Provided by: erlang-manpages_18.3-dfsg-1ubuntu3.1_all bug

NAME

       gl -  Standard OpenGL api.

DESCRIPTION

       Standard OpenGL api. See www.opengl.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 .

              The pixel ownership test, the scissor test, dithering, and  the  buffer  writemasks
              affect  the operation of gl:clear. The scissor box bounds the cleared region. Alpha
              function, blend function,  logical  operation,  stenciling,  texture  mapping,  and
              depth-buffering are ignored by gl:clear.

              gl:clear  takes  a  single  argument  that  is  the  bitwise  OR  of several values
              indicating which buffer is to be cleared.

              The values are as follows:

              ?GL_COLOR_BUFFER_BIT: Indicates the buffers currently enabled for color writing.

              ?GL_DEPTH_BUFFER_BIT: Indicates the depth buffer.

              ?GL_STENCIL_BUFFER_BIT: Indicates the stencil buffer.

              The value to which each buffer is cleared depends on the setting of the clear value
              for that buffer.

              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.

              This  mask  is  used  only  in  color  index  mode, and it affects only the buffers
              currently selected for writing (see gl:drawBuffer/1  ).  Initially,  all  bits  are
              enabled for writing.

              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.

              Changes  to individual bits of components cannot be controlled. Rather, changes are
              either enabled or disabled for entire color components.

              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.)

              Func and Ref specify the conditions under which the pixel is  drawn.  The  incoming
              alpha  value is compared to Ref using the function specified by Func . If the value
              passes the comparison, the incoming fragment is drawn if it also passes  subsequent
              stencil  and  depth  buffer  tests. If the value fails the comparison, no change is
              made to the frame buffer at that pixel location. The comparison  functions  are  as
              follows:

              ?GL_NEVER: Never passes.

              ?GL_LESS: Passes if the incoming alpha value is less than the reference value.

              ?GL_EQUAL: Passes if the incoming alpha value is equal to the reference value.

              ?GL_LEQUAL:  Passes  if  the  incoming  alpha  value  is  less than or equal to the
              reference value.

              ?GL_GREATER: Passes if the incoming alpha  value  is  greater  than  the  reference
              value.

              ?GL_NOTEQUAL:  Passes  if  the  incoming  alpha value is not equal to the reference
              value.

              ?GL_GEQUAL: Passes if the incoming alpha value is greater  than  or  equal  to  the
              reference value.

              ?GL_ALWAYS: Always passes (initial value).

              gl:alphaFunc operates on all pixel write operations, including those resulting from
              the scan conversion of points, lines, polygons, and bitmaps, and  from  pixel  draw
              and copy operations. gl:alphaFunc does not affect screen clear operations.

              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.

              gl:blendFunc defines the operation of blending for all  draw  buffers  when  it  is
              enabled.  gl:blendFunci  defines the operation of blending for a single draw buffer
              specified by Buf when enabled for that draw buffer. Sfactor specifies which  method
              is  used  to  scale  the source color components. Dfactor specifies which method is
              used to scale the destination color components. Both parameters must be one of  the
              following     symbolic     constants:     ?GL_ZERO,     ?GL_ONE,     ?GL_SRC_COLOR,
              ?GL_ONE_MINUS_SRC_COLOR ,  ?GL_DST_COLOR,  ?GL_ONE_MINUS_DST_COLOR,  ?GL_SRC_ALPHA,
              ?GL_ONE_MINUS_SRC_ALPHA       ,       ?GL_DST_ALPHA,       ?GL_ONE_MINUS_DST_ALPHA,
              ?GL_CONSTANT_COLOR,     ?GL_ONE_MINUS_CONSTANT_COLOR     ,      ?GL_CONSTANT_ALPHA,
              ?GL_ONE_MINUS_CONSTANT_ALPHA,      ?GL_SRC_ALPHA_SATURATE     ,     ?GL_SRC1_COLOR,
              ?GL_ONE_MINUS_SRC1_COLOR,  ?GL_SRC1_ALPHA,  and  ?GL_ONE_MINUS_SRC1_ALPHA   .   The
              possible  methods  are  described  in the following table. Each method defines four
              scale factors, one each for red, green, blue,  and  alpha.  In  the  table  and  in
              subsequent  equations, first source, second source and destination color components
              are referred to as (R s0 G s0 B s0 A s0), (R s1 G s1 B s1 A s1) and (R d G d B d  A
              d), respectively. The color specified by gl:blendColor/4 is referred to as (R c G c
              B c A c). They are understood to have integer values between 0 and (k R k G k  B  k
              A), where

              k c=2(m c)-1

              and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes.

              Source  and destination scale factors are referred to as (s R s G s B s A) and (d R
              d G d B d A). The scale factors described in the table, denoted (f R f G f B f  A),
              represent  either  source  or  destination factors. All scale factors have range [0
              1].Parameter(f R f G f B f A)
              ?GL_ZERO (0 0 0 0)
              ?GL_ONE(1 1 1 1)
              ?GL_SRC_COLOR (R s0 k/R G s0 k/G B s0 k/B A s0 k/A)
              ?GL_ONE_MINUS_SRC_COLOR(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B A s0 k/A)
              ?GL_DST_COLOR (R d k/R G d k/G B d k/B A d k/A)
              ?GL_ONE_MINUS_DST_COLOR(1 1 1 1)-(R d k/R G d k/G B d k/B A d k/A)
              ?GL_SRC_ALPHA (A s0 k/A A s0 k/A A s0 k/A A s0 k/A)
              ?GL_ONE_MINUS_SRC_ALPHA(1 1 1 1)-(A s0 k/A A s0 k/A A s0 k/A A s0 k/A)
              ?GL_DST_ALPHA (A d k/A A d k/A A d k/A A d k/A)
              ?GL_ONE_MINUS_DST_ALPHA(1 1 1 1)-(A d k/A A d k/A A d k/A A d k/A)
              ?GL_CONSTANT_COLOR (R c G c B c A c)
              ?GL_ONE_MINUS_CONSTANT_COLOR(1 1 1 1)-(R c G c B c A c)
              ?GL_CONSTANT_ALPHA(A c A c A c A c)
              ?GL_ONE_MINUS_CONSTANT_ALPHA (1 1 1 1)-(A c A c A c A c)
              ?GL_SRC_ALPHA_SATURATE(i i i 1)
              ?GL_SRC1_COLOR (R s1 k/R G s1 k/G B s1 k/B A s1 k/A)
              ?GL_ONE_MINUS_SRC1_COLOR(1 1 1 1)-(R s1 k/R G s1 k/G B s1 k/B A s1 k/A)
              ?GL_SRC1_ALPHA (A s1 k/A A s1 k/A A s1 k/A A s1 k/A)
              ?GL_ONE_MINUS_SRC1_ALPHA(1 1 1 1)-(A s1 k/A A s1 k/A A s1 k/A A s1 k/A)

              In the table,

              i=min(A s k A-A d) k/A

              To determine the blended RGBA values of a pixel,  the  system  uses  the  following
              equations:

              R d=min(k R R s s R+R d d R) G d=min(k G G s s G+G d d G) B d=min(k B B s s B+B d d
              B) A d=min(k A A s s A+A d d A)

              Despite the apparent precision of the above equations, blending arithmetic  is  not
              exactly  specified,  because blending operates with imprecise integer color values.
              However, a blend factor that should be equal to 1 is guaranteed not to  modify  its
              multiplicand,  and  a  blend  factor  equal to 0 reduces its multiplicand to 0. For
              example, when Sfactor is ?GL_SRC_ALPHA , Dfactor is ?GL_ONE_MINUS_SRC_ALPHA, and  A
              s is equal to k A, the equations reduce to simple replacement:

              R d=R s G d=G s B d=B s A d=A s

              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.OpcodeResulting Operation
              ?GL_CLEAR 0
              ?GL_SET 1
              ?GL_COPY s
              ?GL_COPY_INVERTED ~s
              ?GL_NOOP d
              ?GL_INVERT ~d
              ?GL_AND s & d
              ?GL_NAND ~(s & d)
              ?GL_OR s | d
              ?GL_NOR ~(s | d)
              ?GL_XOR s ^ d
              ?GL_EQUIV ~(s ^ d)
              ?GL_AND_REVERSE s & ~d
              ?GL_AND_INVERTED ~s & d
              ?GL_OR_REVERSE s | ~d
              ?GL_OR_INVERTED ~s | d

              Opcode is a symbolic constant chosen from the list above. In the explanation of the
              logical operations, s represents the incoming color and d represents the  color  in
              the  frame  buffer.  Standard  C-language  operators  are  used.  As  these bitwise
              operators suggest, the logical operation is applied independently to each bit  pair
              of the source and destination colors.

              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.

              gl:frontFace/1  specifies  which  of  the clockwise and counterclockwise facets are
              front-facing and back-facing. See gl:frontFace/1 .

              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.

              The projection of a polygon to window coordinates is said to have clockwise winding
              if an imaginary object following the path from its first vertex, its second vertex,
              and  so  on,  to  its last vertex, and finally back to its first vertex, moves in a
              clockwise direction about the interior of the polygon.  The  polygon's  winding  is
              said  to  be counterclockwise if the imaginary object following the same path moves
              in a counterclockwise direction about the interior  of  the  polygon.  gl:frontFace
              specifies  whether  polygons  with  clockwise  winding  in  window  coordinates, or
              counterclockwise winding in window  coordinates,  are  taken  to  be  front-facing.
              Passing  ?GL_CCW  to Mode selects counterclockwise polygons as front-facing; ?GL_CW
              selects clockwise polygons as front-facing. By default,  counterclockwise  polygons
              are taken to be front-facing.

              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.

              If line antialiasing is disabled, the actual width is determined  by  rounding  the
              supplied  width to the nearest integer. (If the rounding results in the value 0, it
              is as if the line width were 1.) If |Δ x|>=|Δ y|, i pixels  are  filled
              in  each  column  that  is  rasterized,  where  i  is  the rounded value of Width .
              Otherwise, i pixels are filled in each row that is rasterized.

              If antialiasing is enabled, line rasterization produces a fragment for  each  pixel
              square  that intersects the region lying within the rectangle having width equal to
              the current line width, length equal to the actual length of the line, and centered
              on  the  mathematical  line  segment.  The  coverage value for each fragment is the
              window coordinate area of the intersection  of  the  rectangular  region  with  the
              corresponding pixel square. This value is saved and used in the final rasterization
              step.

              Not all  widths  can  be  supported  when  line  antialiasing  is  enabled.  If  an
              unsupported  width  is requested, the nearest supported width is used. Only width 1
              is guaranteed to be supported; others depend on the implementation. Likewise, there
              is  a range for aliased line widths as well. To query the range of supported widths
              and  the  size  difference  between  supported  widths  within  the   range,   call
              gl:getBooleanv/1       with      arguments      ?GL_ALIASED_LINE_WIDTH_RANGE      ,
              ?GL_SMOOTH_LINE_WIDTH_RANGE, and ?GL_SMOOTH_LINE_WIDTH_GRANULARITY.

              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.

              Counter  s  is  reset  to  0  whenever  gl:'begin'/1 is called and before each line
              segment of a gl:'begin'/1 (?GL_LINES)/ gl:'begin'/1 sequence is  generated.  It  is
              incremented  after  each fragment of a unit width aliased line segment is generated
              or after each i fragments of an i width line segment are generated. The i fragments
              associated with count s are masked out if

              Pattern bit (s/factor)% 16

              is  0,  otherwise these fragments are sent to the frame buffer. Bit zero of Pattern
              is the least significant bit.

              Antialiased lines are treated as a sequence of 1×width rectangles for  purposes  of
              stippling.  Whether  rectangle  s is rasterized or not depends on the fragment rule
              described for aliased lines, counting rectangles rather than groups of fragments.

              To enable and  disable  line  stippling,  call  gl:enable/1  and  gl:enable/1  with
              argument  ?GL_LINE_STIPPLE.  When  enabled,  the line stipple pattern is applied as
              described above. When disabled, it is as if the pattern were  all  1's.  Initially,
              line stippling is disabled.

              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.

              Three modes are defined and can be specified in Mode :

              ?GL_POINT:  Polygon  vertices  that  are marked as the start of a boundary edge are
              drawn as points. Point  attributes  such  as  ?GL_POINT_SIZE  and  ?GL_POINT_SMOOTH
              control  the  rasterization  of  the points. Polygon rasterization attributes other
              than ?GL_POLYGON_MODE have no effect.

              ?GL_LINE: Boundary edges of the polygon are drawn as line segments. Line attributes
              such  as ?GL_LINE_WIDTH and ?GL_LINE_SMOOTH control the rasterization of the lines.
              Polygon rasterization attributes other than ?GL_POLYGON_MODE have no effect.

              ?GL_FILL: The interior of  the  polygon  is  filled.  Polygon  attributes  such  as
              ?GL_POLYGON_SMOOTH control the rasterization of the polygon.

              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.

              gl:polygonOffset is useful for rendering hidden-line images, for applying decals to
              surfaces, and for rendering solids with highlighted edges.

              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.

              Pattern is a pointer to a 32×32 stipple pattern that is stored in memory just  like
              the  pixel data supplied to a gl:drawPixels/5 call with height and width both equal
              to 32, a pixel format of ?GL_COLOR_INDEX, and data type of ?GL_BITMAP  .  That  is,
              the  stipple  pattern is represented as a 32×32 array of 1-bit color indices packed
              in unsigned  bytes.  gl:pixelStoref/2  parameters  like  ?GL_UNPACK_SWAP_BYTES  and
              ?GL_UNPACK_LSB_FIRST  affect  the  assembling  of  the bits into a stipple pattern.
              Pixel transfer operations (shift, offset, pixel map) are not applied to the stipple
              image, however.

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a stipple pattern is specified, Pattern is treated  as
              a byte offset into the buffer object's data store.

              To  enable  and  disable  polygon  stippling, call gl:enable/1 and gl:enable/1 with
              argument ?GL_POLYGON_STIPPLE. Polygon stippling  is  initially  disabled.  If  it's
              enabled,  a rasterized polygon fragment with window coordinates x w and y w is sent
              to the next stage of the GL if and only if the ( x w% 32)th bit in the ( y w% 32)th
              row of the stipple pattern is 1 (one). When polygon stippling is disabled, it is as
              if the stipple pattern consists of all 1's.

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a polygon stipple pattern is requested, Pattern is  treated
              as a byte offset into the buffer object's data store.

              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.

              The vertices of connected triangles and connected quadrilaterals are always  marked
              as boundary, regardless of the value of the edge flag.

              Boundary   and   nonboundary  edge  flags  on  vertices  are  significant  only  if
              ?GL_POLYGON_MODE is set to ?GL_POINT or ?GL_LINE. See gl:polygonMode/2 .

              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.

              To enable and disable the scissor  test,  call  gl:enable/1  and  gl:enable/1  with
              argument  ?GL_SCISSOR_TEST.  The  test  is  initially  disabled.  While the test is
              enabled, only pixels that lie within the scissor box can  be  modified  by  drawing
              commands.  Window  coordinates  have  integer values at the shared corners of frame
              buffer pixels. glScissor(0,0,1,1) allows modification of only the lower left  pixel
              in  the  window, and glScissor(0,0,0,0) doesn't allow modification of any pixels in
              the window.

              When the scissor test is disabled, it is as though the  scissor  box  includes  the
              entire window.

              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.

              gl:clipPlane  specifies  a  half-space  using a four-component plane equation. When
              gl:clipPlane is called, Equation is transformed by the  inverse  of  the  modelview
              matrix  and  stored  in  the  resulting  eye coordinates. Subsequent changes to the
              modelview matrix have no effect on the stored plane-equation components. If the dot
              product  of  the  eye  coordinates  of  a  vertex  with  the  stored plane equation
              components is positive or zero, the vertex is in  with  respect  to  that  clipping
              plane. Otherwise, it is out.

              To  enable  and  disable clipping planes, call gl:enable/1 and gl:enable/1 with the
              argument ?GL_CLIP_PLANEi, where i is the plane number.

              All clipping planes are initially defined as (0, 0, 0, 0) in  eye  coordinates  and
              are disabled.

              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:

              ?GL_NONE: No color buffers are written.

              ?GL_FRONT_LEFT: Only the front left color buffer is written.

              ?GL_FRONT_RIGHT: Only the front right color buffer is written.

              ?GL_BACK_LEFT: Only the back left color buffer is written.

              ?GL_BACK_RIGHT: Only the back right color buffer is written.

              ?GL_FRONT:  Only the front left and front right color buffers are written. If there
              is no front right color buffer, only the front left color buffer is written.

              ?GL_BACK: Only the back left and back right color buffers are written. If there  is
              no back right color buffer, only the back left color buffer is written.

              ?GL_LEFT:  Only the front left and back left color buffers are written. If there is
              no back left color buffer, only the front left color buffer is written.

              ?GL_RIGHT: Only the front right and back right color buffers are written. If  there
              is no back right color buffer, only the front right color buffer is written.

              ?GL_FRONT_AND_BACK:  All the front and back color buffers (front left, front right,
              back left, back right) are written. If there are no back color  buffers,  only  the
              front  left  and front right color buffers are written. If there are no right color
              buffers, only the front left and back left color buffers are written. If there  are
              no right or back color buffers, only the front left color buffer is written.

              If  more  than  one  color buffer is selected for drawing, then blending or logical
              operations are computed and applied independently for each  color  buffer  and  can
              produce different results in each buffer.

              Monoscopic  contexts  include  only left buffers, and stereoscopic contexts include
              both left and right buffers. Likewise, single-buffered contexts include only  front
              buffers,  and  double-buffered  contexts  include  both front and back buffers. The
              context is selected at GL initialization.

              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.

              Nonstereo double-buffered configurations have only a front left  and  a  back  left
              buffer.  Single-buffered  configurations have a front left and a front right buffer
              if stereo, and only a front left buffer if nonstereo. It is an error to  specify  a
              nonexistent buffer to gl:readBuffer .

              Mode  is  initially  ?GL_FRONT  in  single-buffered  configurations and ?GL_BACK in
              double-buffered configurations.

              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.

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

              Some  of  the  GL's capabilities are indexed. gl:enablei and gl:disablei enable and
              disable indexed capabilities.

              ?GL_BLEND: If enabled, blend the computed fragment color values with the values  in
              the color buffers. See gl:blendFunc/2 .

              ?GL_CLIP_DISTANCEi: If enabled, clip geometry against user-defined half space i.

              ?GL_COLOR_LOGIC_OP:  If  enabled, apply the currently selected logical operation to
              the computed fragment color and color buffer values. See gl:logicOp/1 .

              ?GL_CULL_FACE:  If  enabled,  cull  polygons  based  on  their  winding  in  window
              coordinates. See gl:cullFace/1 .

              ?GL_DEPTH_CLAMP:  If enabled, the -w c≤ z c≤ w c plane equation is ignored by
              view volume clipping (effectively, there is no near or  far  plane  clipping).  See
              gl:depthRange/2 .

              ?GL_DEPTH_TEST:  If enabled, do depth comparisons and update the depth buffer. Note
              that even if the depth buffer exists and the depth  mask  is  non-zero,  the  depth
              buffer  is  not  updated  if  the  depth  test  is disabled. See gl:depthFunc/1 and
              gl:depthRange/2 .

              ?GL_DITHER: If enabled, dither color components or indices before they are  written
              to the color buffer.

              ?GL_FRAMEBUFFER_SRGB:       If       enabled       and       the      value      of
              ?GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING   for    the    framebuffer    attachment
              corresponding  to  the  destination buffer is ?GL_SRGB, the R, G, and B destination
              color values (after conversion from fixed-point to floating-point)  are  considered
              to  be encoded for the sRGB color space and hence are linearized prior to their use
              in blending.

              ?GL_LINE_SMOOTH: If enabled, draw lines with  correct  filtering.  Otherwise,  draw
              aliased lines. See gl:lineWidth/1 .

              ?GL_MULTISAMPLE:  If  enabled, use multiple fragment samples in computing the final
              color of a pixel. See gl:sampleCoverage/2 .

              ?GL_POLYGON_OFFSET_FILL: If enabled, and if the polygon  is  rendered  in  ?GL_FILL
              mode,  an offset is added to depth values of a polygon's fragments before the depth
              comparison is performed. See gl:polygonOffset/2 .

              ?GL_POLYGON_OFFSET_LINE: If enabled, and if the polygon  is  rendered  in  ?GL_LINE
              mode,  an offset is added to depth values of a polygon's fragments before the depth
              comparison is performed. See gl:polygonOffset/2 .

              ?GL_POLYGON_OFFSET_POINT: If enabled, an offset is  added  to  depth  values  of  a
              polygon's  fragments  before  the  depth comparison is performed, if the polygon is
              rendered in ?GL_POINT mode. See gl:polygonOffset/2 .

              ?GL_POLYGON_SMOOTH: If enabled, draw polygons  with  proper  filtering.  Otherwise,
              draw  aliased polygons. For correct antialiased polygons, an alpha buffer is needed
              and the polygons must be sorted front to back.

              ?GL_PRIMITIVE_RESTART: Enables primitive restarting. If enabled,  any  one  of  the
              draw  commands  which transfers a set of generic attribute array elements to the GL
              will restart the primitive when the index of the vertex is equal to  the  primitive
              restart index. See gl:primitiveRestartIndex/1 .

              ?GL_SAMPLE_ALPHA_TO_COVERAGE:  If enabled, compute a temporary coverage value where
              each bit is determined by the alpha value at the corresponding sample location. The
              temporary coverage value is then ANDed with the fragment coverage value.

              ?GL_SAMPLE_ALPHA_TO_ONE:  If  enabled,  each  sample alpha value is replaced by the
              maximum representable alpha value.

              ?GL_SAMPLE_COVERAGE:  If  enabled,  the  fragment's  coverage  is  ANDed  with  the
              temporary  coverage value. If ?GL_SAMPLE_COVERAGE_INVERT is set to ?GL_TRUE, invert
              the coverage value. See gl:sampleCoverage/2 .

              ?GL_SAMPLE_SHADING: If enabled, the active fragment shader is  run  once  for  each
              covered  sample,  or at fraction of this rate as determined by the current value of
              ?GL_MIN_SAMPLE_SHADING_VALUE . See gl:minSampleShading/1 .

              ?GL_SAMPLE_MASK: If enabled, the sample coverage  mask  generated  for  a  fragment
              during  rasterization  will be ANDed with the value of ?GL_SAMPLE_MASK_VALUE before
              shading occurs. See gl:sampleMaski/2 .

              ?GL_SCISSOR_TEST: If enabled,  discard  fragments  that  are  outside  the  scissor
              rectangle. See gl:scissor/4 .

              ?GL_STENCIL_TEST: If enabled, do stencil testing and update the stencil buffer. See
              gl:stencilFunc/3 and gl:stencilOp/3 .

              ?GL_TEXTURE_CUBE_MAP_SEAMLESS: If enabled, cubemap textures are sampled  such  that
              when linearly sampling from the border between two adjacent faces, texels from both
              faces are used to generate the final sample value. When disabled, texels from  only
              a single face are used to construct the final sample value.

              ?GL_PROGRAM_POINT_SIZE:  If enabled and a vertex or geometry shader is active, then
              the derived point size is taken  from  the  (potentially  clipped)  shader  builtin
              ?gl_PointSize and clamped to the implementation-dependent point size range.

              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.

              The following capabilities are accepted for Cap :ConstantSee
              ?GL_BLENDgl:blendFunc/2 , gl:logicOp/1
              ?GL_CLIP_DISTANCEigl:enable/1
              ?GL_COLOR_LOGIC_OPgl:logicOp/1
              ?GL_CULL_FACEgl:cullFace/1
              ?GL_DEPTH_CLAMPgl:enable/1
              ?GL_DEPTH_TESTgl:depthFunc/1 , gl:depthRange/2
              ?GL_DITHERgl:enable/1
              ?GL_FRAMEBUFFER_SRGBgl:enable/1
              ?GL_LINE_SMOOTHgl:lineWidth/1
              ?GL_MULTISAMPLEgl:sampleCoverage/2
              ?GL_POLYGON_SMOOTHgl:polygonMode/2
              ?GL_POLYGON_OFFSET_FILLgl:polygonOffset/2
              ?GL_POLYGON_OFFSET_LINEgl:polygonOffset/2
              ?GL_POLYGON_OFFSET_POINTgl:polygonOffset/2
              ?GL_PROGRAM_POINT_SIZEgl:enable/1
              ?GL_PRIMITIVE_RESTARTgl:enable/1 , gl:primitiveRestartIndex/1
              ?GL_SAMPLE_ALPHA_TO_COVERAGEgl:sampleCoverage/2
              ?GL_SAMPLE_ALPHA_TO_ONEgl:sampleCoverage/2
              ?GL_SAMPLE_COVERAGEgl:sampleCoverage/2
              ?GL_SAMPLE_MASKgl:enable/1
              ?GL_SCISSOR_TESTgl:scissor/4
              ?GL_STENCIL_TESTgl:stencilFunc/3 , gl:stencilOp/3
              ?GL_TEXTURE_CUBEMAP_SEAMLESSgl:enable/1

              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:

              ?GL_COLOR_ARRAY: If enabled, the color array is enabled for writing and used during
              rendering   when   gl:arrayElement/1   ,   gl:drawArrays/3  ,  gl:drawElements/4  ,
              gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see glMultiDrawElements is called.
              See gl:colorPointer/4 .

              ?GL_EDGE_FLAG_ARRAY:  If  enabled,  the  edge flag array is enabled for writing and
              used during rendering when gl:arrayElement/1 , gl:drawArrays/3 ,  gl:drawElements/4
              ,  gl:drawRangeElements/6  gl:multiDrawArrays/3  ,  or  see  glMultiDrawElements is
              called. See gl:edgeFlagPointer/2 .

              ?GL_FOG_COORD_ARRAY: If enabled, the fog coordinate array is  enabled  for  writing
              and   used   during   rendering   when   gl:arrayElement/1   ,   gl:drawArrays/3  ,
              gl:drawElements/4  ,   gl:drawRangeElements/6   gl:multiDrawArrays/3   ,   or   see
              glMultiDrawElements is called. See gl:fogCoordPointer/3 .

              ?GL_INDEX_ARRAY: If enabled, the index array is enabled for writing and used during
              rendering  when  gl:arrayElement/1  ,   gl:drawArrays/3   ,   gl:drawElements/4   ,
              gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see glMultiDrawElements is called.
              See gl:indexPointer/3 .

              ?GL_NORMAL_ARRAY: If enabled, the normal array is  enabled  for  writing  and  used
              during  rendering  when  gl:arrayElement/1  , gl:drawArrays/3 , gl:drawElements/4 ,
              gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see glMultiDrawElements is called.
              See gl:normalPointer/3 .

              ?GL_SECONDARY_COLOR_ARRAY:  If  enabled,  the  secondary color array is enabled for
              writing and used  during  rendering  when  gl:arrayElement/1  ,  gl:drawArrays/3  ,
              gl:drawElements/4   ,   gl:drawRangeElements/6   gl:multiDrawArrays/3   ,   or  see
              glMultiDrawElements is called. See gl:colorPointer/4 .

              ?GL_TEXTURE_COORD_ARRAY: If enabled, the texture coordinate array  is  enabled  for
              writing  and  used  during  rendering  when  gl:arrayElement/1  , gl:drawArrays/3 ,
              gl:drawElements/4  ,   gl:drawRangeElements/6   gl:multiDrawArrays/3   ,   or   see
              glMultiDrawElements is called. See gl:texCoordPointer/4 .

              ?GL_VERTEX_ARRAY:  If  enabled,  the  vertex  array is enabled for writing and used
              during rendering when gl:arrayElement/1 ,  gl:drawArrays/3  ,  gl:drawElements/4  ,
              gl:drawRangeElements/6 gl:multiDrawArrays/3 , or see glMultiDrawElements is called.
              See gl:vertexPointer/4 .

              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.

