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NAME

       gl -  Standard OpenGL api.

DESCRIPTION

       Standard OpenGL api. See www.khronos.org

       Booleans are represented by integers 0 and 1.

DATA TYPES

         clamp() = float():

           0.0..1.0

         enum() = non_neg_integer():

           See wx/include/gl.hrl

         matrix() = matrix12() | matrix16():

         matrix12()  =  {float(),  float(), float(), float(), float(), float(), float(), float(),
         float(), float(), float(), float()}:

         matrix16() = {float(), float(), float(), float(), float(),  float(),  float(),  float(),
         float(), float(), float(), float(), float(), float(), float(), float()}:

         mem() = binary() | tuple():

           Memory block

         offset() = non_neg_integer():

           Offset in memory block

EXPORTS

       clearIndex(C) -> ok

              Types:

                 C = float()

              Specify the clear value for the color index buffers

              gl:clearIndex  specifies  the  index  used  by  gl:clear/1 to clear the color index
              buffers. C is not clamped. Rather, C is  converted  to  a  fixed-point  value  with
              unspecified  precision  to  the right of the binary point. The integer part of this
              value is then masked with 2 m-1, where m is the number of bits  in  a  color  index
              stored in the frame buffer.

              See external documentation.

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

              Types:

                 Red = clamp()
                 Green = clamp()
                 Blue = clamp()
                 Alpha = clamp()

              Specify clear values for the color buffers

              gl:clearColor  specifies  the red, green, blue, and alpha values used by gl:clear/1
              to clear the color buffers. Values specified by gl:clearColor are  clamped  to  the
              range [0 1].

              See external documentation.

       clear(Mask) -> ok

              Types:

                 Mask = integer()

              Clear buffers to preset values

              gl:clear  sets  the  bitplane  area  of the window to values previously selected by
              gl:clearColor , gl:clearDepth, and gl:clearStencil. Multiple color buffers  can  be
              cleared  simultaneously  by  selecting  more  than  one  buffer  at  a  time  using
              gl:drawBuffer/1 .

              See external documentation.

       indexMask(Mask) -> ok

              Types:

                 Mask = integer()

              Control the writing of individual bits in the color index buffers

              gl:indexMask 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.

              See external documentation.

       colorMask(Red, Green, Blue, Alpha) -> ok

              Types:

                 Red = 0 | 1
                 Green = 0 | 1
                 Blue = 0 | 1
                 Alpha = 0 | 1

              Enable and disable writing of frame buffer color components

              gl:colorMask and gl:colorMaski specify whether the individual color  components  in
              the  frame  buffer  can  or  cannot  be  written. gl:colorMaski sets the mask for a
              specific draw buffer, whereas gl:colorMask sets the mask for all draw  buffers.  If
              Red  is ?GL_FALSE, for example, no change is made to the red component of any pixel
              in any of the color buffers, regardless of the drawing operation attempted.

              See external documentation.

       alphaFunc(Func, Ref) -> ok

              Types:

                 Func = enum()
                 Ref = clamp()

              Specify the alpha test function

              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
              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:enable/1 of ?GL_ALPHA_TEST.)

              See external documentation.

       blendFunc(Sfactor, Dfactor) -> ok

              Types:

                 Sfactor = enum()
                 Dfactor = enum()

              Specify pixel arithmetic

              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:enable/1  with  argument
              ?GL_BLEND to enable and disable blending.

              See external documentation.

       logicOp(Opcode) -> ok

              Types:

                 Opcode = enum()

              Specify a logical pixel operation for rendering

              gl:logicOp 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:enable/1 using the symbolic constant ?GL_COLOR_LOGIC_OP. The  initial  value  is
              disabled.

              See external documentation.

       cullFace(Mode) -> ok

              Types:

                 Mode = enum()

              Specify whether front- or back-facing facets can be culled

              gl:cullFace specifies whether front- or back-facing facets are culled (as specified
              by mode) when facet culling is enabled. Facet culling  is  initially  disabled.  To
              enable  and  disable  facet  culling, call the gl:enable/1 and gl:enable/1 commands
              with  the  argument  ?GL_CULL_FACE.  Facets  include   triangles,   quadrilaterals,
              polygons, and rectangles.

              See external documentation.

       frontFace(Mode) -> ok

              Types:

                 Mode = enum()

              Define front- and back-facing polygons

              In  a  scene  composed entirely of opaque closed surfaces, back-facing polygons are
              never visible. Eliminating these invisible polygons  has  the  obvious  benefit  of
              speeding  up the rendering of the image. To enable and disable elimination of back-
              facing polygons, call gl:enable/1 and gl:enable/1 with argument ?GL_CULL_FACE.

              See external documentation.

       pointSize(Size) -> ok

              Types:

                 Size = float()

              Specify the diameter of rasterized points

              gl:pointSize 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.

              See external documentation.

       lineWidth(Width) -> ok

              Types:

                 Width = float()

              Specify the width of rasterized lines

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

              See external documentation.

       lineStipple(Factor, Pattern) -> ok

              Types:

                 Factor = integer()
                 Pattern = integer()

              Specify the line stipple pattern

              Line  stippling  masks  out  certain  fragments  produced  by  rasterization; those
              fragments will not be drawn. 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.

              See external documentation.

       polygonMode(Face, Mode) -> ok

              Types:

                 Face = enum()
                 Mode = enum()

              Select a polygon rasterization mode

              gl:polygonMode 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.

              See external documentation.

       polygonOffset(Factor, Units) -> ok

              Types:

                 Factor = float()
                 Units = float()

              Set the scale and units used to calculate depth values

              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.

              See external documentation.

       polygonStipple(Mask) -> ok

              Types:

                 Mask = binary()

              Set the polygon stippling pattern

              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.

              See external documentation.

       getPolygonStipple() -> binary()

              Return the polygon stipple pattern

              gl:getPolygonStipple 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.

              See external documentation.

       edgeFlag(Flag) -> ok

              Types:

                 Flag = 0 | 1

              Flag edges as either boundary or nonboundary

              Each  vertex  of  a polygon, separate triangle, or separate quadrilateral specified
              between a gl:'begin'/1 / gl:'begin'/1 pair is marked  as  the  start  of  either  a
              boundary  or  nonboundary edge. If the current edge flag is true when the vertex is
              specified, the vertex is marked as the start of a  boundary  edge.  Otherwise,  the
              vertex is marked as the start of a nonboundary edge. gl:edgeFlag sets the edge flag
              bit to ?GL_TRUE if Flag is ?GL_TRUE and to ?GL_FALSE otherwise.

              See external documentation.

       edgeFlagv(Flag) -> ok

              Types:

                 Flag = {Flag::0 | 1}

              Equivalent to edgeFlag(Flag).

       scissor(X, Y, Width, Height) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Define the scissor box

              gl:scissor 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.

              See external documentation.

       clipPlane(Plane, Equation) -> ok

              Types:

                 Plane = enum()
                 Equation = {float(), float(), float(), float()}

              Specify a plane against which all geometry is clipped

              Geometry is always clipped against the boundaries of a six-plane frustum in x, y  ,
              and  z. gl:clipPlane allows the specification of additional planes, not necessarily
              perpendicular to the x, y, or z axis, against which all  geometry  is  clipped.  To
              determine  the  maximum number of additional clipping planes, call gl:getBooleanv/1
              with argument ?GL_MAX_CLIP_PLANES. All implementations support at  least  six  such
              clipping  planes.  Because the resulting clipping region is the intersection of the
              defined half-spaces, it is always convex.

              See external documentation.

       getClipPlane(Plane) -> {float(), float(), float(), float()}

              Types:

                 Plane = enum()

              Return the coefficients of the specified clipping plane

              gl:getClipPlane returns in Equation the four coefficients of the plane equation for
              Plane .

              See external documentation.

       drawBuffer(Mode) -> ok

              Types:

                 Mode = enum()

              Specify which color buffers are to be drawn into

              When  colors  are  written  to  the  frame  buffer, they are written into the color
              buffers specified by gl:drawBuffer. The specifications are as follows:

              See external documentation.

       readBuffer(Mode) -> ok

              Types:

                 Mode = enum()

              Select a color buffer source for pixels

              gl:readBuffer specifies a color buffer as the source for subsequent gl:readPixels/7
              ,    gl:copyTexImage1D/7   ,   gl:copyTexImage2D/8   ,   gl:copyTexSubImage1D/6   ,
              gl:copyTexSubImage2D/8 , and gl:copyTexSubImage3D/9 commands. Mode accepts  one  of
              twelve  or  more  predefined  values.  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, and ?GL_BACK_LEFT and ?GL_BACK name the back
              left buffer. Further more, 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.

              See external documentation.

       enable(Cap) -> ok

              Types:

                 Cap = enum()

              Enable or disable server-side GL capabilities

              gl:enable  and  gl:enable/1  enable   and   disable   various   capabilities.   Use
              gl:isEnabled/1  or  gl:getBooleanv/1  to  determine  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.

              See external documentation.

       disable(Cap) -> ok

              Types:

                 Cap = enum()

              See enable/1

       isEnabled(Cap) -> 0 | 1

              Types:

                 Cap = enum()

              Test whether a capability is enabled

              gl:isEnabled 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 . For
              gl:isEnabledi, 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.

              See external documentation.

       enableClientState(Cap) -> ok

              Types:

                 Cap = enum()

              Enable or disable client-side capability

              gl:enableClientState  and  gl:enableClientState/1  enable  or  disable   individual
              client-side  capabilities.  By  default, all client-side capabilities are disabled.
              Both gl:enableClientState and gl:enableClientState/1 take a single argument, Cap  ,
              which can assume one of the following values:

              See external documentation.

       disableClientState(Cap) -> ok

              Types:

                 Cap = enum()

              See enableClientState/1

       getBooleanv(Pname) -> [0 | 1]

              Types:

                 Pname = enum()

              Return the value or values of a selected parameter

              These  four  commands  return  values  for simple state variables in GL. Pname is a
              symbolic constant indicating the state variable to be returned,  and  Params  is  a
              pointer to an array of the indicated type in which to place the returned data.

              See external documentation.

       getDoublev(Pname) -> [float()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       getFloatv(Pname) -> [float()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       getIntegerv(Pname) -> [integer()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       pushAttrib(Mask) -> ok

              Types:

                 Mask = integer()

              Push and pop the server attribute stack

              gl:pushAttrib  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. The special mask ?GL_ALL_ATTRIB_BITS can  be  used  to
              save all stackable states.

              See external documentation.

       popAttrib() -> ok

              See pushAttrib/1

       pushClientAttrib(Mask) -> ok

              Types:

                 Mask = integer()

              Push and pop the client attribute stack

              gl:pushClientAttrib  takes  one  argument,  a  mask  that indicates which groups of
              client-state variables to save on the client 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.   The   special   mask
              ?GL_CLIENT_ALL_ATTRIB_BITS can be used to save all stackable client state.

              See external documentation.

       popClientAttrib() -> ok

              See pushClientAttrib/1

       renderMode(Mode) -> integer()

              Types:

                 Mode = enum()

              Set rasterization mode

              gl:renderMode  sets the rasterization mode. It takes one argument, Mode , which can
              assume one of three predefined values:

              See external documentation.

       getError() -> enum()

              Return error information

              gl:getError 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 is
              called,  the  error  code  is returned, and the flag is reset to ?GL_NO_ERROR. If a
              call to gl:getError returns ?GL_NO_ERROR, there has been no detectable error  since
              the last call to gl:getError , or since the GL was initialized.

              See external documentation.

       getString(Name) -> string()

              Types:

                 Name = enum()

              Return a string describing the current GL connection

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

              See external documentation.

       finish() -> ok

              Block until all GL execution is complete

              gl:finish does not return until the effects of all previously  called  GL  commands
              are  complete.  Such  effects  include  all  changes  to  GL  state, all changes to
              connection state, and all changes to the frame buffer contents.

              See external documentation.

       flush() -> ok

              Force execution of GL commands in finite time

              Different GL  implementations  buffer  commands  in  several  different  locations,
              including network buffers and the graphics accelerator itself. gl:flush empties all
              of these buffers, causing all issued commands to be executed as quickly as they are
              accepted by the actual rendering engine. Though this execution may not be completed
              in any particular time period, it does complete in finite time.

              See external documentation.

       hint(Target, Mode) -> ok

              Types:

                 Target = enum()
                 Mode = enum()

              Specify implementation-specific hints

              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:

              See external documentation.

       clearDepth(Depth) -> ok

              Types:

                 Depth = clamp()

              Specify the clear value for the depth buffer

              gl:clearDepth specifies the depth value used  by  gl:clear/1  to  clear  the  depth
              buffer. Values specified by gl:clearDepth are clamped to the range [0 1].

              See external documentation.

       depthFunc(Func) -> ok

              Types:

                 Func = enum()

              Specify the value used for depth buffer comparisons

              gl:depthFunc 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:enable/1 of ?GL_DEPTH_TEST .)

              See external documentation.

       depthMask(Flag) -> ok

              Types:

                 Flag = 0 | 1

              Enable or disable writing into the depth buffer

              gl:depthMask  specifies whether the depth buffer is enabled for writing. If Flag is
              ?GL_FALSE, depth buffer writing is disabled. Otherwise, it is  enabled.  Initially,
              depth buffer writing is enabled.

              See external documentation.

       depthRange(Near_val, Far_val) -> ok

              Types:

                 Near_val = clamp()
                 Far_val = clamp()

              Specify  mapping  of  depth  values  from  normalized  device coordinates to window
              coordinates

              After  clipping  and  division  by  w,  depth  coordinates  range  from  -1  to  1,
              corresponding to the near and far clipping planes. gl:depthRange 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).  Thus, the values accepted by gl:depthRange are both clamped to
              this range before they are accepted.

              See external documentation.

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

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()
                 Alpha = float()

              Specify clear values for the accumulation buffer

              gl:clearAccum specifies the red, green, blue, and alpha values used  by  gl:clear/1
              to clear the accumulation buffer.

              See external documentation.

       accum(Op, Value) -> ok

              Types:

                 Op = enum()
                 Value = float()

              Operate on the accumulation buffer

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

              See external documentation.

       matrixMode(Mode) -> ok

              Types:

                 Mode = enum()

              Specify which matrix is the current matrix

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

              See external documentation.

       ortho(Left, Right, Bottom, Top, Near_val, Far_val) -> ok

              Types:

                 Left = float()
                 Right = float()
                 Bottom = float()
                 Top = float()
                 Near_val = float()
                 Far_val = float()

              Multiply the current matrix with an orthographic matrix

              gl:ortho  describes  a  transformation  that  produces  a  parallel projection. The
              current matrix (see gl:matrixMode/1 ) is multiplied by this matrix and  the  result
              replaces  the current matrix, as if gl:multMatrixd/1 were called with the following
              matrix as its argument:

              See external documentation.

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

              Types:

                 Left = float()
                 Right = float()
                 Bottom = float()
                 Top = float()
                 Near_val = float()
                 Far_val = float()

              Multiply the current matrix by a perspective matrix

              gl:frustum 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:multMatrixd/1  were  called  with  the
              following matrix as its argument:

              See external documentation.

       viewport(X, Y, Width, Height) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Set the viewport

              gl: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:

              See external documentation.

       pushMatrix() -> ok

              Push and pop the current matrix stack

              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.

              See external documentation.

       popMatrix() -> ok

              See pushMatrix/0

       loadIdentity() -> ok

              Replace the current matrix with the identity matrix

              gl:loadIdentity replaces the  current  matrix  with  the  identity  matrix.  It  is
              semantically equivalent to calling gl:loadMatrixd/1 with the identity matrix

              See external documentation.

       loadMatrixd(M) -> ok

              Types:

                 M = matrix()

              Replace the current matrix with the specified matrix

              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 ).

              See external documentation.

       loadMatrixf(M) -> ok

              Types:

                 M = matrix()

              See loadMatrixd/1

       multMatrixd(M) -> ok

              Types:

                 M = matrix()

              Multiply the current matrix with the specified matrix

              gl:multMatrix  multiplies  the  current matrix with the one specified using M , and
              replaces the current matrix with the product.

              See external documentation.

       multMatrixf(M) -> ok

              Types:

                 M = matrix()

              See multMatrixd/1

       rotated(Angle, X, Y, Z) -> ok

              Types:

                 Angle = float()
                 X = float()
                 Y = float()
                 Z = float()

              Multiply the current matrix by a rotation matrix

              gl:rotate produces a rotation of Angle degrees around  the  vector  (x  y  z).  The
              current  matrix  (see gl:matrixMode/1 ) is multiplied by a rotation matrix with the
              product replacing the current matrix, as if gl:multMatrixd/1 were called  with  the
              following matrix as its argument:

              See external documentation.

       rotatef(Angle, X, Y, Z) -> ok

              Types:

                 Angle = float()
                 X = float()
                 Y = float()
                 Z = float()

              See rotated/4

       scaled(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              Multiply the current matrix by a general scaling matrix

              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.

              See external documentation.

       scalef(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See scaled/3

       translated(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              Multiply the current matrix by a translation matrix

              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:multMatrixd/1 were called with the following
              matrix for its argument:

              See external documentation.

       translatef(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See translated/3

       isList(List) -> 0 | 1

              Types:

                 List = integer()

              Determine if a name corresponds to a display list

              gl:isList  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.

              See external documentation.

       deleteLists(List, Range) -> ok

              Types:

                 List = integer()
                 Range = integer()

              Delete a contiguous group of display lists

              gl:deleteLists 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.

              See external documentation.

       genLists(Range) -> integer()

              Types:

                 Range = integer()

              Generate a contiguous set of empty display lists

              gl:genLists  has  one  argument,  Range  .  It returns an integer n such that Range
              contiguous empty display lists, named n, n+1, ..., n+range-1, are created. 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.

              See external documentation.

       newList(List, Mode) -> ok

              Types:

                 List = integer()
                 Mode = enum()

              Create or replace a display list

              Display lists are groups of GL  commands  that  have  been  stored  for  subsequent
              execution.  Display  lists are created with gl:newList. All subsequent commands are
              placed in the display list, in the order issued, until gl:endList/0 is called.

              See external documentation.

       endList() -> ok

              glBeginList

              See external documentation.

       callList(List) -> ok

              Types:

                 List = integer()

              Execute a display list

              gl:callList 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. If List has not been  defined  as  a  display  list,  gl:callList  is
              ignored.

              See external documentation.

       callLists(Lists) -> ok

              Types:

                 Lists = [integer()]

              Execute a list of display lists

              gl:callLists  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.

              See external documentation.

       listBase(Base) -> ok

              Types:

                 Base = integer()

              set the display-list base for

              gl:callLists/1

              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.

              See external documentation.

       begin(Mode) -> ok

              Types:

                 Mode = enum()

              Delimit the vertices of a primitive or a group of like primitives

              gl:'begin' and gl:'begin'/1 delimit the vertices that define a primitive or a group
              of like primitives. gl:'begin' 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:

              See external documentation.

       end() -> ok

              See 'begin'/1

       vertex2d(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              Specify a vertex

              gl:vertex commands are used within gl:'begin'/1 /  gl:'begin'/1  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.

              See external documentation.

       vertex2f(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              See vertex2d/2

       vertex2i(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See vertex2d/2

       vertex2s(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See vertex2d/2

       vertex3d(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See vertex2d/2

       vertex3f(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See vertex2d/2

       vertex3i(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertex2d/2

       vertex3s(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertex2d/2

       vertex4d(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertex2d/2

       vertex4f(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertex2d/2

       vertex4i(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertex2d/2

       vertex4s(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertex2d/2

       vertex2dv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertex2d(X, Y).

       vertex2fv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertex2f(X, Y).

       vertex2iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertex2i(X, Y).

       vertex2sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertex2s(X, Y).

       vertex3dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertex3d(X, Y, Z).

       vertex3fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertex3f(X, Y, Z).

       vertex3iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertex3i(X, Y, Z).

       vertex3sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertex3s(X, Y, Z).

       vertex4dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertex4d(X, Y, Z, W).

       vertex4fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertex4f(X, Y, Z, W).

       vertex4iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertex4i(X, Y, Z, W).

       vertex4sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertex4s(X, Y, Z, W).

       normal3b(Nx, Ny, Nz) -> ok

              Types:

                 Nx = integer()
                 Ny = integer()
                 Nz = integer()

              Set the current normal vector

              The current normal is set to the given coordinates whenever  gl:normal  is  issued.
              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.

