in your program
Syntax : SetFont {String FaceName},{Integer Size}
example: SetFont "Courier",12
File I/O :
Open
Description: This command open a text file for input, output or append mode
Syntax : Open {String pathfile} for {Mode = INPUT | OUTPUT | APPEND} As #{Constant Integer FileNumber}
example: Open "C:\map.txt" for INPUT as #1
Input
Description: This command read a single value (INTEGER,FLOAT or STRING) from a text file.
Syntax : Input #{Constant Integer FileNumber}, {Variable (type=INTEGER|FLOAT|STRING)}
example: Input #1,Map(i+j*Grid_Size).TextureId
LineInput
Description: This command read whole line of text from a text file
Syntax : LineInput #{Constant Integer FileNumber}, {Variable (type=STRING)}
example: LineInput #1,Text
WriteInt
Description: This command write a single integer value to the file.
Syntax : WriteInt #{Constant Integer FileNumber}, {Variable (type=INTEGER)}
example: WriteInt #1,TextID
WriteFlt
Description: This command write a single float value to the file.
Syntax : WriteFlt #{Constant Integer FileNumber}, {Variable (type=FLOAT)}
example: WriteFlt #1,Distance
WriteStr
Description: This command write a single string value to the file.
Syntax : WriteStr #{Constant Integer FileNumber}, {Variable (type=STRING)}
example: WriteStr #1,YourName
Close
Description: This command close a file previously opened.
Syntax : Close #{Constant Integer FileNumber}
example: Close #1
eof (function)
Description: This function checks to see if the End of File of an opened file has been reached.
returned a non-zero value if positioned at the end-of-file
Syntax : eof(#{Constant Integer FileNumber})
example: EndOfFile=eof(#1)
Strings :
StringCat (function)
Description: concatenate two strings, return the concatenated string.
Syntax : StringCat({string s1},{string s2})
example: Object="Color :":ObjColor="green": strColor = StringCat(Object,ObjColor)
StringMid (function)
Description: grab a set of characters from within a string. You can choose WHERE to start in the string, and how many characters to pick.
Syntax : StringMid({string s1},{integer offset},{integer NumChars})
example: ObjColor = StringMid("Color :green",7,5) (ObjColor="green")
StringLen (function)
Description: return the length of a String
Syntax : StringLen({string s1})
example: len = StringLen("green") (return 5)
StringCmp (function)
Description: compares the two strings and returns their relationship. return a value < 0 if s1 is less than s2, = 0 if s1 is identical to s2
> 0 if s1 is greater than s2
Syntax : StringCmp({string s1},{string s2})
example: ret=StringCmp("house","cat")
Data type conversion :
IntToString (function)
Description: Converts an INTEGER value to a STRING
Syntax : IntToString({integer Number})
example: text = IntToString(1525) (text="1525")
FltToString (function)
Description: Converts a FLOAT value to a STRING
Syntax : FltToString({float Number})
example: text = FltToString(12.65) (text="12.65")
StringToFlt (function)
Description: Converts a STRING to a FLOAT value
Syntax : StringToFlt({string Number})
example: Value = StringToFlt("12.65") (value=12.65)
StringToInt (function)
Description: Converts a STRING to a INTEGER value
Syntax : StringToFlt({string Number})
example: Value = StringToFlt("1525") (value=1525)
Display :
PrintAT
Description: put a string on the screen
Syntax : PrintAt {integer x},{integer y},{string text},{float r},{float g},{float b}
example: PrintAT 10,10,"push to exit",1.0,1.0,0.0
Sound :
PlaySound
Description: play a wav file.
Syntax : playsound {string WavFile},{integer mode (Mode = 0 | 1 | 2 | 3 | 4)}
example: playsound "C:\WinBasicGL\examples\sound\wind2.wav",1
Mouse/Keyboard :
MouseMove (System Variable)
Description: WinBasicGL system set to 1 on mouse move, otherwise set to 0
example: if (MOUSEMOVE = 1) ...
MouseX, MouseY (System Variable)
Description: MouseX and MouseY contain x and y location of the mouse on the screen .
example: DeltaX = MOUSEX-(640/2-dwx) :DeltaY = MOUSEY-(480/2-dwy)
Rbutton,Lbutton (System Variable)
Description: WinBasicGL system set Rbutton/Lbutton to 1 on mouse right/left button click , otherwise set to 0
example: if (LBUTTON=1) ...