              Type conversion is performed if Params has a different type than the state variable
              value  being  requested. If gl:getBooleanv is called, a floating-point (or integer)
              value is converted to ?GL_FALSE if and only if it is 0.0 (or 0). Otherwise,  it  is
              converted  to ?GL_TRUE. If gl:getIntegerv is called, boolean values are returned as
              ?GL_TRUE or ?GL_FALSE, and most floating-point values are rounded  to  the  nearest
              integer  value.  Floating-point  colors  and  normals, however, are returned with a
              linear mapping that maps 1.0 to the most positive representable integer  value  and
              -1.0  to  the  most  negative  representable  integer  value.  If  gl:getFloatv  or
              gl:getDoublev is called, boolean values are returned as ?GL_TRUE or ?GL_FALSE,  and
              integer values are converted to floating-point values.

              The following symbolic constants are accepted by Pname :

              ?GL_ACTIVE_TEXTURE:   Params   returns   a   single  value  indicating  the  active
              multitexture unit. The initial value is ?GL_TEXTURE0. See gl:activeTexture/1 .

              ?GL_ALIASED_LINE_WIDTH_RANGE: Params returns a pair of values indicating the  range
              of widths supported for aliased lines. See gl:lineWidth/1 .

              ?GL_ARRAY_BUFFER_BINDING:  Params  returns  a  single value, the name of the buffer
              object currently bound to the target ?GL_ARRAY_BUFFER. If no buffer object is bound
              to this target, 0 is returned. The initial value is 0. See gl:bindBuffer/2 .

              ?GL_BLEND:  Params  returns  a  single boolean value indicating whether blending is
              enabled. The initial value is ?GL_FALSE. See gl:blendFunc/2 .

              ?GL_BLEND_COLOR: Params returns four values, the red, green, blue, and alpha values
              which are the components of the blend color. See gl:blendColor/4 .

              ?GL_BLEND_DST_ALPHA:  Params  returns  one value, the symbolic constant identifying
              the  alpha  destination  blend  function.  The  initial  value  is  ?GL_ZERO.   See
              gl:blendFunc/2 and gl:blendFuncSeparate/4 .

              ?GL_BLEND_DST_RGB:  Params returns one value, the symbolic constant identifying the
              RGB destination blend function. The initial value is ?GL_ZERO.  See  gl:blendFunc/2
              and gl:blendFuncSeparate/4 .

              ?GL_BLEND_EQUATION_RGB:  Params  returns  one value, a symbolic constant indicating
              whether   the   RGB   blend   equation    is    ?GL_FUNC_ADD,    ?GL_FUNC_SUBTRACT,
              ?GL_FUNC_REVERSE_SUBTRACT , ?GL_MIN or ?GL_MAX. See gl:blendEquationSeparate/2 .

              ?GL_BLEND_EQUATION_ALPHA:  Params returns one value, a symbolic constant indicating
              whether  the  Alpha   blend   equation   is   ?GL_FUNC_ADD,   ?GL_FUNC_SUBTRACT   ,
              ?GL_FUNC_REVERSE_SUBTRACT, ?GL_MIN or ?GL_MAX. See gl:blendEquationSeparate/2 .

              ?GL_BLEND_SRC_ALPHA:  Params  returns  one value, the symbolic constant identifying
              the alpha source blend function. The initial value is ?GL_ONE.  See  gl:blendFunc/2
              and gl:blendFuncSeparate/4 .

              ?GL_BLEND_SRC_RGB:  Params returns one value, the symbolic constant identifying the
              RGB source blend function. The initial value is  ?GL_ONE.  See  gl:blendFunc/2  and
              gl:blendFuncSeparate/4 .

              ?GL_COLOR_CLEAR_VALUE:  Params returns four values: the red, green, blue, and alpha
              values used to clear the color buffers. Integer values, if requested, are  linearly
              mapped  from  the  internal floating-point representation such that 1.0 returns the
              most positive representable integer value,  and  -1.0  returns  the  most  negative
              representable integer value. The initial value is (0, 0, 0, 0). See gl:clearColor/4
              .

              ?GL_COLOR_LOGIC_OP: Params returns a single  boolean  value  indicating  whether  a
              fragment's  RGBA  color  values  are  merged  into  the framebuffer using a logical
              operation. The initial value is ?GL_FALSE. See gl:logicOp/1 .

              ?GL_COLOR_WRITEMASK: Params returns four boolean values: the red, green, blue,  and
              alpha  write  enables  for  the  color  buffers.  The  initial  value is (?GL_TRUE,
              ?GL_TRUE, ?GL_TRUE, ?GL_TRUE). See gl:colorMask/4 .

              ?GL_COMPRESSED_TEXTURE_FORMATS: Params returns a  list  of  symbolic  constants  of
              length   ?GL_NUM_COMPRESSED_TEXTURE_FORMATS  indicating  which  compressed  texture
              formats are available. See gl:compressedTexImage2D/8 .

              ?GL_CONTEXT_FLAGS: Params returns one value, the flags with which the  context  was
              created (such as debugging functionality).

              ?GL_CULL_FACE:  Params  returns  a  single boolean value indicating whether polygon
              culling is enabled. The initial value is ?GL_FALSE. See gl:cullFace/1 .

              ?GL_CURRENT_PROGRAM: Params returns one value, the name of the program object  that
              is currently active, or 0 if no program object is active. See gl:useProgram/1 .

              ?GL_DEPTH_CLEAR_VALUE:  Params  returns  one value, the value that is used to clear
              the depth buffer. Integer values,  if  requested,  are  linearly  mapped  from  the
              internal  floating-point  representation  such  that  1.0 returns the most positive
              representable integer value, and  -1.0  returns  the  most  negative  representable
              integer value. The initial value is 1. See gl:clearDepth/1 .

              ?GL_DEPTH_FUNC:  Params returns one value, the symbolic constant that indicates the
              depth comparison function. The initial value is ?GL_LESS. See gl:depthFunc/1 .

              ?GL_DEPTH_RANGE: Params returns two values: the near and far mapping limits for the
              depth  buffer.  Integer values, if requested, are linearly mapped from the internal
              floating-point representation such that 1.0 returns the most positive representable
              integer  value, and -1.0 returns the most negative representable integer value. The
              initial value is (0, 1). See gl:depthRange/2 .

              ?GL_DEPTH_TEST: Params returns a single  boolean  value  indicating  whether  depth
              testing of fragments is enabled. The initial value is ?GL_FALSE. See gl:depthFunc/1
              and gl:depthRange/2 .

              ?GL_DEPTH_WRITEMASK: Params returns a single boolean value indicating if the  depth
              buffer is enabled for writing. The initial value is ?GL_TRUE. See gl:depthMask/1 .

              ?GL_DITHER:  Params  returns a single boolean value indicating whether dithering of
              fragment colors and indices is enabled. The initial value is ?GL_TRUE.

              ?GL_DOUBLEBUFFER: Params returns a single boolean value indicating  whether  double
              buffering is supported.

              ?GL_DRAW_BUFFER:  Params  returns  one  value, a symbolic constant indicating which
              buffers are being drawn to. See gl:drawBuffer/1 . The initial value is ?GL_BACK  if
              there are back buffers, otherwise it is ?GL_FRONT.

              ?GL_DRAW_BUFFERi:  Params  returns  one value, a symbolic constant indicating which
              buffers are being drawn to by the corresponding output color. See  gl:drawBuffers/1
              .  The  initial  value  of  ?GL_DRAW_BUFFER0 is ?GL_BACK if there are back buffers,
              otherwise it is ?GL_FRONT. The initial values of draw buffers for all other  output
              colors is ?GL_NONE.

              ?GL_DRAW_FRAMEBUFFER_BINDING: Params returns one value, the name of the framebuffer
              object  currently  bound  to  the  ?GL_DRAW_FRAMEBUFFER  target.  If  the   default
              framebuffer  is  bound,  this  value  will  be zero. The initial value is zero. See
              gl:bindFramebuffer/2 .

              ?GL_READ_FRAMEBUFFER_BINDING: Params returns one value, the name of the framebuffer
              object   currently  bound  to  the  ?GL_READ_FRAMEBUFFER  target.  If  the  default
              framebuffer is bound, this value will be zero.  The  initial  value  is  zero.  See
              gl:bindFramebuffer/2 .

              ?GL_ELEMENT_ARRAY_BUFFER_BINDING:  Params  returns  a single value, the name of the
              buffer object currently bound to the target ?GL_ELEMENT_ARRAY_BUFFER. If no  buffer
              object  is  bound  to  this  target,  0  is  returned.  The initial value is 0. See
              gl:bindBuffer/2 .

              ?GL_FRAGMENT_SHADER_DERIVATIVE_HINT: Params returns one value, a symbolic  constant
              indicating  the  mode  of  the  derivative  accuracy hint for fragment shaders. The
              initial value is ?GL_DONT_CARE. See gl:hint/2 .

              ?GL_IMPLEMENTATION_COLOR_READ_FORMAT:  Params  returns  a   single   GLenum   value
              indicating the implementation's preferred pixel data format. See gl:readPixels/7 .

              ?GL_IMPLEMENTATION_COLOR_READ_TYPE: Params returns a single GLenum value indicating
              the implementation's preferred pixel data type. See gl:readPixels/7 .

              ?GL_LINE_SMOOTH:  Params  returns  a  single  boolean  value   indicating   whether
              antialiasing   of   lines   is   enabled.  The  initial  value  is  ?GL_FALSE.  See
              gl:lineWidth/1 .

              ?GL_LINE_SMOOTH_HINT: Params returns one value, a symbolic constant indicating  the
              mode  of  the  line  antialiasing  hint.  The  initial  value is ?GL_DONT_CARE. See
              gl:hint/2 .

              ?GL_LINE_WIDTH: Params  returns  one  value,  the  line  width  as  specified  with
              gl:lineWidth/1 . The initial value is 1.

              ?GL_LAYER_PROVOKING_VERTEX:  Params returns one value, the implementation dependent
              specifc vertex of a primitive that is used to select the rendering  layer.  If  the
              value  returned  is  equivalent  to ?GL_PROVOKING_VERTEX, then the vertex selection
              follows the convention specified by gl:provokingVertex/1 . If the value returned is
              equivalent  to ?GL_FIRST_VERTEX_CONVENTION, then the selection is always taken from
              the first vertex  in  the  primitive.  If  the  value  returned  is  equivalent  to
              ?GL_LAST_VERTEX_CONVENTION  ,  then  the  selection  is  always taken from the last
              vertex   in   the   primitive.   If   the   value   returned   is   equivalent   to
              ?GL_UNDEFINED_VERTEX,  then  the  selection  is not guaranteed to be taken from any
              specific vertex in the primitive.

              ?GL_LINE_WIDTH_GRANULARITY: Params returns one value, the width difference  between
              adjacent supported widths for antialiased lines. See gl:lineWidth/1 .

              ?GL_LINE_WIDTH_RANGE: Params returns two values: the smallest and largest supported
              widths for antialiased lines. See gl:lineWidth/1 .

              ?GL_LOGIC_OP_MODE: Params returns one value, a  symbolic  constant  indicating  the
              selected logic operation mode. The initial value is ?GL_COPY. See gl:logicOp/1 .

              ?GL_MAJOR_VERSION: Params returns one value, the major version number of the OpenGL
              API supported by the current context.

              ?GL_MAX_3D_TEXTURE_SIZE: Params returns one value, a rough estimate of the  largest
              3D  texture  that  the  GL  can  handle.  The  value  must  be  at  least  64.  Use
              ?GL_PROXY_TEXTURE_3D to determine if a texture is too large. See gl:texImage3D/10 .

              ?GL_MAX_ARRAY_TEXTURE_LAYERS: Params returns one value.  The  value  indicates  the
              maximum number of layers allowed in an array texture, and must be at least 256. See
              gl:texImage2D/9 .

              ?GL_MAX_CLIP_DISTANCES:  Params  returns  one  value,   the   maximum   number   of
              application-defined clipping distances. The value must be at least 8.

              ?GL_MAX_COLOR_TEXTURE_SAMPLES:  Params  returns  one  value,  the maximum number of
              samples in a color multisample texture.

              ?GL_MAX_COMBINED_ATOMIC_COUNTERS: Params returns a single value, the maximum number
              of atomic counters available to all active shaders.

              ?GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:  Params returns one value, the number
              of words for fragment shader uniform variables in  all  uniform  blocks  (including
              default). The value must be at least 1. See gl:uniform1f/2 .

              ?GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS:  Params returns one value, the number
              of words for geometry shader uniform variables in  all  uniform  blocks  (including
              default). The value must be at least 1. See gl:uniform1f/2 .

              ?GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:   Params   returns  one  value,  the  maximum
              supported texture image units that can be used to  access  texture  maps  from  the
              vertex  shader  and  the fragment processor combined. If both the vertex shader and
              the fragment processing stage access the same texture image unit, then that  counts
              as using two texture image units against this limit. The value must be at least 48.
              See gl:activeTexture/1 .

              ?GL_MAX_COMBINED_UNIFORM_BLOCKS: Params returns one value, the  maximum  number  of
              uniform   blocks   per   program.   The   value   must   be   at   least   36.  See
              gl:uniformBlockBinding/3 .

              ?GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: Params returns one value, the number of
              words  for  vertex  shader  uniform  variables  in  all  uniform  blocks (including
              default). The value must be at least 1. See gl:uniform1f/2 .

              ?GL_MAX_CUBE_MAP_TEXTURE_SIZE: Params returns one value. The value  gives  a  rough
              estimate  of the largest cube-map texture that the GL can handle. The value must be
              at least 1024. Use ?GL_PROXY_TEXTURE_CUBE_MAP to determine  if  a  texture  is  too
              large. See gl:texImage2D/9 .

              ?GL_MAX_DEPTH_TEXTURE_SAMPLES:  Params  returns  one  value,  the maximum number of
              samples in a multisample depth or depth-stencil texture.

              ?GL_MAX_DRAW_BUFFERS: Params returns one value, the maximum number of  simultaneous
              outputs that may be written in a fragment shader. The value must be at least 8. See
              gl:drawBuffers/1 .

              ?GL_MAX_DUALSOURCE_DRAW_BUFFERS: Params returns one value, the  maximum  number  of
              active  draw buffers when using dual-source blending. The value must be at least 1.
              See gl:blendFunc/2 and gl:blendFuncSeparate/4 .

              ?GL_MAX_ELEMENTS_INDICES: Params returns one value, the recommended maximum  number
              of vertex array indices. See gl:drawRangeElements/6 .

              ?GL_MAX_ELEMENTS_VERTICES: Params returns one value, the recommended maximum number
              of vertex array vertices. See gl:drawRangeElements/6 .

              ?GL_MAX_FRAGMENT_ATOMIC_COUNTERS: Params returns a single value, the maximum number
              of atomic counters available to fragment shaders.

              ?GL_MAX_FRAGMENT_INPUT_COMPONENTS:  Params returns one value, the maximum number of
              components of the inputs read by the fragment shader, which must be at least 128.

              ?GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: Params returns one value, the  maximum  number
              of  individual  floating-point,  integer,  or  boolean  values  that can be held in
              uniform variable storage for a fragment shader. The value must be  at  least  1024.
              See gl:uniform1f/2 .

              ?GL_MAX_FRAGMENT_UNIFORM_VECTORS:  Params  returns one value, the maximum number of
              individual 4-vectors of floating-point, integer, or boolean values that can be held
              in  uniform variable storage for a fragment shader. The value is equal to the value
              of ?GL_MAX_FRAGMENT_UNIFORM_COMPONENTS divided by 4 and must be at least  256.  See
              gl:uniform1f/2 .

              ?GL_MAX_FRAGMENT_UNIFORM_BLOCKS:  Params  returns  one value, the maximum number of
              uniform  blocks  per  fragment  shader.  The  value  must  be  at  least  12.   See
              gl:uniformBlockBinding/3 .

              ?GL_MAX_GEOMETRY_ATOMIC_COUNTERS: Params returns a single value, the maximum number
              of atomic counters available to geometry shaders.

              ?GL_MAX_GEOMETRY_INPUT_COMPONENTS: Params returns one value, the maximum number  of
              components of inputs read by a geometry shader, which must be at least 64.

              ?GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: Params returns one value, the maximum number of
              components of outputs written by a geometry shader, which must be at least 128.

              ?GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS:  Params  returns  one  value,   the   maximum
              supported  texture  image  units  that  can be used to access texture maps from the
              geometry shader. The value must be at least 16. See gl:activeTexture/1 .

              ?GL_MAX_GEOMETRY_UNIFORM_BLOCKS: Params returns one value, the  maximum  number  of
              uniform   blocks  per  geometry  shader.  The  value  must  be  at  least  12.  See
              gl:uniformBlockBinding/3 .

              ?GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: Params returns one value, the  maximum  number
              of  individual  floating-point,  integer,  or  boolean  values  that can be held in
              uniform variable storage for a geometry shader. The value must be  at  least  1024.
              See gl:uniform1f/2 .

              ?GL_MAX_INTEGER_SAMPLES:  Params  returns  one value, the maximum number of samples
              supported in integer format multisample buffers.

              ?GL_MIN_MAP_BUFFER_ALIGNMENT: Params returns one value, the  minimum  alignment  in
              basic   machine   units   of   pointers   returned   fromsee  glMapBuffer  and  see
              glMapBufferRange . This value must be a power of two and must be at least 64.

              ?GL_MAX_PROGRAM_TEXEL_OFFSET: Params returns one value, the  maximum  texel  offset
              allowed in a texture lookup, which must be at least 7.

              ?GL_MIN_PROGRAM_TEXEL_OFFSET:  Params  returns  one value, the minimum texel offset
              allowed in a texture lookup, which must be at most -8.

              ?GL_MAX_RECTANGLE_TEXTURE_SIZE: Params returns one value. The value gives  a  rough
              estimate  of the largest rectangular texture that the GL can handle. The value must
              be at least 1024. Use ?GL_PROXY_RECTANGLE_TEXTURE to determine if a texture is  too
              large. See gl:texImage2D/9 .

              ?GL_MAX_RENDERBUFFER_SIZE:  Params  returns  one  value.  The  value  indicates the
              maximum supported size for renderbuffers. See gl:framebufferRenderbuffer/4 .

              ?GL_MAX_SAMPLE_MASK_WORDS: Params returns one value, the maximum number  of  sample
              mask words.

              ?GL_MAX_SERVER_WAIT_TIMEOUT:  Params  returns  one value, the maximum gl:waitSync/3
              timeout interval.

              ?GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: Params returns a single  value,  the  maximum
              number of atomic counters available to tessellation control shaders.

              ?GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: Params returns a single value, the maximum
              number of atomic counters available to tessellation evaluation shaders.

              ?GL_MAX_TEXTURE_BUFFER_SIZE: Params returns one value. The value gives the  maximum
              number  of texels allowed in the texel array of a texture buffer object. Value must
              be at least 65536.

              ?GL_MAX_TEXTURE_IMAGE_UNITS:  Params  returns  one  value,  the  maximum  supported
              texture  image  units  that  can  be  used to access texture maps from the fragment
              shader. The value must be at least 16. See gl:activeTexture/1 .

              ?GL_MAX_TEXTURE_LOD_BIAS: Params returns one value, the maximum, absolute value  of
              the texture level-of-detail bias. The value must be at least 2.0.

              ?GL_MAX_TEXTURE_SIZE: Params returns one value. The value gives a rough estimate of
              the largest texture that the GL can handle. The value must be at least 1024. Use  a
              proxy  texture  target  such  as  ?GL_PROXY_TEXTURE_1D  or  ?GL_PROXY_TEXTURE_2D to
              determine if a texture is too large. See gl:texImage1D/8 and gl:texImage2D/9 .

              ?GL_MAX_UNIFORM_BUFFER_BINDINGS: Params returns one value, the  maximum  number  of
              uniform buffer binding points on the context, which must be at least 36.

              ?GL_MAX_UNIFORM_BLOCK_SIZE:  Params  returns  one  value, the maximum size in basic
              machine units of a uniform block, which must be at least 16384.

              ?GL_MAX_VARYING_COMPONENTS: Params returns one value,  the  number  components  for
              varying variables, which must be at least 60.

              ?GL_MAX_VARYING_VECTORS: Params returns one value, the number 4-vectors for varying
              variables, which is equal to the value of ?GL_MAX_VARYING_COMPONENTS and must be at
              least 15.

              ?GL_MAX_VARYING_FLOATS:   Params   returns   one   value,  the  maximum  number  of
              interpolators available  for  processing  varying  variables  used  by  vertex  and
              fragment  shaders.  This  value  represents the number of individual floating-point
              values that can be interpolated; varying variables declared as  vectors,  matrices,
              and arrays will all consume multiple interpolators. The value must be at least 32.

              ?GL_MAX_VERTEX_ATOMIC_COUNTERS:  Params  returns a single value, the maximum number
              of atomic counters available to vertex shaders.

              ?GL_MAX_VERTEX_ATTRIBS: Params returns one value, the maximum number of 4-component
              generic vertex attributes accessible to a vertex shader. The value must be at least
              16. See gl:vertexAttrib1d/2 .

              ?GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: Params returns one value, the maximum supported
              texture image units that can be used to access texture maps from the vertex shader.
              The value may be at least 16. See gl:activeTexture/1 .

              ?GL_MAX_VERTEX_UNIFORM_COMPONENTS: Params returns one value, the maximum number  of
              individual  floating-point,  integer, or boolean values that can be held in uniform
              variable storage for a vertex  shader.  The  value  must  be  at  least  1024.  See
              gl:uniform1f/2 .

              ?GL_MAX_VERTEX_UNIFORM_VECTORS:  Params  returns  one  value, the maximum number of
              4-vectors that may be held in uniform variable storage for the vertex  shader.  The
              value    of    ?GL_MAX_VERTEX_UNIFORM_VECTORS    is   equal   to   the   value   of
              ?GL_MAX_VERTEX_UNIFORM_COMPONENTS and must be at least 256.

              ?GL_MAX_VERTEX_OUTPUT_COMPONENTS: Params returns one value, the maximum  number  of
              components of output written by a vertex shader, which must be at least 64.

              ?GL_MAX_VERTEX_UNIFORM_BLOCKS:  Params  returns  one  value,  the maximum number of
              uniform  blocks  per  vertex  shader.  The  value  must  be  at   least   12.   See
              gl:uniformBlockBinding/3 .

              ?GL_MAX_VIEWPORT_DIMS:  Params  returns two values: the maximum supported width and
              height of the viewport. These must be at least as large as the  visible  dimensions
              of the display being rendered to. See gl:viewport/4 .

              ?GL_MAX_VIEWPORTS:  Params  returns  one  value, the maximum number of simultaneous
              viewports  that  are  supported.   The   value   must   be   at   least   16.   See
              gl:viewportIndexedf/5 .

              ?GL_MINOR_VERSION: Params returns one value, the minor version number of the OpenGL
              API supported by the current context.

              ?GL_NUM_COMPRESSED_TEXTURE_FORMATS:  Params  returns   a   single   integer   value
              indicating the number of available compressed texture formats. The minimum value is
              4. See gl:compressedTexImage2D/8 .

              ?GL_NUM_EXTENSIONS: Params returns one value, the number of extensions supported by
              the GL implementation for the current context. See gl:getString/1 .

              ?GL_NUM_PROGRAM_BINARY_FORMATS:  Params  returns  one  value, the number of program
              binary formats supported by the implementation.

              ?GL_NUM_SHADER_BINARY_FORMATS: Params returns  one  value,  the  number  of  binary
              shader formats supported by the implementation. If this value is greater than zero,
              then the implementation supports loading binary shaders. If it is  zero,  then  the
              loading of binary shaders by the implementation is not supported.

              ?GL_PACK_ALIGNMENT:  Params  returns one value, the byte alignment used for writing
              pixel data to memory. The initial value is 4. See gl:pixelStoref/2 .

              ?GL_PACK_IMAGE_HEIGHT: Params returns one value, the image height used for  writing
              pixel data to memory. The initial value is 0. See gl:pixelStoref/2 .

              ?GL_PACK_LSB_FIRST:  Params  returns  a  single  boolean  value  indicating whether
              single-bit  pixels  being  written  to  memory  are  written  first  to  the  least
              significant  bit  of  each  unsigned  byte.  The  initial  value  is ?GL_FALSE. See
              gl:pixelStoref/2 .

              ?GL_PACK_ROW_LENGTH: Params returns one value, the  row  length  used  for  writing
              pixel data to memory. The initial value is 0. See gl:pixelStoref/2 .

              ?GL_PACK_SKIP_IMAGES:  Params returns one value, the number of pixel images skipped
              before the first pixel is  written  into  memory.  The  initial  value  is  0.  See
              gl:pixelStoref/2 .

              ?GL_PACK_SKIP_PIXELS:  Params  returns  one  value,  the  number of pixel locations
              skipped before the first pixel is written into memory. The initial value is 0.  See
              gl:pixelStoref/2 .

              ?GL_PACK_SKIP_ROWS: Params returns one value, the number of rows of pixel locations
              skipped before the first pixel is written into memory. The initial value is 0.  See
              gl:pixelStoref/2 .

              ?GL_PACK_SWAP_BYTES:  Params  returns a single boolean value indicating whether the
              bytes of two-byte and four-byte pixel indices and  components  are  swapped  before
              being written to memory. The initial value is ?GL_FALSE. See gl:pixelStoref/2 .

              ?GL_PIXEL_PACK_BUFFER_BINDING:  Params  returns  a  single  value,  the name of the
              buffer object currently bound to the target  ?GL_PIXEL_PACK_BUFFER.  If  no  buffer
              object  is  bound  to  this  target,  0  is  returned.  The initial value is 0. See
              gl:bindBuffer/2 .

              ?GL_PIXEL_UNPACK_BUFFER_BINDING: Params returns a single value,  the  name  of  the
              buffer  object  currently bound to the target ?GL_PIXEL_UNPACK_BUFFER. If no buffer
              object is bound to this target,  0  is  returned.  The  initial  value  is  0.  See
              gl:bindBuffer/2 .

              ?GL_POINT_FADE_THRESHOLD_SIZE:  Params  returns one value, the point size threshold
              for determining the point size. See gl:pointParameterf/2 .

              ?GL_PRIMITIVE_RESTART_INDEX:  Params  returns  one  value,  the  current  primitive
              restart index. The initial value is 0. See gl:primitiveRestartIndex/1 .

              ?GL_PROGRAM_BINARY_FORMATS:   Params  an  array  of  ?GL_NUM_PROGRAM_BINARY_FORMATS
              values, indicating the proram binary formats supported by the implementation.

              ?GL_PROGRAM_PIPELINE_BINDING: Params a single value,  the  name  of  the  currently
              bound  program pipeline object, or zero if no program pipeline object is bound. See
              gl:bindProgramPipeline/1 .

              ?GL_PROVOKING_VERTEX: Params returns one value, the  currently  selected  provoking
              vertex   convention.   The   initial   value   is  ?GL_LAST_VERTEX_CONVENTION.  See
              gl:provokingVertex/1 .

              ?GL_POINT_SIZE:  Params  returns  one  value,  the  point  size  as  specified   by
              gl:pointSize/1 . The initial value is 1.

              ?GL_POINT_SIZE_GRANULARITY:  Params  returns one value, the size difference between
              adjacent supported sizes for antialiased points. See gl:pointSize/1 .

              ?GL_POINT_SIZE_RANGE: Params returns two values: the smallest and largest supported
              sizes  for antialiased points. The smallest size must be at most 1, and the largest
              size must be at least 1. See gl:pointSize/1 .

              ?GL_POLYGON_OFFSET_FACTOR: Params returns one value, the  scaling  factor  used  to
              determine  the  variable  offset  that is added to the depth value of each fragment
              generated  when  a  polygon  is  rasterized.  The   initial   value   is   0.   See
              gl:polygonOffset/2 .

              ?GL_POLYGON_OFFSET_UNITS:  Params returns one value. This value is multiplied by an
              implementation-specific value and then added to the depth value  of  each  fragment
              generated   when   a   polygon   is   rasterized.  The  initial  value  is  0.  See
              gl:polygonOffset/2 .

              ?GL_POLYGON_OFFSET_FILL: Params returns a single boolean value  indicating  whether
              polygon offset is enabled for polygons in fill mode. The initial value is ?GL_FALSE
              . See gl:polygonOffset/2 .

              ?GL_POLYGON_OFFSET_LINE: Params returns a single boolean value  indicating  whether
              polygon offset is enabled for polygons in line mode. The initial value is ?GL_FALSE
              . See gl:polygonOffset/2 .