              See external documentation.

       normal3d(Nx, Ny, Nz) -> ok

              Types:

                 Nx = float()
                 Ny = float()
                 Nz = float()

              See normal3b/3

       normal3f(Nx, Ny, Nz) -> ok

              Types:

                 Nx = float()
                 Ny = float()
                 Nz = float()

              See normal3b/3

       normal3i(Nx, Ny, Nz) -> ok

              Types:

                 Nx = integer()
                 Ny = integer()
                 Nz = integer()

              See normal3b/3

       normal3s(Nx, Ny, Nz) -> ok

              Types:

                 Nx = integer()
                 Ny = integer()
                 Nz = integer()

              See normal3b/3

       normal3bv(V) -> ok

              Types:

                 V = {Nx::integer(), Ny::integer(), Nz::integer()}

              Equivalent to normal3b(Nx, Ny, Nz).

       normal3dv(V) -> ok

              Types:

                 V = {Nx::float(), Ny::float(), Nz::float()}

              Equivalent to normal3d(Nx, Ny, Nz).

       normal3fv(V) -> ok

              Types:

                 V = {Nx::float(), Ny::float(), Nz::float()}

              Equivalent to normal3f(Nx, Ny, Nz).

       normal3iv(V) -> ok

              Types:

                 V = {Nx::integer(), Ny::integer(), Nz::integer()}

              Equivalent to normal3i(Nx, Ny, Nz).

       normal3sv(V) -> ok

              Types:

                 V = {Nx::integer(), Ny::integer(), Nz::integer()}

              Equivalent to normal3s(Nx, Ny, Nz).

       indexd(C) -> ok

              Types:

                 C = float()

              Set the current color index

              gl:index  updates  the  current (single-valued) color index. It takes one argument,
              the new value for the current color index.

              See external documentation.

       indexf(C) -> ok

              Types:

                 C = float()

              See indexd/1

       indexi(C) -> ok

              Types:

                 C = integer()

              See indexd/1

       indexs(C) -> ok

              Types:

                 C = integer()

              See indexd/1

       indexub(C) -> ok

              Types:

                 C = integer()

              See indexd/1

       indexdv(C) -> ok

              Types:

                 C = {C::float()}

              Equivalent to indexd(C).

       indexfv(C) -> ok

              Types:

                 C = {C::float()}

              Equivalent to indexf(C).

       indexiv(C) -> ok

              Types:

                 C = {C::integer()}

              Equivalent to indexi(C).

       indexsv(C) -> ok

              Types:

                 C = {C::integer()}

              Equivalent to indexs(C).

       indexubv(C) -> ok

              Types:

                 C = {C::integer()}

              Equivalent to indexub(C).

       color3b(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              Set the current color

              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. gl:color has two major
              variants: gl:color3 and gl:color4. gl:color3 variants specify new red,  green,  and
              blue  values  explicitly  and  set  the current alpha value to 1.0 (full intensity)
              implicitly. gl:color4 variants specify all four color components explicitly.

              See external documentation.

       color3d(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See color3b/3

       color3f(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See color3b/3

       color3i(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3s(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3ub(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3ui(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

       color3us(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See color3b/3

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

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

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

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()
                 Alpha = float()

              See color3b/3

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

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()
                 Alpha = float()

              See color3b/3

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

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

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

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

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

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

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

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

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

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()
                 Alpha = integer()

              See color3b/3

       color3bv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3b(Red, Green, Blue).

       color3dv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to color3d(Red, Green, Blue).

       color3fv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to color3f(Red, Green, Blue).

       color3iv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3i(Red, Green, Blue).

       color3sv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3s(Red, Green, Blue).

       color3ubv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3ub(Red, Green, Blue).

       color3uiv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3ui(Red, Green, Blue).

       color3usv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to color3us(Red, Green, Blue).

       color4bv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()}

              Equivalent to color4b(Red, Green, Blue, Alpha).

       color4dv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float(), Alpha::float()}

              Equivalent to color4d(Red, Green, Blue, Alpha).

       color4fv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float(), Alpha::float()}

              Equivalent to color4f(Red, Green, Blue, Alpha).

       color4iv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()}

              Equivalent to color4i(Red, Green, Blue, Alpha).

       color4sv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()}

              Equivalent to color4s(Red, Green, Blue, Alpha).

       color4ubv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()}

              Equivalent to color4ub(Red, Green, Blue, Alpha).

       color4uiv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()}

              Equivalent to color4ui(Red, Green, Blue, Alpha).

       color4usv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer(), Alpha::integer()}

              Equivalent to color4us(Red, Green, Blue, Alpha).

       texCoord1d(S) -> ok

              Types:

                 S = float()

              Set the current texture coordinates

              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).

              See external documentation.

       texCoord1f(S) -> ok

              Types:

                 S = float()

              See texCoord1d/1

       texCoord1i(S) -> ok

              Types:

                 S = integer()

              See texCoord1d/1

       texCoord1s(S) -> ok

              Types:

                 S = integer()

              See texCoord1d/1

       texCoord2d(S, T) -> ok

              Types:

                 S = float()
                 T = float()

              See texCoord1d/1

       texCoord2f(S, T) -> ok

              Types:

                 S = float()
                 T = float()

              See texCoord1d/1

       texCoord2i(S, T) -> ok

              Types:

                 S = integer()
                 T = integer()

              See texCoord1d/1

       texCoord2s(S, T) -> ok

              Types:

                 S = integer()
                 T = integer()

              See texCoord1d/1

       texCoord3d(S, T, R) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()

              See texCoord1d/1

       texCoord3f(S, T, R) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()

              See texCoord1d/1

       texCoord3i(S, T, R) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()

              See texCoord1d/1

       texCoord3s(S, T, R) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()

              See texCoord1d/1

       texCoord4d(S, T, R, Q) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See texCoord1d/1

       texCoord4f(S, T, R, Q) -> ok

              Types:

                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See texCoord1d/1

       texCoord4i(S, T, R, Q) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See texCoord1d/1

       texCoord4s(S, T, R, Q) -> ok

              Types:

                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See texCoord1d/1

       texCoord1dv(V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to texCoord1d(S).

       texCoord1fv(V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to texCoord1f(S).

       texCoord1iv(V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to texCoord1i(S).

       texCoord1sv(V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to texCoord1s(S).

       texCoord2dv(V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to texCoord2d(S, T).

       texCoord2fv(V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to texCoord2f(S, T).

       texCoord2iv(V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to texCoord2i(S, T).

       texCoord2sv(V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to texCoord2s(S, T).

       texCoord3dv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to texCoord3d(S, T, R).

       texCoord3fv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to texCoord3f(S, T, R).

       texCoord3iv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to texCoord3i(S, T, R).

       texCoord3sv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to texCoord3s(S, T, R).

       texCoord4dv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to texCoord4d(S, T, R, Q).

       texCoord4fv(V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to texCoord4f(S, T, R, Q).

       texCoord4iv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to texCoord4i(S, T, R, Q).

       texCoord4sv(V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to texCoord4s(S, T, R, Q).

       rasterPos2d(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              Specify the raster position for pixel operations

              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 .

              See external documentation.

       rasterPos2f(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              See rasterPos2d/2

       rasterPos2i(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See rasterPos2d/2

       rasterPos2s(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See rasterPos2d/2

       rasterPos3d(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See rasterPos2d/2

       rasterPos3f(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See rasterPos2d/2

       rasterPos3i(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See rasterPos2d/2

       rasterPos3s(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See rasterPos2d/2

       rasterPos4d(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See rasterPos2d/2

       rasterPos4f(X, Y, Z, W) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See rasterPos2d/2

       rasterPos4i(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See rasterPos2d/2

       rasterPos4s(X, Y, Z, W) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See rasterPos2d/2

       rasterPos2dv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to rasterPos2d(X, Y).

       rasterPos2fv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to rasterPos2f(X, Y).

       rasterPos2iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to rasterPos2i(X, Y).

       rasterPos2sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to rasterPos2s(X, Y).

       rasterPos3dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to rasterPos3d(X, Y, Z).

       rasterPos3fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to rasterPos3f(X, Y, Z).

       rasterPos3iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to rasterPos3i(X, Y, Z).

       rasterPos3sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to rasterPos3s(X, Y, Z).

       rasterPos4dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to rasterPos4d(X, Y, Z, W).

       rasterPos4fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to rasterPos4f(X, Y, Z, W).

       rasterPos4iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to rasterPos4i(X, Y, Z, W).

       rasterPos4sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to rasterPos4s(X, Y, Z, W).

       rectd(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = float()
                 Y1 = float()
                 X2 = float()
                 Y2 = float()

              Draw a rectangle

              gl:rect  supports  efficient specification of rectangles as two corner points. 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.

              See external documentation.

       rectf(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = float()
                 Y1 = float()
                 X2 = float()
                 Y2 = float()

              See rectd/4

       recti(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = integer()
                 Y1 = integer()
                 X2 = integer()
                 Y2 = integer()

              See rectd/4

       rects(X1, Y1, X2, Y2) -> ok

              Types:

                 X1 = integer()
                 Y1 = integer()
                 X2 = integer()
                 Y2 = integer()

              See rectd/4

       rectdv(V1, V2) -> ok

              Types:

                 V1 = {float(), float()}
                 V2 = {float(), float()}

              See rectd/4

       rectfv(V1, V2) -> ok

              Types:

                 V1 = {float(), float()}
                 V2 = {float(), float()}

              See rectd/4

       rectiv(V1, V2) -> ok

              Types:

                 V1 = {integer(), integer()}
                 V2 = {integer(), integer()}

              See rectd/4

       rectsv(V1, V2) -> ok

              Types:

                 V1 = {integer(), integer()}
                 V2 = {integer(), integer()}

              See rectd/4

       vertexPointer(Size, Type, Stride, Ptr) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of vertex data

              gl:vertexPointer 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 .)

              See external documentation.

       normalPointer(Type, Stride, Ptr) -> ok

              Types:

                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of normals

              gl:normalPointer 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, 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 .)

              See external documentation.

       colorPointer(Size, Type, Stride, Ptr) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of colors

              gl:colorPointer  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 or 4. Type specifies the data type of each color component,
              and Stride specifies the byte stride from one color 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 .)

              See external documentation.

       indexPointer(Type, Stride, Ptr) -> ok

              Types:

                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of color indexes

              gl:indexPointer 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.

              See external documentation.

       texCoordPointer(Size, Type, Stride, Ptr) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of texture coordinates

              gl:texCoordPointer 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 .)

              See external documentation.

       edgeFlagPointer(Stride, Ptr) -> ok

              Types:

                 Stride = integer()
                 Ptr = offset() | mem()

              Define an array of edge flags

              gl:edgeFlagPointer 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, allowing vertices and attributes to be packed into a single array
              or stored in separate arrays.

              See external documentation.

       arrayElement(I) -> ok

              Types:

                 I = integer()

              Render a vertex using the specified vertex array element

              gl:arrayElement  commands  are  used  within  gl:'begin'/1  / gl:'begin'/1 pairs to
              specify vertex and attribute data for  point,  line,  and  polygon  primitives.  If
              ?GL_VERTEX_ARRAY  is  enabled  when  gl:arrayElement  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.

              See external documentation.

       drawArrays(Mode, First, Count) -> ok

              Types:

                 Mode = enum()
                 First = integer()
                 Count = integer()

              Render primitives from array data

              gl:drawArrays 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 .

              See external documentation.

       drawElements(Mode, Count, Type, Indices) -> ok

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()

              Render primitives from array data

              gl:drawElements 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 .

              See external documentation.

       interleavedArrays(Format, Stride, Pointer) -> ok

              Types:

                 Format = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              Simultaneously specify and enable several interleaved arrays

              gl:interleavedArrays 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.

              See external documentation.

       shadeModel(Mode) -> ok

              Types:

                 Mode = enum()

              Select flat or smooth shading

              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.
              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.

              See external documentation.

       lightf(Light, Pname, Param) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Param = float()

              Set light source parameters

              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.

              See external documentation.

       lighti(Light, Pname, Param) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Param = integer()

              See lightf/3

       lightfv(Light, Pname, Params) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Params = tuple()

              See lightf/3

       lightiv(Light, Pname, Params) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Params = tuple()

              See lightf/3

       getLightfv(Light, Pname) -> {float(), float(), float(), float()}

              Types:

                 Light = enum()
                 Pname = enum()

              Return light source parameter values

              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.

              See external documentation.

       getLightiv(Light, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Light = enum()
                 Pname = enum()

              See getLightfv/2

       lightModelf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Set the lighting model parameters

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

              See external documentation.

       lightModeli(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See lightModelf/2

       lightModelfv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See lightModelf/2

       lightModeliv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See lightModelf/2

       materialf(Face, Pname, Param) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Param = float()

              Specify material parameters for the lighting model

              gl:material assigns values to material parameters. There are two  matched  sets  of
              material  parameters.  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:lightModelf/2 reference page for details concerning one- and two-
              sided lighting calculations.

              See external documentation.

       materiali(Face, Pname, Param) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Param = integer()

              See materialf/3

       materialfv(Face, Pname, Params) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Params = tuple()

              See materialf/3

       materialiv(Face, Pname, Params) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Params = tuple()

              See materialf/3

       getMaterialfv(Face, Pname) -> {float(), float(), float(), float()}

              Types:

                 Face = enum()
                 Pname = enum()

              Return material parameters

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

              See external documentation.

       getMaterialiv(Face, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Face = enum()
                 Pname = enum()

              See getMaterialfv/2

       colorMaterial(Face, Mode) -> ok

              Types:

                 Face = enum()
                 Mode = enum()

              Cause a material color to track the current color

              gl:colorMaterial  specifies which material parameters track the current color. When
              ?GL_COLOR_MATERIAL is enabled, the material parameter or  parameters  specified  by
              Mode  , of the material or materials specified by Face , track the current color at
              all times.

              See external documentation.

       pixelZoom(Xfactor, Yfactor) -> ok

              Types:

                 Xfactor = float()
                 Yfactor = float()

              Specify the pixel zoom factors

              gl:pixelZoom 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

              See external documentation.

       pixelStoref(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Set pixel storage modes

              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:texSubImage1D/7 ,
              gl:texSubImage1D/7  ),  gl:compressedTexImage1D/7  ,  gl:compressedTexImage2D/8   ,
              gl:compressedTexImage3D/9          ,         gl:compressedTexSubImage1D/7         ,
              gl:compressedTexSubImage2D/9 or gl:compressedTexSubImage1D/7 .

              See external documentation.

       pixelStorei(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pixelStoref/2

       pixelTransferf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Set pixel transfer modes

              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:texSubImage1D/7 , and gl:texSubImage1D/7
              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/5 gl: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:texSubImage1D/7 , and gl:texSubImage1D/7
              ). 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:pixelStoref/2 ) control the unpacking of  pixels  being  read  from  client
              memory and the packing of pixels being written back into client memory.

              See external documentation.

       pixelTransferi(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pixelTransferf/2

       pixelMapfv(Map, Mapsize, Values) -> ok

              Types:

                 Map = enum()
                 Mapsize = integer()
                 Values = binary()

              Set up pixel transfer maps

              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:texSubImage1D/7  ,  and  gl:texSubImage1D/7  .  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:pixelTransferf/2 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.

              See external documentation.

       pixelMapuiv(Map, Mapsize, Values) -> ok

              Types:

                 Map = enum()
                 Mapsize = integer()
                 Values = binary()

              See pixelMapfv/3

       pixelMapusv(Map, Mapsize, Values) -> ok

              Types:

                 Map = enum()
                 Mapsize = integer()
                 Values = binary()

              See pixelMapfv/3

       getPixelMapfv(Map, Values) -> ok

              Types:

                 Map = enum()
                 Values = mem()

              Return the specified pixel map

              See  the  gl:pixelMapfv/3 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:texSubImage1D/7 , gl:texSubImage1D/7 ,
              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.

              See external documentation.

       getPixelMapuiv(Map, Values) -> ok

              Types:

                 Map = enum()
                 Values = mem()

              See getPixelMapfv/2

       getPixelMapusv(Map, Values) -> ok

              Types:

                 Map = enum()
                 Values = mem()

              See getPixelMapfv/2

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

              Types:

                 Width = integer()
                 Height = integer()
                 Xorig = float()
                 Yorig = float()
                 Xmove = float()
                 Ymove = float()
                 Bitmap = offset() | mem()

              Draw a bitmap

              A bitmap is a binary image. 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.

              See external documentation.

       readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = mem()

              Read a block of pixels from the frame buffer

              gl:readPixels  returns  pixel  data  from the frame buffer, starting with the pixel
              whose lower left corner is at location ( X , Y ), into client  memory  starting  at
              location  Data . Several parameters control the processing of the pixel data before
              it is placed into client memory. These parameters are set with  gl:pixelStoref/2  .
              This  reference page describes the effects on gl:readPixels of most, but not all of
              the parameters specified by these three commands.

              See external documentation.

       drawPixels(Width, Height, Format, Type, Pixels) -> ok

              Types:

                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Write a block of pixels to the frame buffer

              gl:drawPixels 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:rasterPos2d/2 or gl:windowPos2d/2 to set the current raster position;
              use  gl:getBooleanv/1  with argument ?GL_CURRENT_RASTER_POSITION_VALID to determine
              if the specified raster position  is  valid,  and  gl:getBooleanv/1  with  argument
              ?GL_CURRENT_RASTER_POSITION to query the raster position.

              See external documentation.

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

              Types:

                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()
                 Type = enum()

              Copy pixels in the frame buffer

              gl:copyPixels  copies a screen-aligned rectangle of pixels from the specified frame
              buffer location 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. Results of copies from outside the window, or  from  regions
              of the window that are not exposed, are hardware dependent and undefined.

              See external documentation.

       stencilFunc(Func, Ref, Mask) -> ok

              Types:

                 Func = enum()
                 Ref = integer()
                 Mask = integer()

              Set front and back function and reference value for stencil testing

              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.

              See external documentation.

       stencilMask(Mask) -> ok

              Types:

                 Mask = integer()

              Control the front and back writing of individual bits in the stencil planes

              gl:stencilMask 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.

              See external documentation.

       stencilOp(Fail, Zfail, Zpass) -> ok

              Types:

                 Fail = enum()
                 Zfail = enum()
                 Zpass = enum()

              Set front and back stencil test actions

              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.

              See external documentation.

       clearStencil(S) -> ok

              Types:

                 S = integer()

              Specify the clear value for the stencil buffer

              gl:clearStencil specifies the index used by gl:clear/1 to clear the stencil buffer.
              S is masked with 2 m-1, where m is the number of bits in the stencil buffer.

              See external documentation.

       texGend(Coord, Pname, Param) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Param = float()

              Control the generation of texture coordinates

              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.

              See external documentation.

       texGenf(Coord, Pname, Param) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Param = float()

              See texGend/3

       texGeni(Coord, Pname, Param) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Param = integer()

              See texGend/3

       texGendv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = tuple()

              See texGend/3

       texGenfv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = tuple()

              See texGend/3

       texGeniv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = tuple()

              See texGend/3

       getTexGendv(Coord, Pname) -> {float(), float(), float(), float()}

              Types:

                 Coord = enum()
                 Pname = enum()

              Return texture coordinate generation parameters

              gl:getTexGen  returns  in  Params  selected  parameters  of  a  texture  coordinate
              generation  function that was specified using gl:texGend/3 . Coord names one of the
              (s, t, r, q) texture coordinates, using the symbolic constant ?GL_S, ?GL_T,  ?GL_R,
              or ?GL_Q.