KeyCode (System Variable)
Description: KeyCode contain the Virtual key code of the pressed key.
example: if (KEYCODE=27) exit (exit if "esc" key is pressed)
HideMouse
Description: hide the mouse cursor.
Syntax : HideMouse
ShowMouse
Description: show the mouse cursor.
Syntax : ShowMouse
SetMousePos
Description: block mouse pointer at the x and y location on the screen
Syntax : SetMousePos {integer x}, {integer y}
example: SetMousePos 320,240
Graphics :
LoadTexture
Description: load a Bitmap image to use as texture.
Syntax : LoadTexture {integer TextureID},{integer Mode (Mode = 0 | 1 | 2 | 3 | 4)} , {string Bitmapfile}
example: LoadTexture ground,1,"C:\WinBasicGL\examples\textures\ground00.bmp"
mode : 0 = NEAREST mapping (24bit Bitmap)
mode : 1 = LINEAR mapping (24bit Bitmap)
mode : 2 = LINEAR MIPMAP mapping (24bit Bitmap)
mode : 3 = LINEAR CLAMP_TO_EDGE mapping (24bit Bitmap)
mode : 4 = LINEAR mapping (32bit Bitmap, with alpha)
mode : 5 = LINEAR CLAMP_TO_EDGE mapping (32bit Bitmap, with alpha)
RenderScene
Description: swap the graphic buffer on the screen
Syntax : RenderScene
example: RenderScene
General :
GetTickCount
Description: the function retrieves the number of milliseconds that have elapsed since Windows was started.
Syntax : GetTickCount()
example: milSec = GetTickCount()
Randomize
Description: Seeds the random number generator.
Syntax : Randomize {integer seed}
example: Randomize 123
Rnd
Description: the function Generates a new random number (integer value between 0 and 32767).
Syntax : Rnd()
example: rndInt = Rnd()
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Imports Commands from DLL:
ImportDLL
Syntax : ImportDll DllName as constant STRING, DefFile as constant STRING
example: ImportDll "md2","C:/WinBasicGL/md2.lst"
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Opengl Commands supported
glAlphaFunc {INTEGER func=GL_NEVER Or
GL_LESS Or
GL_EQUAL Or
GL_LEQUAL Or
GL_GREATER Or
GL_NOTEQUAL Or
GL_GEQUAL Or
GL_ALWAYS},{FLOAT ref}
glBegin {INTEGER mode=GL_POINTS Or
GL_LINES Or
GL_LINE_STRIP Or
GL_LINE_LOOP Or
GL_TRIANGLES Or
GL_TRIANGLE_STRIP Or
GL_TRIANGLE_FAN Or
GL_QUADS Or
GL_QUAD_STRIP Or
GL_POLYGON}
glBindTexture {INTEGER target=GL_TEXTURE_1D Or
GL_TEXTURE_2D},{INTEGER texture}
glBlendFunc {INTEGER sfactor=GL_ZERO Or
GL_ONE Or
GL_DST_COLOR Or
GL_ONE_MINUS_DST_COLOR Or
GL_SRC_ALPHA Or
GL_ONE_MINUS_SRC_ALPHA Or
GL_DST_ALPHA Or
GL_ONE_MINUS_DST_ALPHA},{GL_SRC_ALPHA_SATURATE},{
{INTEGER dfactor=GL_ZERO Or
GL_ONE Or