              ?GL_POLYGON_OFFSET_POINT: Params returns a single boolean value indicating  whether
              polygon  offset  is  enabled  for  polygons  in  point  mode.  The initial value is
              ?GL_FALSE . See gl:polygonOffset/2 .

              ?GL_POLYGON_SMOOTH: Params  returns  a  single  boolean  value  indicating  whether
              antialiasing   of  polygons  is  enabled.  The  initial  value  is  ?GL_FALSE.  See
              gl:polygonMode/2 .

              ?GL_POLYGON_SMOOTH_HINT: Params returns one value, a symbolic  constant  indicating
              the  mode of the polygon antialiasing hint. The initial value is ?GL_DONT_CARE. See
              gl:hint/2 .

              ?GL_READ_BUFFER: Params returns one value, a  symbolic  constant  indicating  which
              color  buffer  is selected for reading. The initial value is ?GL_BACK if there is a
              back buffer, otherwise it is ?GL_FRONT. See gl:readPixels/7 .

              ?GL_RENDERBUFFER_BINDING:  Params  returns  a  single  value,  the  name   of   the
              renderbuffer   object  currently  bound  to  the  target  ?GL_RENDERBUFFER.  If  no
              renderbuffer object is bound to this target, 0 is returned. The initial value is 0.
              See gl:bindRenderbuffer/2 .

              ?GL_SAMPLE_BUFFERS:  Params returns a single integer value indicating the number of
              sample buffers associated with the framebuffer. See gl:sampleCoverage/2 .

              ?GL_SAMPLE_COVERAGE_VALUE: Params returns a single  positive  floating-point  value
              indicating the current sample coverage value. See gl:sampleCoverage/2 .

              ?GL_SAMPLE_COVERAGE_INVERT: Params returns a single boolean value indicating if the
              temporary coverage value should be inverted. See gl:sampleCoverage/2 .

              ?GL_SAMPLER_BINDING: Params returns a single value, the name of the sampler  object
              currently  bound  to  the  active  texture  unit.  The  initial  value  is  0.  See
              gl:bindSampler/2 .

              ?GL_SAMPLES: Params returns a single integer value  indicating  the  coverage  mask
              size. See gl:sampleCoverage/2 .

              ?GL_SCISSOR_BOX:  Params returns four values: the x and y window coordinates of the
              scissor box, followed by its width  and  height.  Initially  the  x  and  y  window
              coordinates  are both 0 and the width and height are set to the size of the window.
              See gl:scissor/4 .

              ?GL_SCISSOR_TEST:  Params  returns  a  single  boolean  value  indicating   whether
              scissoring is enabled. The initial value is ?GL_FALSE. See gl:scissor/4 .

              ?GL_SHADER_COMPILER:  Params  returns  a single boolean value indicating whether an
              online shader compiler  is  present  in  the  implementation.  All  desktop  OpenGL
              implementations must support online shader compilations, and therefore the value of
              ?GL_SHADER_COMPILER will always be ?GL_TRUE.

              ?GL_SMOOTH_LINE_WIDTH_RANGE: Params returns a pair of values indicating  the  range
              of widths supported for smooth (antialiased) lines. See gl:lineWidth/1 .

              ?GL_SMOOTH_LINE_WIDTH_GRANULARITY:  Params  returns  a  single value indicating the
              level of quantization applied to smooth line width parameters.

              ?GL_STENCIL_BACK_FAIL: Params returns one value,  a  symbolic  constant  indicating
              what  action  is  taken  for  back-facing polygons when the stencil test fails. The
              initial value is ?GL_KEEP. See gl:stencilOpSeparate/4 .

              ?GL_STENCIL_BACK_FUNC: Params returns one value,  a  symbolic  constant  indicating
              what  function  is  used  for back-facing polygons to compare the stencil reference
              value with  the  stencil  buffer  value.  The  initial  value  is  ?GL_ALWAYS.  See
              gl:stencilFuncSeparate/4 .

              ?GL_STENCIL_BACK_PASS_DEPTH_FAIL:  Params  returns  one  value, a symbolic constant
              indicating what action is taken for back-facing  polygons  when  the  stencil  test
              passes,   but   the   depth   test  fails.  The  initial  value  is  ?GL_KEEP.  See
              gl:stencilOpSeparate/4 .

              ?GL_STENCIL_BACK_PASS_DEPTH_PASS: Params returns one  value,  a  symbolic  constant
              indicating  what  action  is  taken  for back-facing polygons when the stencil test
              passes  and  the  depth  test  passes.  The  initial   value   is   ?GL_KEEP.   See
              gl:stencilOpSeparate/4 .

              ?GL_STENCIL_BACK_REF:  Params  returns  one  value,  the  reference  value  that is
              compared with the contents of the stencil  buffer  for  back-facing  polygons.  The
              initial value is 0. See gl:stencilFuncSeparate/4 .

              ?GL_STENCIL_BACK_VALUE_MASK:  Params  returns  one value, the mask that is used for
              back-facing polygons to mask both the  stencil  reference  value  and  the  stencil
              buffer  value  before  they  are  compared.  The  initial  value  is  all  1's. See
              gl:stencilFuncSeparate/4 .

              ?GL_STENCIL_BACK_WRITEMASK: Params  returns  one  value,  the  mask  that  controls
              writing of the stencil bitplanes for back-facing polygons. The initial value is all
              1's. See gl:stencilMaskSeparate/2 .

              ?GL_STENCIL_CLEAR_VALUE: Params returns one value, the index to which  the  stencil
              bitplanes are cleared. The initial value is 0. See gl:clearStencil/1 .

              ?GL_STENCIL_FAIL:  Params  returns  one  value, a symbolic constant indicating what
              action is taken when the stencil test fails. The initial  value  is  ?GL_KEEP.  See
              gl:stencilOp/3  .  This  stencil  state  only affects non-polygons and front-facing
              polygons.    Back-facing    polygons    use    separate    stencil    state.    See
              gl:stencilOpSeparate/4 .

              ?GL_STENCIL_FUNC:  Params  returns  one  value, a symbolic constant indicating what
              function is used to compare the stencil reference value  with  the  stencil  buffer
              value.  The  initial value is ?GL_ALWAYS. See gl:stencilFunc/3 . This stencil state
              only affects non-polygons  and  front-facing  polygons.  Back-facing  polygons  use
              separate stencil state. See gl:stencilFuncSeparate/4 .

              ?GL_STENCIL_PASS_DEPTH_FAIL:   Params   returns  one  value,  a  symbolic  constant
              indicating what action is taken when the stencil test passes, but  the  depth  test
              fails.  The initial value is ?GL_KEEP. See gl:stencilOp/3 . This stencil state only
              affects non-polygons and front-facing polygons. Back-facing polygons  use  separate
              stencil state. See gl:stencilOpSeparate/4 .

              ?GL_STENCIL_PASS_DEPTH_PASS:   Params   returns  one  value,  a  symbolic  constant
              indicating what action is taken when the stencil test passes  and  the  depth  test
              passes. The initial value is ?GL_KEEP. See gl:stencilOp/3 . This stencil state only
              affects non-polygons and front-facing polygons. Back-facing polygons  use  separate
              stencil state. See gl:stencilOpSeparate/4 .

              ?GL_STENCIL_REF:  Params  returns  one  value, the reference value that is compared
              with  the  contents  of  the  stencil  buffer.  The  initial  value   is   0.   See
              gl:stencilFunc/3  .  This  stencil state only affects non-polygons and front-facing
              polygons.    Back-facing    polygons    use    separate    stencil    state.    See
              gl:stencilFuncSeparate/4 .

              ?GL_STENCIL_TEST:  Params returns a single boolean value indicating whether stencil
              testing  of  fragments  is  enabled.  The   initial   value   is   ?GL_FALSE.   See
              gl:stencilFunc/3 and gl:stencilOp/3 .

              ?GL_STENCIL_VALUE_MASK:  Params  returns  one  value, the mask that is used to mask
              both the stencil reference value and the  stencil  buffer  value  before  they  are
              compared.  The  initial value is all 1's. See gl:stencilFunc/3 . This stencil state
              only affects non-polygons  and  front-facing  polygons.  Back-facing  polygons  use
              separate stencil state. See gl:stencilFuncSeparate/4 .

              ?GL_STENCIL_WRITEMASK:  Params returns one value, the mask that controls writing of
              the stencil bitplanes. The initial value is all 1's. See  gl:stencilMask/1  .  This
              stencil  state  only  affects  non-polygons  and front-facing polygons. Back-facing
              polygons use separate stencil state. See gl:stencilMaskSeparate/2 .

              ?GL_STEREO: Params returns a single boolean value indicating whether stereo buffers
              (left and right) are supported.

              ?GL_SUBPIXEL_BITS:  Params  returns one value, an estimate of the number of bits of
              subpixel resolution that  are  used  to  position  rasterized  geometry  in  window
              coordinates. The value must be at least 4.

              ?GL_TEXTURE_BINDING_1D:  Params  returns  a  single  value, the name of the texture
              currently bound  to  the  target  ?GL_TEXTURE_1D.  The  initial  value  is  0.  See
              gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_1D_ARRAY:  Params  returns  a  single  value,  the  name of the
              texture currently bound to the target ?GL_TEXTURE_1D_ARRAY. The initial value is 0.
              See gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_2D:  Params  returns  a  single  value, the name of the texture
              currently bound  to  the  target  ?GL_TEXTURE_2D.  The  initial  value  is  0.  See
              gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_2D_ARRAY:  Params  returns  a  single  value,  the  name of the
              texture currently bound to the target ?GL_TEXTURE_2D_ARRAY. The initial value is 0.
              See gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_2D_MULTISAMPLE:  Params returns a single value, the name of the
              texture currently bound to the target ?GL_TEXTURE_2D_MULTISAMPLE. The initial value
              is 0. See gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY:  Params  returns a single value, the name
              of the texture currently bound to the target ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY . The
              initial value is 0. See gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_3D:  Params  returns  a  single  value, the name of the texture
              currently bound  to  the  target  ?GL_TEXTURE_3D.  The  initial  value  is  0.  See
              gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_BUFFER:  Params returns a single value, the name of the texture
              currently bound to the target ?GL_TEXTURE_BUFFER.  The  initial  value  is  0.  See
              gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_CUBE_MAP:  Params  returns  a  single  value,  the  name of the
              texture currently bound to the target ?GL_TEXTURE_CUBE_MAP. The initial value is 0.
              See gl:bindTexture/2 .

              ?GL_TEXTURE_BINDING_RECTANGLE:  Params  returns  a  single  value,  the name of the
              texture currently bound to the target ?GL_TEXTURE_RECTANGLE. The initial  value  is
              0. See gl:bindTexture/2 .

              ?GL_TEXTURE_COMPRESSION_HINT:  Params returns a single value indicating the mode of
              the texture compression hint. The initial value is ?GL_DONT_CARE.

              ?GL_TEXTURE_BUFFER_BINDING: Params returns a single value, the name of the  texture
              buffer object currently bound. The initial value is 0. See gl:bindBuffer/2 .

              ?GL_TIMESTAMP:  Params  returns  a single value, the 64-bit value of the current GL
              time. See gl:queryCounter/2 .

              ?GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:  When  used  with  non-indexed  variants  of
              gl:get  (such  as  gl:getIntegerv),  Params returns a single value, the name of the
              buffer object currently bound to the target  ?GL_TRANSFORM_FEEDBACK_BUFFER.  If  no
              buffer  object  is  bound  to  this  target,  0 is returned. When used with indexed
              variants of gl:get (such as gl:getIntegeri_v), Params returns a single  value,  the
              name of the buffer object bound to the indexed transform feedback attribute stream.
              The initial value is 0 for all targets. See gl:bindBuffer/2 , gl:bindBufferBase/3 ,
              and gl:bindBufferRange/5 .

              ?GL_TRANSFORM_FEEDBACK_BUFFER_START:  When  used  with  indexed  variants of gl:get
              (such as gl:getInteger64i_v), Params returns a single value, the  start  offset  of
              the  binding  range for each transform feedback attribute stream. The initial value
              is 0 for all streams. See gl:bindBufferRange/5 .

              ?GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: When used with indexed variants of gl:get (such
              as  gl:getInteger64i_v),  Params  returns  a  single value, the size of the binding
              range for each transform feedback attribute stream. The initial value is 0 for  all
              streams. See gl:bindBufferRange/5 .

              ?GL_UNIFORM_BUFFER_BINDING:  When used with non-indexed variants of gl:get (such as
              gl:getIntegerv), Params returns a single value,  the  name  of  the  buffer  object
              currently  bound  to the target ?GL_UNIFORM_BUFFER. If no buffer object is bound to
              this target, 0 is returned. When used with indexed  variants  of  gl:get  (such  as
              gl:getIntegeri_v),  Params  returns  a  single value, the name of the buffer object
              bound to the indexed uniform buffer binding point. The initial value is 0  for  all
              targets. See gl:bindBuffer/2 , gl:bindBufferBase/3 , and gl:bindBufferRange/5 .

              ?GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:  Params  returns  a  single value, the minimum
              required alignment for uniform buffer sizes and offset. The initial value is 1. See
              gl:uniformBlockBinding/3 .

              ?GL_UNIFORM_BUFFER_SIZE:  When  used  with  indexed  variants  of  gl:get  (such as
              gl:getInteger64i_v), Params returns a single value, the size of the  binding  range
              for  each  indexed uniform buffer binding. The initial value is 0 for all bindings.
              See gl:bindBufferRange/5 .

              ?GL_UNIFORM_BUFFER_START: When used  with  indexed  variants  of  gl:get  (such  as
              gl:getInteger64i_v), Params returns a single value, the start offset of the binding
              range for each indexed uniform buffer binding. The  initial  value  is  0  for  all
              bindings. See gl:bindBufferRange/5 .

              ?GL_UNPACK_ALIGNMENT: Params returns one value, the byte alignment used for reading
              pixel data from memory. The initial value is 4. See gl:pixelStoref/2 .

              ?GL_UNPACK_IMAGE_HEIGHT: Params returns  one  value,  the  image  height  used  for
              reading pixel data from memory. The initial is 0. See gl:pixelStoref/2 .

              ?GL_UNPACK_LSB_FIRST:  Params  returns  a  single  boolean value indicating whether
              single-bit pixels being read from memory are read first from the least  significant
              bit of each unsigned byte. The initial value is ?GL_FALSE. See gl:pixelStoref/2 .

              ?GL_UNPACK_ROW_LENGTH:  Params  returns  one value, the row length used for reading
              pixel data from memory. The initial value is 0. See gl:pixelStoref/2 .

              ?GL_UNPACK_SKIP_IMAGES: Params returns  one  value,  the  number  of  pixel  images
              skipped  before  the  first  pixel is read from memory. The initial value is 0. See
              gl:pixelStoref/2 .

              ?GL_UNPACK_SKIP_PIXELS: Params returns one value, the  number  of  pixel  locations
              skipped  before  the  first  pixel is read from memory. The initial value is 0. See
              gl:pixelStoref/2 .

              ?GL_UNPACK_SKIP_ROWS: Params returns  one  value,  the  number  of  rows  of  pixel
              locations  skipped before the first pixel is read from memory. The initial value is
              0. See gl:pixelStoref/2 .

              ?GL_UNPACK_SWAP_BYTES: Params returns a single boolean value indicating whether the
              bytes  of  two-byte  and  four-byte  pixel indices and components are swapped after
              being read from memory. The initial value is ?GL_FALSE. See gl:pixelStoref/2 .

              ?GL_VERTEX_PROGRAM_POINT_SIZE: Params returns a  single  boolean  value  indicating
              whether  vertex program point size mode is enabled. If enabled, and a vertex shader
              is active, then the point size is taken from the shader built-in  gl_PointSize.  If
              disabled,  and  a  vertex  shader  is active, then the point size is taken from the
              point state as specified by gl:pointSize/1 . The initial value is ?GL_FALSE.

              ?GL_VIEWPORT: When used with non-indexed variants of gl:get (such as gl:getIntegerv
              ),  Params  returns  four  values:  the x and y window coordinates of the viewport,
              followed by its width and height. Initially the x and y window coordinates are both
              set  to  0,  and the width and height are set to the width and height of the window
              into which the GL will do its rendering. See gl:viewport/4 . When used with indexed
              variants  of  gl:get  (such as gl:getIntegeri_v), Params returns four values: the x
              and y window coordinates of the indexed viewport, followed by its width and height.
              Initially  the  x  and  y  window  coordinates are both set to 0, and the width and
              height are set to the width and height of the window into which the GL will do  its
              rendering. See gl:viewportIndexedf/5 .

              ?GL_VIEWPORT_BOUNDS_RANGE:  Params  returns  two  values,  the  minimum and maximum
              viewport bounds range. The minimum range should be at least [-32768, 32767].

              ?GL_VIEWPORT_INDEX_PROVOKING_VERTEX: Params returns one value,  the  implementation
              dependent  specifc vertex of a primitive that is used to select the viewport index.
              If the value returned  is  equivalent  to  ?GL_PROVOKING_VERTEX,  then  the  vertex
              selection  follows  the convention specified by gl:provokingVertex/1 . If the value
              returned is equivalent to ?GL_FIRST_VERTEX_CONVENTION, then the selection is always
              taken  from  the first vertex in the primitive. If the value returned is equivalent
              to ?GL_LAST_VERTEX_CONVENTION , then the selection is always taken  from  the  last
              vertex   in   the   primitive.   If   the   value   returned   is   equivalent   to
              ?GL_UNDEFINED_VERTEX, then the selection is not guaranteed to  be  taken  from  any
              specific vertex in the primitive.

              ?GL_VIEWPORT_SUBPIXEL_BITS:  Params  returns  a single value, the number of bits of
              sub-pixel precision which the GL uses to  interpret  the  floating  point  viewport
              bounds. The minimum value is 0.

              Many of the boolean parameters can also be queried more easily using gl:isEnabled/1
              .

              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.

              The symbolic mask constants and their associated  GL  state  are  as  follows  (the
              second  column  lists which attributes are saved):?GL_ACCUM_BUFFER_BIT Accumulation
              buffer clear value
              ?GL_COLOR_BUFFER_BIT?GL_ALPHA_TEST enable bit
               Alpha test function and reference value
              ?GL_BLEND enable bit
               Blending source and destination functions
               Constant blend color
               Blending equation
              ?GL_DITHER enable bit
              ?GL_DRAW_BUFFER setting
              ?GL_COLOR_LOGIC_OP enable bit
              ?GL_INDEX_LOGIC_OP enable bit
               Logic op function
               Color mode and index mode clear values
               Color mode and index mode writemasks
              ?GL_CURRENT_BIT Current RGBA color
               Current color index
               Current normal vector
               Current texture coordinates
               Current raster position
              ?GL_CURRENT_RASTER_POSITION_VALID flag
               RGBA color associated with current raster position
               Color index associated with current raster position
               Texture coordinates associated with current raster position
              ?GL_EDGE_FLAG flag
              ?GL_DEPTH_BUFFER_BIT?GL_DEPTH_TEST enable bit
               Depth buffer test function
               Depth buffer clear value
              ?GL_DEPTH_WRITEMASK enable bit
              ?GL_ENABLE_BIT?GL_ALPHA_TEST flag
              ?GL_AUTO_NORMAL flag
              ?GL_BLEND flag
               Enable bits for the user-definable clipping planes
              ?GL_COLOR_MATERIAL
              ?GL_CULL_FACE flag
              ?GL_DEPTH_TEST flag
              ?GL_DITHER flag
              ?GL_FOG flag
              ?GL_LIGHTi where ?0 <= i < ?GL_MAX_LIGHTS
              ?GL_LIGHTING flag
              ?GL_LINE_SMOOTH flag
              ?GL_LINE_STIPPLE flag
              ?GL_COLOR_LOGIC_OP flag
              ?GL_INDEX_LOGIC_OP flag
              ?GL_MAP1_x where x is a map type
              ?GL_MAP2_x where x is a map type
              ?GL_MULTISAMPLE flag
              ?GL_NORMALIZE flag
              ?GL_POINT_SMOOTH flag
              ?GL_POLYGON_OFFSET_LINE flag
              ?GL_POLYGON_OFFSET_FILL flag
              ?GL_POLYGON_OFFSET_POINT flag
              ?GL_POLYGON_SMOOTH flag
              ?GL_POLYGON_STIPPLE flag
              ?GL_SAMPLE_ALPHA_TO_COVERAGE flag
              ?GL_SAMPLE_ALPHA_TO_ONE flag
              ?GL_SAMPLE_COVERAGE flag
              ?GL_SCISSOR_TEST flag
              ?GL_STENCIL_TEST flag
              ?GL_TEXTURE_1D flag
              ?GL_TEXTURE_2D flag
              ?GL_TEXTURE_3D flag
               Flags ?GL_TEXTURE_GEN_x where x is S, T, R, or Q
              ?GL_EVAL_BIT?GL_MAP1_x enable bits, where x is a map type
              ?GL_MAP2_x enable bits, where x is a map type
               1D grid endpoints and divisions
               2D grid endpoints and divisions
              ?GL_AUTO_NORMAL enable bit
              ?GL_FOG_BIT?GL_FOG enable bit
               Fog color
               Fog density
               Linear fog start
               Linear fog end
               Fog index
              ?GL_FOG_MODE value
              ?GL_HINT_BIT?GL_PERSPECTIVE_CORRECTION_HINT setting
              ?GL_POINT_SMOOTH_HINT setting
              ?GL_LINE_SMOOTH_HINT setting
              ?GL_POLYGON_SMOOTH_HINT setting
              ?GL_FOG_HINT setting
              ?GL_GENERATE_MIPMAP_HINT setting
              ?GL_TEXTURE_COMPRESSION_HINT setting
              ?GL_LIGHTING_BIT?GL_COLOR_MATERIAL enable bit
              ?GL_COLOR_MATERIAL_FACE value
               Color material parameters that are tracking the current color
               Ambient scene color
              ?GL_LIGHT_MODEL_LOCAL_VIEWER value
              ?GL_LIGHT_MODEL_TWO_SIDE setting
              ?GL_LIGHTING enable bit
               Enable bit for each light
               Ambient, diffuse, and specular intensity for each light
               Direction, position, exponent, and cutoff angle for each light
               Constant, linear, and quadratic attenuation factors for each light
               Ambient, diffuse, specular, and emissive color for each material
               Ambient, diffuse, and specular color indices for each material
               Specular exponent for each material
              ?GL_SHADE_MODEL setting
              ?GL_LINE_BIT?GL_LINE_SMOOTH flag
              ?GL_LINE_STIPPLE enable bit
               Line stipple pattern and repeat counter
               Line width
              ?GL_LIST_BIT?GL_LIST_BASE setting
              ?GL_MULTISAMPLE_BIT?GL_MULTISAMPLE flag
              ?GL_SAMPLE_ALPHA_TO_COVERAGE flag
              ?GL_SAMPLE_ALPHA_TO_ONE flag
              ?GL_SAMPLE_COVERAGE flag
              ?GL_SAMPLE_COVERAGE_VALUE value
              ?GL_SAMPLE_COVERAGE_INVERT value
              ?GL_PIXEL_MODE_BIT?GL_RED_BIAS and ?GL_RED_SCALE settings
              ?GL_GREEN_BIAS and ?GL_GREEN_SCALE values
              ?GL_BLUE_BIAS and ?GL_BLUE_SCALE
              ?GL_ALPHA_BIAS and ?GL_ALPHA_SCALE
              ?GL_DEPTH_BIAS and ?GL_DEPTH_SCALE
              ?GL_INDEX_OFFSET and ?GL_INDEX_SHIFT values
              ?GL_MAP_COLOR and ?GL_MAP_STENCIL flags
              ?GL_ZOOM_X and ?GL_ZOOM_Y factors
              ?GL_READ_BUFFER setting
              ?GL_POINT_BIT?GL_POINT_SMOOTH flag
               Point size
              ?GL_POLYGON_BIT?GL_CULL_FACE enable bit
              ?GL_CULL_FACE_MODE value
              ?GL_FRONT_FACE indicator
              ?GL_POLYGON_MODE setting
              ?GL_POLYGON_SMOOTH flag
              ?GL_POLYGON_STIPPLE enable bit
              ?GL_POLYGON_OFFSET_FILL flag
              ?GL_POLYGON_OFFSET_LINE flag
              ?GL_POLYGON_OFFSET_POINT flag
              ?GL_POLYGON_OFFSET_FACTOR
              ?GL_POLYGON_OFFSET_UNITS
              ?GL_POLYGON_STIPPLE_BIT Polygon stipple image
              ?GL_SCISSOR_BIT?GL_SCISSOR_TEST flag
               Scissor box
              ?GL_STENCIL_BUFFER_BIT?GL_STENCIL_TEST enable bit
               Stencil function and reference value
               Stencil value mask
               Stencil fail, pass, and depth buffer pass actions
               Stencil buffer clear value
               Stencil buffer writemask
              ?GL_TEXTURE_BIT Enable bits for the four texture coordinates
               Border color for each texture image
               Minification function for each texture image
               Magnification function for each texture image
               Texture coordinates and wrap mode for each texture image
               Color and mode for each texture environment
               Enable bits ?GL_TEXTURE_GEN_x, x is S, T, R, and Q
              ?GL_TEXTURE_GEN_MODE setting for S, T, R, and Q
              gl:texGend/3 plane equations for S, T, R, and Q
               Current texture bindings (for example, ?GL_TEXTURE_BINDING_2D)
              ?GL_TRANSFORM_BIT Coefficients of the six clipping planes
               Enable bits for the user-definable clipping planes
              ?GL_MATRIX_MODE value
              ?GL_NORMALIZE flag
              ?GL_RESCALE_NORMAL flag
              ?GL_VIEWPORT_BIT Depth range (near and far)
               Viewport origin and extent

              gl:pushAttrib/1 restores the values of the state  variables  saved  with  the  last
              gl:pushAttrib command. Those not saved are left unchanged.

              It  is  an  error  to push attributes onto a full stack or to pop attributes off an
              empty stack. In either case, the error flag is set and no other change is  made  to
              GL state.

              Initially, the attribute stack is empty.

              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.

              The  symbolic  mask  constants  and their associated GL client state are as follows
              (the second column lists which attributes are saved):

              ?GL_CLIENT_PIXEL_STORE_BIT Pixel storage modes  ?GL_CLIENT_VERTEX_ARRAY_BIT  Vertex
              arrays (and enables)

              gl:pushClientAttrib/1  restores the values of the client-state variables saved with
              the last gl:pushClientAttrib. Those not saved are left unchanged.

              It is an error to push attributes onto a full client  attribute  stack  or  to  pop
              attributes  off an empty stack. In either case, the error flag is set, and no other
              change is made to GL state.

              Initially, the client attribute stack is empty.

              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:

              ?GL_RENDER:  Render  mode.  Primitives  are  rasterized, producing pixel fragments,
              which are written into the frame buffer. This is  the  normal  mode  and  also  the
              default mode.

              ?GL_SELECT:  Selection  mode. No pixel fragments are produced, and no change to the
              frame buffer contents is made. Instead, a record of the names  of  primitives  that
              would  have  been  drawn  if  the  render mode had been ?GL_RENDER is returned in a
              select buffer, which must be created (see gl:selectBuffer/2 ) before selection mode
              is entered.

              ?GL_FEEDBACK:  Feedback mode. No pixel fragments are produced, and no change to the
              frame buffer contents is made. Instead, the coordinates and attributes of  vertices
              that  would have been drawn if the render mode had been ?GL_RENDER is returned in a
              feedback buffer, which must be created (see gl:feedbackBuffer/3 )  before  feedback
              mode is entered.

              The  return  value  of  gl:renderMode  is determined by the render mode at the time
              gl:renderMode is called, rather than by Mode . The values returned  for  the  three
              render modes are as follows:

              ?GL_RENDER: 0.

              ?GL_SELECT: The number of hit records transferred to the select buffer.

              ?GL_FEEDBACK:  The  number  of  values  (not  vertices) transferred to the feedback
              buffer.

              See the gl:selectBuffer/2 and gl:feedbackBuffer/3 reference pages for more  details
              concerning selection and feedback operation.

              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.