              See external documentation.

       getTexGenfv(Coord, Pname) -> {float(), float(), float(), float()}

              Types:

                 Coord = enum()
                 Pname = enum()

              See getTexGendv/2

       getTexGeniv(Coord, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Coord = enum()
                 Pname = enum()

              See getTexGendv/2

       texEnvf(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = float()

              glTexEnvf

              See external documentation.

       texEnvi(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = integer()

              glTexEnvi

              See external documentation.

       texEnvfv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              Set texture environment parameters

              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.

              See external documentation.

       texEnviv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texEnvfv/3

       getTexEnvfv(Target, Pname) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Return texture environment parameters

              gl:getTexEnv returns in Params selected values of a texture  environment  that  was
              specified with gl:texEnvfv/3 . Target specifies a texture environment.

              See external documentation.

       getTexEnviv(Target, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getTexEnvfv/2

       texParameterf(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = float()

              Set texture parameters

              gl:texParameter  assigns  the  value  or  values in Params to the texture parameter
              specified as Pname . Target defines the target  texture,  either  ?GL_TEXTURE_1D  ,
              ?GL_TEXTURE_2D, ?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_2D_ARRAY, ?GL_TEXTURE_RECTANGLE ,
              or ?GL_TEXTURE_3D. The following symbols are accepted in Pname :

              See external documentation.

       texParameteri(Target, Pname, Param) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Param = integer()

              See texParameterf/3

       texParameterfv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texParameterf/3

       texParameteriv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texParameterf/3

       getTexParameterfv(Target, Pname) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Return texture parameter values

              gl:getTexParameter returns in Params the value or values of the  texture  parameter
              specified   as   Pname   .  Target  defines  the  target  texture.  ?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  specify
              one-, two-, or three-dimensional,  one-dimensional  array,  two-dimensional  array,
              rectangle,  cube-mapped or cube-mapped array texturing, respectively. Pname accepts
              the same symbols as gl:texParameterf/3 , with the same interpretations:

              See external documentation.

       getTexParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getTexParameterfv/2

       getTexLevelParameterfv(Target, Level, Pname) -> {float()}

              Types:

                 Target = enum()
                 Level = integer()
                 Pname = enum()

              Return texture parameter values for a specific level of detail

              gl:getTexLevelParameter returns in Params texture parameter values for  a  specific
              level-of-detail  value,  specified  as  Level  . Target defines the target texture,
              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 .

              See external documentation.

       getTexLevelParameteriv(Target, Level, Pname) -> {integer()}

              Types:

                 Target = enum()
                 Level = integer()
                 Pname = enum()

              See getTexLevelParameterfv/3

       texImage1D(Target, Level, InternalFormat, Width, Border, Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 InternalFormat = integer()
                 Width = integer()
                 Border = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Specify a one-dimensional texture image

              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:enable/1 with argument ?GL_TEXTURE_1D.

              See external documentation.

       texImage2D(Target, Level, InternalFormat, Width, Height, Border, Format, Type, Pixels)  ->
       ok

              Types:

                 Target = enum()
                 Level = integer()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Border = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Specify a two-dimensional texture image

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

              See external documentation.

       getTexImage(Target, Level, Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = mem()

              Return a texture image

              gl:getTexImage  returns  a  texture  image  into Img . Target specifies whether the
              desired texture image  is  one  specified  by  gl:texImage1D/8  (?GL_TEXTURE_1D  ),
              gl:texImage2D/9 (?GL_TEXTURE_1D_ARRAY, ?GL_TEXTURE_RECTANGLE, ?GL_TEXTURE_2D or any
              of   ?GL_TEXTURE_CUBE_MAP_*),   or   gl:texImage3D/10    (?GL_TEXTURE_2D_ARRAY    ,
              ?GL_TEXTURE_3D).  Level  specifies the level-of-detail number of the desired image.
              Format and Type specify the format and type of the desired  image  array.  See  the
              reference  page  for gl:texImage1D/8 for a description of the acceptable values for
              the Format and Type parameters, respectively.

              See external documentation.

       genTextures(N) -> [integer()]

              Types:

                 N = integer()

              Generate texture names

              gl:genTextures 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.

              See external documentation.

       deleteTextures(Textures) -> ok

              Types:

                 Textures = [integer()]

              Delete named textures

              gl:deleteTextures 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  is  currently
              bound is deleted, the binding reverts to 0 (the default texture).

              See external documentation.

       bindTexture(Target, Texture) -> ok

              Types:

                 Target = enum()
                 Texture = integer()

              Bind a named texture to a texturing target

              gl:bindTexture  lets you create or use a named texture. Calling gl:bindTexture with
              Target   set   to   ?GL_TEXTURE_1D,    ?GL_TEXTURE_2D,    ?GL_TEXTURE_3D    ,    or
              ?GL_TEXTURE_1D_ARRAY,       ?GL_TEXTURE_2D_ARRAY,      ?GL_TEXTURE_RECTANGLE      ,
              ?GL_TEXTURE_CUBE_MAP,                 ?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.

              See external documentation.

       prioritizeTextures(Textures, Priorities) -> ok

              Types:

                 Textures = [integer()]
                 Priorities = [clamp()]

              Set texture residence priority

              gl:prioritizeTextures assigns the N texture priorities given in Priorities to the N
              textures named in Textures .

              See external documentation.

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

              Types:

                 Textures = [integer()]

              Determine if textures are loaded in texture memory

              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.

              See external documentation.

       isTexture(Texture) -> 0 | 1

              Types:

                 Texture = integer()

              Determine if a name corresponds to a texture

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

              See external documentation.

       texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Width = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              glTexSubImage

              See external documentation.

       texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height, Format, Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              glTexSubImage

              See external documentation.

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

              Types:

                 Target = enum()
                 Level = integer()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Border = integer()

              Copy pixels into a 1D texture image

              gl:copyTexImage1D defines a one-dimensional texture  image  with  pixels  from  the
              current ?GL_READ_BUFFER.

              See external documentation.

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

              Types:

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

              Copy pixels into a 2D texture image

              gl:copyTexImage2D  defines  a  two-dimensional  texture  image, or cube-map texture
              image with pixels from the current ?GL_READ_BUFFER.

              See external documentation.

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

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Copy a one-dimensional texture subimage

              gl:copyTexSubImage1D replaces a portion of a  one-dimensional  texture  image  with
              pixels  from  the  current ?GL_READ_BUFFER (rather than from main memory, as is the
              case for gl:texSubImage1D/7 ).

              See external documentation.

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

              Types:

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

              Copy a two-dimensional texture subimage

              gl:copyTexSubImage2D replaces a rectangular portion of  a  two-dimensional  texture
              image  or  cube-map  texture  image  with  pixels  from the current ?GL_READ_BUFFER
              (rather than from main memory, as is the case for gl:texSubImage1D/7 ).

              See external documentation.

       map1d(Target, U1, U2, Stride, Order, Points) -> ok

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Stride = integer()
                 Order = integer()
                 Points = binary()

              glMap

              See external documentation.

       map1f(Target, U1, U2, Stride, Order, Points) -> ok

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Stride = integer()
                 Order = integer()
                 Points = binary()

              glMap

              See external documentation.

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

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Ustride = integer()
                 Uorder = integer()
                 V1 = float()
                 V2 = float()
                 Vstride = integer()
                 Vorder = integer()
                 Points = binary()

              glMap

              See external documentation.

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

              Types:

                 Target = enum()
                 U1 = float()
                 U2 = float()
                 Ustride = integer()
                 Uorder = integer()
                 V1 = float()
                 V2 = float()
                 Vstride = integer()
                 Vorder = integer()
                 Points = binary()

              glMap

              See external documentation.

       getMapdv(Target, Query, V) -> ok

              Types:

                 Target = enum()
                 Query = enum()
                 V = mem()

              Return evaluator parameters

              gl:map1d/6  and  gl:map1d/6  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.

              See external documentation.

       getMapfv(Target, Query, V) -> ok

              Types:

                 Target = enum()
                 Query = enum()
                 V = mem()

              See getMapdv/3

       getMapiv(Target, Query, V) -> ok

              Types:

                 Target = enum()
                 Query = enum()
                 V = mem()

              See getMapdv/3

       evalCoord1d(U) -> ok

              Types:

                 U = float()

              Evaluate enabled one- and two-dimensional maps

              gl:evalCoord1 evaluates enabled one-dimensional maps at argument U .  gl:evalCoord2
              does the same for two-dimensional maps using two domain values, U and V . To define
              a map, call gl:map1d/6 and gl:map1d/6 ; to enable and disable it, call  gl:enable/1
              and gl:enable/1 .

              See external documentation.

       evalCoord1f(U) -> ok

              Types:

                 U = float()

              See evalCoord1d/1

       evalCoord1dv(U) -> ok

              Types:

                 U = {U::float()}

              Equivalent to evalCoord1d(U).

       evalCoord1fv(U) -> ok

              Types:

                 U = {U::float()}

              Equivalent to evalCoord1f(U).

       evalCoord2d(U, V) -> ok

              Types:

                 U = float()
                 V = float()

              See evalCoord1d/1

       evalCoord2f(U, V) -> ok

              Types:

                 U = float()
                 V = float()

              See evalCoord1d/1

       evalCoord2dv(U) -> ok

              Types:

                 U = {U::float(), V::float()}

              Equivalent to evalCoord2d(U, V).

       evalCoord2fv(U) -> ok

              Types:

                 U = {U::float(), V::float()}

              Equivalent to evalCoord2f(U, V).

       mapGrid1d(Un, U1, U2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()

              Define a one- or two-dimensional mesh

              gl:mapGrid  and  gl:evalMesh1/3  are  used  together  to  efficiently  generate and
              evaluate a series of evenly-spaced map domain values. gl:evalMesh1/3 steps  through
              the  integer domain of a one- or two-dimensional grid, whose range is the domain of
              the evaluation maps specified by gl:map1d/6 and gl:map1d/6 .

              See external documentation.

       mapGrid1f(Un, U1, U2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()

              See mapGrid1d/3

       mapGrid2d(Un, U1, U2, Vn, V1, V2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()
                 Vn = integer()
                 V1 = float()
                 V2 = float()

              See mapGrid1d/3

       mapGrid2f(Un, U1, U2, Vn, V1, V2) -> ok

              Types:

                 Un = integer()
                 U1 = float()
                 U2 = float()
                 Vn = integer()
                 V1 = float()
                 V2 = float()

              See mapGrid1d/3

       evalPoint1(I) -> ok

              Types:

                 I = integer()

              Generate and evaluate a single point in a mesh

              gl:mapGrid1d/3 and gl:evalMesh1/3 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  is  traversed  by
              gl:evalMesh1/3  .  Calling  gl:evalPoint1  is  equivalent  to calling glEvalCoord1(
              i.&Delta; u+u 1 ); where &Delta; u=(u 2-u 1)/n

              See external documentation.

       evalPoint2(I, J) -> ok

              Types:

                 I = integer()
                 J = integer()

              See evalPoint1/1

       evalMesh1(Mode, I1, I2) -> ok

              Types:

                 Mode = enum()
                 I1 = integer()
                 I2 = integer()

              Compute a one- or two-dimensional grid of points or lines

              gl:mapGrid1d/3 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 gl:map1d/6 and gl:map1d/6 . Mode determines whether
              the resulting vertices are connected as points, lines, or filled polygons.

              See external documentation.

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

              Types:

                 Mode = enum()
                 I1 = integer()
                 I2 = integer()
                 J1 = integer()
                 J2 = integer()

              See evalMesh1/3

       fogf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Specify fog parameters

              Fog is initially disabled. While enabled, fog affects rasterized geometry, bitmaps,
              and  pixel blocks, but not buffer clear operations. To enable and disable fog, call
              gl:enable/1 and gl:enable/1 with argument ?GL_FOG.

              See external documentation.

       fogi(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See fogf/2

       fogfv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See fogf/2

       fogiv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See fogf/2

       feedbackBuffer(Size, Type, Buffer) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Buffer = mem()

              Controls feedback mode

              The gl:feedbackBuffer function 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 is fed back to the
              application using the GL.

              See external documentation.

       passThrough(Token) -> ok

              Types:

                 Token = float()

              Place a marker in the feedback buffer

              See external documentation.

       selectBuffer(Size, Buffer) -> ok

              Types:

                 Size = integer()
                 Buffer = mem()

              Establish a buffer for selection mode values

              gl:selectBuffer 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 ). gl:selectBuffer must be issued before
              selection mode is enabled, and it must not be issued while the  rendering  mode  is
              ?GL_SELECT.

              See external documentation.

       initNames() -> ok

              Initialize the name stack

              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 causes the name stack to be initialized to its default empty state.

              See external documentation.

       loadName(Name) -> ok

              Types:

                 Name = integer()

              Load a name onto the name stack

              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.

              See external documentation.

       pushName(Name) -> ok

              Types:

                 Name = integer()

              Push and pop the name stack

              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.

              See external documentation.

       popName() -> ok

              See pushName/1

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

              Types:

                 Red = clamp()
                 Green = clamp()
                 Blue = clamp()
                 Alpha = clamp()

              Set the blend color

              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).

              See external documentation.

       blendEquation(Mode) -> ok

              Types:

                 Mode = enum()

              Specify the equation used for both the RGB  blend  equation  and  the  Alpha  blend
              equation

              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 specifies the blend equation for a  single  draw  buffer  whereas
              gl:blendEquation sets the blend equation for all draw buffers.

              See external documentation.

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

              Types:

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

              Render primitives from array data

              gl:drawRangeElements is a restricted form of gl:drawElements/4 . Mode , Start , End
              , 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.

              See external documentation.

       texImage3D(Target, Level, InternalFormat, Width,  Height,  Depth,  Border,  Format,  Type,
       Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 InternalFormat = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Border = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              Specify a three-dimensional texture image

              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:enable/1 with argument ?GL_TEXTURE_3D.

              See external documentation.

       texSubImage3D(Target,  Level,  Xoffset,  Yoffset,  Zoffset,  Width, Height, Depth, Format,
       Type, Pixels) -> ok

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Zoffset = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Format = enum()
                 Type = enum()
                 Pixels = offset() | mem()

              glTexSubImage

              See external documentation.

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

              Types:

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

              Copy a three-dimensional texture subimage

              gl:copyTexSubImage3D replaces a rectangular portion of a three-dimensional  texture
              image  with  pixels from the current ?GL_READ_BUFFER (rather than from main memory,
              as is the case for gl:texSubImage1D/7 ).

              See external documentation.

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

              Types:

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

              Define a color lookup table

              gl:colorTable may be used in two ways: to test the actual size and color resolution
              of  a lookup table given a particular set of parameters, or to load the contents of
              a color lookup table. Use the targets ?GL_PROXY_* for the first case and the  other
              targets for the second case.

              See external documentation.

       colorTableParameterfv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = {float(), float(), float(), float()}

              Set color lookup table parameters

              gl:colorTableParameter  is used to specify the scale factors and bias terms applied
              to color components when they are loaded into a color table. Target indicates which
              color  table  the 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.

              See external documentation.

       colorTableParameteriv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = {integer(), integer(), integer(), integer()}

              See colorTableParameterfv/3

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

              Types:

                 Target = enum()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Copy pixels into a color table

              gl:copyColorTable 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 ).

              See external documentation.

       getColorTable(Target, Format, Type, Table) -> ok

              Types:

                 Target = enum()
                 Format = enum()
                 Type = enum()
                 Table = mem()

              Retrieve contents of a color lookup table

              gl:getColorTable  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.

              See external documentation.

       getColorTableParameterfv(Target, Pname) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get color lookup table parameters

              Returns parameters specific to color table Target .

              See external documentation.

       getColorTableParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getColorTableParameterfv/2

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

              Types:

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

              Respecify a portion of a color table

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

              See external documentation.

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

              Types:

                 Target = enum()
                 Start = integer()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Respecify a portion of a color table

              gl:copyColorSubTable 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.

              See external documentation.

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

              Types:

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

              Define a one-dimensional convolution filter

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

              See external documentation.

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

              Types:

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

              Define a two-dimensional convolution filter

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

              See external documentation.

       convolutionParameterf(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              Set convolution parameters

              gl:convolutionParameter sets the value of a convolution parameter.

              See external documentation.

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

              Types:

                 Params = {Params::tuple()}

              Equivalent to convolutionParameterf(Target, Pname, Params).

       convolutionParameteri(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See convolutionParameterf/3

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

              Types:

                 Params = {Params::tuple()}

              Equivalent to convolutionParameteri(Target, Pname, Params).

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

              Types:

                 Target = enum()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()

              Copy pixels into a one-dimensional convolution filter

              gl:copyConvolutionFilter1D 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 ).

              See external documentation.

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

              Types:

                 Target = enum()
                 Internalformat = enum()
                 X = integer()
                 Y = integer()
                 Width = integer()
                 Height = integer()

              Copy pixels into a two-dimensional convolution filter

              gl:copyConvolutionFilter2D 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 ).

              See external documentation.

       getConvolutionFilter(Target, Format, Type, Image) -> ok

              Types:

                 Target = enum()
                 Format = enum()
                 Type = enum()
                 Image = mem()

              Get current 1D or 2D convolution filter kernel

              gl:getConvolutionFilter  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.

              See external documentation.

       getConvolutionParameterfv(Target, Pname) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get convolution parameters

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

              See external documentation.

       getConvolutionParameteriv(Target, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getConvolutionParameterfv/2

       separableFilter2D(Target, Internalformat, Width, Height, Format, Type, Row, Column) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 Type = enum()
                 Row = offset() | mem()
                 Column = offset() | mem()

              Define a separable two-dimensional convolution filter

              gl:separableFilter2D  builds  a two-dimensional separable convolution filter kernel
              from two arrays of pixels.

              See external documentation.

       getHistogram(Target, Reset, Format, Type, Values) -> ok

              Types:

                 Target = enum()
                 Reset = 0 | 1
                 Format = enum()
                 Type = enum()
                 Values = mem()

              Get histogram table

              gl:getHistogram 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.

              See external documentation.

       getHistogramParameterfv(Target, Pname) -> {float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get histogram parameters

              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:

              See external documentation.

       getHistogramParameteriv(Target, Pname) -> {integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getHistogramParameterfv/2

       getMinmax(Target, Reset, Format, Types, Values) -> ok

              Types:

                 Target = enum()
                 Reset = 0 | 1
                 Format = enum()
                 Types = enum()
                 Values = mem()

              Get minimum and maximum pixel values

              gl:getMinmax 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 .

              See external documentation.

       getMinmaxParameterfv(Target, Pname) -> {float()}

              Types:

                 Target = enum()
                 Pname = enum()

              Get minmax parameters

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

              See external documentation.

       getMinmaxParameteriv(Target, Pname) -> {integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getMinmaxParameterfv/2

       histogram(Target, Width, Internalformat, Sink) -> ok

              Types:

                 Target = enum()
                 Width = integer()
                 Internalformat = enum()
                 Sink = 0 | 1

              Define histogram table

              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.)

              See external documentation.

       minmax(Target, Internalformat, Sink) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Sink = 0 | 1

              Define minmax table

              When ?GL_MINMAX is enabled, the RGBA components of incoming pixels are compared  to
              the  minimum  and  maximum  values for each component, which are stored in the two-
              element minmax table. (The first element stores the minima, and the second  element
              stores  the  maxima.)  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.  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.)  The  contents of the minmax table may be retrieved at a later time by
              calling gl:getMinmax/5 . The minmax operation is enabled  or  disabled  by  calling
              gl:enable/1 or gl:enable/1 , respectively, with an argument of ?GL_MINMAX .

              See external documentation.

       resetHistogram(Target) -> ok

              Types:

                 Target = enum()

              Reset histogram table entries to zero

              gl:resetHistogram resets all the elements of the current histogram table to zero.