GL_SRC_COLOR Or
GL_ONE_MINUS_SRC_COLOR Or
GL_SRC_ALPHA Or
GL_ONE_MINUS_SRC_ALPHA Or
GL_DST_ALPHA Or
and GL_ONE_MINUS_DST_ALPHA}
glClear {INTEGER mask=GL_COLOR_BUFFER_BIT Or
GL_DEPTH_BUFFER_BIT Or
GL_ACCUM_BUFFER_BIT Or
GL_STENCIL_BUFFER_BIT}
glClearColor {FLOAT red},{FLOAT green},{FLOAT blue},{FLOAT alpha}
glClearDepth {FLOAT depth}
glColor3f {FLOAT red},{FLOAT green},{FLOAT blue}
glColor3fv {ARRAY_OF_FLOAT }
glColor3i {INTEGER red},{INTEGER green},{INTEGER blue}
glColor3iv {ARRAY_OF_INTEGER}
glColor4f {FLOAT red},{FLOAT green},{FLOAT blue},{FLOAT alpha}
glColor4fv {ARRAY_OF_FLOAT}
glColor4i {INTEGER red},{INTEGER green},{INTEGER blue},{INTEGER alpha}
glColor4iv {ARRAY_OF_INTEGER}
glColorMaterial {INTEGER face=GL_FRONT Or
GL_BACK Or
GL_FRONT_AND_BACK},{ INTEGER mode=GL_EMISSION Or
GL_AMBIENT Or
GL_DIFFUSE Or
GL_SPECULAR Or
GL_AMBIENT_AND_DIFFUSE}
glCullFace {INTEGER mode=GL_FRONT Or
GL_BACK}
glDepthMask {INTEGER flag=1 Or
0}
glDepthFunc {INTEGER func=GL_NEVER Or
GL_LESS Or
GL_EQUAL Or
GL_LEQUAL Or
GL_GREATER Or
GL_NOTEQUAL Or
GL_GEQUAL Or
GL_ALWAYS}
glDepthRange {FLOAT znear},{FLOAT zfar}
glDisable {INTEGER capability}
glIsEnabled ({INTEGER capability}) return INTEGER (FALSE=0) Or
(TRUE=1)
glDrawBuffer {INTEGER mode=GL_NONE Or
GL_FRONT_LEFT Or
GL_FRONT_RIGHT Or
GL_BACK_LEFT Or
GL_BACK_RIGHT Or
GL_FRONT Or
GL_BACK Or
GL_LEFT Or
GL_RIGHT Or
GL_FRONT_AND_BACK}
glEnable {INTEGER capability}
glEnd
glFinish
glFlush
glGetFloatv {INTEGER pname},{ARRAY_OF_FLOAT params}
glGetIntegerv {INTEGER pname},{ARRAY_OF_INTEGER params}
glFogf {INTEGER pname=GL_FOG_MODE Or
GL_FOG_DENSITY Or
GL_FOG_START Or
GL_FOG_END Or
GL_FOG_INDEX},{FLOAT params}
glFogfv {INTEGER pname=GL_FOG_MODE Or
GL_FOG_DENSITY Or
GL_FOG_START Or
GL_FOG_END Or
GL_FOG_INDEX Or
GL_FOG_COLOR},{ARRAY_OF_FLOAT params}
glFogi {INTEGER pname=GL_FOG_MODE Or
GL_FOG_DENSITY Or
GL_FOG_START Or
GL_FOG_END Or
GL_FOG_INDEX},{INTEGER params}
glFogiv {INTEGER pname=GL_FOG_MODE Or
GL_FOG_DENSITY Or
GL_FOG_START Or
GL_FOG_END Or
GL_FOG_INDEX Or
GL_FOG_COLOR},{ARRAY_OF_INTEGER params}
glFrontFace {INTEGER mode=GL_CCW Or
GL_CW }
glFrustum {FLOAT left},{FLOAT right},{FLOAT bottom},{FLOAT top},{FLOAT znear},{FLOAT zfar}
glGenLists {INTEGER range}
glHint {INTEGER target=GL_FOG_HINT Or
GL_LINE_SMOOTH_HINT Or
GL_PERSPECTIVE_CORRECTION_HINT Or
GL_POINT_SMOOTH_HINT Or
GL_POLYGON_SMOOTH_HINT},{
{INTEGER mode=GL_FASTEST Or
GL_NICEST Or
GL_DONT_CARE}
glLightModelf {INTEGER pname=GL_LIGHT_MODEL_LOCAL_VIEWER Or