              To allow for distributed implementations, there may be several error flags. If  any
              single  error  flag  has  recorded an error, the value of that flag is returned and
              that flag is reset to ?GL_NO_ERROR when gl:getError is called.  If  more  than  one
              flag  has recorded an error, gl:getError returns and clears an arbitrary error flag
              value. Thus, gl:getError should always be  called  in  a  loop,  until  it  returns
              ?GL_NO_ERROR , if all error flags are to be reset.

              Initially, all error flags are set to ?GL_NO_ERROR.

              The following errors are currently defined:

              ?GL_NO_ERROR:  No  error  has been recorded. The value of this symbolic constant is
              guaranteed to be 0.

              ?GL_INVALID_ENUM: An unacceptable value is specified for  an  enumerated  argument.
              The offending command is ignored and has no other side effect than to set the error
              flag.

              ?GL_INVALID_VALUE: A numeric argument is out of range.  The  offending  command  is
              ignored and has no other side effect than to set the error flag.

              ?GL_INVALID_OPERATION: The specified operation is not allowed in the current state.
              The offending command is ignored and has no other side effect than to set the error
              flag.

              ?GL_INVALID_FRAMEBUFFER_OPERATION:  The  framebuffer  object  is  not complete. The
              offending command is ignored and has no other side effect than  to  set  the  error
              flag.

              ?GL_OUT_OF_MEMORY:  There  is  not  enough  memory left to execute the command. The
              state of the GL is undefined, except for the state of the error flags,  after  this
              error is recorded.

              When  an  error  flag  is  set,  results  of  a  GL operation are undefined only if
              ?GL_OUT_OF_MEMORY has occurred. In all other  cases,  the  command  generating  the
              error is ignored and has no effect on the GL state or frame buffer contents. If the
              generating command returns a value, it returns 0. If gl:getError  itself  generates
              an error, it returns 0.

              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:

              ?GL_VENDOR: Returns the company responsible for this GL implementation.  This  name
              does not change from release to release.

              ?GL_RENDERER:  Returns the name of the renderer. This name is typically specific to
              a particular configuration of a hardware platform. It does not change from  release
              to release.

              ?GL_VERSION: Returns a version or release number.

              ?GL_SHADING_LANGUAGE_VERSION:  Returns  a version or release number for the shading
              language.

              gl:getStringi returns a pointer to a static string indexed by Index . Name  can  be
              one of the following:

              ?GL_EXTENSIONS:  For  gl:getStringi only, returns the extension string supported by
              the implementation at Index .

              Strings ?GL_VENDOR and ?GL_RENDERER together uniquely specify a platform.  They  do
              not  change  from  release  to  release  and should be used by platform-recognition
              algorithms.

              The ?GL_VERSION and  ?GL_SHADING_LANGUAGE_VERSION  strings  begin  with  a  version
              number. The version number uses one of these forms:

              major_number.minor_numbermajor_number.minor_number.release_number

              Vendor-specific  information  may  follow the version number. Its format depends on
              the implementation, but a space always separates the version number and the vendor-
              specific information.

              All strings are null-terminated.

              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.

              Because  any GL program might be executed over a network, or on an accelerator that
              buffers commands, all programs should call gl:flush whenever they count  on  having
              all  of  their  previously  issued  commands  completed. For example, call gl:flush
              before waiting for user input that depends on the generated image.

              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:

              ?GL_FASTEST: The most efficient option should be chosen.

              ?GL_NICEST: The most correct, or highest quality, option should be chosen.

              ?GL_DONT_CARE: No preference.

              Though the implementation  aspects  that  can  be  hinted  are  well  defined,  the
              interpretation  of  the  hints depends on the implementation. The hint aspects that
              can be specified with Target , along with suggested semantics, are as follows:

              ?GL_FRAGMENT_SHADER_DERIVATIVE_HINT:  Indicates  the  accuracy  of  the  derivative
              calculation  for  the  GL  shading language fragment processing built-in functions:
              ?dFdx , ?dFdy, and ?fwidth.

              ?GL_LINE_SMOOTH_HINT: Indicates the sampling quality of  antialiased  lines.  If  a
              larger  filter  function  is  applied,  hinting ?GL_NICEST can result in more pixel
              fragments being generated during rasterization.

              ?GL_POLYGON_SMOOTH_HINT: Indicates the sampling quality  of  antialiased  polygons.
              Hinting  ?GL_NICEST  can  result  in  more  pixel  fragments being generated during
              rasterization, if a larger filter function is applied.

              ?GL_TEXTURE_COMPRESSION_HINT:  Indicates  the  quality  and  performance   of   the
              compressing  texture  images.  Hinting  ?GL_FASTEST  indicates  that texture images
              should be compressed as  quickly  as  possible,  while  ?GL_NICEST  indicates  that
              texture  images should be compressed with as little image quality loss as possible.
              ?GL_NICEST  should  be  selected  if  the   texture   is   to   be   retrieved   by
              gl:getCompressedTexImage/3 for reuse.

              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 .)

              Func specifies the conditions under which the pixel will be drawn.  The  comparison
              functions are as follows:

              ?GL_NEVER: Never passes.

              ?GL_LESS: Passes if the incoming depth value is less than the stored depth value.

              ?GL_EQUAL: Passes if the incoming depth value is equal to the stored depth value.

              ?GL_LEQUAL:  Passes if the incoming depth value is less than or equal to the stored
              depth value.

              ?GL_GREATER: Passes if the incoming depth value is greater than  the  stored  depth
              value.

              ?GL_NOTEQUAL:  Passes  if the incoming depth value is not equal to the stored depth
              value.

              ?GL_GEQUAL: Passes if the incoming depth value is greater  than  or  equal  to  the
              stored depth value.

              ?GL_ALWAYS: Always passes.

              The  initial  value  of  Func is ?GL_LESS. Initially, depth testing is disabled. If
              depth testing is disabled or if no depth buffer exists, it is as if the depth  test
              always passes.

              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.

              The setting of (0,1) maps the near plane to 0 and the far plane  to  1.  With  this
              mapping, the depth buffer range is fully utilized.

              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.

              Values specified by gl:clearAccum are clamped to the range [-1 1].

              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.

              Each pixel in the accumulation buffer consists  of  red,  green,  blue,  and  alpha
              values.  The number of bits per component in the accumulation buffer depends on the
              implementation. You can examine this number by calling gl:getBooleanv/1 four times,
              with  arguments  ?GL_ACCUM_RED_BITS, ?GL_ACCUM_GREEN_BITS, ?GL_ACCUM_BLUE_BITS, and
              ?GL_ACCUM_ALPHA_BITS . Regardless of the number of bits per component, the range of
              values  stored  by  each  component  is  [-1 1]. The accumulation buffer pixels are
              mapped one-to-one with frame buffer pixels.

              gl:accum operates on the accumulation  buffer.  The  first  argument,  Op  ,  is  a
              symbolic  constant  that  selects  an  accumulation  buffer  operation.  The second
              argument, Value , is a floating-point value to be  used  in  that  operation.  Five
              operations are specified: ?GL_ACCUM , ?GL_LOAD, ?GL_ADD, ?GL_MULT, and ?GL_RETURN.

              All  accumulation  buffer operations are limited to the area of the current scissor
              box and applied identically to the red, green, blue, and alpha components  of  each
              pixel.  If  a  gl:accum  operation results in a value outside the range [-1 1], the
              contents of an accumulation buffer pixel component are undefined.

              The operations are as follows:

              ?GL_ACCUM: Obtains R, G, B, and A values from the  buffer  currently  selected  for
              reading  (see  gl:readBuffer/1 ). Each component value is divided by 2 n-1, where n
              is the number of bits allocated to each color component in the  currently  selected
              buffer.  The  result  is  a  floating-point  value  in  the  range  [0 1], which is
              multiplied by  Value  and  added  to  the  corresponding  pixel  component  in  the
              accumulation buffer, thereby updating the accumulation buffer.

              ?GL_LOAD:  Similar  to ?GL_ACCUM, except that the current value in the accumulation
              buffer is not used in the calculation of the new value. That is, the R, G, B, and A
              values from the currently selected buffer are divided by 2 n-1, multiplied by Value
              , and then stored in the corresponding accumulation buffer  cell,  overwriting  the
              current value.

              ?GL_ADD: Adds Value to each R, G, B, and A in the accumulation buffer.

              ?GL_MULT:  Multiplies  each  R, G, B, and A in the accumulation buffer by Value and
              returns the scaled component to its corresponding accumulation buffer location.

              ?GL_RETURN: Transfers accumulation buffer values to the  color  buffer  or  buffers
              currently  selected  for  writing.  Each  R, G, B, and A component is multiplied by
              Value , then multiplied by 2 n-1, clamped to the range [0 2 n-1], and stored in the
              corresponding display buffer cell. The only fragment operations that are applied to
              this transfer are pixel ownership, scissor, dithering, and color writemasks.

              To clear the accumulation buffer, call gl:clearAccum/4 with R, G, B, and  A  values
              to set it to, then call gl:clear/1 with the accumulation buffer enabled.

              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:

              ?GL_MODELVIEW: Applies subsequent matrix operations to the modelview matrix stack.

              ?GL_PROJECTION:  Applies  subsequent  matrix  operations  to  the projection matrix
              stack.

              ?GL_TEXTURE: Applies subsequent matrix operations to the texture matrix stack.

              ?GL_COLOR: Applies subsequent matrix operations to the color matrix stack.

              To find out which matrix stack is currently the target of  all  matrix  operations,
              call   gl:getBooleanv/1   with  argument  ?GL_MATRIX_MODE.  The  initial  value  is
              ?GL_MODELVIEW.

              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:

              ((2/(right-left)) 0 0(t x) 0(2/(top-bottom)) 0(t y) 0 0(-2/(farVal-nearVal))(t z) 0
              0 0 1)

              where   t   x=-((right+left)/(right-left))   t   y=-((top+bottom)/(top-bottom))   t
              z=-((farVal+nearVal)/(farVal-nearVal))

              Typically,  the matrix mode is ?GL_PROJECTION, and (left bottom-nearVal) and (right
              top-nearVal) specify the points on the near clipping plane that are mapped  to  the
              lower  left  and upper right corners of the window, respectively, assuming that the
              eye is located at (0, 0, 0). -farVal specifies the location  of  the  far  clipping
              plane. Both NearVal and FarVal can be either positive or negative.

              Use  gl:pushMatrix/0  and  gl:pushMatrix/0  to  save and restore the current matrix
              stack.

              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:

              [((2 nearVal)/(right-left)) 0 A 0 0((2 nearVal)/(top-bottom)) B 0 0 0 C D 0 0 -1 0]

              A=(right+left)/(right-left)

              B=(top+bottom)/(top-bottom)

              C=-((farVal+nearVal)/(farVal-nearVal))

              D=-((2 farVal nearVal)/(farVal-nearVal))

              Typically,  the matrix mode is ?GL_PROJECTION, and (left bottom-nearVal) and (right
              top-nearVal) specify the points on the near clipping plane that are mapped  to  the
              lower  left and upper right corners of the window, assuming that the eye is located
              at (0, 0, 0). -farVal specifies the  location  of  the  far  clipping  plane.  Both
              NearVal and FarVal must be positive.

              Use  gl:pushMatrix/0  and  gl:pushMatrix/0  to  save and restore the current matrix
              stack.

              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:

              x w=(x nd+1) (width/2)+x

              y w=(y nd+1) (height/2)+y

              Viewport width and height are silently clamped to  a  range  that  depends  on  the
              implementation.   To   query   this  range,  call  gl:getBooleanv/1  with  argument
              ?GL_MAX_VIEWPORT_DIMS.

              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.

              gl:pushMatrix  pushes the current matrix stack down by one, duplicating the current
              matrix. That is, after a gl:pushMatrix call, the matrix on  top  of  the  stack  is
              identical to the one below it.

              gl:pushMatrix/0  pops  the  current matrix stack, replacing the current matrix with
              the one below it on the stack.

              Initially, each of the stacks contains one matrix, an identity matrix.

              It is an error to push a full matrix stack or to pop a matrix stack  that  contains
              only  a single matrix. In either case, the error flag is set and no other change is
              made to GL state.

              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

              ((1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1))

              but in some cases it is more efficient.

              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 ).

              The  current  matrix,  M,  defines  a  transformation of coordinates. For instance,
              assume M refers to the modelview matrix. If v=(v[0] v[1] v[2] v[3]) is the  set  of
              object  coordinates  of a vertex, and M points to an array of 16 single- or double-
              precision floating-point  values  m={m[0]  m[1]  ...  m[15]},  then  the  modelview
              transformation M(v) does the following:

              M(v)=(m[0]  m[4]  m[8]  m[12]  m[1] m[5] m[9] m[13] m[2] m[6] m[10] m[14] m[3] m[7]
              m[11] m[15])×(v[0] v[1] v[2] v[3])

              Projection and texture transformations are similarly defined.

              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.

              The current matrix is determined by the current matrix mode (see gl:matrixMode/1 ).
              It is either the projection matrix, modelview matrix, or the texture matrix.

              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:

              (x  2(1-c)+c  x  y(1-c)-z s x z(1-c)+y s 0 y x(1-c)+z s y 2(1-c)+c y z(1-c)-x s 0 x
              z(1-c)-y s y z(1-c)+x s z 2(1-c)+c 0 0 0 0 1)

              Where c=cos(angle), s=sin(angle), and ||(x y z)||=1 (if not, the GL will  normalize
              this vector).

              If  the  matrix  mode  is either ?GL_MODELVIEW or ?GL_PROJECTION, all objects drawn
              after gl:rotate is called are rotated. Use gl:pushMatrix/0 and  gl:pushMatrix/0  to
              save and restore the unrotated coordinate system.

              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.

              The current matrix (see gl:matrixMode/1 ) is multiplied by this scale  matrix,  and
              the product replaces the current matrix as if gl:multMatrixd/1 were called with the
              following matrix as its argument:

              (x 0 0 0 0 y 0 0 0 0 z 0 0 0 0 1)

              If the matrix mode is either ?GL_MODELVIEW or  ?GL_PROJECTION,  all  objects  drawn
              after gl:scale is called are scaled.

              Use gl:pushMatrix/0 and gl:pushMatrix/0 to save and restore the unscaled coordinate
              system.

              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:

              (1 0 0 x 0 1 0 y 0 0 1 z 0 0 0 1)

              If  the  matrix  mode  is either ?GL_MODELVIEW or ?GL_PROJECTION, all objects drawn
              after a call to gl:translate are translated.

              Use gl:pushMatrix/0 and  gl:pushMatrix/0  to  save  and  restore  the  untranslated
              coordinate system.

              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.

              A name returned by gl:genLists/1 , but not yet associated with a  display  list  by
              calling gl:newList/2 , is not the name of a display list.

              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.

              All storage locations allocated to the specified display lists are freed,  and  the
              names  are  available for reuse at a later time. Names within the range that do not
              have an associated display list are ignored. If Range is 0, nothing happens.

              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.

              gl:newList has two arguments. The first argument, List , is a positive integer that
              becomes the unique name for the display list. Names can  be  created  and  reserved
              with  gl:genLists/1  and  tested  for  uniqueness  with  gl:isList/1  .  The second
              argument, Mode , is a symbolic constant that can assume one of two values:

              ?GL_COMPILE: Commands are merely compiled.

              ?GL_COMPILE_AND_EXECUTE: Commands are  executed  as  they  are  compiled  into  the
              display list.

              Certain  commands  are  not  compiled  into  the  display  list  but  are  executed
              immediately,  regardless   of   the   display-list   mode.   These   commands   are
              gl:areTexturesResident/1     ,     gl:colorPointer/4     ,    gl:deleteLists/2    ,
              gl:deleteTextures/1   ,    gl:enableClientState/1    ,    gl:edgeFlagPointer/2    ,
              gl:enableClientState/1   ,   gl:feedbackBuffer/3   ,  gl:finish/0  ,  gl:flush/0  ,
              gl:genLists/1 , gl:genTextures/1 ,  gl:indexPointer/3  ,  gl:interleavedArrays/3  ,
              gl:isEnabled/1    ,   gl:isList/1   ,   gl:isTexture/1   ,   gl:normalPointer/3   ,
              gl:pushClientAttrib/1 , gl:pixelStoref/2 , gl:pushClientAttrib/1 ,  gl:readPixels/7
              , gl:renderMode/1 , gl:selectBuffer/2 , gl:texCoordPointer/4 , gl:vertexPointer/4 ,
              and all of the gl:getBooleanv/1 commands.

              Similarly, gl:texImage1D/8 , gl:texImage2D/9 , and  gl:texImage3D/10  are  executed
              immediately  and  not  compiled  into the display list when their first argument is
              ?GL_PROXY_TEXTURE_1D, ?GL_PROXY_TEXTURE_1D, or ?GL_PROXY_TEXTURE_3D , respectively.

              When the ARB_imaging extension is supported,  gl:histogram/4  executes  immediately
              when  its  argument  is  ?GL_PROXY_HISTOGRAM.  Similarly,  gl:colorTable/6 executes
              immediately    when    its     first     argument     is     ?GL_PROXY_COLOR_TABLE,
              ?GL_PROXY_POST_CONVOLUTION_COLOR_TABLE                     ,                     or
              ?GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE.

              For OpenGL versions 1.3 and greater, or  when  the  ARB_multitexture  extension  is
              supported,  gl:clientActiveTexture/1  is  not  compiled  into  display  lists,  but
              executed immediately.

              When gl:endList/0 is encountered,  the  display-list  definition  is  completed  by
              associating  the  list  with  the  unique  name  List  (specified in the gl:newList
              command). If a display list with name List already exists, it is replaced only when
              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.

              gl:callList can appear inside a display list. To avoid the possibility of  infinite
              recursion  resulting  from  display lists calling one another, a limit is placed on
              the nesting level of display lists during display-list execution. This limit is  at
              least 64, and it depends on the implementation.

              GL state is not saved and restored across a call to gl:callList. Thus, changes made
              to GL state during the execution of a display list remain after  execution  of  the
              display  list is completed. Use gl:pushAttrib/1 , gl:pushAttrib/1 , gl:pushMatrix/0
              , and gl:pushMatrix/0 to preserve GL state across gl:callList calls.

              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.

              gl:callLists  provides an efficient means for executing more than one display list.
              Type allows lists with various name formats to be  accepted.  The  formats  are  as
              follows:

              ?GL_BYTE:  Lists  is  treated  as  an array of signed bytes, each in the range -128
              through 127.

              ?GL_UNSIGNED_BYTE: Lists is treated as an array of  unsigned  bytes,  each  in  the
              range 0 through 255.

              ?GL_SHORT:  Lists  is  treated as an array of signed two-byte integers, each in the
              range -32768 through 32767.

              ?GL_UNSIGNED_SHORT: Lists is treated as an array  of  unsigned  two-byte  integers,
              each in the range 0 through 65535.

              ?GL_INT: Lists is treated as an array of signed four-byte integers.

              ?GL_UNSIGNED_INT: Lists is treated as an array of unsigned four-byte integers.

              ?GL_FLOAT: Lists is treated as an array of four-byte floating-point values.

              ?GL_2_BYTES:  Lists  is  treated  as an array of unsigned bytes. Each pair of bytes
              specifies a single display-list name. The value of the  pair  is  computed  as  256
              times  the  unsigned  value of the first byte plus the unsigned value of the second
              byte.

              ?GL_3_BYTES: Lists is treated as an array of unsigned bytes. Each triplet of  bytes
              specifies a single display-list name. The value of the triplet is computed as 65536
              times the unsigned value of the first byte, plus 256 times the  unsigned  value  of
              the second byte, plus the unsigned value of the third byte.

              ?GL_4_BYTES:  Lists  is  treated  as an array of unsigned bytes. Each quadruplet of
              bytes specifies a single display-list name. The value of the quadruplet is computed
              as  16777216  times  the  unsigned  value  of  the first byte, plus 65536 times the
              unsigned value of the second byte, plus 256 times the unsigned value of  the  third
              byte, plus the unsigned value of the fourth byte.

              The list of display-list names is not null-terminated. Rather, N specifies how many
              names are to be taken from Lists .

              An additional level  of  indirection  is  made  available  with  the  gl:listBase/1
              command, which specifies an unsigned offset that is added to each display-list name
              specified in Lists before that display list is executed.

              gl:callLists can appear inside a display list. To avoid the possibility of infinite
              recursion  resulting  from  display lists calling one another, a limit is placed on
              the nesting level of display lists during display-list execution. This  limit  must
              be at least 64, and it depends on the implementation.

              GL  state  is  not  saved and restored across a call to gl:callLists. Thus, changes
              made to GL state during the execution of the display lists remain  after  execution
              is  completed.  Use  gl:pushAttrib/1  ,  gl:pushAttrib/1  ,  gl:pushMatrix/0  , and
              gl:pushMatrix/0 to preserve GL state across gl:callLists calls.

              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:

              ?GL_POINTS: Treats each vertex as a single point.  Vertex  n  defines  point  n.  N
              points are drawn.

              ?GL_LINES:  Treats each pair of vertices as an independent line segment. Vertices 2
              n-1 and 2 n define line n. N/2 lines are drawn.

              ?GL_LINE_STRIP: Draws a connected group of line segments from the first  vertex  to
              the last. Vertices n and n+1 define line n. N-1 lines are drawn.

              ?GL_LINE_LOOP:  Draws  a  connected group of line segments from the first vertex to
              the last, then back to the first. Vertices n and n+1 define line n. The last  line,
              however, is defined by vertices N and 1. N lines are drawn.

              ?GL_TRIANGLES: Treats each triplet of vertices as an independent triangle. Vertices
              3 n-2, 3 n-1, and 3 n define triangle n. N/3 triangles are drawn.

              ?GL_TRIANGLE_STRIP: Draws a connected group of triangles. One triangle  is  defined
              for each vertex presented after the first two vertices. For odd n, vertices n, n+1,
              and n+2 define triangle n. For even n, vertices n+1, n, and n+2 define triangle  n.
              N-2 triangles are drawn.

              ?GL_TRIANGLE_FAN: Draws a connected group of triangles. One triangle is defined for
              each vertex presented after the first two vertices. Vertices 1, n+1, and n+2 define
              triangle n. N-2 triangles are drawn.

              ?GL_QUADS:  Treats  each  group  of  four vertices as an independent quadrilateral.
              Vertices 4 n-3, 4 n-2, 4 n-1, and 4 n define quadrilateral  n.  N/4  quadrilaterals
              are drawn.

              ?GL_QUAD_STRIP:  Draws  a  connected  group of quadrilaterals. One quadrilateral is
              defined for each pair of vertices presented after the first pair. Vertices 2 n-1, 2
              n,  2  n+2,  and 2 n+1 define quadrilateral n. N/2-1 quadrilaterals are drawn. Note
              that the order in which vertices are used to construct a quadrilateral  from  strip
              data is different from that used with independent data.

              ?GL_POLYGON:  Draws  a  single,  convex  polygon.  Vertices 1 through N define this
              polygon.

              Only a subset of GL commands can be used between gl:'begin' and gl:'begin'/1 .  The
              commands  are  gl:vertex2d/2 , gl:color3b/3 , gl:secondaryColor3b/3 , gl:indexd/1 ,
              gl:normal3b/3  ,  gl:fogCoordf/1  ,  gl:texCoord1d/1   ,   gl:multiTexCoord1d/2   ,
              gl:vertexAttrib1d/2  ,  gl:evalCoord1d/1  ,  gl:evalPoint1/1  , gl:arrayElement/1 ,
              gl:materialf/3 , and gl:edgeFlag/1 . Also, it is acceptable to use gl:callList/1 or
              gl:callLists/1  to  execute display lists that include only the preceding commands.
              If any other GL command is executed between gl:'begin' and gl:'begin'/1 , the error
              flag is set and the command is ignored.

              Regardless  of  the  value  chosen  for  Mode  , there is no limit to the number of
              vertices  that  can  be  defined  between  gl:'begin'  and  gl:'begin'/1  .  Lines,
              triangles,  quadrilaterals,  and  polygons  that are incompletely specified are not
              drawn. Incomplete specification results when either too few vertices  are  provided
              to  specify  even  a  single primitive or when an incorrect multiple of vertices is
              specified. The incomplete primitive is ignored; the rest are drawn.

              The minimum specification of vertices for each primitive is as  follows:  1  for  a
              point,  2 for a line, 3 for a triangle, 4 for a quadrilateral, and 3 for a polygon.
              Modes that require a certain multiple of vertices are ?GL_LINES (2),  ?GL_TRIANGLES
              (3), ?GL_QUADS (4), and ?GL_QUAD_STRIP (2).

              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.

              When  only  x  and y are specified, z defaults to 0 and w defaults to 1. When x, y,
              and z are specified, w defaults to 1.

              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.

              Normals  specified  with  gl:normal  need not have unit length. If ?GL_NORMALIZE is
              enabled, then normals of any length specified with gl:normal are  normalized  after
              transformation.  If  ?GL_RESCALE_NORMAL is enabled, normals are scaled by a scaling
              factor derived from the modelview  matrix.  ?GL_RESCALE_NORMAL  requires  that  the
              originally  specified  normals  were  of unit length, and that the modelview matrix
              contain  only  uniform  scales  for  proper  results.   To   enable   and   disable
              normalization,  call  gl:enable/1  and  gl:enable/1  with  either  ?GL_NORMALIZE or
              ?GL_RESCALE_NORMAL. Normalization is initially disabled.

              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.

              The current index is stored as a floating-point value. Integer values are converted
              directly to floating-point values, with no special mapping. The initial value is 1.

              Index values outside the representable range of the  color  index  buffer  are  not
              clamped. However, before an index is dithered (if enabled) and written to the frame
              buffer, it is converted to fixed-point format. Any bits in the integer  portion  of
              the  resulting fixed-point value that do not correspond to bits in the frame buffer
              are masked out.

              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.

              gl:color3b, gl:color4b, gl:color3s, gl:color4s,  gl:color3i,  and  gl:color4i  take
              three or four signed byte, short, or long integers as arguments. When v is appended
              to the name, the color commands can take a pointer to an array of such values.

              Current color values are stored in floating-point format, with unspecified mantissa
              and exponent sizes. Unsigned integer color components, when specified, are linearly
              mapped to floating-point values such that the largest representable value  maps  to
              1.0  (full  intensity),  and  0  maps to 0.0 (zero intensity). Signed integer color
              components, when specified, are linearly mapped to floating-point values such  that
              the  most  positive  representable  value  maps  to  1.0,  and  the  most  negative
              representable value maps to -1.0. (Note  that  this  mapping  does  not  convert  0
              precisely to 0.0.) Floating-point values are mapped directly.

              Neither  floating-point  nor  signed  integer values are clamped to the range [0 1]
              before the current color is updated. However, color components are clamped to  this
              range before they are interpolated or written into a color buffer.

              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).

              The  current  texture coordinates are part of the data that is associated with each
              vertex and with the current raster position. Initially, the values for s,  t,  r  ,
              and q are (0, 0, 0, 1).

              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 .

              The current raster position consists of three window coordinates ( x, y, z), a clip
              coordinate  value  (  w),  an  eye coordinate distance, a valid bit, and associated
              color data and texture coordinates. The w coordinate is a clip coordinate,  because
              w   is   not  projected  to  window  coordinates.  gl:rasterPos4  specifies  object
              coordinates x, y, z, and w explicitly. gl:rasterPos3 specifies object coordinate x,
              y,  and  z  explicitly,  while  w  is  implicitly  set to 1. gl:rasterPos2 uses the
              argument values for x and y while implicitly setting z and w to 0 and 1.

              The object coordinates presented by gl:rasterPos are treated just like those  of  a
              gl:vertex2d/2 command: They are transformed by the current modelview and projection
              matrices and passed to the clipping stage. If the vertex is not culled, then it  is
              projected  and  scaled  to  window coordinates, which become the new current raster
              position, and the ?GL_CURRENT_RASTER_POSITION_VALID flag is set. If the  vertex  is
              culled,  then  the  valid  bit  is  cleared  and  the  current  raster position and
              associated color and texture coordinates are undefined.