              See external documentation.

       resetMinmax(Target) -> ok

              Types:

                 Target = enum()

              Reset minmax table entries to initial values

              gl:resetMinmax  resets  the  elements  of the current minmax table to their initial
              values: the maximum element receives the minimum possible component values, and the
              minimum element receives the maximum possible component values.

              See external documentation.

       activeTexture(Texture) -> ok

              Types:

                 Texture = enum()

              Select active texture unit

              gl:activeTexture  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.

              See external documentation.

       sampleCoverage(Value, Invert) -> ok

              Types:

                 Value = clamp()
                 Invert = 0 | 1

              Specify multisample coverage parameters

              Multisampling  samples  a  pixel multiple times at various implementation-dependent
              subpixel locations to generate antialiasing  effects.  Multisampling  transparently
              antialiases points, lines, polygons, and images if it is enabled.

              See external documentation.

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

              Types:

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

              Specify a three-dimensional texture image in a compressed format

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

              See external documentation.

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

              Types:

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

              Specify a two-dimensional texture image in a compressed format

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

              See external documentation.

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

              Types:

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

              Specify a one-dimensional texture image in a compressed format

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

              See external documentation.

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

              Types:

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

              Specify a three-dimensional texture subimage in a compressed format

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

              See external documentation.

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

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Yoffset = integer()
                 Width = integer()
                 Height = integer()
                 Format = enum()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify a two-dimensional texture subimage in a compressed format

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

              See external documentation.

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

              Types:

                 Target = enum()
                 Level = integer()
                 Xoffset = integer()
                 Width = integer()
                 Format = enum()
                 ImageSize = integer()
                 Data = offset() | mem()

              Specify a one-dimensional texture subimage in a compressed format

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

              See external documentation.

       getCompressedTexImage(Target, Lod, Img) -> ok

              Types:

                 Target = enum()
                 Lod = integer()
                 Img = mem()

              Return a compressed texture image

              gl:getCompressedTexImage  returns  the  compressed  texture  image  associated with
              Target   and    Lod    into    Img    .    Img    should    be    an    array    of
              ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE  bytes.  Target  specifies  whether  the  desired
              texture   image   was   one   specified   by   gl:texImage1D/8    (?GL_TEXTURE_1D),
              gl:texImage2D/9   (?GL_TEXTURE_2D   or   any   of   ?GL_TEXTURE_CUBE_MAP_*   ),  or
              gl:texImage3D/10 (?GL_TEXTURE_3D). Lod specifies the level-of-detail number of  the
              desired image.

              See external documentation.

       clientActiveTexture(Texture) -> ok

              Types:

                 Texture = enum()

              Select active texture unit

              gl:clientActiveTexture  selects  the  vertex  array  client  state parameters to be
              modified   by   gl:texCoordPointer/4   ,   and    enabled    or    disabled    with
              gl:enableClientState/1 or gl:enableClientState/1 , respectively, when called with a
              parameter of ?GL_TEXTURE_COORD_ARRAY .

              See external documentation.

       multiTexCoord1d(Target, S) -> ok

              Types:

                 Target = enum()
                 S = float()

              Set the current texture coordinates

              gl:multiTexCoord  specifies  texture  coordinates  in  one,  two,  three,  or  four
              dimensions.  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 external documentation.

       multiTexCoord1dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to multiTexCoord1d(Target, S).

       multiTexCoord1f(Target, S) -> ok

              Types:

                 Target = enum()
                 S = float()

              See multiTexCoord1d/2

       multiTexCoord1fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float()}

              Equivalent to multiTexCoord1f(Target, S).

       multiTexCoord1i(Target, S) -> ok

              Types:

                 Target = enum()
                 S = integer()

              See multiTexCoord1d/2

       multiTexCoord1iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to multiTexCoord1i(Target, S).

       multiTexCoord1s(Target, S) -> ok

              Types:

                 Target = enum()
                 S = integer()

              See multiTexCoord1d/2

       multiTexCoord1sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer()}

              Equivalent to multiTexCoord1s(Target, S).

       multiTexCoord2d(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()

              See multiTexCoord1d/2

       multiTexCoord2dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to multiTexCoord2d(Target, S, T).

       multiTexCoord2f(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()

              See multiTexCoord1d/2

       multiTexCoord2fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float()}

              Equivalent to multiTexCoord2f(Target, S, T).

       multiTexCoord2i(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()

              See multiTexCoord1d/2

       multiTexCoord2iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to multiTexCoord2i(Target, S, T).

       multiTexCoord2s(Target, S, T) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()

              See multiTexCoord1d/2

       multiTexCoord2sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer()}

              Equivalent to multiTexCoord2s(Target, S, T).

       multiTexCoord3d(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()

              See multiTexCoord1d/2

       multiTexCoord3dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to multiTexCoord3d(Target, S, T, R).

       multiTexCoord3f(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()

              See multiTexCoord1d/2

       multiTexCoord3fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float()}

              Equivalent to multiTexCoord3f(Target, S, T, R).

       multiTexCoord3i(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()

              See multiTexCoord1d/2

       multiTexCoord3iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to multiTexCoord3i(Target, S, T, R).

       multiTexCoord3s(Target, S, T, R) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()

              See multiTexCoord1d/2

       multiTexCoord3sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer()}

              Equivalent to multiTexCoord3s(Target, S, T, R).

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

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See multiTexCoord1d/2

       multiTexCoord4dv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to multiTexCoord4d(Target, S, T, R, Q).

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

              Types:

                 Target = enum()
                 S = float()
                 T = float()
                 R = float()
                 Q = float()

              See multiTexCoord1d/2

       multiTexCoord4fv(Target::enum(), V) -> ok

              Types:

                 V = {S::float(), T::float(), R::float(), Q::float()}

              Equivalent to multiTexCoord4f(Target, S, T, R, Q).

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

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See multiTexCoord1d/2

       multiTexCoord4iv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to multiTexCoord4i(Target, S, T, R, Q).

       multiTexCoord4s(Target, S, T, R, Q) -> ok

              Types:

                 Target = enum()
                 S = integer()
                 T = integer()
                 R = integer()
                 Q = integer()

              See multiTexCoord1d/2

       multiTexCoord4sv(Target::enum(), V) -> ok

              Types:

                 V = {S::integer(), T::integer(), R::integer(), Q::integer()}

              Equivalent to multiTexCoord4s(Target, S, T, R, Q).

       loadTransposeMatrixf(M) -> ok

              Types:

                 M = matrix()

              Replace the current matrix with the specified row-major ordered matrix

              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 ).

              See external documentation.

       loadTransposeMatrixd(M) -> ok

              Types:

                 M = matrix()

              See loadTransposeMatrixf/1

       multTransposeMatrixf(M) -> ok

              Types:

                 M = matrix()

              Multiply the current matrix with the specified row-major ordered matrix

              gl:multTransposeMatrix multiplies the current matrix with the one specified using M
              , and replaces the current matrix with the product.

              See external documentation.

       multTransposeMatrixd(M) -> ok

              Types:

                 M = matrix()

              See multTransposeMatrixf/1

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

              Types:

                 SfactorRGB = enum()
                 DfactorRGB = enum()
                 SfactorAlpha = enum()
                 DfactorAlpha = enum()

              Specify pixel arithmetic for RGB and alpha components separately

              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:enable/1 with argument
              ?GL_BLEND to enable and disable blending.

              See external documentation.

       multiDrawArrays(Mode, First, Count) -> ok

              Types:

                 Mode = enum()
                 First = [integer()] | mem()
                 Count = [integer()] | mem()

              Render multiple sets of primitives from array data

              gl:multiDrawArrays specifies multiple sets of 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:multiDrawArrays.

              See external documentation.

       pointParameterf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Specify point parameters

              The following values are accepted for Pname :

              See external documentation.

       pointParameterfv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See pointParameterf/2

       pointParameteri(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pointParameterf/2

       pointParameteriv(Pname, Params) -> ok

              Types:

                 Pname = enum()
                 Params = tuple()

              See pointParameterf/2

       fogCoordf(Coord) -> ok

              Types:

                 Coord = float()

              Set the current fog coordinates

              gl:fogCoord specifies the fog coordinate that is associated with  each  vertex  and
              the  current  raster  position.  The  value  specified  is interpolated and used in
              computing the fog color (see gl:fogf/2 ).

              See external documentation.

       fogCoordfv(Coord) -> ok

              Types:

                 Coord = {Coord::float()}

              Equivalent to fogCoordf(Coord).

       fogCoordd(Coord) -> ok

              Types:

                 Coord = float()

              See fogCoordf/1

       fogCoorddv(Coord) -> ok

              Types:

                 Coord = {Coord::float()}

              Equivalent to fogCoordd(Coord).

       fogCoordPointer(Type, Stride, Pointer) -> ok

              Types:

                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              Define an array of fog coordinates

              gl:fogCoordPointer 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,  allowing  vertices and attributes to be packed into a single array or stored
              in separate arrays.

              See external documentation.

       secondaryColor3b(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              Set the current secondary color

              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.

              See external documentation.

       secondaryColor3bv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3b(Red, Green, Blue).

       secondaryColor3d(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See secondaryColor3b/3

       secondaryColor3dv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to secondaryColor3d(Red, Green, Blue).

       secondaryColor3f(Red, Green, Blue) -> ok

              Types:

                 Red = float()
                 Green = float()
                 Blue = float()

              See secondaryColor3b/3

       secondaryColor3fv(V) -> ok

              Types:

                 V = {Red::float(), Green::float(), Blue::float()}

              Equivalent to secondaryColor3f(Red, Green, Blue).

       secondaryColor3i(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3iv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3i(Red, Green, Blue).

       secondaryColor3s(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3sv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3s(Red, Green, Blue).

       secondaryColor3ub(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3ubv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3ub(Red, Green, Blue).

       secondaryColor3ui(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3uiv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3ui(Red, Green, Blue).

       secondaryColor3us(Red, Green, Blue) -> ok

              Types:

                 Red = integer()
                 Green = integer()
                 Blue = integer()

              See secondaryColor3b/3

       secondaryColor3usv(V) -> ok

              Types:

                 V = {Red::integer(), Green::integer(), Blue::integer()}

              Equivalent to secondaryColor3us(Red, Green, Blue).

       secondaryColorPointer(Size, Type, Stride, Pointer) -> ok

              Types:

                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              Define an array of secondary colors

              gl:secondaryColorPointer  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. Type specifies the data type of each color component, and
              Stride specifies the byte stride from one color to the next, allowing vertices  and
              attributes to be packed into a single array or stored in separate arrays.

              See external documentation.

       windowPos2d(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              Specify the raster position in window coordinates for pixel operations

              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 .

              See external documentation.

       windowPos2dv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to windowPos2d(X, Y).

       windowPos2f(X, Y) -> ok

              Types:

                 X = float()
                 Y = float()

              See windowPos2d/2

       windowPos2fv(V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to windowPos2f(X, Y).

       windowPos2i(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See windowPos2d/2

       windowPos2iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to windowPos2i(X, Y).

       windowPos2s(X, Y) -> ok

              Types:

                 X = integer()
                 Y = integer()

              See windowPos2d/2

       windowPos2sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to windowPos2s(X, Y).

       windowPos3d(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See windowPos2d/2

       windowPos3dv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to windowPos3d(X, Y, Z).

       windowPos3f(X, Y, Z) -> ok

              Types:

                 X = float()
                 Y = float()
                 Z = float()

              See windowPos2d/2

       windowPos3fv(V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to windowPos3f(X, Y, Z).

       windowPos3i(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See windowPos2d/2

       windowPos3iv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to windowPos3i(X, Y, Z).

       windowPos3s(X, Y, Z) -> ok

              Types:

                 X = integer()
                 Y = integer()
                 Z = integer()

              See windowPos2d/2

       windowPos3sv(V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to windowPos3s(X, Y, Z).

       genQueries(N) -> [integer()]

              Types:

                 N = integer()

              Generate query object names

              gl:genQueries 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.

              See external documentation.

       deleteQueries(Ids) -> ok

              Types:

                 Ids = [integer()]

              Delete named query objects

              gl:deleteQueries 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 ).

              See external documentation.

       isQuery(Id) -> 0 | 1

              Types:

                 Id = integer()

              Determine if a name corresponds to a query object

              gl:isQuery 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 returns ?GL_FALSE.

              See external documentation.

       beginQuery(Target, Id) -> ok

              Types:

                 Target = enum()
                 Id = integer()

              Delimit the boundaries of a query object

              gl:beginQuery and gl:beginQuery/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.

              See external documentation.

       endQuery(Target) -> ok

              Types:

                 Target = enum()

              See beginQuery/2

       getQueryiv(Target, Pname) -> integer()

              Types:

                 Target = enum()
                 Pname = enum()

              glGetQuery

              See external documentation.

       getQueryObjectiv(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              Return parameters of a query object

              gl:getQueryObject returns in Params  a  selected  parameter  of  the  query  object
              specified by Id .

              See external documentation.

       getQueryObjectuiv(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              See getQueryObjectiv/2

       bindBuffer(Target, Buffer) -> ok

              Types:

                 Target = enum()
                 Buffer = integer()

              Bind a named buffer object

              gl:bindBuffer  binds a buffer object to the specified buffer binding point. Calling
              gl:bindBuffer 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.

              See external documentation.

       deleteBuffers(Buffers) -> ok

              Types:

                 Buffers = [integer()]

              Delete named buffer objects

              gl:deleteBuffers deletes N buffer objects  named  by  the  elements  of  the  array
              Buffers  .  After  a  buffer object is deleted, it has no contents, and its name is
              free for reuse (for example by gl:genBuffers/1  ).  If  a  buffer  object  that  is
              currently  bound  is  deleted,  the binding reverts to 0 (the absence of any buffer
              object).

              See external documentation.

       genBuffers(N) -> [integer()]

              Types:

                 N = integer()

              Generate buffer object names

              gl:genBuffers returns N buffer object names in Buffers . 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 .

              See external documentation.

       isBuffer(Buffer) -> 0 | 1

              Types:

                 Buffer = integer()

              Determine if a name corresponds to a buffer object

              gl:isBuffer 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 returns ?GL_FALSE .

              See external documentation.

       bufferData(Target, Size, Data, Usage) -> ok

              Types:

                 Target = enum()
                 Size = integer()
                 Data = offset() | mem()
                 Usage = enum()

              Creates and initializes a buffer object's data store

              gl:bufferData creates a new data store for the buffer  object  currently  bound  to
              Target . Any pre-existing data store is deleted. The new data store is created with
              the specified Size in bytes and Usage . If Data is not ?NULL,  the  data  store  is
              initialized  with  data from this pointer. In its initial state, the new data store
              is  not  mapped,  it  has  a  ?NULL  mapped  pointer,  and  its  mapped  access  is
              ?GL_READ_WRITE .

              See external documentation.

       bufferSubData(Target, Offset, Size, Data) -> ok

              Types:

                 Target = enum()
                 Offset = integer()
                 Size = integer()
                 Data = offset() | mem()

              Updates a subset of a buffer object's data store

              gl:bufferSubData  redefines  some  or  all  of the data store for the buffer object
              currently bound to Target . Data starting at byte offset Offset and  extending  for
              Size  bytes  is  copied  to  the data store from the memory pointed to by Data . An
              error is thrown if Offset and Size together define a range beyond the bounds of the
              buffer object's data store.

              See external documentation.

       getBufferSubData(Target, Offset, Size, Data) -> ok

              Types:

                 Target = enum()
                 Offset = integer()
                 Size = integer()
                 Data = mem()

              Returns a subset of a buffer object's data store

              gl:getBufferSubData  returns  some  or  all  of  the  data  from  the buffer object
              currently bound to Target . Data starting at byte offset Offset and  extending  for
              Size  bytes  is  copied  from  the data store to the memory pointed to by Data . 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.

              See external documentation.

       getBufferParameteriv(Target, Pname) -> integer()

              Types:

                 Target = enum()
                 Pname = enum()

              Return parameters of a buffer object

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

              See external documentation.

       blendEquationSeparate(ModeRGB, ModeAlpha) -> ok

              Types:

                 ModeRGB = enum()
                 ModeAlpha = enum()

              Set the RGB blend equation and the alpha blend equation separately

              The blend equations determines how a new pixel (the ''source'' color)  is  combined
              with  a  pixel  already  in  the  framebuffer  (the  ''destination''  color). These
              functions specifie one blend equation for the RGB-color components  and  one  blend
              equation  for  the  alpha  component. gl:blendEquationSeparatei specifies the blend
              equations for a single draw buffer whereas gl:blendEquationSeparate sets the  blend
              equations for all draw buffers.

              See external documentation.

       drawBuffers(Bufs) -> ok

              Types:

                 Bufs = [enum()]

              Specifies a list of color buffers to be drawn into

              gl:drawBuffers  defines  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.

              See external documentation.

       stencilOpSeparate(Face, Sfail, Dpfail, Dppass) -> ok

              Types:

                 Face = enum()
                 Sfail = enum()
                 Dpfail = enum()
                 Dppass = enum()

              Set front and/or back stencil test actions

              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.

              See external documentation.

       stencilFuncSeparate(Face, Func, Ref, Mask) -> ok

              Types:

                 Face = enum()
                 Func = enum()
                 Ref = integer()
                 Mask = integer()

              Set front and/or back function and reference value for stencil testing

              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.

              See external documentation.

       stencilMaskSeparate(Face, Mask) -> ok

              Types:

                 Face = enum()
                 Mask = integer()

              Control the front and/or back writing of individual bits in the stencil planes

              gl:stencilMaskSeparate  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.

              See external documentation.

       attachShader(Program, Shader) -> ok

              Types:

                 Program = integer()
                 Shader = integer()

              Attaches a shader object to a program object

              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  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 .

              See external documentation.

       bindAttribLocation(Program, Index, Name) -> ok

              Types:

                 Program = integer()
                 Index = integer()
                 Name = string()

              Associates a generic vertex attribute index with a named attribute variable

              gl:bindAttribLocation 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 .

              See external documentation.

       compileShader(Shader) -> ok

              Types:

                 Shader = integer()

              Compiles a shader object

              gl:compileShader compiles the source code strings that  have  been  stored  in  the
              shader object specified by Shader .

              See external documentation.

       createProgram() -> integer()

              Creates a program object

              gl:createProgram  creates  an  empty program object and returns a non-zero value by
              which it can be referenced. A program object is an object to which  shader  objects
              can  be attached. This provides a mechanism to specify the shader objects that will
              be linked to  create  a  program.  It  also  provides  a  means  for  checking  the
              compatibility  of  the shaders that will be used to create a program (for instance,
              checking the compatibility between a vertex shader and a fragment shader). When  no
              longer needed as part of a program object, shader objects can be detached.

              See external documentation.

       createShader(Type) -> integer()

              Types:

                 Type = enum()

              Creates a shader object

              gl:createShader  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. Five types of shader are supported. 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.

              See external documentation.

       deleteProgram(Program) -> ok

              Types:

                 Program = integer()

              Deletes a program object

              gl:deleteProgram 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 .

              See external documentation.

       deleteShader(Shader) -> ok

              Types:

                 Shader = integer()

              Deletes a shader object

              gl:deleteShader 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 .

              See external documentation.

       detachShader(Program, Shader) -> ok

              Types:

                 Program = integer()
                 Shader = integer()

              Detaches a shader object from a program object to which it is attached

              gl:detachShader 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 .

              See external documentation.

       disableVertexAttribArray(Index) -> ok

              Types:

                 Index = integer()

              Enable or disable a generic vertex attribute array

              gl:enableVertexAttribArray enables the generic vertex attribute array specified  by
              Index  .  gl:disableVertexAttribArray  disables  the generic vertex attribute array
              specified by Index  .  By  default,  all  client-side  capabilities  are  disabled,
              including  all  generic  vertex  attribute  arrays.  If  enabled, the values in the
              generic vertex attribute array will be accessed and used for rendering  when  calls
              are  made  to  vertex  array commands such as gl:drawArrays/3 , gl:drawElements/4 ,
              gl:drawRangeElements/6 , see glMultiDrawElements , or gl:multiDrawArrays/3 .

