WinBasicGL Ver. 1.0
Created by Remo Riglioni (c) 2007
  • 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
  • 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.
    
    
    

  • 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:
    
    
  • 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.
    
    
  • 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
    
  • 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)
    
    
  • 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. 
    
    
  • 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
    
    
  • 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()
  • Imports Commands from DLL:
    
    ImportDLL
     Syntax : ImportDll DllName as constant STRING, DefFile as constant STRING 
     example: ImportDll "md2","C:/WinBasicGL/md2.lst"
    
    
  • 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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