              The current raster position also includes some associated color  data  and  texture
              coordinates.  If  lighting is enabled, then ?GL_CURRENT_RASTER_COLOR (in RGBA mode)
              or ?GL_CURRENT_RASTER_INDEX (in color index mode) is set to the color  produced  by
              the  lighting calculation (see gl:lightf/3 , gl:lightModelf/2 , and gl:shadeModel/1
              ).  If  lighting  is  disabled,  current  color  (in  RGBA  mode,  state   variable
              ?GL_CURRENT_COLOR)   or   color   index   (in  color  index  mode,  state  variable
              ?GL_CURRENT_INDEX)   is   used   to    update    the    current    raster    color.
              ?GL_CURRENT_RASTER_SECONDARY_COLOR (in RGBA mode) is likewise updated.

              Likewise,   ?GL_CURRENT_RASTER_TEXTURE_COORDS   is   updated   as   a  function  of
              ?GL_CURRENT_TEXTURE_COORDS , based on the texture matrix and the texture generation
              functions  (see  gl:texGend/3  ).  Finally, the distance from the origin of the eye
              coordinate system to the  vertex  as  transformed  by  only  the  modelview  matrix
              replaces ?GL_CURRENT_RASTER_DISTANCE.

              Initially, the current raster position is (0, 0, 0, 1), the current raster distance
              is 0, the valid bit is set, the  associated  RGBA  color  is  (1,  1,  1,  1),  the
              associated  color  index is 1, and the associated texture coordinates are (0, 0, 0,
              1). In RGBA mode, ?GL_CURRENT_RASTER_INDEX is always 1; in color  index  mode,  the
              current raster RGBA color always maintains its initial value.

              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.

              gl:rect( X1 , Y1 , X2 , Y2 ) is  exactly  equivalent  to  the  following  sequence:
              glBegin(?GL_POLYGON);  glVertex2(  X1 , Y1 ); glVertex2( X2 , Y1 ); glVertex2( X2 ,
              Y2 ); glVertex2( X1 , Y2 ); glEnd(); Note that if the second vertex is above and to
              the right of the first vertex, the rectangle is constructed with a counterclockwise
              winding.

              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 .)

              If a non-zero named buffer object is bound  to  the  ?GL_ARRAY_BUFFER  target  (see
              gl:bindBuffer/2  )  while a vertex array is specified, Pointer is treated as a byte
              offset into the buffer  object's  data  store.  Also,  the  buffer  object  binding
              (?GL_ARRAY_BUFFER_BINDING   )   is   saved   as   vertex  array  client-side  state
              (?GL_VERTEX_ARRAY_BUFFER_BINDING).

              When a vertex array is specified, Size , Type , Stride , and Pointer are  saved  as
              client-side state, in addition to the current vertex array buffer object binding.

              To   enable   and   disable  the  vertex  array,  call  gl:enableClientState/1  and
              gl:enableClientState/1 with the argument ?GL_VERTEX_ARRAY. If enabled,  the  vertex
              array  is  used  when  gl:arrayElement/1 , gl:drawArrays/3 , gl:multiDrawArrays/3 ,
              gl:drawElements/4 , see glMultiDrawElements , or gl:drawRangeElements/6 is called.

              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 .)

              If  a  non-zero  named  buffer  object is bound to the ?GL_ARRAY_BUFFER target (see
              gl:bindBuffer/2 ) while a normal array is specified, Pointer is treated as  a  byte
              offset  into  the  buffer  object's  data  store.  Also,  the buffer object binding
              (?GL_ARRAY_BUFFER_BINDING ) is saved  as  normal  vertex  array  client-side  state
              (?GL_NORMAL_ARRAY_BUFFER_BINDING ).

              When  a normal array is specified, Type , Stride , and Pointer are saved as client-
              side state, in addition to the current vertex array buffer object binding.

              To  enable  and  disable  the  normal  array,   call   gl:enableClientState/1   and
              gl:enableClientState/1  with  the argument ?GL_NORMAL_ARRAY. If enabled, the normal
              array is used when gl:drawArrays/3 , gl:multiDrawArrays/3 , gl:drawElements/4 , see
              glMultiDrawElements, gl:drawRangeElements/6 , or gl:arrayElement/1 is called.

              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 .)

              If  a  non-zero  named  buffer  object is bound to the ?GL_ARRAY_BUFFER target (see
              gl:bindBuffer/2 ) while a color array is specified, Pointer is treated  as  a  byte
              offset  into  the  buffer  object's  data  store.  Also,  the buffer object binding
              (?GL_ARRAY_BUFFER_BINDING ) is  saved  as  color  vertex  array  client-side  state
              (?GL_COLOR_ARRAY_BUFFER_BINDING).

              When  a  color  array is specified, Size , Type , Stride , and Pointer are saved as
              client-side state, in addition to the current vertex array buffer object binding.

              To  enable  and  disable  the  color   array,   call   gl:enableClientState/1   and
              gl:enableClientState/1  with  the  argument  ?GL_COLOR_ARRAY. If enabled, the color
              array is used when gl:drawArrays/3 , gl:multiDrawArrays/3 , gl:drawElements/4 , see
              glMultiDrawElements, gl:drawRangeElements/6 , or gl:arrayElement/1 is called.

              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.

              If a non-zero named buffer object is bound  to  the  ?GL_ARRAY_BUFFER  target  (see
              gl:bindBuffer/2  )  while a color index array is specified, Pointer is treated as a
              byte offset into the buffer object's data store. Also, the  buffer  object  binding
              (?GL_ARRAY_BUFFER_BINDING  ) is saved as color index vertex array client-side state
              (?GL_INDEX_ARRAY_BUFFER_BINDING ).

              When a color index array is specified, Type , Stride , and  Pointer  are  saved  as
              client-side state, in addition to the current vertex array buffer object binding.

              To  enable  and  disable  the  color  index  array, call gl:enableClientState/1 and
              gl:enableClientState/1 with the argument ?GL_INDEX_ARRAY.  If  enabled,  the  color
              index array is used when gl:drawArrays/3 , gl:multiDrawArrays/3 , gl:drawElements/4
              , see  glMultiDrawElements  ,  gl:drawRangeElements/6  ,  or  gl:arrayElement/1  is
              called.

              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 .)

              If  a  non-zero  named  buffer  object is bound to the ?GL_ARRAY_BUFFER target (see
              gl:bindBuffer/2 ) while a texture coordinate array is specified, Pointer is treated
              as  a  byte  offset  into  the  buffer object's data store. Also, the buffer object
              binding (?GL_ARRAY_BUFFER_BINDING ) is saved as  texture  coordinate  vertex  array
              client-side state (?GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING ).

              When  a  texture  coordinate array is specified, Size , Type , Stride , and Pointer
              are saved as client-side state, in addition to  the  current  vertex  array  buffer
              object binding.

              To  enable  and disable a texture coordinate array, call gl:enableClientState/1 and
              gl:enableClientState/1 with the argument ?GL_TEXTURE_COORD_ARRAY. If  enabled,  the
              texture  coordinate  array  is  used  when  gl:arrayElement/1  ,  gl:drawArrays/3 ,
              gl:multiDrawArrays/3   ,   gl:drawElements/4   ,   see   glMultiDrawElements,    or
              gl:drawRangeElements/6 is called.

              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.

              If a non-zero named buffer object is bound  to  the  ?GL_ARRAY_BUFFER  target  (see
              gl:bindBuffer/2  )  while  an edge flag array is specified, Pointer is treated as a
              byte offset into the buffer object's data store. Also, the  buffer  object  binding
              (?GL_ARRAY_BUFFER_BINDING  )  is  saved as edge flag vertex array client-side state
              (?GL_EDGE_FLAG_ARRAY_BUFFER_BINDING ).

              When an edge flag array is specified, Stride and Pointer are saved  as  client-side
              state, in addition to the current vertex array buffer object binding.

              To  enable  and  disable  the  edge  flag  array,  call  gl:enableClientState/1 and
              gl:enableClientState/1 with the argument ?GL_EDGE_FLAG_ARRAY. If enabled, the  edge
              flag  array is used when gl:drawArrays/3 , gl:multiDrawArrays/3 , gl:drawElements/4
              , see  glMultiDrawElements  ,  gl:drawRangeElements/6  ,  or  gl:arrayElement/1  is
              called.

              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.

              Use gl:arrayElement to construct primitives by indexing vertex data, rather than by
              streaming  through  arrays  of  data  in  first-to-last  order.  Because  each call
              specifies only a single vertex, it is possible to explicitly specify  per-primitive
              attributes such as a single normal for each triangle.

              Changes  made  to  array  data  between  the  execution  of  gl:'begin'/1  and  the
              corresponding execution of gl:'begin'/1 may affect calls  to  gl:arrayElement  that
              are  made within the same gl:'begin'/1 / gl:'begin'/1 period in nonsequential ways.
              That is, a call to gl:arrayElement that precedes a change to array data may  access
              the  changed  data,  and  a  call  that  follows  a change to array data may access
              original data.

              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 .

              When gl:drawArrays is called, it uses Count sequential elements from  each  enabled
              array to construct a sequence of geometric primitives, beginning with element First
              . Mode specifies what kind of primitives are constructed and how the array elements
              construct those primitives.

              Vertex  attributes  that  are  modified  by gl:drawArrays have an unspecified value
              after gl:drawArrays returns. Attributes that aren't modified remain well defined.

              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 .

              When gl:drawElements is called, it uses Count sequential elements from  an  enabled
              array,  starting  at  Indices to construct a sequence of geometric primitives. Mode
              specifies what kind of primitives  are  constructed  and  how  the  array  elements
              construct these primitives. If more than one array is enabled, each is used.

              Vertex  attributes  that  are modified by gl:drawElements have an unspecified value
              after gl:drawElements returns.  Attributes  that  aren't  modified  maintain  their
              previous values.

              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.

              If  Stride is 0, the aggregate elements are stored consecutively. Otherwise, Stride
              bytes occur between the beginning of one aggregate array element and the  beginning
              of the next aggregate array element.

              Format  serves  as  a  key  describing the extraction of individual arrays from the
              aggregate array. If Format contains a T, then  texture  coordinates  are  extracted
              from  the  interleaved  array. If C is present, color values are extracted. If N is
              present, normal coordinates are extracted. Vertex coordinates are always extracted.

              The digits 2, 3, and 4 denote how many  values  are  extracted.  F  indicates  that
              values  are  extracted  as floating-point values. Colors may also be extracted as 4
              unsigned bytes if 4UB follows the C. If a color is extracted as 4  unsigned  bytes,
              the  vertex  array element which follows is located at the first possible floating-
              point aligned address.

              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.

              Flat   and   smooth   shading  are  indistinguishable  for  points.  Starting  when
              gl:'begin'/1 is issued and counting vertices and primitives from 1,  the  GL  gives
              each  flat-shaded  line  segment  i  the  computed  color of vertex i+1, its second
              vertex. Counting similarly from 1,  the  GL  gives  each  flat-shaded  polygon  the
              computed color of the vertex listed in the following table. This is the last vertex
              to specify the polygon in all cases except single polygons, where the first  vertex
              specifies the flat-shaded color.Primitive Type of Polygon iVertex
               Single polygon ( i== 1) 1
               Triangle strip i+2
               Triangle fan i+2
               Independent triangle 3 i
               Quad strip 2 i+2
               Independent quad 4 i

              Flat  and  smooth  shading are specified by gl:shadeModel with Mode set to ?GL_FLAT
              and ?GL_SMOOTH, respectively.

              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.

              To enable and disable lighting calculation, call gl:enable/1 and  gl:enable/1  with
              argument  ?GL_LIGHTING.  Lighting  is initially disabled. When it is enabled, light
              sources that are enabled contribute to the lighting calculation. Light source i  is
              enabled and disabled using gl:enable/1 and gl:enable/1 with argument ?GL_LIGHT i.

              The ten light parameters are as follows:

              ?GL_AMBIENT: Params contains four integer or floating-point values that specify the
              ambient RGBA intensity of the light. Integer values are mapped linearly  such  that
              the  most  positive  representable  value  maps  to  1.0,  and  the  most  negative
              representable value maps  to  -1.0.  Floating-point  values  are  mapped  directly.
              Neither  integer  nor  floating-point values are clamped. The initial ambient light
              intensity is (0, 0, 0, 1).

              ?GL_DIFFUSE: Params contains four integer or floating-point values that specify the
              diffuse  RGBA  intensity of the light. Integer values are mapped linearly such that
              the  most  positive  representable  value  maps  to  1.0,  and  the  most  negative
              representable  value  maps  to  -1.0.  Floating-point  values  are mapped directly.
              Neither integer nor floating-point  values  are  clamped.  The  initial  value  for
              ?GL_LIGHT0 is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 1).

              ?GL_SPECULAR:  Params  contains  four integer or floating-point values that specify
              the specular RGBA intensity of the light. Integer values are mapped  linearly  such
              that  the  most  positive  representable  value  maps to 1.0, and the most negative
              representable value maps  to  -1.0.  Floating-point  values  are  mapped  directly.
              Neither  integer  nor  floating-point  values  are  clamped.  The initial value for
              ?GL_LIGHT0 is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 1).

              ?GL_POSITION: Params contains four integer or floating-point  values  that  specify
              the  position  of  the  light  in  homogeneous object coordinates. Both integer and
              floating-point values are  mapped  directly.  Neither  integer  nor  floating-point
              values are clamped.

              The  position  is transformed by the modelview matrix when gl:light is called (just
              as if it were a point), and it is stored in eye coordinates. If the w component  of
              the  position  is  0,  the  light  is  treated as a directional source. Diffuse and
              specular lighting calculations take the  light's  direction,  but  not  its  actual
              position,  into  account,  and  attenuation  is  disabled.  Otherwise,  diffuse and
              specular lighting calculations are based on the actual location of the light in eye
              coordinates,  and  attenuation  is  enabled.  The initial position is (0, 0, 1, 0);
              thus, the initial light source is directional, parallel to, and in the direction of
              the -z axis.

              ?GL_SPOT_DIRECTION:  Params  contains  three  integer or floating-point values that
              specify the direction of the light in homogeneous object coordinates. Both  integer
              and  floating-point  values are mapped directly. Neither integer nor floating-point
              values are clamped.

              The spot direction is transformed by the upper 3x3 of  the  modelview  matrix  when
              gl:light  is  called,  and  it is stored in eye coordinates. It is significant only
              when ?GL_SPOT_CUTOFF is not 180, which it is initially. The initial direction is (0
              0 -1).

              ?GL_SPOT_EXPONENT:  Params  is  a  single  integer  or  floating-point  value  that
              specifies the intensity distribution  of  the  light.  Integer  and  floating-point
              values are mapped directly. Only values in the range [0 128] are accepted.

              Effective  light  intensity  is  attenuated  by the cosine of the angle between the
              direction of the light and the  direction  from  the  light  to  the  vertex  being
              lighted,  raised  to  the  power  of the spot exponent. Thus, higher spot exponents
              result in a more focused light source, regardless of the  spot  cutoff  angle  (see
              ?GL_SPOT_CUTOFF,  next  paragraph).  The  initial  spot exponent is 0, resulting in
              uniform light distribution.

              ?GL_SPOT_CUTOFF: Params is a single integer or floating-point value that  specifies
              the  maximum  spread angle of a light source. Integer and floating-point values are
              mapped directly. Only values in the range [0 90] and  the  special  value  180  are
              accepted.  If  the  angle between the direction of the light and the direction from
              the light to the vertex being lighted is greater than the spot  cutoff  angle,  the
              light  is  completely  masked.  Otherwise,  its intensity is controlled by the spot
              exponent and the attenuation factors. The initial spot cutoff is 180, resulting  in
              uniform light distribution.

              ?GL_CONSTANT_ATTENUATION

              ?GL_LINEAR_ATTENUATION

              ?GL_QUADRATIC_ATTENUATION:  Params is a single integer or floating-point value that
              specifies one of the three light attenuation factors.  Integer  and  floating-point
              values  are  mapped directly. Only nonnegative values are accepted. If the light is
              positional, rather than directional, its intensity is attenuated by the  reciprocal
              of the sum of the constant factor, the linear factor times the distance between the
              light and the vertex being lighted, and the quadratic factor times  the  square  of
              the  same  distance. The initial attenuation factors are (1, 0, 0), resulting in no
              attenuation.

              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.

              The following parameters are defined:

              ?GL_AMBIENT: Params returns four integer or floating-point values representing  the
              ambient intensity of the light source. Integer values, when requested, are linearly
              mapped from the internal floating-point representation such that 1.0  maps  to  the
              most  positive  representable  integer  value,  and  -1.0 maps to the most negative
              representable integer value. If the internal value is outside the range [-1 1], the
              corresponding integer return value is undefined. The initial value is (0, 0, 0, 1).

              ?GL_DIFFUSE:  Params returns four integer or floating-point values representing the
              diffuse intensity of the light source. Integer values, when requested, are linearly
              mapped  from  the  internal floating-point representation such that 1.0 maps to the
              most positive representable integer value, and  -1.0  maps  to  the  most  negative
              representable integer value. If the internal value is outside the range [-1 1], the
              corresponding integer return value is undefined. The initial value  for  ?GL_LIGHT0
              is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).

              ?GL_SPECULAR: Params returns four integer or floating-point values representing the
              specular intensity of  the  light  source.  Integer  values,  when  requested,  are
              linearly  mapped from the internal floating-point representation such that 1.0 maps
              to the most positive representable  integer  value,  and  -1.0  maps  to  the  most
              negative  representable  integer  value. If the internal value is outside the range
              [-1 1], the corresponding integer return value is undefined. The initial value  for
              ?GL_LIGHT0 is (1, 1, 1, 1); for other lights, the initial value is (0, 0, 0, 0).

              ?GL_POSITION: Params returns four integer or floating-point values representing the
              position of the light source. Integer  values,  when  requested,  are  computed  by
              rounding  the  internal  floating-point  values  to  the nearest integer value. The
              returned values are those maintained in eye coordinates. They will not be equal  to
              the  values  specified using gl:lightf/3 , unless the modelview matrix was identity
              at the time gl:lightf/3 was called. The initial value is (0, 0, 1, 0).

              ?GL_SPOT_DIRECTION:  Params  returns  three  integer   or   floating-point   values
              representing the direction of the light source. Integer values, when requested, are
              computed by rounding the internal floating-point  values  to  the  nearest  integer
              value.  The  returned values are those maintained in eye coordinates. They will not
              be equal to the values specified using gl:lightf/3 , unless  the  modelview  matrix
              was  identity  at  the  time  gl:lightf/3  was  called.  Although spot direction is
              normalized before being used in the lighting equation, the returned values are  the
              transformed  versions  of  the specified values prior to normalization. The initial
              value is (0 0 -1).

              ?GL_SPOT_EXPONENT:  Params  returns  a  single  integer  or  floating-point   value
              representing  the  spot exponent of the light. An integer value, when requested, is
              computed by rounding the internal  floating-point  representation  to  the  nearest
              integer. The initial value is 0.

              ?GL_SPOT_CUTOFF:   Params   returns   a  single  integer  or  floating-point  value
              representing the spot cutoff angle of the light. An integer value, when  requested,
              is  computed  by rounding the internal floating-point representation to the nearest
              integer. The initial value is 180.

              ?GL_CONSTANT_ATTENUATION: Params returns a single integer or  floating-point  value
              representing  the  constant  (not  distance-related)  attenuation  of the light. An
              integer value, when requested, is computed by rounding the internal  floating-point
              representation to the nearest integer. The initial value is 1.

              ?GL_LINEAR_ATTENUATION:  Params  returns  a  single integer or floating-point value
              representing the linear attenuation of the light. An integer value, when requested,
              is  computed  by rounding the internal floating-point representation to the nearest
              integer. The initial value is 0.

              ?GL_QUADRATIC_ATTENUATION: Params returns a single integer or floating-point  value
              representing  the  quadratic  attenuation  of  the  light.  An  integer value, when
              requested, is computed by rounding the internal  floating-point  representation  to
              the nearest integer. The initial value is 0.

              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:

              ?GL_LIGHT_MODEL_AMBIENT: Params contains four integer or floating-point values that
              specify  the  ambient RGBA intensity of the entire scene. Integer values are mapped
              linearly such that the most positive representable value maps to 1.0, and the  most
              negative  representable  value  maps  to  -1.0.  Floating-point  values  are mapped
              directly. Neither integer  nor  floating-point  values  are  clamped.  The  initial
              ambient scene intensity is (0.2, 0.2, 0.2, 1.0).

              ?GL_LIGHT_MODEL_COLOR_CONTROL: Params must be either ?GL_SEPARATE_SPECULAR_COLOR or
              ?GL_SINGLE_COLOR. ?GL_SINGLE_COLOR specifies that a single color is generated  from
              the  lighting  computation for a vertex. ?GL_SEPARATE_SPECULAR_COLOR specifies that
              the specular color computation of lighting be stored separately from the  remainder
              of  the  lighting  computation.  The  specular  color  is summed into the generated
              fragment's color after the application of texture mapping (if enabled). The initial
              value is ?GL_SINGLE_COLOR.

              ?GL_LIGHT_MODEL_LOCAL_VIEWER:  Params  is  a single integer or floating-point value
              that specifies how specular reflection angles are computed.  If  Params  is  0  (or
              0.0),  specular  reflection angles take the view direction to be parallel to and in
              the direction of the -z axis, regardless of the  location  of  the  vertex  in  eye
              coordinates.  Otherwise,  specular  reflections are computed from the origin of the
              eye coordinate system. The initial value is 0.

              ?GL_LIGHT_MODEL_TWO_SIDE: Params is a single integer or floating-point  value  that
              specifies whether one- or two-sided lighting calculations are done for polygons. It
              has no effect on the lighting calculations for points, lines, or bitmaps. If Params
              is  0  (or  0.0),  one-sided  lighting  is  specified,  and only the front material
              parameters are used in the lighting  equation.  Otherwise,  two-sided  lighting  is
              specified.  In  this  case,  vertices of back-facing polygons are lighted using the
              back material parameters and  have  their  normals  reversed  before  the  lighting
              equation  is  evaluated. Vertices of front-facing polygons are always lighted using
              the front material parameters, with no change to their normals. The  initial  value
              is 0.

              In  RGBA  mode,  the  lighted color of a vertex is the sum of the material emission
              intensity, the product of the material ambient reflectance and the  lighting  model
              full-scene  ambient  intensity,  and the contribution of each enabled light source.
              Each light source contributes  the  sum  of  three  terms:  ambient,  diffuse,  and
              specular.  The  ambient  light  source  contribution is the product of the material
              ambient reflectance and the light's ambient intensity.  The  diffuse  light  source
              contribution  is  the  product  of  the  material  diffuse reflectance, the light's
              diffuse intensity, and the dot product of the vertex's normal with  the  normalized
              vector  from the vertex to the light source. The specular light source contribution
              is  the  product  of  the  material  specular  reflectance,  the  light's  specular
              intensity,  and the dot product of the normalized vertex-to-eye and vertex-to-light
              vectors, raised to the power of the shininess of  the  material.  All  three  light
              source  contributions  are attenuated equally based on the distance from the vertex
              to the light source and on light source  direction,  spread  exponent,  and  spread
              cutoff  angle.  All dot products are replaced with 0 if they evaluate to a negative
              value.

              The alpha component of the resulting lighted color is set to the alpha value of the
              material diffuse reflectance.

              In  color  index  mode,  the value of the lighted index of a vertex ranges from the
              ambient to the specular values passed to  gl:materialf/3  using  ?GL_COLOR_INDEXES.
              Diffuse and specular coefficients, computed with a (.30, .59, .11) weighting of the
              lights' colors, the  shininess  of  the  material,  and  the  same  reflection  and
              attenuation  equations  as  in  the RGBA case, determine how much above ambient the
              resulting index is.

              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.

              gl:material takes  three  arguments.  The  first,  Face  ,  specifies  whether  the
              ?GL_FRONT  materials,  the ?GL_BACK materials, or both ?GL_FRONT_AND_BACK materials
              will be modified. The second, Pname , specifies which of several parameters in  one
              or  both  sets will be modified. The third, Params , specifies what value or values
              will be assigned to the specified parameter.

              Material parameters are used in the lighting equation that is optionally applied to
              each  vertex. The equation is discussed in the gl:lightModelf/2 reference page. The
              parameters that can be specified using gl:material, and  their  interpretations  by
              the lighting equation, are as follows:

              ?GL_AMBIENT: Params contains four integer or floating-point values that specify the
              ambient RGBA reflectance of the material. Integer values are mapped  linearly  such
              that  the  most  positive  representable  value  maps to 1.0, and the most negative
              representable value maps  to  -1.0.  Floating-point  values  are  mapped  directly.
              Neither  integer  nor  floating-point  values  are  clamped.  The  initial  ambient
              reflectance for both front- and back-facing materials is (0.2, 0.2, 0.2, 1.0).

              ?GL_DIFFUSE: Params contains four integer or floating-point values that specify the
              diffuse  RGBA  reflectance of the material. Integer values are mapped linearly such
              that the most positive representable value maps  to  1.0,  and  the  most  negative
              representable  value  maps  to  -1.0.  Floating-point  values  are mapped directly.
              Neither  integer  nor  floating-point  values  are  clamped.  The  initial  diffuse
              reflectance for both front- and back-facing materials is (0.8, 0.8, 0.8, 1.0).

              ?GL_SPECULAR:  Params  contains  four integer or floating-point values that specify
              the specular RGBA reflectance of the material. Integer values are  mapped  linearly
              such  that the most positive representable value maps to 1.0, and the most negative
              representable value maps  to  -1.0.  Floating-point  values  are  mapped  directly.
              Neither  integer  nor  floating-point  values  are  clamped.  The  initial specular
              reflectance for both front- and back-facing materials is (0, 0, 0, 1).

              ?GL_EMISSION: Params contains four integer or floating-point  values  that  specify
              the  RGBA  emitted  light  intensity  of  the  material.  Integer values are mapped
              linearly such that the most positive representable value maps to 1.0, and the  most
              negative  representable  value  maps  to  -1.0.  Floating-point  values  are mapped
              directly. Neither integer  nor  floating-point  values  are  clamped.  The  initial
              emission intensity for both front- and back-facing materials is (0, 0, 0, 1).

              ?GL_SHININESS:  Params  is  a single integer or floating-point value that specifies
              the RGBA specular exponent of the material. Integer and floating-point  values  are
              mapped  directly.  Only  values  in  the  range  [0  128] are accepted. The initial
              specular exponent for both front- and back-facing materials is 0.

              ?GL_AMBIENT_AND_DIFFUSE: Equivalent to calling  gl:material  twice  with  the  same
              parameter values, once with ?GL_AMBIENT and once with ?GL_DIFFUSE.

              ?GL_COLOR_INDEXES:   Params   contains   three  integer  or  floating-point  values
              specifying the color indices for ambient, diffuse,  and  specular  lighting.  These
              three  values,  and  ?GL_SHININESS,  are the only material values used by the color
              index mode lighting equation. Refer to the gl:lightModelf/2 reference  page  for  a
              discussion of color index lighting.

              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:

              ?GL_AMBIENT: Params returns four integer or floating-point values representing  the
              ambient  reflectance  of the material. Integer values, when requested, are linearly
              mapped from the internal floating-point representation such that 1.0  maps  to  the
              most  positive  representable  integer  value,  and  -1.0 maps to the most negative
              representable integer value. If the internal value is outside the range [-1 1], the
              corresponding  integer  return  value is undefined. The initial value is (0.2, 0.2,
              0.2, 1.0)

              ?GL_DIFFUSE: Params returns four integer or floating-point values representing  the
              diffuse  reflectance  of the material. Integer values, when requested, are linearly
              mapped from the internal floating-point representation such that 1.0  maps  to  the
              most  positive  representable  integer  value,  and  -1.0 maps to the most negative
              representable integer value. If the internal value is outside the range [-1 1], the
              corresponding  integer  return  value is undefined. The initial value is (0.8, 0.8,
              0.8, 1.0).

              ?GL_SPECULAR: Params returns four integer or floating-point values representing the
              specular  reflectance of the material. Integer values, when requested, are linearly
              mapped from the internal floating-point representation such that 1.0  maps  to  the
              most  positive  representable  integer  value,  and  -1.0 maps to the most negative
              representable integer value. If the internal value is outside the range [-1 1], the
              corresponding integer return value is undefined. The initial value is (0, 0, 0, 1).