              See external documentation.

       enableVertexAttribArray(Index) -> ok

              Types:

                 Index = integer()

              See disableVertexAttribArray/1

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

              Types:

                 Program = integer()
                 Index = integer()
                 BufSize = integer()

              Returns  information  about  an active attribute variable for the specified program
              object

              gl:getActiveAttrib returns information about an active attribute  variable  in  the
              program  object  specified  by  Program  .  The  number of active attributes can be
              obtained by calling gl:getProgramiv/2 with the value ?GL_ACTIVE_ATTRIBUTES. A value
              of  0 for Index selects the first active attribute variable. Permissible values for
              Index range from 0 to the number of active attribute variables minus 1.

              See external documentation.

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

              Types:

                 Program = integer()
                 Index = integer()
                 BufSize = integer()

              Returns  information  about  an  active  uniform variable for the specified program
              object

              gl:getActiveUniform returns information about an active  uniform  variable  in  the
              program object specified by Program . The number of active uniform variables can be
              obtained by calling gl:getProgramiv/2 with the value ?GL_ACTIVE_UNIFORMS.  A  value
              of  0  for  Index selects the first active uniform variable. Permissible values for
              Index range from 0 to the number of active uniform variables minus 1.

              See external documentation.

       getAttachedShaders(Program, MaxCount) -> [integer()]

              Types:

                 Program = integer()
                 MaxCount = integer()

              Returns the handles of the shader objects attached to a program object

              gl:getAttachedShaders 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. The
              maximum number of shader names that may be returned  in  Shaders  is  specified  by
              MaxCount .

              See external documentation.

       getAttribLocation(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Returns the location of an attribute variable

              gl:getAttribLocation  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.

              See external documentation.

       getProgramiv(Program, Pname) -> integer()

              Types:

                 Program = integer()
                 Pname = enum()

              Returns a parameter from a program object

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

              See external documentation.

       getProgramInfoLog(Program, BufSize) -> string()

              Types:

                 Program = integer()
                 BufSize = integer()

              Returns the information log for a program object

              gl:getProgramInfoLog  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.

              See external documentation.

       getShaderiv(Shader, Pname) -> integer()

              Types:

                 Shader = integer()
                 Pname = enum()

              Returns a parameter from a shader object

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

              See external documentation.

       getShaderInfoLog(Shader, BufSize) -> string()

              Types:

                 Shader = integer()
                 BufSize = integer()

              Returns the information log for a shader object

              gl:getShaderInfoLog 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.

              See external documentation.

       getShaderSource(Shader, BufSize) -> string()

              Types:

                 Shader = integer()
                 BufSize = integer()

              Returns the source code string from a shader object

              gl:getShaderSource 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.

              See external documentation.

       getUniformLocation(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Returns the location of a uniform variable

              gl:getUniformLocation 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.  Name  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.  This  function returns -1 if Name does not correspond to an
              active uniform variable in Program , if Name starts with the reserved prefix "gl_",
              or if Name is associated with an atomic counter or a named uniform block.

              See external documentation.

       getUniformfv(Program, Location) -> matrix()

              Types:

                 Program = integer()
                 Location = integer()

              Returns the value of a uniform variable

              gl:getUniform returns in Params the value(s) of the specified uniform variable. The
              type of the uniform variable specified by Location determines the number of  values
              returned.  If  the  uniform variable is defined in the shader as a boolean, int, or
              float, a single value will be returned. If it is  defined  as  a  vec2,  ivec2,  or
              bvec2,  two  values  will be returned. If it is defined as a vec3, ivec3, or bvec3,
              three values will be returned, and  so  on.  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. The values for uniform variables declared as a
              matrix will be returned in column major order.

              See external documentation.

       getUniformiv(Program, Location) -> {integer(), integer(), integer(), integer(), integer(),
       integer(),  integer(),  integer(),  integer(), integer(), integer(), integer(), integer(),
       integer(), integer(), integer()}

              Types:

                 Program = integer()
                 Location = integer()

              See getUniformfv/2

       getVertexAttribdv(Index, Pname) -> {float(), float(), float(), float()}

              Types:

                 Index = integer()
                 Pname = enum()

              Return a generic vertex attribute parameter

              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 .

              See external documentation.

       getVertexAttribfv(Index, Pname) -> {float(), float(), float(), float()}

              Types:

                 Index = integer()
                 Pname = enum()

              See getVertexAttribdv/2

       getVertexAttribiv(Index, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Index = integer()
                 Pname = enum()

              See getVertexAttribdv/2

       isProgram(Program) -> 0 | 1

              Types:

                 Program = integer()

              Determines if a name corresponds to a program object

              gl:isProgram 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 returns ?GL_FALSE.

              See external documentation.

       isShader(Shader) -> 0 | 1

              Types:

                 Shader = integer()

              Determines if a name corresponds to a shader object

              gl:isShader  returns  ?GL_TRUE  if Shader is the name of a shader object previously
              created with gl:createShader/1 and not yet  deleted  with  gl:deleteShader/1  .  If
              Shader  is  zero or a non-zero value that is not the name of a shader object, or if
              an error occurs, gl:isShader returns ?GL_FALSE.

              See external documentation.

       linkProgram(Program) -> ok

              Types:

                 Program = integer()

              Links a program object

              gl:linkProgram 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.

              See external documentation.

       shaderSource(Shader, String) -> ok

              Types:

                 Shader = integer()
                 String = iolist()

              Replaces the source code in a shader object

              gl:shaderSource  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. 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.  The  source code strings are not scanned or parsed at this time;
              they are simply copied into the specified shader object.

              See external documentation.

       useProgram(Program) -> ok

              Types:

                 Program = integer()

              Installs a program object as part of current rendering state

              gl:useProgram 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 .

              See external documentation.

       uniform1f(Location, V0) -> ok

              Types:

                 Location = integer()
                 V0 = float()

              Specify the value of a uniform variable for the current program object

              gl:uniform modifies the value of a uniform variable or a  uniform  variable  array.
              The  location  of  the  uniform  variable to be modified is specified by Location ,
              which should be a value returned by gl:getUniformLocation/2 .  gl:uniform  operates
              on   the   program   object  that  was  made  part  of  current  state  by  calling
              gl:useProgram/1 .

              See external documentation.

       uniform2f(Location, V0, V1) -> ok

              Types:

                 Location = integer()
                 V0 = float()
                 V1 = float()

              See uniform1f/2

       uniform3f(Location, V0, V1, V2) -> ok

              Types:

                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()

              See uniform1f/2

       uniform4f(Location, V0, V1, V2, V3) -> ok

              Types:

                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()
                 V3 = float()

              See uniform1f/2

       uniform1i(Location, V0) -> ok

              Types:

                 Location = integer()
                 V0 = integer()

              See uniform1f/2

       uniform2i(Location, V0, V1) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See uniform1f/2

       uniform3i(Location, V0, V1, V2) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See uniform1f/2

       uniform4i(Location, V0, V1, V2, V3) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See uniform1f/2

       uniform1fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [float()]

              See uniform1f/2

       uniform2fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float()}]

              See uniform1f/2

       uniform3fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float()}]

              See uniform1f/2

       uniform4fv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniform1iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [integer()]

              See uniform1f/2

       uniform2iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer()}]

              See uniform1f/2

       uniform3iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See uniform1f/2

       uniform4iv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See uniform1f/2

       uniformMatrix2fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float()}]

              See uniform1f/2

       uniformMatrix4fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(),  float(),  float(),  float(),  float(),  float(),   float(),   float(),
                 float()}]

              See uniform1f/2

       validateProgram(Program) -> ok

              Types:

                 Program = integer()

              Validates a program object

              gl:validateProgram  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. The validation information
              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.

              See external documentation.

       vertexAttrib1d(Index, X) -> ok

              Types:

                 Index = integer()
                 X = float()

              Specifies the value of a generic vertex attribute

              The  gl:vertexAttrib  family  of entry points allows an application to pass generic
              vertex attributes in numbered locations.

              See external documentation.

       vertexAttrib1dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float()}

              Equivalent to vertexAttrib1d(Index, X).

       vertexAttrib1f(Index, X) -> ok

              Types:

                 Index = integer()
                 X = float()

              See vertexAttrib1d/2

       vertexAttrib1fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float()}

              Equivalent to vertexAttrib1f(Index, X).

       vertexAttrib1s(Index, X) -> ok

              Types:

                 Index = integer()
                 X = integer()

              See vertexAttrib1d/2

       vertexAttrib1sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer()}

              Equivalent to vertexAttrib1s(Index, X).

       vertexAttrib2d(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()

              See vertexAttrib1d/2

       vertexAttrib2dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertexAttrib2d(Index, X, Y).

       vertexAttrib2f(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()

              See vertexAttrib1d/2

       vertexAttrib2fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertexAttrib2f(Index, X, Y).

       vertexAttrib2s(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()

              See vertexAttrib1d/2

       vertexAttrib2sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertexAttrib2s(Index, X, Y).

       vertexAttrib3d(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()

              See vertexAttrib1d/2

       vertexAttrib3dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertexAttrib3d(Index, X, Y, Z).

       vertexAttrib3f(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()

              See vertexAttrib1d/2

       vertexAttrib3fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertexAttrib3f(Index, X, Y, Z).

       vertexAttrib3s(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertexAttrib1d/2

       vertexAttrib3sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertexAttrib3s(Index, X, Y, Z).

       vertexAttrib4Nbv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Niv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Nsv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Nub(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttrib4Nubv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttrib4Nub(Index, X, Y, Z, W).

       vertexAttrib4Nuiv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4Nusv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4bv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4d(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertexAttrib1d/2

       vertexAttrib4dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertexAttrib4d(Index, X, Y, Z, W).

       vertexAttrib4f(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See vertexAttrib1d/2

       vertexAttrib4fv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertexAttrib4f(Index, X, Y, Z, W).

       vertexAttrib4iv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4s(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttrib4sv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttrib4s(Index, X, Y, Z, W).

       vertexAttrib4ubv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4uiv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttrib4usv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribPointer(Index, Size, Type, Normalized, Stride, Pointer) -> ok

              Types:

                 Index = integer()
                 Size = integer()
                 Type = enum()
                 Normalized = 0 | 1
                 Stride = integer()
                 Pointer = offset() | mem()

              Define an array of generic vertex attribute data

              gl:vertexAttribPointer, gl:vertexAttribIPointer and gl:vertexAttribLPointer specify
              the  location  and  data  format of the array of generic vertex attributes at index
              Index to use when rendering. Size specifies the number of components per  attribute
              and  must  be  1,  2,  3,  4,  or  ?GL_BGRA.  Type  specifies the data type of each
              component, and Stride specifies the byte stride from one  attribute  to  the  next,
              allowing  vertices  and  attributes  to  be packed into a single array or stored in
              separate arrays.

              See external documentation.

       uniformMatrix2x3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3x2fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix2x4fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix4x2fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix3x4fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix4x3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See uniform1f/2

       colorMaski(Index, R, G, B, A) -> ok

              Types:

                 Index = integer()
                 R = 0 | 1
                 G = 0 | 1
                 B = 0 | 1
                 A = 0 | 1

              glColorMaski

              See external documentation.

       getBooleani_v(Target, Index) -> [0 | 1]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       getIntegeri_v(Target, Index) -> [integer()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       enablei(Target, Index) -> ok

              Types:

                 Target = enum()
                 Index = integer()

              See enable/1

       disablei(Target, Index) -> ok

              Types:

                 Target = enum()
                 Index = integer()

              glEnablei

              See external documentation.

       isEnabledi(Target, Index) -> 0 | 1

              Types:

                 Target = enum()
                 Index = integer()

              glIsEnabledi

              See external documentation.

       beginTransformFeedback(PrimitiveMode) -> ok

              Types:

                 PrimitiveMode = enum()

              Start transform feedback operation

              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  until  a  subsequent  call  to
              gl:beginTransformFeedback/1 . Transform feedback commands must be paired.

              See external documentation.

       endTransformFeedback() -> ok

              See beginTransformFeedback/1

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

              Types:

                 Target = enum()
                 Index = integer()
                 Buffer = integer()
                 Offset = integer()
                 Size = integer()

              Bind a range within a buffer object to an indexed buffer target

              gl:bindBufferRange 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  see glMapBuffer. In addition to binding a
              range of Buffer to the indexed buffer binding target, gl:bindBufferBase also  binds
              the range to the generic buffer binding point specified by Target .

              See external documentation.

       bindBufferBase(Target, Index, Buffer) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Buffer = integer()

              Bind a buffer object to an indexed buffer target

              gl:bindBufferBase  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
              see  glMapBuffer.  In  addition  to  binding  Buffer  to the indexed buffer binding
              target, gl:bindBufferBase also binds Buffer to the  generic  buffer  binding  point
              specified by Target .

              See external documentation.

       transformFeedbackVaryings(Program, Varyings, BufferMode) -> ok

              Types:

                 Program = integer()
                 Varyings = iolist()
                 BufferMode = enum()

              Specify values to record in transform feedback buffers

              The  names  of  the  vertex  or geometry shader outputs to be recorded in transform
              feedback mode are specified using  gl:transformFeedbackVaryings.  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.

              See external documentation.

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

              Types:

                 Program = integer()
                 Index = integer()
                 BufSize = integer()

              Retrieve information about varying variables selected for transform feedback

              Information about the set of varying variables in a linked  program  that  will  be
              captured    during    transform    feedback    may    be   retrieved   by   calling
              gl:getTransformFeedbackVarying. gl:getTransformFeedbackVarying provides information
              about  the  varying  variable  selected  by Index . An Index of 0 selects the first
              varying    variable    specified    in    the    Varyings    array    passed     to
              gl:transformFeedbackVaryings/3  , and an Index of ?GL_TRANSFORM_FEEDBACK_VARYINGS-1
              selects the last such variable.

              See external documentation.

       clampColor(Target, Clamp) -> ok

              Types:

                 Target = enum()
                 Clamp = enum()

              specify whether data read via

              gl:readPixels/7 should be clamped

              gl:clampColor controls color clamping that is performed  during  gl:readPixels/7  .
              Target  must  be ?GL_CLAMP_READ_COLOR. 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.

              See external documentation.

       beginConditionalRender(Id, Mode) -> ok

              Types:

                 Id = integer()
                 Mode = enum()

              Start conditional rendering

              Conditional rendering is started using gl:beginConditionalRender  and  ended  using
              gl:endConditionalRender  . During conditional rendering, all vertex array commands,
              as  well  as  gl:clear/1   and   gl:clearBufferiv/3   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:vertexAttrib1d/2  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 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.

              See external documentation.

       endConditionalRender() -> ok

              See beginConditionalRender/2

       vertexAttribIPointer(Index, Size, Type, Stride, Pointer) -> ok

              Types:

                 Index = integer()
                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              glVertexAttribIPointer

              See external documentation.

       getVertexAttribIiv(Index, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Index = integer()
                 Pname = enum()

              See getVertexAttribdv/2

       getVertexAttribIuiv(Index, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Index = integer()
                 Pname = enum()

              glGetVertexAttribI

              See external documentation.

       vertexAttribI1i(Index, X) -> ok

              Types:

                 Index = integer()
                 X = integer()

              See vertexAttrib1d/2

       vertexAttribI2i(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()

              See vertexAttrib1d/2

       vertexAttribI3i(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertexAttrib1d/2

       vertexAttribI4i(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttribI1ui(Index, X) -> ok

              Types:

                 Index = integer()
                 X = integer()

              See vertexAttrib1d/2

       vertexAttribI2ui(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()

              See vertexAttrib1d/2

       vertexAttribI3ui(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()

              See vertexAttrib1d/2

       vertexAttribI4ui(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = integer()
                 Y = integer()
                 Z = integer()
                 W = integer()

              See vertexAttrib1d/2

       vertexAttribI1iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer()}

              Equivalent to vertexAttribI1i(Index, X).

       vertexAttribI2iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertexAttribI2i(Index, X, Y).

       vertexAttribI3iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertexAttribI3i(Index, X, Y, Z).

       vertexAttribI4iv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttribI4i(Index, X, Y, Z, W).

       vertexAttribI1uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer()}

              Equivalent to vertexAttribI1ui(Index, X).

       vertexAttribI2uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer()}

              Equivalent to vertexAttribI2ui(Index, X, Y).

       vertexAttribI3uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer()}

              Equivalent to vertexAttribI3ui(Index, X, Y, Z).

       vertexAttribI4uiv(Index::integer(), V) -> ok

              Types:

                 V = {X::integer(), Y::integer(), Z::integer(), W::integer()}

              Equivalent to vertexAttribI4ui(Index, X, Y, Z, W).

       vertexAttribI4bv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribI4sv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribI4ubv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       vertexAttribI4usv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              See vertexAttrib1d/2

       getUniformuiv(Program,  Location)  ->   {integer(),   integer(),   integer(),   integer(),
       integer(),  integer(),  integer(),  integer(), integer(), integer(), integer(), integer(),
       integer(), integer(), integer(), integer()}

              Types:

                 Program = integer()
                 Location = integer()

              See getUniformfv/2

       bindFragDataLocation(Program, Color, Name) -> ok

              Types:

                 Program = integer()
                 Color = integer()
                 Name = string()

              Bind a user-defined varying out variable to a fragment shader color number

              gl:bindFragDataLocation  explicitly  specifies  the  binding  of  the  user-defined
              varying  out  variable Name to fragment shader color number ColorNumber for program
              Program . If Name was bound previously,  its  assigned  binding  is  replaced  with
              ColorNumber  . Name must be a null-terminated string. ColorNumber must be less than
              ?GL_MAX_DRAW_BUFFERS .

              See external documentation.

       getFragDataLocation(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Query the bindings of color numbers to user-defined varying out variables

              gl:getFragDataLocation 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.

              See external documentation.

       uniform1ui(Location, V0) -> ok

              Types:

                 Location = integer()
                 V0 = integer()

              See uniform1f/2

       uniform2ui(Location, V0, V1) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See uniform1f/2

       uniform3ui(Location, V0, V1, V2) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See uniform1f/2

       uniform4ui(Location, V0, V1, V2, V3) -> ok

              Types:

                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See uniform1f/2

       uniform1uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [integer()]

              See uniform1f/2

       uniform2uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer()}]

              See uniform1f/2

       uniform3uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See uniform1f/2

       uniform4uiv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See uniform1f/2

       texParameterIiv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              See texParameterf/3

       texParameterIuiv(Target, Pname, Params) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 Params = tuple()

              glTexParameterI

              See external documentation.

       getTexParameterIiv(Target, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              See getTexParameterfv/2

       getTexParameterIuiv(Target, Pname) -> {integer(), integer(), integer(), integer()}

              Types:

                 Target = enum()
                 Pname = enum()

              glGetTexParameterI

              See external documentation.

       clearBufferiv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = tuple()

              Clear individual buffers of the currently bound draw framebuffer

              gl:clearBuffer* clears the specified buffer to the specified value(s). If Buffer is
              ?GL_COLOR,  a  particular draw buffer ?GL_DRAWBUFFER I is specified by passing I as
              DrawBuffer . In this case, Value points to a four-element vector specifying the  R,
              G,  B  and  A  color  to  clear that draw buffer to. If Buffer is one of ?GL_FRONT,
              ?GL_BACK,  ?GL_LEFT,  ?GL_RIGHT,  or  ?GL_FRONT_AND_BACK  ,  identifying   multiple
              buffers, each selected buffer is cleared to the same value. Clamping and conversion
              for fixed-point color buffers are performed in the same fashion as  gl:clearColor/4
              .