GL_LIGHT_MODEL_TWO_SIDE},{FLOAT param}
glLightModelfv {INTEGER pname=GL_LIGHT_MODEL_AMBIENT Or
GL_LIGHT_MODEL_LOCAL_VIEWER Or
GL_LIGHT_MODEL_TWO_SIDE},{ARRAY_OF_FLOAT param}
glLightModeli {INTEGER pname=GL_LIGHT_MODEL_LOCAL_VIEWER Or
GL_LIGHT_MODEL_TWO_SIDER},{INTEGER param}
glLightModeliv {INTEGER pname=GL_LIGHT_MODEL_AMBIENT Or
GL_LIGHT_MODEL_LOCAL_VIEWER Or
GL_LIGHT_MODEL_TWO_SIDE},{ARRAY_OF_INTEGER param}
glLightf {INTEGER light},{INTEGER pname=GL_SPOT_EXPONENT Or
GL_SPOT_CUTOFF Or
GL_CONSTANT_ATTENUATION Or
GL_LINEAR_ATTENUATION Or
GL_QUADRATIC_ATTENUATION},{FLOAT param}
glLightfv {INTEGER light},
{INTEGER pname=GL_AMBIENT Or
GL_DIFFUSE Or
GL_SPECULAR Or
GL_POSITION Or
GL_SPOT_DIRECTION Or
GL_SPOT_EXPONENT Or
GL_SPOT_CUTOFF Or
GL_CONSTANT_ATTENUATION Or
GL_LINEAR_ATTENUATION Or
GL_QUADRATIC_ATTENUATION },
{ARRAY_OF_FLOAT param}
glLighti {INTEGER light},
{INTEGER pname=GL_SPOT_EXPONENT Or
GL_SPOT_CUTOFF Or
GL_CONSTANT_ATTENUATION Or
GL_LINEAR_ATTENUATION Or
GL_QUADRATIC_ATTENUATION},
{INTEGER param}
glLightiv {INTEGER light},
{INTEGER pname=GL_AMBIENT Or
GL_DIFFUSE Or
GL_SPECULAR Or
GL_POSITION Or
GL_SPOT_DIRECTION Or
GL_SPOT_EXPONENT Or
GL_SPOT_CUTOFF Or
GL_CONSTANT_ATTENUATION Or
GL_LINEAR_ATTENUATION Or
GL_QUADRATIC_ATTENUATION },
{ARRAY_OF_INTEGER param}
glLineWidth {FLOAT width }
glLoadIdentity
glLoadMatrixf {ARRAY_OF_FLOAT matrix}
glMaterialf {INTEGER face=GL_FRONT Or
GL_BACK Or
GL_FRONT_AND_BACK},{INTEGER pname=GL_SHININESS},{FLOAT param}
glMaterialfv {INTEGER face=GL_FRONT Or
GL_BACK Or
GL_FRONT_AND_BACK},{INTEGER pname=GL_AMBIENT Or
GL_DIFFUSE Or
GL_SPECULAR Or
GL_EMISSION Or
GL_SHININESS Or
GL_AMBIENT_AND_DIFFUSE Or
GL_COLOR_INDEXES},{ARRAY_OF_FLOAT param}
glMateriali {NTEGER face=GL_FRONT Or
GL_BACK Or
GL_FRONT_AND_BACK},{INTEGER pname=GL_SHININESS},{INTEGER param}
glMaterialiv {INTEGER face=GL_FRONT Or
GL_BACK Or
GL_FRONT_AND_BACK},{INTEGER pname=GL_AMBIENT Or
GL_DIFFUSE Or
GL_SPECULAR Or
GL_EMISSION Or
GL_SHININESS Or
GL_AMBIENT_AND_DIFFUSE Or
GL_COLOR_INDEXES},{ARRAY_OF_INTEGER param}
glMatrixMode {INTEGER mode=GL_MODELVIEW Or
GL_PROJECTION Or
GL_TEXTURE}
glMultMatrixf {ARRAY_OF_FLOAT matrix}
glNormal3f {FLOAT nx},{FLOAT ny},{FLOAT nz}
glNormal3fv {ARRAY_OF_FLOAT n}
glNormal3i {INTEGER nx},{INTEGER ny},{INTEGER nz}
glNormal3iv {ARRAY_OF_INTEGER n}
glOrtho {FLOAT left},{FLOAT right},{FLOAT bottom},{FLOAT top},{FLOAT near},{FLOAT far}
glPixelTransferf {INTEGER pname},{FLOAT param}
glPixelTransferi {INTEGER pname},{INTEGER param}