              ?GL_EMISSION: Params returns four integer or floating-point values representing the
              emitted light intensity of  the  material.  Integer  values,  when  requested,  are
              linearly  mapped from the internal floating-point representation such that 1.0 maps
              to the most positive representable  integer  value,  and  -1.0  maps  to  the  most
              negative  representable  integer  value. If the internal value is outside the range
              [-1 1], the corresponding integer return value is undefined. The initial  value  is
              (0, 0, 0, 1).

              ?GL_SHININESS:  Params returns one integer or floating-point value representing the
              specular exponent of the material. Integer values, when requested, are computed  by
              rounding  the  internal  floating-point  value  to  the  nearest integer value. The
              initial value is 0.

              ?GL_COLOR_INDEXES:  Params  returns  three   integer   or   floating-point   values
              representing  the  ambient,  diffuse,  and  specular indices of the material. These
              indices are used only for color index lighting. (All the other parameters are  used
              only  for  RGBA lighting.) Integer values, when requested, are computed by rounding
              the internal floating-point values to the nearest integer values.

              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.

              To  enable  and  disable  ?GL_COLOR_MATERIAL, call gl:enable/1 and gl:enable/1 with
              argument ?GL_COLOR_MATERIAL. ?GL_COLOR_MATERIAL is initially disabled.

              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

              ( xr+n. xfactor, yr+m. yfactor)

              ( xr+(n+1). xfactor, yr+(m+1). yfactor)

              are  candidates  for replacement. Any pixel whose center lies on the bottom or left
              edge of this rectangular region is also modified.

              Pixel zoom factors are not  limited  to  positive  values.  Negative  zoom  factors
              reflect the resulting image about the current raster position.

              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 .

              Pname is a symbolic constant indicating the parameter to be set, and Param  is  the
              new  value.  Six of the twelve storage parameters affect how pixel data is returned
              to client memory. They are as follows:

              ?GL_PACK_SWAP_BYTES: If true, byte ordering for multibyte color  components,  depth
              components,  or  stencil  indices  is  reversed.  That is, if a four-byte component
              consists of bytes b 0, b 1, b 2, b 3, it is stored in memory as b 3, b 2, b 1, b  0
              if  ?GL_PACK_SWAP_BYTES  is  true.  ?GL_PACK_SWAP_BYTES has no effect on the memory
              order of components within a pixel, only on the order of bytes within components or
              indices.  For  example,  the  three components of a ?GL_RGB format pixel are always
              stored with red first, green second, and blue third, regardless  of  the  value  of
              ?GL_PACK_SWAP_BYTES.

              ?GL_PACK_LSB_FIRST:  If true, bits are ordered within a byte from least significant
              to most significant; otherwise, the first bit in each byte is the most  significant
              one.

              ?GL_PACK_ROW_LENGTH:  If  greater than 0, ?GL_PACK_ROW_LENGTH defines the number of
              pixels in a row. If the first pixel of a row is placed at  location  p  in  memory,
              then the location of the first pixel of the next row is obtained by skipping

              k={n l(a/s) |(s n l)/a| s>= a s< a)

              components or indices, where n is the number of components or indices in a pixel, l
              is the number of pixels in a row (?GL_PACK_ROW_LENGTH if it is greater than 0,  the
              width   argument   to   the   pixel   routine   otherwise),   a  is  the  value  of
              ?GL_PACK_ALIGNMENT , and s is the size, in bytes, of a single component (if  a<  s,
              then  it  is as if a= s). In the case of 1-bit values, the location of the next row
              is obtained by skipping

              k=8 a |(n l)/(8 a)|

              components or indices.

              The word component in this description refers to the nonindex  values  red,  green,
              blue,  alpha,  and depth. Storage format ?GL_RGB, for example, has three components
              per pixel: first red, then green, and finally blue.

              ?GL_PACK_IMAGE_HEIGHT: If greater than 0, ?GL_PACK_IMAGE_HEIGHT defines the  number
              of  pixels  in an image three-dimensional texture volume, where image is defined by
              all pixels sharing the same third dimension index. If the first pixel of a  row  is
              placed  at  location  p in memory, then the location of the first pixel of the next
              row is obtained by skipping

              k={n l h(a/s) |(s n l h)/a| s>= a s< a)

              components or indices, where n is the number of components or indices in a pixel, l
              is  the number of pixels in a row (?GL_PACK_ROW_LENGTH if it is greater than 0, the
              width argument to gl:texImage3D/10 otherwise), h is the number of rows in  a  pixel
              image  (?GL_PACK_IMAGE_HEIGHT  if  it is greater than 0, the height argument to the
              gl:texImage3D/10 routine otherwise), a is the value of ?GL_PACK_ALIGNMENT ,  and  s
              is the size, in bytes, of a single component (if a< s, then it is as if a=s).

              The  word  component  in this description refers to the nonindex values red, green,
              blue, alpha, and depth. Storage format ?GL_RGB, for example, has  three  components
              per pixel: first red, then green, and finally blue.

              ?GL_PACK_SKIP_PIXELS, ?GL_PACK_SKIP_ROWS, and ?GL_PACK_SKIP_IMAGES

              These  values  are  provided  as  a  convenience to the programmer; they provide no
              functionality that cannot be duplicated simply by incrementing the  pointer  passed
              to   gl:readPixels/7   .   Setting  ?GL_PACK_SKIP_PIXELS  to  i  is  equivalent  to
              incrementing the pointer by i n components or indices, where n  is  the  number  of
              components  or indices in each pixel. Setting ?GL_PACK_SKIP_ROWS to j is equivalent
              to incrementing the pointer by j m components or indices, where m is the number  of
              components or indices per row, as just computed in the ?GL_PACK_ROW_LENGTH section.
              Setting ?GL_PACK_SKIP_IMAGES to k is equivalent to incrementing the pointer by k p,
              where  p  is  the  number  of  components  or indices per image, as computed in the
              ?GL_PACK_IMAGE_HEIGHT section.

              ?GL_PACK_ALIGNMENT: Specifies the alignment requirements  for  the  start  of  each
              pixel  row  in memory. The allowable values are 1 (byte-alignment), 2 (rows aligned
              to even-numbered bytes), 4 (word-alignment),  and  8  (rows  start  on  double-word
              boundaries).

              The  other  six of the twelve storage parameters affect how pixel data is read from
              client memory. These values are significant for gl:texImage1D/8 , gl:texImage2D/9 ,
              gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7

              They are as follows:

              ?GL_UNPACK_SWAP_BYTES: If true, byte ordering for multibyte color components, depth
              components, or stencil indices is reversed.  That  is,  if  a  four-byte  component
              consists of bytes b 0, b 1, b 2, b 3, it is taken from memory as b 3, b 2, b 1, b 0
              if ?GL_UNPACK_SWAP_BYTES is true. ?GL_UNPACK_SWAP_BYTES has no effect on the memory
              order of components within a pixel, only on the order of bytes within components or
              indices. For example, the three components of a ?GL_RGB  format  pixel  are  always
              stored  with  red  first,  green second, and blue third, regardless of the value of
              ?GL_UNPACK_SWAP_BYTES.

              ?GL_UNPACK_LSB_FIRST:  If  true,  bits  are  ordered  within  a  byte  from   least
              significant  to most significant; otherwise, the first bit in each byte is the most
              significant one.

              ?GL_UNPACK_ROW_LENGTH: If greater than 0, ?GL_UNPACK_ROW_LENGTH defines the  number
              of  pixels in a row. If the first pixel of a row is placed at location p in memory,
              then the location of the first pixel of the next row is obtained by skipping

              k={n l(a/s) |(s n l)/a| s>= a s< a)

              components or indices, where n is the number of components or indices in a pixel, l
              is  the  number  of pixels in a row (?GL_UNPACK_ROW_LENGTH if it is greater than 0,
              the  width  argument  to  the  pixel  routine  otherwise),  a  is  the   value   of
              ?GL_UNPACK_ALIGNMENT , and s is the size, in bytes, of a single component (if a< s,
              then it is as if a= s). In the case of 1-bit values, the location of the  next  row
              is obtained by skipping

              k=8 a |(n l)/(8 a)|

              components or indices.

              The  word  component  in this description refers to the nonindex values red, green,
              blue, alpha, and depth. Storage format ?GL_RGB, for example, has  three  components
              per pixel: first red, then green, and finally blue.

              ?GL_UNPACK_IMAGE_HEIGHT:  If  greater  than  0, ?GL_UNPACK_IMAGE_HEIGHT defines the
              number of pixels in an image of a three-dimensional texture volume. Where image  is
              defined  by all pixel sharing the same third dimension index. If the first pixel of
              a row is placed at location p in memory, then the location of the  first  pixel  of
              the next row is obtained by skipping

              k={n l h(a/s) |(s n l h)/a| s>= a s< a)

              components or indices, where n is the number of components or indices in a pixel, l
              is the number of pixels in a row (?GL_UNPACK_ROW_LENGTH if it is  greater  than  0,
              the  width  argument  to gl:texImage3D/10 otherwise), h is the number of rows in an
              image (?GL_UNPACK_IMAGE_HEIGHT if it is greater than  0,  the  height  argument  to
              gl:texImage3D/10  otherwise),  a is the value of ?GL_UNPACK_ALIGNMENT, and s is the
              size, in bytes, of a single component (if a< s, then it is as if a=s).

              The word component in this description refers to the nonindex  values  red,  green,
              blue,  alpha,  and depth. Storage format ?GL_RGB, for example, has three components
              per pixel: first red, then green, and finally blue.

              ?GL_UNPACK_SKIP_PIXELS and ?GL_UNPACK_SKIP_ROWS

              These values are provided as a convenience  to  the  programmer;  they  provide  no
              functionality  that  cannot  be  duplicated  by  incrementing the pointer passed to
              gl:texImage1D/8 , gl:texImage2D/9  ,  gl:texSubImage1D/7  or  gl:texSubImage1D/7  .
              Setting  ?GL_UNPACK_SKIP_PIXELS to i is equivalent to incrementing the pointer by i
              n components or indices, where n is the number of components  or  indices  in  each
              pixel.  Setting ?GL_UNPACK_SKIP_ROWS to j is equivalent to incrementing the pointer
              by j k components or indices, where k is the number of components  or  indices  per
              row, as just computed in the ?GL_UNPACK_ROW_LENGTH section.

              ?GL_UNPACK_ALIGNMENT:  Specifies  the  alignment requirements for the start of each
              pixel row in memory. The allowable values are 1 (byte-alignment), 2  (rows  aligned
              to  even-numbered  bytes),  4  (word-alignment),  and  8 (rows start on double-word
              boundaries).

              The following table gives the type, initial value, and range of  valid  values  for
              each   storage  parameter  that  can  be  set  with  gl:pixelStore.PnameTypeInitial
              ValueValid Range
              ?GL_PACK_SWAP_BYTES boolean false true or false
              ?GL_PACK_LSB_FIRST boolean false true or false
              ?GL_PACK_ROW_LENGTH integer 0 [0)
              ?GL_PACK_IMAGE_HEIGHT integer 0 [0)
              ?GL_PACK_SKIP_ROWS integer 0 [0)
              ?GL_PACK_SKIP_PIXELS integer 0 [0)
              ?GL_PACK_SKIP_IMAGES integer 0 [0)
              ?GL_PACK_ALIGNMENT integer 4 1, 2, 4, or 8
              ?GL_UNPACK_SWAP_BYTES boolean false true or false
              ?GL_UNPACK_LSB_FIRST boolean false true or false
              ?GL_UNPACK_ROW_LENGTH integer 0 [0)
              ?GL_UNPACK_IMAGE_HEIGHT integer 0 [0)
              ?GL_UNPACK_SKIP_ROWS integer 0 [0)
              ?GL_UNPACK_SKIP_PIXELS integer 0 [0)
              ?GL_UNPACK_SKIP_IMAGES integer 0 [0)
              ?GL_UNPACK_ALIGNMENT integer 4 1, 2, 4, or 8

              gl:pixelStoref can be used to set any pixel store parameter. If the parameter  type
              is  boolean,  then  if  Param  is 0, the parameter is false; otherwise it is set to
              true. If Pname is a integer  type  parameter,  Param  is  rounded  to  the  nearest
              integer.

              Likewise, gl:pixelStorei can also be used to set any of the pixel store parameters.
              Boolean parameters are set to false if Param is 0 and true otherwise.

              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.

              Pixel transfer operations handle four fundamental pixel types: color, color index ,
              depth, and stencil.  Color  pixels  consist  of  four  floating-point  values  with
              unspecified  mantissa  and  exponent  sizes,  scaled  such  that  0 represents zero
              intensity and 1 represents full intensity. Color indices comprise a  single  fixed-
              point  value,  with  unspecified  precision to the right of the binary point. Depth
              pixels comprise a  single  floating-point  value,  with  unspecified  mantissa  and
              exponent sizes, scaled such that 0.0 represents the minimum depth buffer value, and
              1.0 represents the maximum depth buffer value. Finally, stencil pixels  comprise  a
              single  fixed-point  value,  with  unspecified precision to the right of the binary
              point.

              The pixel transfer operations performed on  the  four  basic  pixel  types  are  as
              follows:

              Color:  Each  of  the  four  color components is multiplied by a scale factor, then
              added to a bias factor. That is, the red component is multiplied by  ?GL_RED_SCALE,
              then  added to ?GL_RED_BIAS; the green component is multiplied by ?GL_GREEN_SCALE ,
              then added to ?GL_GREEN_BIAS; the blue component is multiplied by ?GL_BLUE_SCALE  ,
              then   added   to   ?GL_BLUE_BIAS;   and  the  alpha  component  is  multiplied  by
              ?GL_ALPHA_SCALE , then added to ?GL_ALPHA_BIAS. After all four color components are
              scaled  and  biased, each is clamped to the range [0 1]. All color, scale, and bias
              values are specified with gl:pixelTransfer.

              If ?GL_MAP_COLOR is true, each color  component  is  scaled  by  the  size  of  the
              corresponding color-to-color map, then replaced by the contents of that map indexed
              by  the  scaled  component.   That   is,   the   red   component   is   scaled   by
              ?GL_PIXEL_MAP_R_TO_R_SIZE,  then  replaced  by the contents of ?GL_PIXEL_MAP_R_TO_R
              indexed by itself. The green component is scaled by ?GL_PIXEL_MAP_G_TO_G_SIZE, then
              replaced  by  the  contents  of  ?GL_PIXEL_MAP_G_TO_G  indexed  by itself. The blue
              component is scaled by ?GL_PIXEL_MAP_B_TO_B_SIZE, then replaced by the contents  of
              ?GL_PIXEL_MAP_B_TO_B  indexed  by  itself.  And  the  alpha  component is scaled by
              ?GL_PIXEL_MAP_A_TO_A_SIZE, then replaced by the  contents  of  ?GL_PIXEL_MAP_A_TO_A
              indexed by itself. All components taken from the maps are then clamped to the range
              [0 1]. ?GL_MAP_COLOR is  specified  with  gl:pixelTransfer.  The  contents  of  the
              various maps are specified with gl:pixelMapfv/3 .

              If the ARB_imaging extension is supported, each of the four color components may be
              scaled and biased after transformation by  the  color  matrix.  That  is,  the  red
              component   is   multiplied   by  ?GL_POST_COLOR_MATRIX_RED_SCALE,  then  added  to
              ?GL_POST_COLOR_MATRIX_RED_BIAS   ;   the   green   component   is   multiplied   by
              ?GL_POST_COLOR_MATRIX_GREEN_SCALE,  then added to ?GL_POST_COLOR_MATRIX_GREEN_BIAS;
              the blue component is multiplied by ?GL_POST_COLOR_MATRIX_BLUE_SCALE ,  then  added
              to  ?GL_POST_COLOR_MATRIX_BLUE_BIAS;  and  the  alpha  component  is  multiplied by
              ?GL_POST_COLOR_MATRIX_ALPHA_SCALE, then added to ?GL_POST_COLOR_MATRIX_ALPHA_BIAS .
              After all four color components are scaled and biased, each is clamped to the range
              [0 1].

              Similarly, if the ARB_imaging extension  is  supported,  each  of  the  four  color
              components  may  be  scaled  and biased after processing by the enabled convolution
              filter. That is, the red component is multiplied by ?GL_POST_CONVOLUTION_RED_SCALE,
              then  added to ?GL_POST_CONVOLUTION_RED_BIAS ; the green component is multiplied by
              ?GL_POST_CONVOLUTION_GREEN_SCALE, then  added  to  ?GL_POST_CONVOLUTION_GREEN_BIAS;
              the blue component is multiplied by ?GL_POST_CONVOLUTION_BLUE_SCALE , then added to
              ?GL_POST_CONVOLUTION_BLUE_BIAS;  and  the  alpha   component   is   multiplied   by
              ?GL_POST_CONVOLUTION_ALPHA_SCALE,  then  added to ?GL_POST_CONVOLUTION_ALPHA_BIAS .
              After all four color components are scaled and biased, each is clamped to the range
              [0 1].

              Color  index:  Each  color  index is shifted left by ?GL_INDEX_SHIFT bits; any bits
              beyond the number of fraction bits carried by the fixed-point index are filled with
              zeros.  If  ?GL_INDEX_SHIFT  is  negative,  the  shift  is to the right, again zero
              filled.  Then  ?GL_INDEX_OFFSET  is  added  to  the  index.   ?GL_INDEX_SHIFT   and
              ?GL_INDEX_OFFSET are specified with gl:pixelTransfer.

              From  this  point,  operation  diverges  depending  on  the  required format of the
              resulting pixels. If the resulting pixels are  to  be  written  to  a  color  index
              buffer,  or if they are being read back to client memory in ?GL_COLOR_INDEX format,
              the pixels continue to be treated as indices. If ?GL_MAP_COLOR is true, each  index
              is  masked  by  2  n-1 , where n is ?GL_PIXEL_MAP_I_TO_I_SIZE, then replaced by the
              contents of ?GL_PIXEL_MAP_I_TO_I indexed by  the  masked  value.  ?GL_MAP_COLOR  is
              specified  with  gl:pixelTransfer . The contents of the index map is specified with
              gl:pixelMapfv/3 .

              If the resulting pixels are to be written to an RGBA color buffer, or if  they  are
              read  back  to client memory in a format other than ?GL_COLOR_INDEX, the pixels are
              converted from indices to colors by referencing the four maps ?GL_PIXEL_MAP_I_TO_R,
              ?GL_PIXEL_MAP_I_TO_G , ?GL_PIXEL_MAP_I_TO_B, and ?GL_PIXEL_MAP_I_TO_A. Before being
              dereferenced, the index is masked by 2 n-1, where  n  is  ?GL_PIXEL_MAP_I_TO_R_SIZE
              for    the    red    map,    ?GL_PIXEL_MAP_I_TO_G_SIZE    for    the   green   map,
              ?GL_PIXEL_MAP_I_TO_B_SIZE for the blue map, and ?GL_PIXEL_MAP_I_TO_A_SIZE  for  the
              alpha  map. All components taken from the maps are then clamped to the range [0 1].
              The contents of the four maps is specified with gl:pixelMapfv/3 .

              Depth: Each depth value is multiplied by ?GL_DEPTH_SCALE, added to ?GL_DEPTH_BIAS ,
              then clamped to the range [0 1].

              Stencil:  Each index is shifted ?GL_INDEX_SHIFT bits just as a color index is, then
              added to ?GL_INDEX_OFFSET. If ?GL_MAP_STENCIL is true, each index is  masked  by  2
              n-1,  where  n  is  ?GL_PIXEL_MAP_S_TO_S_SIZE,  then  replaced  by  the contents of
              ?GL_PIXEL_MAP_S_TO_S indexed by the masked value.

              The following table gives the type, initial value, and range of  valid  values  for
              each     of    the    pixel    transfer    parameters    that    are    set    with
              gl:pixelTransfer.PnameTypeInitial ValueValid Range
              ?GL_MAP_COLOR boolean false true/false
              ?GL_MAP_STENCIL boolean false true/false
              ?GL_INDEX_SHIFT integer 0 (-)
              ?GL_INDEX_OFFSET integer 0 (-)
              ?GL_RED_SCALE float 1 (-)
              ?GL_GREEN_SCALE float 1 (-)
              ?GL_BLUE_SCALE float 1 (-)
              ?GL_ALPHA_SCALE float 1 (-)
              ?GL_DEPTH_SCALE float 1 (-)
              ?GL_RED_BIAS float 0 (-)
              ?GL_GREEN_BIAS float 0 (-)
              ?GL_BLUE_BIAS float 0 (-)
              ?GL_ALPHA_BIAS float 0 (-)
              ?GL_DEPTH_BIAS float 0 (-)
              ?GL_POST_COLOR_MATRIX_RED_SCALE float 1 (-)
              ?GL_POST_COLOR_MATRIX_GREEN_SCALE float 1 (-)
              ?GL_POST_COLOR_MATRIX_BLUE_SCALE float 1 (-)
              ?GL_POST_COLOR_MATRIX_ALPHA_SCALE float 1 (-)
              ?GL_POST_COLOR_MATRIX_RED_BIAS float 0 (-)
              ?GL_POST_COLOR_MATRIX_GREEN_BIAS float 0 (-)
              ?GL_POST_COLOR_MATRIX_BLUE_BIAS float 0 (-)
              ?GL_POST_COLOR_MATRIX_ALPHA_BIAS float 0 (-)
              ?GL_POST_CONVOLUTION_RED_SCALE float 1 (-)
              ?GL_POST_CONVOLUTION_GREEN_SCALE float 1 (-)
              ?GL_POST_CONVOLUTION_BLUE_SCALE float 1 (-)
              ?GL_POST_CONVOLUTION_ALPHA_SCALE float 1 (-)
              ?GL_POST_CONVOLUTION_RED_BIAS float 0 (-)
              ?GL_POST_CONVOLUTION_GREEN_BIAS float 0 (-)
              ?GL_POST_CONVOLUTION_BLUE_BIAS float 0 (-)
              ?GL_POST_CONVOLUTION_ALPHA_BIAS float 0 (-)

              gl:pixelTransferf can be used to set any pixel transfer parameter. If the parameter
              type  is  boolean, 0 implies false and any other value implies true. If Pname is an
              integer parameter, Param is rounded to the nearest integer.

              Likewise,  gl:pixelTransferi  can  be  used  to  set  any  of  the  pixel  transfer
              parameters.  Boolean  parameters  are  set  to  false  if  Param  is  0 and to true
              otherwise. Param is converted to floating point  before  being  assigned  to  real-
              valued parameters.

              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.

              Map  is  a  symbolic map name, indicating one of ten maps to set. Mapsize specifies
              the number of entries in the map, and Values is a pointer to an  array  of  Mapsize
              map values.

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a pixel transfer map is specified, Values  is  treated
              as a byte offset into the buffer object's data store.

              The ten maps are as follows:

              ?GL_PIXEL_MAP_I_TO_I: Maps color indices to color indices.

              ?GL_PIXEL_MAP_S_TO_S: Maps stencil indices to stencil indices.

              ?GL_PIXEL_MAP_I_TO_R: Maps color indices to red components.

              ?GL_PIXEL_MAP_I_TO_G: Maps color indices to green components.

              ?GL_PIXEL_MAP_I_TO_B: Maps color indices to blue components.

              ?GL_PIXEL_MAP_I_TO_A: Maps color indices to alpha components.

              ?GL_PIXEL_MAP_R_TO_R: Maps red components to red components.

              ?GL_PIXEL_MAP_G_TO_G: Maps green components to green components.

              ?GL_PIXEL_MAP_B_TO_B: Maps blue components to blue components.

              ?GL_PIXEL_MAP_A_TO_A: Maps alpha components to alpha components.

              The  entries  in a map can be specified as single-precision floating-point numbers,
              unsigned short integers, or unsigned int integers. Maps that store color  component
              values  (all but ?GL_PIXEL_MAP_I_TO_I and ?GL_PIXEL_MAP_S_TO_S) retain their values
              in floating-point format, with unspecified mantissa and exponent  sizes.  Floating-
              point  values  specified  by  gl:pixelMapfv  are converted directly to the internal
              floating-point format of these maps, then clamped  to  the  range  [0,1].  Unsigned
              integer  values  specified  by  gl:pixelMapusv  and  gl:pixelMapuiv  are  converted
              linearly such that the largest representable integer maps to 1.0,  and  0  maps  to
              0.0.

              Maps  that  store  indices,  ?GL_PIXEL_MAP_I_TO_I  and ?GL_PIXEL_MAP_S_TO_S, retain
              their values in fixed-point format, with an unspecified number of bits to the right
              of the binary point. Floating-point values specified by gl:pixelMapfv are converted
              directly to the internal fixed-point format of these maps. Unsigned integer  values
              specified by gl:pixelMapusv and gl:pixelMapuiv specify integer values, with all 0's
              to the right of the binary point.

              The following table shows the initial sizes and values for each of the  maps.  Maps
              that  are  indexed  by  either color or stencil indices must have Mapsize = 2 n for
              some n or the results are undefined.  The  maximum  allowable  size  for  each  map
              depends  on  the  implementation  and can be determined by calling gl:getBooleanv/1
              with argument ?GL_MAX_PIXEL_MAP_TABLE . The single maximum applies to all maps;  it
              is at least 32.MapLookup IndexLookup ValueInitial SizeInitial Value
              ?GL_PIXEL_MAP_I_TO_I color index color index 1 0
              ?GL_PIXEL_MAP_S_TO_S stencil index stencil index 1 0
              ?GL_PIXEL_MAP_I_TO_R color index R 1 0
              ?GL_PIXEL_MAP_I_TO_G color index G 1 0
              ?GL_PIXEL_MAP_I_TO_B color index B 1 0
              ?GL_PIXEL_MAP_I_TO_A color index A 1 0
              ?GL_PIXEL_MAP_R_TO_R R R 1 0
              ?GL_PIXEL_MAP_G_TO_G G G 1 0
              ?GL_PIXEL_MAP_B_TO_B B B 1 0
              ?GL_PIXEL_MAP_A_TO_A A A 1 0

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2  ) while a pixel map is requested, Data is treated as a byte offset
              into the buffer object's data store.

              Unsigned integer values, if requested, are linearly mapped from the internal  fixed
              or  floating-point  representation  such that 1.0 maps to the largest representable
              integer value, and 0.0 maps to 0. Return unsigned integer values are  undefined  if
              the map value was not in the range [0,1].

              To  determine the required size of Map , call gl:getBooleanv/1 with the appropriate
              symbolic constant.

              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.

              gl:bitmap  takes  seven arguments. The first pair specifies the width and height of
              the bitmap image. The second pair specifies  the  location  of  the  bitmap  origin
              relative  to the lower left corner of the bitmap image. The third pair of arguments
              specifies x and y offsets to be added to the  current  raster  position  after  the
              bitmap has been drawn. The final argument is a pointer to the bitmap image itself.

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a bitmap image is specified, Bitmap is  treated  as  a
              byte offset into the buffer object's data store.

              The  bitmap  image  is interpreted like image data for the gl:drawPixels/5 command,
              with Width and Height corresponding to the  width  and  height  arguments  of  that
              command,  and with type set to ?GL_BITMAP and format set to ?GL_COLOR_INDEX . Modes
              specified using gl:pixelStoref/2 affect the interpretation of  bitmap  image  data;
              modes specified using gl:pixelTransferf/2 do not.

              If  the  current  raster  position is invalid, gl:bitmap is ignored. Otherwise, the
              lower left corner of the bitmap image is positioned at the window coordinates

              x w=|x r-x o|

              y w=|y r-y o|

              where (x r y r) is the raster position  and  (x  o  y  o)  is  the  bitmap  origin.
              Fragments  are  then  generated  for  each  pixel corresponding to a 1 (one) in the
              bitmap image. These fragments are generated using the current raster z  coordinate,
              color or color index, and current raster texture coordinates. They are then treated
              just as if they had been generated by a point, line, or polygon, including  texture
              mapping, fogging, and all per-fragment operations such as alpha and depth testing.

              After  the  bitmap  has  been  drawn, the x and y coordinates of the current raster
              position are offset by Xmove and Ymove . No change is made to the z  coordinate  of
              the  current  raster position, or to the current raster color, texture coordinates,
              or index.