              See external documentation.

       clearBufferuiv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = tuple()

              See clearBufferiv/3

       clearBufferfv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = tuple()

              See clearBufferiv/3

       clearBufferfi(Buffer, Drawbuffer, Depth, Stencil) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Depth = float()
                 Stencil = integer()

              glClearBufferfi

              See external documentation.

       getStringi(Name, Index) -> string()

              Types:

                 Name = enum()
                 Index = integer()

              See getString/1

       drawArraysInstanced(Mode, First, Count, Primcount) -> ok

              Types:

                 Mode = enum()
                 First = integer()
                 Count = integer()
                 Primcount = integer()

              glDrawArraysInstance

              See external documentation.

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

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()

              glDrawElementsInstance

              See external documentation.

       texBuffer(Target, Internalformat, Buffer) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Buffer = integer()

              Attach the storage for a buffer object to the active buffer texture

              gl:texBuffer  attaches the storage for the buffer object named Buffer to the active
              buffer texture, and specifies the internal format for the texel array found in  the
              attached buffer object. If Buffer is zero, any buffer object attached to the buffer
              texture is detached and no new buffer object is attached. If Buffer is non-zero, it
              must  be the name of an existing buffer object. Target must be ?GL_TEXTURE_BUFFER .
              Internalformat specifies the storage format, and must be one of the following sized
              internal formats:

              See external documentation.

       primitiveRestartIndex(Index) -> ok

              Types:

                 Index = integer()

              Specify the primitive restart index

              gl:primitiveRestartIndex specifies a vertex array element that is treated specially
              when primitive restarting is enabled. This is known as the primitive restart index.

              See external documentation.

       getInteger64i_v(Target, Index) -> [integer()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       getBufferParameteri64v(Target, Pname) -> [integer()]

              Types:

                 Target = enum()
                 Pname = enum()

              glGetBufferParameteri64v

              See external documentation.

       framebufferTexture(Target, Attachment, Texture, Level) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Texture = integer()
                 Level = integer()

              Attach a level of a texture object as a  logical  buffer  to  the  currently  bound
              framebuffer object

              gl:framebufferTexture,    gl:framebufferTexture1D,   gl:framebufferTexture2D,   and
              gl:framebufferTexture attach a selected mipmap level or image of a  texture  object
              as one of the logical buffers of the framebuffer object currently bound to Target .
              Target must be ?GL_DRAW_FRAMEBUFFER,  ?GL_READ_FRAMEBUFFER,  or  ?GL_FRAMEBUFFER  .
              ?GL_FRAMEBUFFER is equivalent to ?GL_DRAW_FRAMEBUFFER.

              See external documentation.

       vertexAttribDivisor(Index, Divisor) -> ok

              Types:

                 Index = integer()
                 Divisor = integer()

              Modify  the  rate  at  which  generic  vertex  attributes  advance during instanced
              rendering

              gl:vertexAttribDivisor modifies the rate at which generic vertex attributes advance
              when  rendering  multiple instances of primitives in a single draw call. 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.   An   attribute   is   referred   to   as   instanced   if   its
              ?GL_VERTEX_ATTRIB_ARRAY_DIVISOR value is non-zero.

              See external documentation.

       minSampleShading(Value) -> ok

              Types:

                 Value = clamp()

              Specifies minimum rate at which sample shaing takes place

              gl:minSampleShading specifies the rate at which samples are shaded within a covered
              pixel. Sample-rate shading is enabled by calling  gl:enable/1  with  the  parameter
              ?GL_SAMPLE_SHADING  .  If ?GL_MULTISAMPLE or ?GL_SAMPLE_SHADING is disabled, sample
              shading has no effect. 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. At  least  1
              sample for each covered fragment is generated.

              See external documentation.

       blendEquationi(Buf, Mode) -> ok

              Types:

                 Buf = integer()
                 Mode = enum()

              See blendEquation/1

       blendEquationSeparatei(Buf, ModeRGB, ModeAlpha) -> ok

              Types:

                 Buf = integer()
                 ModeRGB = enum()
                 ModeAlpha = enum()

              See blendEquationSeparate/2

       blendFunci(Buf, Src, Dst) -> ok

              Types:

                 Buf = integer()
                 Src = enum()
                 Dst = enum()

              glBlendFunci

              See external documentation.

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

              Types:

                 Buf = integer()
                 SrcRGB = enum()
                 DstRGB = enum()
                 SrcAlpha = enum()
                 DstAlpha = enum()

              See blendFuncSeparate/4

       loadTransposeMatrixfARB(M) -> ok

              Types:

                 M = matrix()

              glLoadTransposeMatrixARB

              See external documentation.

       loadTransposeMatrixdARB(M) -> ok

              Types:

                 M = matrix()

              glLoadTransposeMatrixARB

              See external documentation.

       multTransposeMatrixfARB(M) -> ok

              Types:

                 M = matrix()

              glMultTransposeMatrixARB

              See external documentation.

       multTransposeMatrixdARB(M) -> ok

              Types:

                 M = matrix()

              glMultTransposeMatrixARB

              See external documentation.

       weightbvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightsvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightivARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightfvARB(Weights) -> ok

              Types:

                 Weights = [float()]

              glWeightARB

              See external documentation.

       weightdvARB(Weights) -> ok

              Types:

                 Weights = [float()]

              glWeightARB

              See external documentation.

       weightubvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightusvARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       weightuivARB(Weights) -> ok

              Types:

                 Weights = [integer()]

              glWeightARB

              See external documentation.

       vertexBlendARB(Count) -> ok

              Types:

                 Count = integer()

              glVertexBlenARB

              See external documentation.

       currentPaletteMatrixARB(Index) -> ok

              Types:

                 Index = integer()

              glCurrentPaletteMatrixARB

              See external documentation.

       matrixIndexubvARB(Indices) -> ok

              Types:

                 Indices = [integer()]

              glMatrixIndexARB

              See external documentation.

       matrixIndexusvARB(Indices) -> ok

              Types:

                 Indices = [integer()]

              glMatrixIndexARB

              See external documentation.

       matrixIndexuivARB(Indices) -> ok

              Types:

                 Indices = [integer()]

              glMatrixIndexARB

              See external documentation.

       programStringARB(Target, Format, String) -> ok

              Types:

                 Target = enum()
                 Format = enum()
                 String = string()

              glProgramStringARB

              See external documentation.

       bindProgramARB(Target, Program) -> ok

              Types:

                 Target = enum()
                 Program = integer()

              glBindProgramARB

              See external documentation.

       deleteProgramsARB(Programs) -> ok

              Types:

                 Programs = [integer()]

              glDeleteProgramsARB

              See external documentation.

       genProgramsARB(N) -> [integer()]

              Types:

                 N = integer()

              glGenProgramsARB

              See external documentation.

       programEnvParameter4dARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramEnvParameterARB

              See external documentation.

       programEnvParameter4dvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramEnvParameterARB

              See external documentation.

       programEnvParameter4fARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramEnvParameterARB

              See external documentation.

       programEnvParameter4fvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramEnvParameterARB

              See external documentation.

       programLocalParameter4dARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramLocalParameterARB

              See external documentation.

       programLocalParameter4dvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramLocalParameterARB

              See external documentation.

       programLocalParameter4fARB(Target, Index, X, Y, Z, W) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glProgramLocalParameterARB

              See external documentation.

       programLocalParameter4fvARB(Target, Index, Params) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Params = {float(), float(), float(), float()}

              glProgramLocalParameterARB

              See external documentation.

       getProgramEnvParameterdvARB(Target, Index) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramEnvParameterARB

              See external documentation.

       getProgramEnvParameterfvARB(Target, Index) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramEnvParameterARB

              See external documentation.

       getProgramLocalParameterdvARB(Target, Index) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramLocalParameterARB

              See external documentation.

       getProgramLocalParameterfvARB(Target, Index) -> {float(), float(), float(), float()}

              Types:

                 Target = enum()
                 Index = integer()

              glGetProgramLocalParameterARB

              See external documentation.

       getProgramStringARB(Target, Pname, String) -> ok

              Types:

                 Target = enum()
                 Pname = enum()
                 String = mem()

              glGetProgramStringARB

              See external documentation.

       getBufferParameterivARB(Target, Pname) -> [integer()]

              Types:

                 Target = enum()
                 Pname = enum()

              glGetBufferParameterARB

              See external documentation.

       deleteObjectARB(Obj) -> ok

              Types:

                 Obj = integer()

              glDeleteObjectARB

              See external documentation.

       getHandleARB(Pname) -> integer()

              Types:

                 Pname = enum()

              glGetHandleARB

              See external documentation.

       detachObjectARB(ContainerObj, AttachedObj) -> ok

              Types:

                 ContainerObj = integer()
                 AttachedObj = integer()

              glDetachObjectARB

              See external documentation.

       createShaderObjectARB(ShaderType) -> integer()

              Types:

                 ShaderType = enum()

              glCreateShaderObjectARB

              See external documentation.

       shaderSourceARB(ShaderObj, String) -> ok

              Types:

                 ShaderObj = integer()
                 String = iolist()

              glShaderSourceARB

              See external documentation.

       compileShaderARB(ShaderObj) -> ok

              Types:

                 ShaderObj = integer()

              glCompileShaderARB

              See external documentation.

       createProgramObjectARB() -> integer()

              glCreateProgramObjectARB

              See external documentation.

       attachObjectARB(ContainerObj, Obj) -> ok

              Types:

                 ContainerObj = integer()
                 Obj = integer()

              glAttachObjectARB

              See external documentation.

       linkProgramARB(ProgramObj) -> ok

              Types:

                 ProgramObj = integer()

              glLinkProgramARB

              See external documentation.

       useProgramObjectARB(ProgramObj) -> ok

              Types:

                 ProgramObj = integer()

              glUseProgramObjectARB

              See external documentation.

       validateProgramARB(ProgramObj) -> ok

              Types:

                 ProgramObj = integer()

              glValidateProgramARB

              See external documentation.

       getObjectParameterfvARB(Obj, Pname) -> float()

              Types:

                 Obj = integer()
                 Pname = enum()

              glGetObjectParameterARB

              See external documentation.

       getObjectParameterivARB(Obj, Pname) -> integer()

              Types:

                 Obj = integer()
                 Pname = enum()

              glGetObjectParameterARB

              See external documentation.

       getInfoLogARB(Obj, MaxLength) -> string()

              Types:

                 Obj = integer()
                 MaxLength = integer()

              glGetInfoLogARB

              See external documentation.

       getAttachedObjectsARB(ContainerObj, MaxCount) -> [integer()]

              Types:

                 ContainerObj = integer()
                 MaxCount = integer()

              glGetAttachedObjectsARB

              See external documentation.

       getUniformLocationARB(ProgramObj, Name) -> integer()

              Types:

                 ProgramObj = integer()
                 Name = string()

              glGetUniformLocationARB

              See external documentation.

       getActiveUniformARB(ProgramObj,   Index,  MaxLength)  ->  {Size::integer(),  Type::enum(),
       Name::string()}

              Types:

                 ProgramObj = integer()
                 Index = integer()
                 MaxLength = integer()

              glGetActiveUniformARB

              See external documentation.

       getUniformfvARB(ProgramObj, Location) -> matrix()

              Types:

                 ProgramObj = integer()
                 Location = integer()

              glGetUniformARB

              See external documentation.

       getUniformivARB(ProgramObj, Location)  ->  {integer(),  integer(),  integer(),  integer(),
       integer(),  integer(),  integer(),  integer(), integer(), integer(), integer(), integer(),
       integer(), integer(), integer(), integer()}

              Types:

                 ProgramObj = integer()
                 Location = integer()

              glGetUniformARB

              See external documentation.

       getShaderSourceARB(Obj, MaxLength) -> string()

              Types:

                 Obj = integer()
                 MaxLength = integer()

              glGetShaderSourceARB

              See external documentation.

       bindAttribLocationARB(ProgramObj, Index, Name) -> ok

              Types:

                 ProgramObj = integer()
                 Index = integer()
                 Name = string()

              glBindAttribLocationARB

              See external documentation.

       getActiveAttribARB(ProgramObj,  Index,  MaxLength)  ->   {Size::integer(),   Type::enum(),
       Name::string()}

              Types:

                 ProgramObj = integer()
                 Index = integer()
                 MaxLength = integer()

              glGetActiveAttribARB

              See external documentation.

       getAttribLocationARB(ProgramObj, Name) -> integer()

              Types:

                 ProgramObj = integer()
                 Name = string()

              glGetAttribLocationARB

              See external documentation.

       isRenderbuffer(Renderbuffer) -> 0 | 1

              Types:

                 Renderbuffer = integer()

              Determine if a name corresponds to a renderbuffer object

              gl:isRenderbuffer  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 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  returns
              ?GL_FALSE .

              See external documentation.

       bindRenderbuffer(Target, Renderbuffer) -> ok

              Types:

                 Target = enum()
                 Renderbuffer = integer()

              Bind a renderbuffer to a renderbuffer target

              gl:bindRenderbuffer  binds  the  renderbuffer  object with name Renderbuffer to the
              renderbuffer target specified  by  Target  .  Target  must  be  ?GL_RENDERBUFFER  .
              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 .

              See external documentation.

       deleteRenderbuffers(Renderbuffers) -> ok

              Types:

                 Renderbuffers = [integer()]

              Delete renderbuffer objects

              gl:deleteRenderbuffers 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 is currently bound to the target ?GL_RENDERBUFFER
              is deleted, it is as though gl:bindRenderbuffer/2 had been executed with  a  Target
              of ?GL_RENDERBUFFER and a Name of zero.

              See external documentation.

       genRenderbuffers(N) -> [integer()]

              Types:

                 N = integer()

              Generate renderbuffer object names

              gl:genRenderbuffers 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 .

              See external documentation.

       renderbufferStorage(Target, Internalformat, Width, Height) -> ok

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()

              Establish data storage, format and dimensions of a renderbuffer object's image

              gl:renderbufferStorage is equivalent to calling gl:renderbufferStorageMultisample/5
              with the Samples set to zero.

              See external documentation.

       getRenderbufferParameteriv(Target, Pname) -> integer()

              Types:

                 Target = enum()
                 Pname = enum()

              Retrieve information about a bound renderbuffer object

              gl:getRenderbufferParameteriv  retrieves  information  about  a  bound renderbuffer
              object.  Target  specifies  the  target  of  the  query  operation  and   must   be
              ?GL_RENDERBUFFER  .  Pname specifies the parameter whose value to query and must be
              one       of        ?GL_RENDERBUFFER_WIDTH        ,        ?GL_RENDERBUFFER_HEIGHT,
              ?GL_RENDERBUFFER_INTERNAL_FORMAT,            ?GL_RENDERBUFFER_RED_SIZE            ,
              ?GL_RENDERBUFFER_GREEN_SIZE,                            ?GL_RENDERBUFFER_BLUE_SIZE,
              ?GL_RENDERBUFFER_ALPHA_SIZE              ,             ?GL_RENDERBUFFER_DEPTH_SIZE,
              ?GL_RENDERBUFFER_DEPTH_SIZE,       ?GL_RENDERBUFFER_STENCIL_SIZE        ,        or
              ?GL_RENDERBUFFER_SAMPLES.

              See external documentation.

       isFramebuffer(Framebuffer) -> 0 | 1

              Types:

                 Framebuffer = integer()

              Determine if a name corresponds to a framebuffer object

              gl:isFramebuffer  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 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 returns ?GL_FALSE.

              See external documentation.

       bindFramebuffer(Target, Framebuffer) -> ok

              Types:

                 Target = enum()
                 Framebuffer = integer()

              Bind a framebuffer to a framebuffer target

              gl:bindFramebuffer binds the  framebuffer  object  with  name  Framebuffer  to  the
              framebuffer target specified by Target . Target must be either ?GL_DRAW_FRAMEBUFFER
              , ?GL_READ_FRAMEBUFFER or ?GL_FRAMEBUFFER. If a  framebuffer  object  is  bound  to
              ?GL_DRAW_FRAMEBUFFER  or  ?GL_READ_FRAMEBUFFER, it becomes the target for rendering
              or readback operations, respectively, until it is deleted or another framebuffer is
              bound  to  the corresponding bind point. Calling gl:bindFramebuffer with Target set
              to ?GL_FRAMEBUFFER binds Framebuffer to both the read and draw framebuffer targets.
              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 .

              See external documentation.

       deleteFramebuffers(Framebuffers) -> ok

              Types:

                 Framebuffers = [integer()]

              Delete framebuffer objects

              gl:deleteFramebuffers  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. Once
              a framebuffer  object  is  deleted,  its  name  is  again  unused  and  it  has  no
              attachments. If a framebuffer that is currently bound to one or more of the targets
              ?GL_DRAW_FRAMEBUFFER  or  ?GL_READ_FRAMEBUFFER  is  deleted,  it   is   as   though
              gl:bindFramebuffer/2   had   been   executed  with  the  corresponding  Target  and
              Framebuffer zero.

              See external documentation.

       genFramebuffers(N) -> [integer()]

              Types:

                 N = integer()

              Generate framebuffer object names

              gl:genFramebuffers returns N  framebuffer  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:genFramebuffers .

              See external documentation.

       checkFramebufferStatus(Target) -> enum()

              Types:

                 Target = enum()

              Check the completeness status of a framebuffer

              gl:checkFramebufferStatus queries the completeness status of the framebuffer object
              currently   bound   to   Target   .   Target    must    be    ?GL_DRAW_FRAMEBUFFER,
              ?GL_READ_FRAMEBUFFER   or   ?GL_FRAMEBUFFER.   ?GL_FRAMEBUFFER   is  equivalent  to
              ?GL_DRAW_FRAMEBUFFER .

              See external documentation.

       framebufferTexture1D(Target, Attachment, Textarget, Texture, Level) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Textarget = enum()
                 Texture = integer()
                 Level = integer()

              See framebufferTexture/4

       framebufferTexture2D(Target, Attachment, Textarget, Texture, Level) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Textarget = enum()
                 Texture = integer()
                 Level = integer()

              See framebufferTexture/4

       framebufferTexture3D(Target, Attachment, Textarget, Texture, Level, Zoffset) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Textarget = enum()
                 Texture = integer()
                 Level = integer()
                 Zoffset = integer()

              See framebufferTexture/4

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

              Types:

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

              Attach a renderbuffer as a logical buffer to the currently bound framebuffer object

              gl:framebufferRenderbuffer attaches a renderbuffer as one of the logical buffers of
              the   currently   bound  framebuffer  object.  Renderbuffer  is  the  name  of  the
              renderbuffer object to attach and must be either zero, or the name of  an  existing
              renderbuffer object of type Renderbuffertarget . If Renderbuffer is not zero and if
              gl:framebufferRenderbuffer is successful, then the renderbuffer  name  Renderbuffer
              will  be  used  as  the  logical buffer identified by Attachment of the framebuffer
              currently bound to Target .

              See external documentation.

       getFramebufferAttachmentParameteriv(Target, Attachment, Pname) -> integer()

              Types:

                 Target = enum()
                 Attachment = enum()
                 Pname = enum()

              Retrieve information about attachments of a bound framebuffer object

              gl:getFramebufferAttachmentParameter returns information  about  attachments  of  a
              bound  framebuffer  object. Target specifies the framebuffer binding point and must
              be ?GL_DRAW_FRAMEBUFFER, ?GL_READ_FRAMEBUFFER or  ?GL_FRAMEBUFFER.  ?GL_FRAMEBUFFER
              is equivalent to ?GL_DRAW_FRAMEBUFFER.

              See external documentation.

       generateMipmap(Target) -> ok

              Types:

                 Target = enum()

              Generate mipmaps for a specified texture target

              gl:generateMipmap  generates  mipmaps  for  the  texture  attached to Target of the
              active texture unit. For  cube  map  textures,  a  ?GL_INVALID_OPERATION  error  is
              generated if the texture attached to Target is not cube complete.

              See external documentation.