glPointSize {FLOAT size}
glPolygonMode {INTEGER face=GL_FRONT Or
GL_BACK Or
GL_FRONT_AND_BACK},{INTEGER mode=GL_POINT Or
GL_LINE Or
GL_FILL}
glPopAttrib
glPopMatrix
glPushAttrib {INTEGER mask}
glPushMatrix
glRotatef {FLOAT angle},{FLOAT x},{FLOAT y},{FLOAT z}
glScalef {FLOAT x},{FLOAT y},{FLOAT z}
glScissor {INTEGER x},{INTEGER y},{INTEGER width},{INTEGER height}
glSelectBuffer {INTEGER size},{ARRAY_OF_INTEGER buffer}
glShadeModel {INTEGER mode= GL_FLAT Or
GL_SMOOTH}
glTexCoord1f {FLOAT s}
glTexCoord1fv {ARRAY_OF_FLOAT v}
glTexCoord1i {INTEGER s}
glTexCoord1iv {ARRAY_OF_INTEGER s}
glTexCoord2f {FLOAT s},{FLOAT t}
glTexCoord2fv {ARRAY_OF_FLOAT v}
glTexCoord2i {INTEGER s},{INTEGER t}
glTexCoord2iv {ARRAY_OF_INTEGER v}
glTexCoord3f {FLOAT s},{FLOAT t},{FLOAT r}
glTexCoord3fv {ARRAY_OF_FLOAT v}
glTexCoord3i {INTEGER s},{INTEGER t},{INTEGER r}
glTexCoord3iv {ARRAY_OF_INTEGER v}
glTexCoord4f {FLOAT s},{FLOAT t},{FLOAT r},{FLOAT q}
glTexCoord4fv {ARRAY_OF_FLOAT v}
glTexCoord4i {INTEGER s},{INTEGER t},{INTEGER r},{INTEGER q}
glTexCoord4iv {ARRAY_OF_INTEGER v}
glTexEnvf {INTEGER target=GL_TEXTURE_ENV},{INTEGER pname=GL_TEXTURE_ENV_MODE},{FLOAT param=GL_MODULATE Or
GL_DECAL Or
GL_BLEND}
glTexEnvfv {INTEGER target=GL_TEXTURE_ENV},{INTEGER pname=GL_TEXTURE_ENV_MODE Or
GL_TEXTURE_ENV_COLOR},{ARRAY_OF_FLOAT param}
glTexEnvi {INTEGER target=GL_TEXTURE_ENV},{INTEGER pname=GL_TEXTURE_ENV_MODE Or
GL_TEXTURE_ENV_COLOR},{INTEGER param=GL_MODULATE Or
GL_DECAL Or
GL_BLEND}
glTexEnviv {INTEGER target=GL_TEXTURE_ENV},{INTEGER pname=GL_TEXTURE_ENV_MODE Or
GL_TEXTURE_ENV_COLOR},{ARRAY_OF_INTEGER param}
glTranslatef {FLOAT x},{FLOAT y},{FLOAT z}
glVertex2f {FLOAT x},{FLOAT y}
glVertex2fv {ARRAY_OF_FLOAT v}
glVertex2i {INTEGER x},{INTEGER y}
glVertex2iv {ARRAY_OF_INTEGER v}
glVertex3f {FLOAT x},{FLOAT y},{FLOAT z}
glVertex3fv {ARRAY_OF_FLOAT v}
glVertex3i {INTEGER x},{INTEGER y},{INTEGER z}
glVertex3iv {ARRAY_OF_INTEGER v}
glVertex4f {FLOAT x},{FLOAT y},{FLOAT z},{FLOAT w}
glVertex4fv {ARRAY_OF_FLOAT v}
glVertex4i {INTEGER x},{INTEGER y},{INTEGER z},{INTEGER w}
glVertex4iv {ARRAY_OF_INTEGER v}
glViewport {INTEGER x},{INTEGER y},{INTEGER width},{INTEGER height}
gluLookAt {FLOAT eyex},{FLOAT eyey},{FLOAT eyez},{FLOAT centerx},{FLOAT centery},{FLOAT centerz},{FLOAT upx},{FLOAT upy},{FLOAT upz}
gluOrtho2D {FLOAT left},{FLOAT right},{FLOAT bottom},{FLOAT top}
gluPerspective {FLOAT fovy},{FLOAT aspect},{FLOAT zNear},{FLOAT zFar}
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