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a block of pixels is requested, Data is treated as  a  byte
              offset into the buffer object's data store rather than a pointer to client memory.

              gl:readPixels  returns  values  from each pixel with lower left corner at (x+i y+j)
              for 0<= i< width and 0<= j< height. This pixel is said to be the ith pixel  in  the
              jth  row. Pixels are returned in row order from the lowest to the highest row, left
              to right in each row.

              Format specifies the format for the returned pixel values; accepted values are:

              ?GL_STENCIL_INDEX: Stencil values are read from the stencil buffer. Each  index  is
              converted  to fixed point, shifted left or right depending on the value and sign of
              ?GL_INDEX_SHIFT , and added to ?GL_INDEX_OFFSET. If  ?GL_MAP_STENCIL  is  ?GL_TRUE,
              indices are replaced by their mappings in the table ?GL_PIXEL_MAP_S_TO_S.

              ?GL_DEPTH_COMPONENT: Depth values are read from the depth buffer. Each component is
              converted to floating point such that the minimum depth value maps  to  0  and  the
              maximum  value  maps  to  1.  Each component is then multiplied by ?GL_DEPTH_SCALE,
              added to ?GL_DEPTH_BIAS , and finally clamped to the range [0 1].

              ?GL_DEPTH_STENCIL: Values are taken from both the depth and  stencil  buffers.  The
              Type  parameter must be ?GL_UNSIGNED_INT_24_8 or ?GL_FLOAT_32_UNSIGNED_INT_24_8_REV
              .

              ?GL_RED

              ?GL_GREEN

              ?GL_BLUE

              ?GL_RGB

              ?GL_BGR

              ?GL_RGBA

              ?GL_BGRA: Finally, the indices or components are converted to the proper format, as
              specified  by Type . If Format is ?GL_STENCIL_INDEX and Type is not ?GL_FLOAT, each
              index is masked with the mask value given  in  the  following  table.  If  Type  is
              ?GL_FLOAT,  then each integer index is converted to single-precision floating-point
              format.

              If Format is ?GL_RED, ?GL_GREEN, ?GL_BLUE, ?GL_RGB, ?GL_BGR , ?GL_RGBA, or ?GL_BGRA
              and  Type is not ?GL_FLOAT, each component is multiplied by the multiplier shown in
              the following table. If type is ?GL_FLOAT, then each component is passed as is  (or
              converted to the client's single-precision floating-point format if it is different
              from the one used by the GL).TypeIndex MaskComponent Conversion
              ?GL_UNSIGNED_BYTE 2 8-1(2 8-1) c
              ?GL_BYTE 2 7-1((2 8-1) c-1)/2
              ?GL_UNSIGNED_SHORT 2 16-1(2 16-1) c
              ?GL_SHORT 2 15-1((2 16-1) c-1)/2
              ?GL_UNSIGNED_INT 2 32-1(2 32-1) c
              ?GL_INT 2 31-1((2 32-1) c-1)/2
              ?GL_HALF_FLOAT none c
              ?GL_FLOAT none c
              ?GL_UNSIGNED_BYTE_3_3_2 2 N-1(2 N-1) c
              ?GL_UNSIGNED_BYTE_2_3_3_REV 2 N-1(2 N-1) c
              ?GL_UNSIGNED_SHORT_5_6_5 2 N-1 (2 N-1) c
              ?GL_UNSIGNED_SHORT_5_6_5_REV 2 N-1(2 N-1) c
              ?GL_UNSIGNED_SHORT_4_4_4_4 2 N-1(2 N-1) c
              ?GL_UNSIGNED_SHORT_4_4_4_4_REV 2 N-1(2 N-1) c
              ?GL_UNSIGNED_SHORT_5_5_5_1 2 N-1(2 N-1) c
              ?GL_UNSIGNED_SHORT_1_5_5_5_REV 2 N-1 (2 N-1) c
              ?GL_UNSIGNED_INT_8_8_8_8 2 N-1(2 N-1) c
              ?GL_UNSIGNED_INT_8_8_8_8_REV 2 N-1(2 N-1) c
              ?GL_UNSIGNED_INT_10_10_10_2 2 N-1(2 N-1) c
              ?GL_UNSIGNED_INT_2_10_10_10_REV 2 N-1(2 N-1) c
              ?GL_UNSIGNED_INT_24_8 2 N-1(2 N-1) c
              ?GL_UNSIGNED_INT_10F_11F_11F_REV -- Special
              ?GL_UNSIGNED_INT_5_9_9_9_REV -- Special
              ?GL_FLOAT_32_UNSIGNED_INT_24_8_REV none c (Depth Only)

              Return values are placed in memory as follows. If  Format  is  ?GL_STENCIL_INDEX  ,
              ?GL_DEPTH_COMPONENT,  ?GL_RED,  ?GL_GREEN,  or ?GL_BLUE, a single value is returned
              and the data for the ith pixel in the jth row is placed in  location  (j)  width+i.
              ?GL_RGB  and  ?GL_BGR return three values, ?GL_RGBA and ?GL_BGRA return four values
              for each  pixel,  with  all  values  corresponding  to  a  single  pixel  occupying
              contiguous  space  in  Data  . Storage parameters set by gl:pixelStoref/2 , such as
              ?GL_PACK_LSB_FIRST and ?GL_PACK_SWAP_BYTES, affect the way  that  data  is  written
              into memory. See gl:pixelStoref/2 for a description.

              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.

              Several parameters define the encoding of pixel data  in  memory  and  control  the
              processing  of  the  pixel  data  before  it  is  placed in the frame buffer. These
              parameters are set with four commands:  gl:pixelStoref/2  ,  gl:pixelTransferf/2  ,
              gl:pixelMapfv/3 , and gl:pixelZoom/2 . This reference page describes the effects on
              gl:drawPixels of many, but not all, of  the  parameters  specified  by  these  four
              commands.

              Data  is  read  from  Data  as  a  sequence  of signed or unsigned bytes, signed or
              unsigned shorts, signed or unsigned integers,  or  single-precision  floating-point
              values,  depending  on  Type  .  When  Type  is one of ?GL_UNSIGNED_BYTE, ?GL_BYTE,
              ?GL_UNSIGNED_SHORT , ?GL_SHORT, ?GL_UNSIGNED_INT, ?GL_INT,  or  ?GL_FLOAT  each  of
              these bytes, shorts, integers, or floating-point values is interpreted as one color
              or depth component, or one index, depending  on  Format  .  When  Type  is  one  of
              ?GL_UNSIGNED_BYTE_3_3_2   ,  ?GL_UNSIGNED_SHORT_5_6_5,  ?GL_UNSIGNED_SHORT_4_4_4_4,
              ?GL_UNSIGNED_SHORT_5_5_5_1         ,          ?GL_UNSIGNED_INT_8_8_8_8,          or
              ?GL_UNSIGNED_INT_10_10_10_2,  each  unsigned value is interpreted as containing all
              the components for a single pixel, with the color components arranged according  to
              Format     .    When    Type    is    one    of    ?GL_UNSIGNED_BYTE_2_3_3_REV    ,
              ?GL_UNSIGNED_SHORT_5_6_5_REV,                       ?GL_UNSIGNED_SHORT_4_4_4_4_REV,
              ?GL_UNSIGNED_SHORT_1_5_5_5_REV       ,       ?GL_UNSIGNED_INT_8_8_8_8_REV,       or
              ?GL_UNSIGNED_INT_2_10_10_10_REV, each unsigned value is interpreted  as  containing
              all color components, specified by Format , for a single pixel in a reversed order.
              Indices are always treated individually. Color components are treated as groups  of
              one,  two,  three,  or four values, again based on Format . Both individual indices
              and groups of components are referred to as pixels. If Type is ?GL_BITMAP, the data
              must   be   unsigned   bytes,   and   Format  must  be  either  ?GL_COLOR_INDEX  or
              ?GL_STENCIL_INDEX. Each unsigned byte is treated as eight 1-bit  pixels,  with  bit
              ordering determined by ?GL_UNPACK_LSB_FIRST (see gl:pixelStoref/2 ).

              width×height  pixels  are read from memory, starting at location Data . By default,
              these pixels are taken from adjacent memory locations, except that after all  Width
              pixels  are  read, the read pointer is advanced to the next four-byte boundary. The
              four-byte  row  alignment  is   specified   by   gl:pixelStoref/2   with   argument
              ?GL_UNPACK_ALIGNMENT  ,  and it can be set to one, two, four, or eight bytes. Other
              pixel store parameters specify different read pointer advancements, both before the
              first  pixel  is read and after all Width pixels are read. See the gl:pixelStoref/2
              reference page for details on these options.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2  ) while a block of pixels is specified, Data is treated as a
              byte offset into the buffer object's data store.

              The width×height pixels that are read from memory are each operated on in the  same
              way, based on the values of several parameters specified by gl:pixelTransferf/2 and
              gl:pixelMapfv/3 . The details of these operations, as well  as  the  target  buffer
              into  which  the  pixels  are  drawn,  are specific to the format of the pixels, as
              specified by Format . Format can assume one of 13 symbolic values:

              ?GL_COLOR_INDEX: Each pixel is a single value, a color index. It  is  converted  to
              fixed-point  format,  with an unspecified number of bits to the right of the binary
              point, regardless of the memory data type. Floating-point values  convert  to  true
              fixed-point values. Signed and unsigned integer data is converted with all fraction
              bits set to 0. Bitmap data convert to either 0 or 1.

              Each fixed-point index is then shifted left by ?GL_INDEX_SHIFT bits  and  added  to
              ?GL_INDEX_OFFSET  .  If  ?GL_INDEX_SHIFT is negative, the shift is to the right. In
              either case, zero bits fill otherwise unspecified bit locations in the result.

              If the GL is in RGBA mode, the resulting index is converted to an RGBA  pixel  with
              the  help of the ?GL_PIXEL_MAP_I_TO_R, ?GL_PIXEL_MAP_I_TO_G, ?GL_PIXEL_MAP_I_TO_B ,
              and ?GL_PIXEL_MAP_I_TO_A tables.  If  the  GL  is  in  color  index  mode,  and  if
              ?GL_MAP_COLOR  is  true, the index is replaced with the value that it references in
              lookup table ?GL_PIXEL_MAP_I_TO_I . Whether the lookup replacement of the index  is
              done or not, the integer part of the index is then ANDed with 2 b-1, where b is the
              number of bits in a color index buffer.

              The GL then converts the resulting indices or RGBA colors to fragments by attaching
              the  current  raster  position  z coordinate and texture coordinates to each pixel,
              then assigning x and y window coordinates to the nth fragment such that x n=x  r+n%
              width

              y n=y r+|n/width|

              where  (x  r  y  r)  is the current raster position. These pixel fragments are then
              treated just  like  the  fragments  generated  by  rasterizing  points,  lines,  or
              polygons.  Texture mapping, fog, and all the fragment operations are applied before
              the fragments are written to the frame buffer.

              ?GL_STENCIL_INDEX: Each pixel is a single value, a stencil index. It  is  converted
              to  fixed-point  format,  with  an  unspecified  number of bits to the right of the
              binary point, regardless of the memory data type. Floating-point values convert  to
              true  fixed-point  values.  Signed  and unsigned integer data is converted with all
              fraction bits set to 0. Bitmap data convert to either 0 or 1.

              Each fixed-point index is then shifted left by ?GL_INDEX_SHIFT bits, and  added  to
              ?GL_INDEX_OFFSET.  If  ?GL_INDEX_SHIFT  is  negative, the shift is to the right. In
              either case, zero bits fill otherwise unspecified bit locations in the  result.  If
              ?GL_MAP_STENCIL is true, the index is replaced with the value that it references in
              lookup table ?GL_PIXEL_MAP_S_TO_S. Whether the lookup replacement of the  index  is
              done or not, the integer part of the index is then ANDed with 2 b-1, where b is the
              number of bits in the stencil  buffer.  The  resulting  stencil  indices  are  then
              written to the stencil buffer such that the nth index is written to location

              x n=x r+n% width

              y n=y r+|n/width|

              where  (x r y r) is the current raster position. Only the pixel ownership test, the
              scissor test, and the stencil writemask affect these write operations.

              ?GL_DEPTH_COMPONENT: Each pixel is a single-depth component. Floating-point data is
              converted directly to an internal floating-point format with unspecified precision.
              Signed integer data is mapped linearly to the internal floating-point  format  such
              that  the  most  positive  representable  integer  value  maps to 1.0, and the most
              negative representable  value  maps  to  -1.0.  Unsigned  integer  data  is  mapped
              similarly:  the largest integer value maps to 1.0, and 0 maps to 0.0. The resulting
              floating-point depth value is then  multiplied  by  ?GL_DEPTH_SCALE  and  added  to
              ?GL_DEPTH_BIAS. The result is clamped to the range [0 1].

              The  GL  then converts the resulting depth components to fragments by attaching the
              current raster position color or color index and texture coordinates to each pixel,
              then assigning x and y window coordinates to the nth fragment such that

              x n=x r+n% width

              y n=y r+|n/width|

              where  (x  r  y  r)  is the current raster position. These pixel fragments are then
              treated just  like  the  fragments  generated  by  rasterizing  points,  lines,  or
              polygons.  Texture mapping, fog, and all the fragment operations are applied before
              the fragments are written to the frame buffer.

              ?GL_RGBA

              ?GL_BGRA: Each pixel is a four-component group: For ?GL_RGBA, the red component  is
              first,  followed  by  green,  followed by blue, followed by alpha; for ?GL_BGRA the
              order is blue, green, red and  then  alpha.  Floating-point  values  are  converted
              directly  to  an  internal floating-point format with unspecified precision. Signed
              integer values are mapped linearly to the internal floating-point format such  that
              the  most  positive  representable integer value maps to 1.0, and the most negative
              representable value maps to -1.0. (Note  that  this  mapping  does  not  convert  0
              precisely  to  0.0.) Unsigned integer data is mapped similarly: The largest integer
              value maps to 1.0, and 0 maps to 0.0. The resulting floating-point color values are
              then  multiplied  by  ?GL_c_SCALE  and  added to ?GL_c_BIAS, where c is RED, GREEN,
              BLUE, and ALPHA for the respective color components. The results are clamped to the
              range [0 1].

              If  ?GL_MAP_COLOR  is  true,  each  color component is scaled by the size of lookup
              table ?GL_PIXEL_MAP_c_TO_c, then replaced by the value that it references  in  that
              table. c is R, G, B, or A respectively.

              The  GL  then  converts  the  resulting  RGBA  colors to fragments by attaching the
              current raster position z coordinate and texture coordinates to  each  pixel,  then
              assigning x and y window coordinates to the nth fragment such that

              x n=x r+n% width

              y n=y r+|n/width|

              where  (x  r  y  r)  is the current raster position. These pixel fragments are then
              treated just  like  the  fragments  generated  by  rasterizing  points,  lines,  or
              polygons.  Texture mapping, fog, and all the fragment operations are applied before
              the fragments are written to the frame buffer.

              ?GL_RED: Each pixel is a single red component. This component is converted  to  the
              internal  floating-point  format in the same way the red component of an RGBA pixel
              is. It is then converted to an RGBA pixel with green and blue set to 0,  and  alpha
              set  to 1. After this conversion, the pixel is treated as if it had been read as an
              RGBA pixel.

              ?GL_GREEN: Each pixel is a single green component. This component is  converted  to
              the  internal  floating-point format in the same way the green component of an RGBA
              pixel is. It is then converted to an RGBA pixel with red and blue  set  to  0,  and
              alpha  set to 1. After this conversion, the pixel is treated as if it had been read
              as an RGBA pixel.

              ?GL_BLUE: Each pixel is a single blue component. This component is converted to the
              internal  floating-point format in the same way the blue component of an RGBA pixel
              is. It is then converted to an RGBA pixel with red and green set to  0,  and  alpha
              set  to 1. After this conversion, the pixel is treated as if it had been read as an
              RGBA pixel.

              ?GL_ALPHA: Each pixel is a single alpha component. This component is  converted  to
              the  internal  floating-point format in the same way the alpha component of an RGBA
              pixel is. It is then converted to an RGBA pixel with red, green, and blue set to 0.
              After  this  conversion,  the  pixel  is  treated as if it had been read as an RGBA
              pixel.

              ?GL_RGB

              ?GL_BGR: Each pixel is a three-component  group:  red  first,  followed  by  green,
              followed  by  blue; for ?GL_BGR, the first component is blue, followed by green and
              then red. Each component is converted to the internal floating-point format in  the
              same way the red, green, and blue components of an RGBA pixel are. The color triple
              is converted to an RGBA pixel with alpha set to 1. After this conversion, the pixel
              is treated as if it had been read as an RGBA pixel.

              ?GL_LUMINANCE:  Each  pixel  is  a  single  luminance  component. This component is
              converted to the internal floating-point format in the same way the  red  component
              of  an  RGBA  pixel  is. It is then converted to an RGBA pixel with red, green, and
              blue set to the  converted  luminance  value,  and  alpha  set  to  1.  After  this
              conversion, the pixel is treated as if it had been read as an RGBA pixel.

              ?GL_LUMINANCE_ALPHA: Each pixel is a two-component group: luminance first, followed
              by alpha. The two components are converted to the internal floating-point format in
              the  same  way the red component of an RGBA pixel is. They are then converted to an
              RGBA pixel with red, green, and blue set to  the  converted  luminance  value,  and
              alpha set to the converted alpha value. After this conversion, the pixel is treated
              as if it had been read as an RGBA pixel.

              The following table summarizes the meaning of the  valid  constants  for  the  type
              parameter:TypeCorresponding Type
              ?GL_UNSIGNED_BYTE unsigned 8-bit integer
              ?GL_BYTE signed 8-bit integer
              ?GL_BITMAP single bits in unsigned 8-bit integers
              ?GL_UNSIGNED_SHORT unsigned 16-bit integer
              ?GL_SHORT signed 16-bit integer
              ?GL_UNSIGNED_INT unsigned 32-bit integer
              ?GL_INT 32-bit integer
              ?GL_FLOAT single-precision floating-point
              ?GL_UNSIGNED_BYTE_3_3_2 unsigned 8-bit integer
              ?GL_UNSIGNED_BYTE_2_3_3_REV unsigned 8-bit integer with reversed component ordering
              ?GL_UNSIGNED_SHORT_5_6_5 unsigned 16-bit integer
              ?GL_UNSIGNED_SHORT_5_6_5_REV   unsigned  16-bit  integer  with  reversed  component
              ordering
              ?GL_UNSIGNED_SHORT_4_4_4_4 unsigned 16-bit integer
              ?GL_UNSIGNED_SHORT_4_4_4_4_REV unsigned  16-bit  integer  with  reversed  component
              ordering
              ?GL_UNSIGNED_SHORT_5_5_5_1 unsigned 16-bit integer
              ?GL_UNSIGNED_SHORT_1_5_5_5_REV  unsigned  16-bit  integer  with  reversed component
              ordering
              ?GL_UNSIGNED_INT_8_8_8_8 unsigned 32-bit integer
              ?GL_UNSIGNED_INT_8_8_8_8_REV  unsigned  32-bit  integer  with  reversed   component
              ordering
              ?GL_UNSIGNED_INT_10_10_10_2 unsigned 32-bit integer
              ?GL_UNSIGNED_INT_2_10_10_10_REV  unsigned  32-bit  integer  with reversed component
              ordering

              The  rasterization  described  so  far  assumes  pixel  zoom  factors  of   1.   If
              gl:pixelZoom/2  is  used  to  change  the  x  and  y pixel zoom factors, pixels are
              converted to fragments as follows. If (x r y r) is the current raster position, and
              a  given  pixel  is  in  the  nth  column  and mth row of the pixel rectangle, then
              fragments are generated for pixels whose centers are in the rectangle with  corners
              at

              (x r+(zoom x) n y r+(zoom y) m)

              (x r+(zoom x)(n+1) y r+(zoom y)(m+1))

              where zoom x is the value of ?GL_ZOOM_X and zoom y is the value of ?GL_ZOOM_Y .

              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.

              X  and Y specify the window coordinates of the lower left corner of the rectangular
              region to be copied. Width and Height specify the  dimensions  of  the  rectangular
              region to be copied. Both Width and Height must not be negative.

              Several  parameters  control  the  processing  of  the pixel data while it is being
              copied. These  parameters  are  set  with  three  commands:  gl:pixelTransferf/2  ,
              gl:pixelMapfv/3 , and gl:pixelZoom/2 . This reference page describes the effects on
              gl:copyPixels of most, but not all, of the  parameters  specified  by  these  three
              commands.

              gl:copyPixels copies values from each pixel with the lower left-hand corner at (x+i
              y+j) for 0<= i< width and 0<= j< height. This pixel is said to be the ith pixel  in
              the  jth  row.  Pixels  are copied in row order from the lowest to the highest row,
              left to right in each row.

              Type specifies whether color, depth, or stencil data is to be copied.  The  details
              of the transfer for each data type are as follows:

              ?GL_COLOR:  Indices  or RGBA colors are read from the buffer currently specified as
              the read source buffer (see gl:readBuffer/1 ). If the GL is in  color  index  mode,
              each  index that is read from this buffer is converted to a fixed-point format with
              an unspecified number of bits to the right of the binary point. Each index is  then
              shifted   left   by   ?GL_INDEX_SHIFT  bits,  and  added  to  ?GL_INDEX_OFFSET.  If
              ?GL_INDEX_SHIFT is negative, the shift is to the right. In either case,  zero  bits
              fill  otherwise  unspecified bit locations in the result. If ?GL_MAP_COLOR is true,
              the  index  is  replaced  with  the  value  that  it  references  in  lookup  table
              ?GL_PIXEL_MAP_I_TO_I.  Whether  the lookup replacement of the index is done or not,
              the integer part of the index is then ANDed with 2 b-1, where b is  the  number  of
              bits in a color index buffer.

              If the GL is in RGBA mode, the red, green, blue, and alpha components of each pixel
              that is read are converted to an internal floating-point  format  with  unspecified
              precision.  The  conversion  maps the largest representable component value to 1.0,
              and component value 0 to 0.0. The resulting floating-point color  values  are  then
              multiplied by ?GL_c_SCALE and added to ?GL_c_BIAS, where c is RED, GREEN, BLUE, and
              ALPHA for the respective color components. The results are  clamped  to  the  range
              [0,1].  If  ?GL_MAP_COLOR  is  true,  each color component is scaled by the size of
              lookup table ?GL_PIXEL_MAP_c_TO_c , then replaced by the value that  it  references
              in that table. c is R, G, B, or A.

              If  the  ARB_imaging  extension  is supported, the color values may be additionally
              processed by color-table lookups,  color-matrix  transformations,  and  convolution
              filters.

              The GL then converts the resulting indices or RGBA colors to fragments by attaching
              the current raster position z coordinate and texture  coordinates  to  each  pixel,
              then  assigning  window  coordinates  (x r+i y r+j), where (x r y r) is the current
              raster position, and the pixel was the ith  pixel  in  the  jth  row.  These  pixel
              fragments are then treated just like the fragments generated by rasterizing points,
              lines, or polygons. Texture mapping, fog,  and  all  the  fragment  operations  are
              applied before the fragments are written to the frame buffer.

              ?GL_DEPTH: Depth values are read from the depth buffer and converted directly to an
              internal floating-point format with unspecified precision. The resulting  floating-
              point depth value is then multiplied by ?GL_DEPTH_SCALE and added to ?GL_DEPTH_BIAS
              . The result is clamped to the range [0,1].

              The GL then converts the resulting depth components to fragments by  attaching  the
              current raster position color or color index and texture coordinates to each pixel,
              then assigning window coordinates (x r+i y r+j), where (x r y  r)  is  the  current
              raster  position,  and  the  pixel  was  the  ith pixel in the jth row. These pixel
              fragments are then treated just like the fragments generated by rasterizing points,
              lines,  or  polygons.  Texture  mapping,  fog,  and all the fragment operations are
              applied before the fragments are written to the frame buffer.

              ?GL_STENCIL: Stencil indices are read from the stencil buffer and converted  to  an
              internal  fixed-point format with an unspecified number of bits to the right of the
              binary point. Each fixed-point index is then shifted left by ?GL_INDEX_SHIFT  bits,
              and  added to ?GL_INDEX_OFFSET. If ?GL_INDEX_SHIFT is negative, the shift is to the
              right. In either case, zero bits fill otherwise unspecified bit  locations  in  the
              result.  If  ?GL_MAP_STENCIL  is true, the index is replaced with the value that it
              references in lookup table ?GL_PIXEL_MAP_S_TO_S. Whether the lookup replacement  of
              the  index  is done or not, the integer part of the index is then ANDed with 2 b-1,
              where b is the number of bits in the stencil buffer. The resulting stencil  indices
              are  then  written  to  the  stencil  buffer  such that the index read from the ith
              location of the jth row is written to location (x r+i y r+j), where (x r  y  r)  is
              the  current  raster position. Only the pixel ownership test, the scissor test, and
              the stencil writemask affect these write operations.

              The rasterization described  thus  far  assumes  pixel  zoom  factors  of  1.0.  If
              gl:pixelZoom/2  is  used  to  change  the  x  and  y pixel zoom factors, pixels are
              converted to fragments as follows. If (x r y r) is the current raster position, and
              a  given pixel is in the ith location in the jth row of the source pixel rectangle,
              then fragments are generated for pixels whose centers are  in  the  rectangle  with
              corners at

              (x r+(zoom x) i y r+(zoom y) j)

              and

              (x r+(zoom x)(i+1) y r+(zoom y)(j+1))

              where zoom x is the value of ?GL_ZOOM_X and zoom y is the value of ?GL_ZOOM_Y .

              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.

              The stencil test conditionally eliminates  a  pixel  based  on  the  outcome  of  a
              comparison  between  the  reference  value  and the value in the stencil buffer. To
              enable and disable  the  test,  call  gl:enable/1  and  gl:enable/1  with  argument
              ?GL_STENCIL_TEST  .  To  specify  actions based on the outcome of the stencil test,
              call gl:stencilOp/3 or gl:stencilOpSeparate/4 .

              There can be two separate sets of Func , Ref , and  Mask  parameters;  one  affects
              back-facing  polygons, and the other affects front-facing polygons as well as other
              non-polygon primitives. gl:stencilFunc/3 sets both front and back stencil state  to
              the  same  values. Use gl:stencilFuncSeparate/4 to set front and back stencil state
              to different values.

              Func is a symbolic constant that determines the  stencil  comparison  function.  It
              accepts  one  of  eight  values,  shown  in  the  following list. Ref is an integer
              reference value that is used in the stencil comparison. It is clamped to the  range
              [0  2  n-1],  where  n  is  the  number of bitplanes in the stencil buffer. Mask is
              bitwise ANDed with both the reference value and the stored stencil value, with  the
              ANDed values participating in the comparison.

              If  stencil  represents  the  value  stored  in  the  corresponding  stencil buffer
              location, the following list shows the effect of each comparison function that  can
              be  specified by Func . Only if the comparison succeeds is the pixel passed through
              to the next stage in the rasterization process (see  gl:stencilOp/3  ).  All  tests
              treat  stencil  values  as unsigned integers in the range [0 2 n-1], where n is the
              number of bitplanes in the stencil buffer.

              The following values are accepted by Func :

              ?GL_NEVER: Always fails.

              ?GL_LESS: Passes if ( Ref & Mask ) < ( stencil & Mask ).

              ?GL_LEQUAL: Passes if ( Ref & Mask ) <= ( stencil & Mask ).

              ?GL_GREATER: Passes if ( Ref & Mask ) > ( stencil & Mask ).

              ?GL_GEQUAL: Passes if ( Ref & Mask ) >= ( stencil & Mask ).

              ?GL_EQUAL: Passes if ( Ref & Mask ) = ( stencil & Mask ).

              ?GL_NOTEQUAL: Passes if ( Ref & Mask ) != ( stencil & Mask ).

              ?GL_ALWAYS: Always passes.

              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.

              There can be two separate Mask writemasks; one affects  back-facing  polygons,  and
              the  other  affects  front-facing polygons as well as other non-polygon primitives.
              gl:stencilMask/1 sets both front and back stencil writemasks to  the  same  values.
              Use  gl:stencilMaskSeparate/2 to set front and back stencil writemasks to different
              values.

              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.