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

              Types:

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

              Copy a block of pixels from the read framebuffer to the draw framebuffer

              gl:blitFramebuffer transfers a rectangle of pixel values from  one  region  of  the
              read  framebuffer to another region in the draw framebuffer. Mask is the bitwise OR
              of a number of values indicating which buffers are to be  copied.  The  values  are
              ?GL_COLOR_BUFFER_BIT , ?GL_DEPTH_BUFFER_BIT, and ?GL_STENCIL_BUFFER_BIT. The pixels
              corresponding to these buffers are copied from the source rectangle bounded by  the
              locations  (  SrcX0  ;  SrcY0  ) and ( SrcX1 ; SrcY1 ) to the destination rectangle
              bounded by the locations ( DstX0 ; DstY0 ) and ( DstX1 ; DstY1 ). The lower  bounds
              of the rectangle are inclusive, while the upper bounds are exclusive.

              See external documentation.

       renderbufferStorageMultisample(Target, Samples, Internalformat, Width, Height) -> ok

              Types:

                 Target = enum()
                 Samples = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()

              Establish  data  storage,  format,  dimensions  and  sample count of a renderbuffer
              object's image

              gl:renderbufferStorageMultisample establishes the data storage, format,  dimensions
              and number of samples of a renderbuffer object's image.

              See external documentation.

       framebufferTextureLayer(Target, Attachment, Texture, Level, Layer) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Texture = integer()
                 Level = integer()
                 Layer = integer()

              See framebufferTexture/4

       framebufferTextureFaceARB(Target, Attachment, Texture, Level, Face) -> ok

              Types:

                 Target = enum()
                 Attachment = enum()
                 Texture = integer()
                 Level = integer()
                 Face = enum()

              See framebufferTexture/4

       flushMappedBufferRange(Target, Offset, Length) -> ok

              Types:

                 Target = enum()
                 Offset = integer()
                 Length = integer()

              Indicate modifications to a range of a mapped buffer

              gl:flushMappedBufferRange indicates that modifications have been made to a range of
              a  mapped  buffer.  The  buffer  must  previously  have  been   mapped   with   the
              ?GL_MAP_FLUSH_EXPLICIT  flag.  Offset  and Length indicate the modified subrange of
              the mapping, in basic units. The specified subrange to flush  is  relative  to  the
              start of the currently mapped range of the buffer. gl:flushMappedBufferRange may be
              called multiple times to indicate distinct subranges of the mapping  which  require
              flushing.

              See external documentation.

       bindVertexArray(Array) -> ok

              Types:

                 Array = integer()

              Bind a vertex array object

              gl:bindVertexArray  binds  the  vertex  array object with name 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.

              See external documentation.

       deleteVertexArrays(Arrays) -> ok

              Types:

                 Arrays = [integer()]

              Delete vertex array objects

              gl:deleteVertexArrays  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 is 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.

              See external documentation.

       genVertexArrays(N) -> [integer()]

              Types:

                 N = integer()

              Generate vertex array object names

              gl:genVertexArrays 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 .

              See external documentation.

       isVertexArray(Array) -> 0 | 1

              Types:

                 Array = integer()

              Determine if a name corresponds to a vertex array object

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

              See external documentation.

       getUniformIndices(Program, UniformNames) -> [integer()]

              Types:

                 Program = integer()
                 UniformNames = iolist()

              Retrieve the index of a named uniform block

              gl:getUniformIndices retrieves the indices of a number of uniforms within Program .

              See external documentation.

       getActiveUniformsiv(Program, UniformIndices, Pname) -> [integer()]

              Types:

                 Program = integer()
                 UniformIndices = [integer()]
                 Pname = enum()

              glGetActiveUniforms

              See external documentation.

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

              Types:

                 Program = integer()
                 UniformIndex = integer()
                 BufSize = integer()

              Query the name of an active uniform

              gl:getActiveUniformName returns the name of  the  active  uniform  at  UniformIndex
              within  Program . 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 . 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   can   be  queried  with
              gl:getProgramiv/2 .

              See external documentation.

       getUniformBlockIndex(Program, UniformBlockName) -> integer()

              Types:

                 Program = integer()
                 UniformBlockName = string()

              Retrieve the index of a named uniform block

              gl:getUniformBlockIndex retrieves the index of a uniform block within Program .

              See external documentation.

       getActiveUniformBlockiv(Program, UniformBlockIndex, Pname, Params) -> ok

              Types:

                 Program = integer()
                 UniformBlockIndex = integer()
                 Pname = enum()
                 Params = mem()

              Query information about an active uniform block

              gl:getActiveUniformBlockiv retrieves information  about  an  active  uniform  block
              within Program .

              See external documentation.

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

              Types:

                 Program = integer()
                 UniformBlockIndex = integer()
                 BufSize = integer()

              Retrieve the name of an active uniform block

              gl:getActiveUniformBlockName  retrieves  the  name  of  the active uniform block at
              UniformBlockIndex within Program .

              See external documentation.

       uniformBlockBinding(Program, UniformBlockIndex, UniformBlockBinding) -> ok

              Types:

                 Program = integer()
                 UniformBlockIndex = integer()
                 UniformBlockBinding = integer()

              Assign a binding point to an active uniform block

              Binding points for active uniform blocks are assigned using gl:uniformBlockBinding.
              Each  of  a  program's  active  uniform  blocks  has a corresponding uniform buffer
              binding point. Program is the name of  a  program  object  for  which  the  command
              gl:linkProgram/1 has been issued in the past.

              See external documentation.

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

              Types:

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

              Copy  part of the data store of a buffer object to the data store of another buffer
              object

              gl:copyBufferSubData copies part of the data store attached to  Readtarget  to  the
              data store attached to Writetarget . The number of basic machine units indicated by
              Size is copied from  the  source,  at  offset  Readoffset  to  the  destination  at
              Writeoffset , also in basic machine units.

              See external documentation.

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

              Types:

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

              Render primitives from array data with a per-element offset

              gl:drawElementsBaseVertex  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 is 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.

              See external documentation.

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

              Types:

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

              Render primitives from array data with a per-element offset

              gl:drawRangeElementsBaseVertex is a restricted form of  gl:drawElementsBaseVertex/5
              .  Mode  ,  Start , End , Count and Basevertex match the corresponding arguments to
              gl:drawElementsBaseVertex/5 , with the additional constraint that all values in the
              array  Indices  must  lie  between  Start  and  End  ,  inclusive,  prior to adding
              Basevertex . Index values lying outside the range [ Start , End ]  are  treated  in
              the  same  way as gl:drawElementsBaseVertex/5 . The i th 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 is 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.

              See external documentation.

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

              Types:

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

              Render multiple instances of a set of primitives from array data with a per-element
              offset

              gl:drawElementsInstancedBaseVertex          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  is 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.

              See external documentation.

       provokingVertex(Mode) -> ok

              Types:

                 Mode = enum()

              Specifiy the vertex to be used as the source of data for flat shaded varyings

              Flatshading  a  vertex  shader  varying  output  means to assign all vetices of the
              primitive the same value for that output. The vertex from  which  these  values  is
              derived  is  known  as  the provoking vertex and gl:provokingVertex specifies which
              vertex is to be used as the source of data for flat shaded varyings.

              See external documentation.

       fenceSync(Condition, Flags) -> integer()

              Types:

                 Condition = enum()
                 Flags = integer()

              Create a new sync object and insert it into the GL command stream

              gl:fenceSync 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.

              See external documentation.

       isSync(Sync) -> 0 | 1

              Types:

                 Sync = integer()

              Determine if a name corresponds to a sync object

              gl:isSync returns ?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 returns
              ?GL_FALSE. Note that zero is not the name of a sync object.

              See external documentation.

       deleteSync(Sync) -> ok

              Types:

                 Sync = integer()

              Delete a sync object

              gl:deleteSync 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 is
              no longer associated  with  any  fence  command  and  is  no  longer  blocking  any
              gl:waitSync/3  or  gl:clientWaitSync/3 command. In either case, after gl:deleteSync
              returns, the name Sync is invalid and can no longer be used to refer  to  the  sync
              object.

              See external documentation.

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

              Types:

                 Sync = integer()
                 Flags = integer()
                 Timeout = integer()

              Block and wait for a sync object to become signaled

              gl:clientWaitSync causes the client to block and wait for the sync object specified
              by Sync to become signaled. If Sync is signaled when gl:clientWaitSync  is  called,
              gl:clientWaitSync  returns  immediately, otherwise it will block and wait for up to
              Timeout nanoseconds for Sync to become signaled.

              See external documentation.

       waitSync(Sync, Flags, Timeout) -> ok

              Types:

                 Sync = integer()
                 Flags = integer()
                 Timeout = integer()

              Instruct the GL server to block until the specified sync object becomes signaled

              gl:waitSync 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 operate properly in the presence of such extensions.

              See external documentation.

       getInteger64v(Pname) -> [integer()]

              Types:

                 Pname = enum()

              See getBooleanv/1

       getSynciv(Sync, Pname, BufSize) -> [integer()]

              Types:

                 Sync = integer()
                 Pname = enum()
                 BufSize = integer()

              Query the properties of a sync object

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

              See external documentation.

       texImage2DMultisample(Target,      Samples,      Internalformat,      Width,       Height,
       Fixedsamplelocations) -> ok

              Types:

                 Target = enum()
                 Samples = integer()
                 Internalformat = integer()
                 Width = integer()
                 Height = integer()
                 Fixedsamplelocations = 0 | 1

              Establish  the  data  storage,  format,  dimensions,  and  number  of  samples of a
              multisample texture's image

              gl:texImage2DMultisample establishes  the  data  storage,  format,  dimensions  and
              number of samples of a multisample texture's image.

              See external documentation.

       texImage3DMultisample(Target,    Samples,    Internalformat,    Width,    Height,   Depth,
       Fixedsamplelocations) -> ok

              Types:

                 Target = enum()
                 Samples = integer()
                 Internalformat = integer()
                 Width = integer()
                 Height = integer()
                 Depth = integer()
                 Fixedsamplelocations = 0 | 1

              Establish the data  storage,  format,  dimensions,  and  number  of  samples  of  a
              multisample texture's image

              gl:texImage3DMultisample  establishes  the  data  storage,  format,  dimensions and
              number of samples of a multisample texture's image.

              See external documentation.

       getMultisamplefv(Pname, Index) -> {float(), float()}

              Types:

                 Pname = enum()
                 Index = integer()

              Retrieve the location of a sample

              gl:getMultisamplefv 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 - 1.

              See external documentation.

       sampleMaski(Index, Mask) -> ok

              Types:

                 Index = integer()
                 Mask = integer()

              Set the value of a sub-word of the sample mask

              gl:sampleMaski  sets  one  32-bit  sub-word  of   the   multi-word   sample   mask,
              ?GL_SAMPLE_MASK_VALUE .

              See external documentation.

       namedStringARB(Type, Name, String) -> ok

              Types:

                 Type = enum()
                 Name = string()
                 String = string()

              glNamedStringARB

              See external documentation.

       deleteNamedStringARB(Name) -> ok

              Types:

                 Name = string()

              glDeleteNamedStringARB

              See external documentation.

       compileShaderIncludeARB(Shader, Path) -> ok

              Types:

                 Shader = integer()
                 Path = iolist()

              glCompileShaderIncludeARB

              See external documentation.

       isNamedStringARB(Name) -> 0 | 1

              Types:

                 Name = string()

              glIsNamedStringARB

              See external documentation.

       getNamedStringARB(Name, BufSize) -> string()

              Types:

                 Name = string()
                 BufSize = integer()

              glGetNamedStringARB

              See external documentation.

       getNamedStringivARB(Name, Pname) -> integer()

              Types:

                 Name = string()
                 Pname = enum()

              glGetNamedStringARB

              See external documentation.

       bindFragDataLocationIndexed(Program, ColorNumber, Index, Name) -> ok

              Types:

                 Program = integer()
                 ColorNumber = integer()
                 Index = integer()
                 Name = string()

              glBindFragDataLocationIndexe

              See external documentation.

       getFragDataIndex(Program, Name) -> integer()

              Types:

                 Program = integer()
                 Name = string()

              Query the bindings of color indices to user-defined varying out variables

              gl:getFragDataIndex  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.

              See external documentation.

       genSamplers(Count) -> [integer()]

              Types:

                 Count = integer()

              Generate sampler object names

              gl:genSamplers  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
              .

              See external documentation.

       deleteSamplers(Samplers) -> ok

              Types:

                 Samplers = [integer()]

              Delete named sampler objects

              gl:deleteSamplers deletes N sampler objects named by the elements of the array  Ids
              .  After a sampler object is deleted, its name is again unused. If a sampler object
              that  is  currently  bound  to  a  sampler  unit  is  deleted,  it  is  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.

              See external documentation.

       isSampler(Sampler) -> 0 | 1

              Types:

                 Sampler = integer()

              Determine if a name corresponds to a sampler object

              gl:isSampler  returns  ?GL_TRUE if Id is currently the name of a sampler object. If
              Id is zero, or is a non-zero value that is not currently  the  name  of  a  sampler
              object, or if an error occurs, gl:isSampler returns ?GL_FALSE.

              See external documentation.

       bindSampler(Unit, Sampler) -> ok

              Types:

                 Unit = integer()
                 Sampler = integer()

              Bind a named sampler to a texturing target

              gl:bindSampler  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.

              See external documentation.

       samplerParameteri(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = integer()

              Set sampler parameters

              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 must
              be the name of a sampler object previously returned from a call to gl:genSamplers/1
              . The following symbols are accepted in Pname :

              See external documentation.

       samplerParameteriv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [integer()]

              See samplerParameteri/3

       samplerParameterf(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = float()

              See samplerParameteri/3

       samplerParameterfv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [float()]

              See samplerParameteri/3

       samplerParameterIiv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [integer()]

              See samplerParameteri/3

       samplerParameterIuiv(Sampler, Pname, Param) -> ok

              Types:

                 Sampler = integer()
                 Pname = enum()
                 Param = [integer()]

              glSamplerParameterI

              See external documentation.

       getSamplerParameteriv(Sampler, Pname) -> [integer()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              Return sampler parameter values

              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:samplerParameteri/3 ,  with
              the same interpretations:

              See external documentation.

       getSamplerParameterIiv(Sampler, Pname) -> [integer()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              See getSamplerParameteriv/2

       getSamplerParameterfv(Sampler, Pname) -> [float()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              See getSamplerParameteriv/2

       getSamplerParameterIuiv(Sampler, Pname) -> [integer()]

              Types:

                 Sampler = integer()
                 Pname = enum()

              glGetSamplerParameterI

              See external documentation.

       queryCounter(Id, Target) -> ok

              Types:

                 Id = integer()
                 Target = enum()

              Record the GL time into a query object after all previous commands have reached the
              GL server but have not yet necessarily executed.

              gl:queryCounter causes the GL to record the current  time  into  the  query  object
              named  Id  .  Target must be ?GL_TIMESTAMP. The time is recorded after all previous
              commands on the GL client and server state and  the  framebuffer  have  been  fully
              realized.  When  the  time  is recorded, the query result for that object is marked
              available. gl:queryCounter timer queries can be used  within  a  gl:beginQuery/2  /
              gl:beginQuery/2  block  where the target is ?GL_TIME_ELAPSED and it does not affect
              the result of that query object.

              See external documentation.

       getQueryObjecti64v(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              glGetQueryObjecti64v

              See external documentation.

       getQueryObjectui64v(Id, Pname) -> integer()

              Types:

                 Id = integer()
                 Pname = enum()

              glGetQueryObjectui64v

              See external documentation.

       drawArraysIndirect(Mode, Indirect) -> ok

              Types:

                 Mode = enum()
                 Indirect = offset() | mem()

              Render primitives from array data, taking parameters from memory

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

              See external documentation.

       drawElementsIndirect(Mode, Type, Indirect) -> ok

              Types:

                 Mode = enum()
                 Type = enum()
                 Indirect = offset() | mem()

              Render indexed primitives from array data, taking parameters from memory

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

              See external documentation.

       uniform1d(Location, X) -> ok

              Types:

                 Location = integer()
                 X = float()

              See uniform1f/2

       uniform2d(Location, X, Y) -> ok

              Types:

                 Location = integer()
                 X = float()
                 Y = float()

              See uniform1f/2

       uniform3d(Location, X, Y, Z) -> ok

              Types:

                 Location = integer()
                 X = float()
                 Y = float()
                 Z = float()

              See uniform1f/2

       uniform4d(Location, X, Y, Z, W) -> ok

              Types:

                 Location = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              See uniform1f/2

       uniform1dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [float()]

              See uniform1f/2

       uniform2dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float()}]

              See uniform1f/2

       uniform3dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float()}]

              See uniform1f/2

       uniform4dv(Location, Value) -> ok

              Types:

                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix2dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float()}]

              See uniform1f/2

       uniformMatrix4dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(),  float(),  float(),  float(),  float(),  float(),   float(),   float(),
                 float()}]

              See uniform1f/2

       uniformMatrix2x3dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix2x4dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix3x2dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix3x4dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See uniform1f/2

       uniformMatrix4x2dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See uniform1f/2

       uniformMatrix4x3dv(Location, Transpose, Value) -> ok

              Types:

                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See uniform1f/2

       getUniformdv(Program, Location) -> matrix()

              Types:

                 Program = integer()
                 Location = integer()

              See getUniformfv/2

       getSubroutineUniformLocation(Program, Shadertype, Name) -> integer()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Name = string()

              Retrieve  the  location  of  a  subroutine uniform of a given shader stage within a
              program

              gl:getSubroutineUniformLocation 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 .

              See external documentation.

       getSubroutineIndex(Program, Shadertype, Name) -> integer()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Name = string()

              Retrieve the index of a subroutine uniform of a given shader stage within a program

              gl:getSubroutineIndex 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.

              See external documentation.

       getActiveSubroutineUniformName(Program, Shadertype, Index, Bufsize) -> string()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Index = integer()
                 Bufsize = integer()

              Query the name of an active shader subroutine uniform

              gl:getActiveSubroutineUniformName retrieves the name of an active shader subroutine
              uniform.  Program  contains  the  name  of  the  program  containing  the  uniform.
              Shadertype specifies the stage for which which the uniform location, given by Index
              ,    is    valid.    Index    must    be    between   zero   and   the   value   of
              ?GL_ACTIVE_SUBROUTINE_UNIFORMS minus one for the shader stage.

              See external documentation.

       getActiveSubroutineName(Program, Shadertype, Index, Bufsize) -> string()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Index = integer()
                 Bufsize = integer()

              Query the name of an active shader subroutine

              gl:getActiveSubroutineName 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 must  between  zero
              and the value of ?GL_ACTIVE_SUBROUTINES minus one for the shader stage.

              See external documentation.

       uniformSubroutinesuiv(Shadertype, Indices) -> ok

              Types:

                 Shadertype = enum()
                 Indices = [integer()]

              Load active subroutine uniforms

              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 . 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.

              See external documentation.

       getUniformSubroutineuiv(Shadertype,  Location)  ->   {integer(),   integer(),   integer(),
       integer(),  integer(),  integer(),  integer(), integer(), integer(), integer(), integer(),
       integer(), integer(), integer(), integer(), integer()}

              Types:

                 Shadertype = enum()
                 Location = integer()

              Retrieve the value of a subroutine uniform of a given shader stage of  the  current
              program

              gl:getUniformSubroutine  retrieves  the value of the subroutine uniform at location
              Location for shader stage Shadertype of the current program. Location must be  less
              than  the value of ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS for the shader currently
              in use at shader stage Shadertype . The value of the subroutine uniform is returned
              in Values .

              See external documentation.

       getProgramStageiv(Program, Shadertype, Pname) -> integer()

              Types:

                 Program = integer()
                 Shadertype = enum()
                 Pname = enum()

              Retrieve properties of a program object corresponding to a specified shader stage

              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 .

              See external documentation.

       patchParameteri(Pname, Value) -> ok

              Types:

                 Pname = enum()
                 Value = integer()

              Specifies the parameters for patch primitives

              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, Value specifies the new value for the  parameter  specified  by
              Pname  .  For  gl:patchParameterfv,  Values  specifies  the  address  of  an  array
              containing the new values for the parameter specified by Pname .

              See external documentation.

       patchParameterfv(Pname, Values) -> ok

              Types:

                 Pname = enum()
                 Values = [float()]

              See patchParameteri/2

       bindTransformFeedback(Target, Id) -> ok

              Types:

                 Target = enum()
                 Id = integer()

              Bind a transform feedback object

              gl:bindTransformFeedback binds the transform feedback object with name  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 and initialized with with the default transform state
              vector is created.

              See external documentation.

       deleteTransformFeedbacks(Ids) -> ok

              Types:

                 Ids = [integer()]

              Delete transform feedback objects

              gl:deleteTransformFeedbacks 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.

              See external documentation.

       genTransformFeedbacks(N) -> [integer()]

              Types:

                 N = integer()

              Reserve transform feedback object names

              gl:genTransformFeedbacks  returns  N  previously  unused  transform feedback object
              names  in  Ids  .  These  names  are  marked  as  used,   for   the   purposes   of
              gl:genTransformFeedbacks  only, but they acquire transform feedback state only when
              they are first bound.

              See external documentation.

       isTransformFeedback(Id) -> 0 | 1

              Types:

                 Id = integer()

              Determine if a name corresponds to a transform feedback object

              gl:isTransformFeedback 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 returns ?GL_FALSE. If Id is a
              name  returned  by  gl:genTransformFeedbacks/1  ,  but  that has not yet been bound
              through a call to gl:bindTransformFeedback/2 , then the name  is  not  a  transform
              feedback object and gl:isTransformFeedback returns ?GL_FALSE .

              See external documentation.

       pauseTransformFeedback() -> ok

              Pause transform feedback operations

              gl:pauseTransformFeedback  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.

              See external documentation.

       resumeTransformFeedback() -> ok

              Resume transform feedback operations

              gl:resumeTransformFeedback  resumes  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.

              See external documentation.

       drawTransformFeedback(Mode, Id) -> ok

              Types:

                 Mode = enum()
                 Id = integer()

              Render primitives using a count derived from a transform feedback object

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

              See external documentation.

       drawTransformFeedbackStream(Mode, Id, Stream) -> ok

              Types:

                 Mode = enum()
                 Id = integer()
                 Stream = integer()

              Render primitives using a count derived from  a  specifed  stream  of  a  transform
              feedback object

              gl:drawTransformFeedbackStream 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
              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 .

              See external documentation.

       beginQueryIndexed(Target, Index, Id) -> ok

              Types:

                 Target = enum()
                 Index = integer()
                 Id = integer()

              glBeginQueryIndexe

              See external documentation.

       endQueryIndexed(Target, Index) -> ok

              Types:

                 Target = enum()
                 Index = integer()

              Delimit the boundaries of a query object on an indexed target

              gl:beginQueryIndexed 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.

              See external documentation.

       getQueryIndexediv(Target, Index, Pname) -> integer()

              Types:

                 Target = enum()
                 Index = integer()
                 Pname = enum()

              Return parameters of an indexed query object target

              gl:getQueryIndexediv 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.

              See external documentation.

       releaseShaderCompiler() -> ok

              Release resources consumed by the implementation's shader compiler

              gl:releaseShaderCompiler provides a hint to the implementation  that  it  may  free
              internal  resources  associated  with  its  shader compiler. gl:compileShader/1 may
              subsequently be called and the implementation may at that time reallocate resources
              previously freed by the call to gl:releaseShaderCompiler.

              See external documentation.

       shaderBinary(Shaders, Binaryformat, Binary) -> ok

              Types:

                 Shaders = [integer()]
                 Binaryformat = enum()
                 Binary = binary()

              Load pre-compiled shader binaries

              gl:shaderBinary 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.

              See external documentation.

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

              Types:

                 Shadertype = enum()
                 Precisiontype = enum()

              Retrieve  the  range  and  precision  for  numeric  formats supported by the shader
              compiler

              gl:getShaderPrecisionFormat retrieves the  numeric  range  and  precision  for  the
              implementation's  representation  of  quantities  in  different  numeric formats in
              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.

              See external documentation.

       depthRangef(N, F) -> ok

              Types:

                 N = clamp()
                 F = clamp()

              See depthRange/2

       clearDepthf(D) -> ok

              Types:

                 D = clamp()

              glClearDepthf

              See external documentation.

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

              Types:

                 Program = integer()
                 BufSize = integer()

              Return a binary representation of a program object's compiled and linked executable
              source

              gl:getProgramBinary  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.

              See external documentation.

       programBinary(Program, BinaryFormat, Binary) -> ok

              Types:

                 Program = integer()
                 BinaryFormat = enum()
                 Binary = binary()

              Load a program object with a program binary

              gl:programBinary  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:getProgramiv/2  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.

              See external documentation.

       programParameteri(Program, Pname, Value) -> ok

              Types:

                 Program = integer()
                 Pname = enum()
                 Value = integer()

              Specify a parameter for a program object

              gl:programParameter specifies a new value for the parameter nameed by Pname for the
              program object Program .

              See external documentation.

       useProgramStages(Pipeline, Stages, Program) -> ok

              Types:

                 Pipeline = integer()
                 Stages = integer()
                 Program = integer()

              Bind stages of a program object to a program pipeline

              gl:useProgramStages  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 . 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,        and
              ?GL_FRAGMENT_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 .

              See external documentation.

       activeShaderProgram(Pipeline, Program) -> ok

              Types:

                 Pipeline = integer()
                 Program = integer()

              Set the active program object for a program pipeline object

              gl:activeShaderProgram 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:uniform1f/2  when  no  program
              has been made current through a call to gl:useProgram/1 .

              See external documentation.

       createShaderProgramv(Type, Strings) -> integer()

              Types:

                 Type = enum()
                 Strings = iolist()

              glCreateShaderProgramv

              See external documentation.

       bindProgramPipeline(Pipeline) -> ok

              Types:

                 Pipeline = integer()

              Bind a program pipeline to the current context

              gl:bindProgramPipeline  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 name Pipeline then a new pipeline object is
              created with that name and initialized to the default state vector.

              See external documentation.

       deleteProgramPipelines(Pipelines) -> ok

              Types:

                 Pipelines = [integer()]

              Delete program pipeline objects

              gl:deleteProgramPipelines 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 program pipeline object that is currently bound is deleted,
              the binding for that object reverts to zero and no program pipeline object  becomes
              current.

              See external documentation.

       genProgramPipelines(N) -> [integer()]

              Types:

                 N = integer()

              Reserve program pipeline object names

              gl:genProgramPipelines returns N previously unused program pipeline object names in
              Pipelines  .  These   names   are   marked   as   used,   for   the   purposes   of
              gl:genProgramPipelines only, but they acquire program pipeline state only when they
              are first bound.

              See external documentation.

       isProgramPipeline(Pipeline) -> 0 | 1

              Types:

                 Pipeline = integer()

              Determine if a name corresponds to a program pipeline object

              gl:isProgramPipeline 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  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 returns ?GL_FALSE .

              See external documentation.

       getProgramPipelineiv(Pipeline, Pname) -> integer()

              Types:

                 Pipeline = integer()
                 Pname = enum()

              Retrieve properties of a program pipeline object

              gl:getProgramPipelineiv  retrieves  the value of a property of the program pipeline
              object Pipeline . Pname  specifies  the  name  of  the  parameter  whose  value  to
              retrieve.  The  value  of the parameter is written to the variable whose address is
              given by Params .

              See external documentation.

       programUniform1i(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()

              Specify the value of a uniform variable for a specified program object

              gl:programUniform modifies the value of a uniform variable or  a  uniform  variable
              array. The location of the uniform variable to be modified is specified by Location
              , which should be a value returned by gl:getUniformLocation/2  .  gl:programUniform
              operates on the program object specified by Program .

              See external documentation.

       programUniform1iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [integer()]

              See programUniform1i/3

       programUniform1f(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()

              See programUniform1i/3

       programUniform1fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [float()]

              See programUniform1i/3

       programUniform1d(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()

              See programUniform1i/3

       programUniform1dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [float()]

              See programUniform1i/3

       programUniform1ui(Program, Location, V0) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()

              See programUniform1i/3

       programUniform1uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [integer()]

              See programUniform1i/3

       programUniform2i(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See programUniform1i/3

       programUniform2iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer()}]

              See programUniform1i/3

       programUniform2f(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()

              See programUniform1i/3

       programUniform2fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float()}]

              See programUniform1i/3

       programUniform2d(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()

              See programUniform1i/3

       programUniform2dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float()}]

              See programUniform1i/3

       programUniform2ui(Program, Location, V0, V1) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()

              See programUniform1i/3

       programUniform2uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer()}]

              See programUniform1i/3

       programUniform3i(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See programUniform1i/3

       programUniform3iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See programUniform1i/3

       programUniform3f(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()

              See programUniform1i/3

       programUniform3fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float()}]

              See programUniform1i/3

       programUniform3d(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()

              See programUniform1i/3

       programUniform3dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float()}]

              See programUniform1i/3

       programUniform3ui(Program, Location, V0, V1, V2) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()

              See programUniform1i/3

       programUniform3uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer()}]

              See programUniform1i/3

       programUniform4i(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See programUniform1i/3

       programUniform4iv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See programUniform1i/3

       programUniform4f(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()
                 V3 = float()

              See programUniform1i/3

       programUniform4fv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniform4d(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = float()
                 V1 = float()
                 V2 = float()
                 V3 = float()

              See programUniform1i/3

       programUniform4dv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniform4ui(Program, Location, V0, V1, V2, V3) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 V0 = integer()
                 V1 = integer()
                 V2 = integer()
                 V3 = integer()

              See programUniform1i/3

       programUniform4uiv(Program, Location, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Value = [{integer(), integer(), integer(), integer()}]

              See programUniform1i/3

       programUniformMatrix2fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float()}]

              See programUniform1i/3

       programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(),   float(),   float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix2dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float()}]

              See programUniform1i/3

       programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(),  float(),  float(),  float(),  float(),  float(),   float(),   float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix2x3fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3x2fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix2x4fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix4x2fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix3x4fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix4x3fv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix2x3dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix3x2dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value = [{float(), float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix2x4dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix4x2dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float()}]

              See programUniform1i/3

       programUniformMatrix3x4dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See programUniform1i/3

       programUniformMatrix4x3dv(Program, Location, Transpose, Value) -> ok

              Types:

                 Program = integer()
                 Location = integer()
                 Transpose = 0 | 1
                 Value  =  [{float(),  float(),  float(),  float(),  float(),  float(),  float(),
                 float(), float(), float(), float(), float()}]

              See programUniform1i/3

       validateProgramPipeline(Pipeline) -> ok

              Types:

                 Pipeline = integer()

              Validate a program pipeline object against current GL state

              gl:validateProgramPipeline  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.

              See external documentation.

       getProgramPipelineInfoLog(Pipeline, BufSize) -> string()

              Types:

                 Pipeline = integer()
                 BufSize = integer()

              Retrieve the info log string from a program pipeline object

              gl:getProgramPipelineInfoLog 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.

              See external documentation.

       vertexAttribL1d(Index, X) -> ok

              Types:

                 Index = integer()
                 X = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL2d(Index, X, Y) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL3d(Index, X, Y, Z) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL4d(Index, X, Y, Z, W) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 Z = float()
                 W = float()

              glVertexAttribL

              See external documentation.

       vertexAttribL1dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float()}

              Equivalent to vertexAttribL1d(Index, X).

       vertexAttribL2dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float()}

              Equivalent to vertexAttribL2d(Index, X, Y).

       vertexAttribL3dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float()}

              Equivalent to vertexAttribL3d(Index, X, Y, Z).

       vertexAttribL4dv(Index::integer(), V) -> ok

              Types:

                 V = {X::float(), Y::float(), Z::float(), W::float()}

              Equivalent to vertexAttribL4d(Index, X, Y, Z, W).

       vertexAttribLPointer(Index, Size, Type, Stride, Pointer) -> ok

              Types:

                 Index = integer()
                 Size = integer()
                 Type = enum()
                 Stride = integer()
                 Pointer = offset() | mem()

              glVertexAttribLPointer

              See external documentation.

       getVertexAttribLdv(Index, Pname) -> {float(), float(), float(), float()}

              Types:

                 Index = integer()
                 Pname = enum()

              glGetVertexAttribL

              See external documentation.

       viewportArrayv(First, V) -> ok

              Types:

                 First = integer()
                 V = [{float(), float(), float(), float()}]

              glViewportArrayv

              See external documentation.

       viewportIndexedf(Index, X, Y, W, H) -> ok

              Types:

                 Index = integer()
                 X = float()
                 Y = float()
                 W = float()
                 H = float()

              Set a specified viewport

              gl:viewportIndexedf and gl:viewportIndexedfv 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, X , Y ,  W  ,  and  H
              specify the left, bottom, width and height of the viewport in pixels, respectively.
              For gl:viewportIndexedfv, 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:

              See external documentation.

       viewportIndexedfv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {float(), float(), float(), float()}

              See viewportIndexedf/5

       scissorArrayv(First, V) -> ok

              Types:

                 First = integer()
                 V = [{integer(), integer(), integer(), integer()}]

              glScissorArrayv

              See external documentation.

       scissorIndexed(Index, Left, Bottom, Width, Height) -> ok

              Types:

                 Index = integer()
                 Left = integer()
                 Bottom = integer()
                 Width = integer()
                 Height = integer()

              glScissorIndexe

              See external documentation.

       scissorIndexedv(Index, V) -> ok

              Types:

                 Index = integer()
                 V = {integer(), integer(), integer(), integer()}

              glScissorIndexe

              See external documentation.

       depthRangeArrayv(First, V) -> ok

              Types:

                 First = integer()
                 V = [{clamp(), clamp()}]

              glDepthRangeArrayv

              See external documentation.

       depthRangeIndexed(Index, N, F) -> ok

              Types:

                 Index = integer()
                 N = clamp()
                 F = clamp()

              glDepthRangeIndexe

              See external documentation.

       getFloati_v(Target, Index) -> [float()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       getDoublei_v(Target, Index) -> [float()]

              Types:

                 Target = enum()
                 Index = integer()

              See getBooleanv/1

       debugMessageControlARB(Source, Type, Severity, Ids, Enabled) -> ok

              Types:

                 Source = enum()
                 Type = enum()
                 Severity = enum()
                 Ids = [integer()]
                 Enabled = 0 | 1

              glDebugMessageControlARB

              See external documentation.

       debugMessageInsertARB(Source, Type, Id, Severity, Buf) -> ok

              Types:

                 Source = enum()
                 Type = enum()
                 Id = integer()
                 Severity = enum()
                 Buf = string()

              glDebugMessageInsertARB

              See external documentation.

       getDebugMessageLogARB(Count, Bufsize) -> {integer(),  Sources::[enum()],  Types::[enum()],
       Ids::[integer()], Severities::[enum()], MessageLog::[string()]}

              Types:

                 Count = integer()
                 Bufsize = integer()

              glGetDebugMessageLogARB

              See external documentation.

       getGraphicsResetStatusARB() -> enum()

              glGetGraphicsResetStatusARB

              See external documentation.

       drawArraysInstancedBaseInstance(Mode, First, Count, Primcount, Baseinstance) -> ok

              Types:

                 Mode = enum()
                 First = integer()
                 Count = integer()
                 Primcount = integer()
                 Baseinstance = integer()

              Draw  multiple  instances  of  a range of elements with offset applied to instanced
              attributes

              gl:drawArraysInstancedBaseInstance behaves identically  to  gl:drawArrays/3  except
              that Primcount 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 .

              See external documentation.

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

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()
                 Baseinstance = integer()

              Draw multiple instances of a set of  elements  with  offset  applied  to  instanced
              attributes

              gl:drawElementsInstancedBaseInstance   behaves   identically  to  gl:drawElements/4
              except that Primcount 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 .

              See external documentation.

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

              Types:

                 Mode = enum()
                 Count = integer()
                 Type = enum()
                 Indices = offset() | mem()
                 Primcount = integer()
                 Basevertex = integer()
                 Baseinstance = integer()

              Render multiple instances of a set of primitives from array data with a per-element
              offset

              gl:drawElementsInstancedBaseVertexBaseInstance      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  is 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 Basevertex has no effect on the shader-
              visible value of ?gl_VertexID.

              See external documentation.

       drawTransformFeedbackInstanced(Mode, Id, Primcount) -> ok

              Types:

                 Mode = enum()
                 Id = integer()
                 Primcount = integer()

              glDrawTransformFeedbackInstance

              See external documentation.

       drawTransformFeedbackStreamInstanced(Mode, Id, Stream, Primcount) -> ok

              Types:

                 Mode = enum()
                 Id = integer()
                 Stream = integer()
                 Primcount = integer()

              glDrawTransformFeedbackStreamInstance

              See external documentation.

       getInternalformativ(Target, Internalformat, Pname, BufSize) -> [integer()]

              Types:

                 Target = enum()
                 Internalformat = enum()
                 Pname = enum()
                 BufSize = integer()

              glGetInternalformat

              See external documentation.

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

              Types:

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

              Bind a level of a texture to an image unit

              gl:bindImageTexture binds a single level of a texture to  an  image  unit  for  the
              purpose of reading and writing it from shaders. Unit specifies the zero-based index
              of the image unit to which to bind the texture level. Texture specifies the name of
              an  existing texture object to bind to the image unit. If Texture is zero, then any
              existing binding to the image unit is broken. Level  specifies  the  level  of  the
              texture to bind to the image unit.

              See external documentation.

       memoryBarrier(Barriers) -> ok

              Types:

                 Barriers = integer()

              Defines a barrier ordering memory transactions

              gl:memoryBarrier defines a barrier ordering the memory transactions issued prior to
              the command relative to those issued after the barrier. For the  purposes  of  this
              ordering,  memory  transactions performed by shaders are considered to be issued by
              the rendering command that triggered the execution of the  shader.  Barriers  is  a
              bitfield indicating the set of operations that are synchronized with shader stores;
              the bits used in Barriers are as follows:

              See external documentation.

       texStorage1D(Target, Levels, Internalformat, Width) -> ok

              Types:

                 Target = enum()
                 Levels = integer()
                 Internalformat = enum()
                 Width = integer()

              Simultaneously specify storage for all levels of a one-dimensional texture

              gl:texStorage1D specifies the  storage  requirements  for  all  levels  of  a  one-
              dimensional  texture simultaneously. 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.

              See external documentation.

       texStorage2D(Target, Levels, Internalformat, Width, Height) -> ok

              Types:

                 Target = enum()
                 Levels = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()

              Simultaneously  specify  storage  for  all  levels  of  a  two-dimensional  or one-
              dimensional array texture

              gl:texStorage2D specifies the  storage  requirements  for  all  levels  of  a  two-
              dimensional texture or one-dimensional texture array simultaneously. 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.

              See external documentation.

       texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) -> ok

              Types:

                 Target = enum()
                 Levels = integer()
                 Internalformat = enum()
                 Width = integer()
                 Height = integer()
                 Depth = integer()

              Simultaneously  specify  storage  for  all  levels  of  a  three-dimensional,  two-
              dimensional array or cube-map array texture

              gl:texStorage3D specifies the storage requirements  for  all  levels  of  a  three-
              dimensional, two-dimensional array or cube-map array texture simultaneously. 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.

              See external documentation.

       depthBoundsEXT(Zmin, Zmax) -> ok

              Types:

                 Zmin = clamp()
                 Zmax = clamp()

              glDepthBoundsEXT

              See external documentation.

       stencilClearTagEXT(StencilTagBits, StencilClearTag) -> ok

              Types:

                 StencilTagBits = integer()
                 StencilClearTag = integer()

              glStencilClearTagEXT

              See external documentation.

AUTHORS

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                                             wx 1.8.3                                    gl(3erl)