              The stencil test conditionally eliminates  a  pixel  based  on  the  outcome  of  a
              comparison between the value in the stencil buffer and a reference value. To enable
              and  disable  the  test,   call   gl:enable/1   and   gl:enable/1   with   argument
              ?GL_STENCIL_TEST ; to control it, call gl:stencilFunc/3 or gl:stencilFuncSeparate/4
              .

              There can be two separate sets of Sfail ,  Dpfail  ,  and  Dppass  parameters;  one
              affects  back-facing  polygons, and the other affects front-facing polygons as well
              as other non-polygon primitives. gl:stencilOp/3 sets both front  and  back  stencil
              state  to the same values. Use gl:stencilOpSeparate/4 to set front and back stencil
              state to different values.

              gl:stencilOp takes three arguments that indicate what happens to the stored stencil
              value  while stenciling is enabled. If the stencil test fails, no change is made to
              the pixel's color or depth buffers, and Sfail specifies what happens to the stencil
              buffer contents. The following eight actions are possible.

              ?GL_KEEP: Keeps the current value.

              ?GL_ZERO: Sets the stencil buffer value to 0.

              ?GL_REPLACE: Sets the stencil buffer value to ref, as specified by gl:stencilFunc/3
              .

              ?GL_INCR: Increments the current  stencil  buffer  value.  Clamps  to  the  maximum
              representable unsigned value.

              ?GL_INCR_WRAP:  Increments  the  current stencil buffer value. Wraps stencil buffer
              value to zero when incrementing the maximum representable unsigned value.

              ?GL_DECR: Decrements the current stencil buffer value. Clamps to 0.

              ?GL_DECR_WRAP: Decrements the current stencil buffer value.  Wraps  stencil  buffer
              value  to  the  maximum  representable  unsigned  value when decrementing a stencil
              buffer value of zero.

              ?GL_INVERT: Bitwise inverts the current stencil buffer value.

              Stencil buffer values are  treated  as  unsigned  integers.  When  incremented  and
              decremented,  values  are  clamped to 0 and 2 n-1, where n is the value returned by
              querying ?GL_STENCIL_BITS .

              The other two arguments to gl:stencilOp specify stencil buffer actions that  depend
              on whether subsequent depth buffer tests succeed ( Dppass ) or fail ( Dpfail ) (see
              gl:depthFunc/1 ). The actions are specified using the same eight symbolic constants
              as  Sfail  . Note that Dpfail is ignored when there is no depth buffer, or when the
              depth buffer is not enabled. In these  cases,  Sfail  and  Dppass  specify  stencil
              action when the stencil test fails and passes, respectively.

              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.

              If the texture generation function is ?GL_OBJECT_LINEAR, the function

              g=p 1×x o+p 2×y o+p 3×z o+p 4×w o

              is  used,  where g is the value computed for the coordinate named in Coord , p 1, p
              2, p 3, and p 4 are the four values supplied in Params , and x o, y o, z o, and w o
              are  the  object coordinates of the vertex. This function can be used, for example,
              to texture-map terrain using sea level as a reference plane (defined by p 1, p 2, p
              3,  and p 4). The altitude of a terrain vertex is computed by the ?GL_OBJECT_LINEAR
              coordinate generation function as its distance from sea level;  that  altitude  can
              then  be  used  to  index  the texture image to map white snow onto peaks and green
              grass onto foothills.

              If the texture generation function is ?GL_EYE_LINEAR, the function

              g=(p 1)"×x e+(p 2)"×y e+(p 3)"×z e+(p 4)"×w e

              is used, where

              ((p 1)" (p 2)" (p 3)" (p 4)")=(p 1 p 2 p 3 p 4) M -1

              and x e, y e, z e, and w e are the eye coordinates of the vertex, p 1, p  2,  p  3,
              and  p  4  are  the  values supplied in Params , and M is the modelview matrix when
              gl:texGen is invoked. If M is poorly conditioned or singular,  texture  coordinates
              generated by the resulting function may be inaccurate or undefined.

              Note  that  the  values  in Params define a reference plane in eye coordinates. The
              modelview matrix that is applied to them may not be the same one in effect when the
              polygon  vertices  are  transformed.  This  function establishes a field of texture
              coordinates that can produce dynamic contour lines on moving objects.

              If the texture generation function is ?GL_SPHERE_MAP and Coord is either  ?GL_S  or
              ?GL_T,  s  and  t  texture  coordinates are generated as follows. Let u be the unit
              vector pointing from the origin to the polygon vertex (in eye coordinates).  Let  n
              sup prime be the current normal, after transformation to eye coordinates. Let

              f=(f x f y f z) T be the reflection vector such that

              f=u-2 n" (n") T u

              Finally, let m=2 ((f x) 2+(f y) 2+(f z+1) 2). Then the values assigned to the s and
              t texture coordinates are

              s=f x/m+1/2

              t=f y/m+1/2

              To enable or disable a texture-coordinate generation function, call gl:enable/1  or
              gl:enable/1  with one of the symbolic texture-coordinate names (?GL_TEXTURE_GEN_S ,
              ?GL_TEXTURE_GEN_T, ?GL_TEXTURE_GEN_R, or ?GL_TEXTURE_GEN_Q) as the  argument.  When
              enabled,  the  specified texture coordinate is computed according to the generating
              function associated with that coordinate. When disabled, subsequent  vertices  take
              the  specified  texture  coordinate  from  the  current set of texture coordinates.
              Initially, all texture generation functions  are  set  to  ?GL_EYE_LINEAR  and  are
              disabled.  Both  s plane equations are (1, 0, 0, 0), both t plane equations are (0,
              1, 0, 0), and all r and q plane equations are (0, 0, 0, 0).

              When the ARB_multitexture  extension  is  supported,  gl:texGen  sets  the  texture
              generation  parameters  for  the  currently  active  texture  unit,  selected  with
              gl:activeTexture/1 .

              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.

              Pname specifies one of three symbolic names:

              ?GL_TEXTURE_GEN_MODE: Params returns the single-valued texture generation function,
              a symbolic constant. The initial value is ?GL_EYE_LINEAR.

              ?GL_OBJECT_PLANE: Params returns the four plane equation coefficients that  specify
              object  linear-coordinate  generation.  Integer  values, when requested, are mapped
              directly from the internal floating-point representation.

              ?GL_EYE_PLANE: Params returns the four plane equation coefficients that specify eye
              linear-coordinate  generation.  Integer values, when requested, are mapped directly
              from the internal floating-point representation.  The  returned  values  are  those
              maintained  in  eye  coordinates.  They are not equal to the values specified using
              gl:texGend/3 , unless the modelview  matrix  was  identity  when  gl:texGend/3  was
              called.

              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.

              If Pname is ?GL_TEXTURE_ENV_MODE, then Params is (or points to) the  symbolic  name
              of  a  texture  function.  Six  texture  functions  may  be  specified:  ?GL_ADD  ,
              ?GL_MODULATE, ?GL_DECAL, ?GL_BLEND, ?GL_REPLACE, or ?GL_COMBINE .

              The following table shows the correspondence of filtered texture values R t, G t, B
              t,  A t, L t, I t to texture source components. C s and A s are used by the texture
              functions described below. Texture Base Internal Format C s A s
              ?GL_ALPHA (0, 0, 0) A t
              ?GL_LUMINANCE ( L t, L t, L t ) 1
              ?GL_LUMINANCE_ALPHA ( L t, L t, L t ) A t
              ?GL_INTENSITY ( I t, I t, I t ) I t
              ?GL_RGB ( R t, G t, B t ) 1
              ?GL_RGBA ( R t, G t, B t ) A t

              A texture function acts on the fragment to be  textured  using  the  texture  image
              value  that  applies to the fragment (see gl:texParameterf/3 ) and produces an RGBA
              color for that fragment. The following table shows how the RGBA color  is  produced
              for  each  of the first five texture functions that can be chosen. C is a triple of
              color values (RGB) and A is the associated alpha value. RGBA values extracted  from
              a  texture  image  are  in  the  range  [0,1].  The subscript p refers to the color
              computed from the previous texture stage (or the incoming  fragment  if  processing
              texture  stage  0), the subscript s to the texture source color, the subscript c to
              the texture environment color, and the subscript v indicates a  value  produced  by
              the  texture  function.  Texture  Base  Internal  Format ?Value?GL_REPLACE Function
              ?GL_MODULATE Function ?GL_DECAL Function ?GL_BLEND Function ?GL_ADD Function
              ?GL_ALPHA C v= C p C p undefined C p C p
               A v= A s A p A s A v=A p A s A p A s
              ?GL_LUMINANCE C v= C s C p C s undefined C p (1-C s)+C c C s C p+C s
               (or 1) A v= A p A p A p A p
              ?GL_LUMINANCE_ALPHA C v= C s C p C s undefined C p (1-C s)+C c C s C p+C s
               (or 2) A v= A s A p A s A p A s A p A s
              ?GL_INTENSITY C v= C s C p C s undefined C p (1-C s)+C c C s C p+C s
               A v= A s A p A s A p (1-A s)+A c A s A p+A s
              ?GL_RGB C v= C s C p C s C s C p (1-C s)+C c C s C p+C s
               (or 3) A v= A p A p A p A p A p
              ?GL_RGBA C v= C s C p C s C p (1-A s)+C s A s C p (1-C s)+C c C s C p+C s
               (or 4) A v= A s A p A s A p A p A s A p A s

              If Pname is ?GL_TEXTURE_ENV_MODE, and  Params  is  ?GL_COMBINE,  the  form  of  the
              texture function depends on the values of ?GL_COMBINE_RGB and ?GL_COMBINE_ALPHA .

              The  following  describes  how  the  texture sources, as specified by ?GL_SRC0_RGB,
              ?GL_SRC1_RGB , ?GL_SRC2_RGB, ?GL_SRC0_ALPHA, ?GL_SRC1_ALPHA, and  ?GL_SRC2_ALPHA  ,
              are  combined to produce a final texture color. In the following tables, ?GL_SRC0_c
              is represented by Arg0, ?GL_SRC1_c  is  represented  by  Arg1,  and  ?GL_SRC2_c  is
              represented by Arg2.

              ?GL_COMBINE_RGB accepts any of ?GL_REPLACE, ?GL_MODULATE, ?GL_ADD , ?GL_ADD_SIGNED,
              ?GL_INTERPOLATE,             ?GL_SUBTRACT,             ?GL_DOT3_RGB,             or
              ?GL_DOT3_RGBA.?GL_COMBINE_RGBTexture Function
              ?GL_REPLACE Arg0
              ?GL_MODULATE Arg0×Arg1
              ?GL_ADD Arg0+Arg1
              ?GL_ADD_SIGNED Arg0+Arg1-0.5
              ?GL_INTERPOLATE Arg0×Arg2+Arg1×(1- Arg2)
              ?GL_SUBTRACT Arg0-Arg1
              ?GL_DOT3_RGB    or   ?GL_DOT3_RGBA   4×((((Arg0   r)-0.5)×((Arg1   r)-0.5))+(((Arg0
              g)-0.5)×((Arg1 g)-0.5))+(((Arg0 b)-0.5)×((Arg1 b)-0.5)))

              The scalar results for ?GL_DOT3_RGB and ?GL_DOT3_RGBA are placed into each of the 3
              (RGB) or 4 (RGBA) components on output.

              Likewise,  ?GL_COMBINE_ALPHA  accepts  any  of  ?GL_REPLACE, ?GL_MODULATE, ?GL_ADD,
              ?GL_ADD_SIGNED, ?GL_INTERPOLATE, or ?GL_SUBTRACT. The following table describes how
              alpha values are combined:?GL_COMBINE_ALPHATexture Function
              ?GL_REPLACE Arg0
              ?GL_MODULATE Arg0×Arg1
              ?GL_ADD Arg0+Arg1
              ?GL_ADD_SIGNED Arg0+Arg1-0.5
              ?GL_INTERPOLATE Arg0×Arg2+Arg1×(1- Arg2)
              ?GL_SUBTRACT Arg0-Arg1

              In  the  following  tables,  the  value  C  s represents the color sampled from the
              currently bound texture, C c represents the constant texture-environment color, C f
              represents the primary color of the incoming fragment, and C p represents the color
              computed from the previous texture stage or C f  if  processing  texture  stage  0.
              Likewise, A s, A c, A f, and A p represent the respective alpha values.

              The  following  table  describes  the values assigned to Arg0, Arg1, and Arg2 based
              upon the RGB sources and operands:?GL_SRCn_RGB?GL_OPERANDn_RGBArgument Value
              ?GL_TEXTURE?GL_SRC_COLOR(C s)
              ?GL_ONE_MINUS_SRC_COLOR 1-(C s)
              ?GL_SRC_ALPHA(A s)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
              ?GL_TEXTUREn?GL_SRC_COLOR(C s)
              ?GL_ONE_MINUS_SRC_COLOR 1-(C s)
              ?GL_SRC_ALPHA (A s)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
              ?GL_CONSTANT?GL_SRC_COLOR(C c)
              ?GL_ONE_MINUS_SRC_COLOR 1-(C c)
              ?GL_SRC_ALPHA(A c)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A c)
              ?GL_PRIMARY_COLOR?GL_SRC_COLOR(C f)
              ?GL_ONE_MINUS_SRC_COLOR 1-(C f)
              ?GL_SRC_ALPHA(A f)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A f)
              ?GL_PREVIOUS?GL_SRC_COLOR (C p)
              ?GL_ONE_MINUS_SRC_COLOR 1-(C p)
              ?GL_SRC_ALPHA(A p)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A p)

              For ?GL_TEXTUREn sources, C s and A s represent the color and alpha,  respectively,
              produced from texture stage n.

              The  follow  table describes the values assigned to Arg0, Arg1, and Arg2 based upon
              the alpha sources and operands:?GL_SRCn_ALPHA?GL_OPERANDn_ALPHAArgument Value
              ?GL_TEXTURE?GL_SRC_ALPHA(A s)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
              ?GL_TEXTUREn?GL_SRC_ALPHA(A s)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A s)
              ?GL_CONSTANT?GL_SRC_ALPHA(A c)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A c)
              ?GL_PRIMARY_COLOR?GL_SRC_ALPHA(A f)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A f)
              ?GL_PREVIOUS?GL_SRC_ALPHA(A p)
              ?GL_ONE_MINUS_SRC_ALPHA 1-(A p)

              The RGB and alpha results of the texture function are multipled by  the  values  of
              ?GL_RGB_SCALE and ?GL_ALPHA_SCALE, respectively, and clamped to the range [0 1].

              If  Pname  is  ?GL_TEXTURE_ENV_COLOR, Params is a pointer to an array that holds an
              RGBA color consisting of four values.  Integer  color  components  are  interpreted
              linearly  such  that  the  most positive integer maps to 1.0, and the most negative
              integer maps to -1.0. The values are clamped to  the  range  [0,1]  when  they  are
              specified. C c takes these four values.

              If  Pname  is  ?GL_TEXTURE_LOD_BIAS,  the  value  specified is added to the texture
              level-of-detail parameter, that selects which mipmap, or mipmaps depending upon the
              selected ?GL_TEXTURE_MIN_FILTER, will be sampled.

              ?GL_TEXTURE_ENV_MODE defaults to ?GL_MODULATE and ?GL_TEXTURE_ENV_COLOR defaults to
              (0, 0, 0, 0).

              If Target is ?GL_POINT_SPRITE and Pname is  ?GL_COORD_REPLACE,  the  boolean  value
              specified  is  used  to  either  enable  or disable point sprite texture coordinate
              replacement. The default value is ?GL_FALSE.

              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.

              When  Target  is  ?GL_TEXTURE_FILTER_CONTROL,  Pname must be ?GL_TEXTURE_LOD_BIAS .
              When Target is ?GL_POINT_SPRITE, Pname must be ?GL_COORD_REPLACE . 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.

              Pname names a specific texture environment parameter, as follows:

              ?GL_TEXTURE_ENV_MODE:  Params returns the single-valued texture environment mode, a
              symbolic constant. The initial value is ?GL_MODULATE.

              ?GL_TEXTURE_ENV_COLOR: Params returns four integer or  floating-point  values  that
              are  the  texture  environment  color. Integer values, when requested, are linearly
              mapped from the internal floating-point representation such that 1.0  maps  to  the
              most   positive   representable  integer,  and  -1.0  maps  to  the  most  negative
              representable integer. The initial value is (0, 0, 0, 0).

              ?GL_TEXTURE_LOD_BIAS: Params returns a single  floating-point  value  that  is  the
              texture level-of-detail bias. The initial value is 0.

              ?GL_COMBINE_RGB:  Params  returns a single symbolic constant value representing the
              current RGB combine mode. The initial value is ?GL_MODULATE.

              ?GL_COMBINE_ALPHA: Params returns a single symbolic constant value representing the
              current alpha combine mode. The initial value is ?GL_MODULATE.

              ?GL_SRC0_RGB:  Params  returns  a  single  symbolic constant value representing the
              texture combiner zero's RGB source. The initial value is ?GL_TEXTURE.

              ?GL_SRC1_RGB: Params returns a single  symbolic  constant  value  representing  the
              texture combiner one's RGB source. The initial value is ?GL_PREVIOUS.

              ?GL_SRC2_RGB:  Params  returns  a  single  symbolic constant value representing the
              texture combiner two's RGB source. The initial value is ?GL_CONSTANT.

              ?GL_SRC0_ALPHA: Params returns a single symbolic constant  value  representing  the
              texture combiner zero's alpha source. The initial value is ?GL_TEXTURE.

              ?GL_SRC1_ALPHA:  Params  returns  a single symbolic constant value representing the
              texture combiner one's alpha source. The initial value is ?GL_PREVIOUS.

              ?GL_SRC2_ALPHA: Params returns a single symbolic constant  value  representing  the
              texture combiner two's alpha source. The initial value is ?GL_CONSTANT.

              ?GL_OPERAND0_RGB:  Params returns a single symbolic constant value representing the
              texture combiner zero's RGB operand. The initial value is ?GL_SRC_COLOR.

              ?GL_OPERAND1_RGB: Params returns a single symbolic constant value representing  the
              texture combiner one's RGB operand. The initial value is ?GL_SRC_COLOR.

              ?GL_OPERAND2_RGB:  Params returns a single symbolic constant value representing the
              texture combiner two's RGB operand. The initial value is ?GL_SRC_ALPHA.

              ?GL_OPERAND0_ALPHA: Params returns a single symbolic  constant  value  representing
              the texture combiner zero's alpha operand. The initial value is ?GL_SRC_ALPHA.

              ?GL_OPERAND1_ALPHA:  Params  returns  a single symbolic constant value representing
              the texture combiner one's alpha operand. The initial value is ?GL_SRC_ALPHA.

              ?GL_OPERAND2_ALPHA: Params returns a single symbolic  constant  value  representing
              the texture combiner two's alpha operand. The initial value is ?GL_SRC_ALPHA.

              ?GL_RGB_SCALE:  Params  returns  a  single  floating-point  value  representing the
              current RGB texture combiner scaling factor. The initial value is 1.0.

              ?GL_ALPHA_SCALE: Params returns a  single  floating-point  value  representing  the
              current alpha texture combiner scaling factor. The initial value is 1.0.

              ?GL_COORD_REPLACE:  Params  returns a single boolean value representing the current
              point sprite texture coordinate replacement enable  state.  The  initial  value  is
              ?GL_FALSE .

              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 :

              ?GL_TEXTURE_BASE_LEVEL: Specifies the index of the  lowest  defined  mipmap  level.
              This is an integer value. The initial value is 0.

              ?GL_TEXTURE_BORDER_COLOR:  The data in Params specifies four values that define the
              border values that should be used for border texels. If a texel is sampled from the
              border of the texture, the values of ?GL_TEXTURE_BORDER_COLOR are interpreted as an
              RGBA color to match the texture's internal format  and  substituted  for  the  non-
              existent  texel data. If the texture contains depth components, the first component
              of ?GL_TEXTURE_BORDER_COLOR is interpreted as a depth value. The initial value is (
              0.0, 0.0, 0.0, 0.0 ).

              If the values for ?GL_TEXTURE_BORDER_COLOR are specified with gl:texParameterIiv or
              gl:texParameterIuiv, the values are stored unmodified with an internal data type of
              integer.  If specified with gl:texParameteriv, they are converted to floating point
              with the following equation: f=2 c+1 2 b-/1. If specified with gl:texParameterfv  ,
              they are stored unmodified as floating-point values.

              ?GL_TEXTURE_COMPARE_FUNC:    Specifies    the   comparison   operator   used   when
              ?GL_TEXTURE_COMPARE_MODE is set to ?GL_COMPARE_REF_TO_TEXTURE.  Permissible  values
              are:Texture Comparison FunctionComputed result
              ?GL_LEQUAL result={1.0 0.0 r<=(D t) r>(D t))
              ?GL_GEQUAL result={1.0 0.0 r>=(D t) r<(D t))
              ?GL_LESS result={1.0 0.0 r<(D t) r>=(D t))
              ?GL_GREATER result={1.0 0.0 r>(D t) r<=(D t))
              ?GL_EQUAL result={1.0 0.0 r=(D t) r&ne; (D t))
              ?GL_NOTEQUAL result={1.0 0.0 r&ne;(D t) r=(D t))
              ?GL_ALWAYS result=1.0
              ?GL_NEVER result=0.0

              where  r  is  the  current  interpolated  texture  coordinate, and D t is the depth
              texture value sampled from the currently bound depth texture. result is assigned to
              the the red channel.

              ?GL_TEXTURE_COMPARE_MODE: Specifies the texture comparison mode for currently bound
              depth textures. That is, a texture whose internal format is ?GL_DEPTH_COMPONENT_* ;
              see gl:texImage2D/9 ) Permissible values are:

              ?GL_COMPARE_REF_TO_TEXTURE:  Specifies  that the interpolated and clamped r texture
              coordinate should be compared to the value in the currently  bound  depth  texture.
              See the discussion of ?GL_TEXTURE_COMPARE_FUNC for details of how the comparison is
              evaluated. The result of the comparison is assigned to the red channel.

              ?GL_NONE: Specifies that the red channel should be assigned the  appropriate  value
              from the currently bound depth texture.

              ?GL_TEXTURE_LOD_BIAS:  Params  specifies  a fixed bias value that is to be added to
              the  level-of-detail  parameter  for  the  texture  before  texture  sampling.  The
              specified   value  is  added  to  the  shader-supplied  bias  value  (if  any)  and
              subsequently clamped into the implementation-defined  range  [(  -  bias  max)(bias
              max)],  where  bias  max  is  the  value  of  the  implementation  defined constant
              ?GL_MAX_TEXTURE_LOD_BIAS. The initial value is 0.0.

              ?GL_TEXTURE_MIN_FILTER: The texture minifying function is used whenever the  level-
              of-detail  function used when sampling from the texture determines that the texture
              should be minified. There are six defined minifying  functions.  Two  of  them  use
              either  the  nearest  texture  elements  or  a weighted average of multiple texture
              elements to compute the texture value. The other four use mipmaps.

              A mipmap is an ordered set of arrays representing the same image  at  progressively
              lower  resolutions.  If  the  texture  has dimensions 2 n×2 m, there are max(n m)+1
              mipmaps. The first mipmap is the original texture, with dimensions 2  n×2  m.  Each
              subsequent mipmap has dimensions 2(k-1)×2(l-1), where 2 k×2 l are the dimensions of
              the previous mipmap, until either k=0 or l=0. At  that  point,  subsequent  mipmaps
              have  dimension  1×2(l-1)  or  2(k-1)×1 until the final mipmap, which has dimension
              1×1.  To  define  the   mipmaps,   call   gl:texImage1D/8   ,   gl:texImage2D/9   ,
              gl:texImage3D/10  ,  gl:copyTexImage1D/7  ,  or  gl:copyTexImage2D/8 with the level
              argument indicating the order of the mipmaps. Level  0  is  the  original  texture;
              level max(n m) is the final 1×1 mipmap.

              Params supplies a function for minifying the texture as one of the following:

              ?GL_NEAREST: Returns the value of the texture element that is nearest (in Manhattan
              distance) to the specified texture coordinates.

              ?GL_LINEAR: Returns the weighted average of the  four  texture  elements  that  are
              closest  to  the  specified texture coordinates. These can include items wrapped or
              repeated  from  other  parts  of  a   texture,   depending   on   the   values   of
              ?GL_TEXTURE_WRAP_S and ?GL_TEXTURE_WRAP_T , and on the exact mapping.

              ?GL_NEAREST_MIPMAP_NEAREST:  Chooses  the mipmap that most closely matches the size
              of the pixel being textured and uses the ?GL_NEAREST criterion (the texture element
              closest to the specified texture coordinates) to produce a texture value.

              ?GL_LINEAR_MIPMAP_NEAREST: Chooses the mipmap that most closely matches the size of
              the pixel being textured and uses the ?GL_LINEAR criterion (a weighted  average  of
              the four texture elements that are closest to the specified texture coordinates) to
              produce a texture value.

              ?GL_NEAREST_MIPMAP_LINEAR: Chooses the two mipmaps that most closely match the size
              of the pixel being textured and uses the ?GL_NEAREST criterion (the texture element
              closest to the specified texture coordinates ) to produce a texture value from each
              mipmap. The final texture value is a weighted average of those two values.

              ?GL_LINEAR_MIPMAP_LINEAR:  Chooses the two mipmaps that most closely match the size
              of the pixel being textured and uses the ?GL_LINEAR criterion (a  weighted  average
              of  the  texture elements that are closest to the specified texture coordinates) to
              produce a texture value from each mipmap. The final texture  value  is  a  weighted
              average of those two values.

              As  more  texture  elements are sampled in the minification process, fewer aliasing
              artifacts will be apparent.  While  the  ?GL_NEAREST  and  ?GL_LINEAR  minification
              functions  can  be  faster  than  the  other four, they sample only one or multiple
              texture elements to determine the texture value of the pixel being rendered and can
              produce   moire   patterns   or   ragged   transitions.   The   initial   value  of
              ?GL_TEXTURE_MIN_FILTER is ?GL_NEAREST_MIPMAP_LINEAR .

              ?GL_TEXTURE_MAG_FILTER: The texture magnification function  is  used  whenever  the
              level-of-detail  function  used  when sampling from the texture determines that the
              texture should be magified. It sets the texture magnification  function  to  either
              ?GL_NEAREST  or  ?GL_LINEAR  (see  below).  ?GL_NEAREST  is  generally  faster than
              ?GL_LINEAR , but it can produce textured images  with  sharper  edges  because  the
              transition  between  texture  elements  is  not  as  smooth.  The  initial value of
              ?GL_TEXTURE_MAG_FILTER is ?GL_LINEAR .

              ?GL_NEAREST: Returns the value of the texture element that is nearest (in Manhattan
              distance) to the specified texture coordinates.

              ?GL_LINEAR:  Returns  the weighted average of the texture elements that are closest
              to the specified texture coordinates. These can include items wrapped  or  repeated
              from  other  parts  of a texture, depending on the values of ?GL_TEXTURE_WRAP_S and
              ?GL_TEXTURE_WRAP_T , and on the exact mapping.

              ?GL_TEXTURE_MIN_LOD: Sets the minimum  level-of-detail  parameter.  This  floating-
              point  value  limits  the  selection  of  highest  resolution mipmap (lowest mipmap
              level). The initial value is -1000.

              ?GL_TEXTURE_MAX_LOD: Sets the maximum  level-of-detail  parameter.  This  floating-
              point  value  limits  the selection of the lowest resolution mipmap (highest mipmap
              level). The initial value is 1000.

              ?GL_TEXTURE_MAX_LEVEL: Sets the index of the highest defined mipmap level. This  is
              an integer value. The initial value is 1000.

              ?GL_TEXTURE_SWIZZLE_R:  Sets the swizzle that will be applied to the r component of
              a texel before it is returned to the shader. Valid values for Param are  ?GL_RED  ,
              ?GL_GREEN,  ?GL_BLUE,  ?GL_ALPHA, ?GL_ZERO and ?GL_ONE. If ?GL_TEXTURE_SWIZZLE_R is
              ?GL_RED, the value for r will be taken from the first channel of the fetched texel.
              If  ?GL_TEXTURE_SWIZZLE_R  is  ?GL_GREEN  ,  the value for r will be taken from the
              second channel of the fetched texel.  If  ?GL_TEXTURE_SWIZZLE_R  is  ?GL_BLUE,  the
              value  for  r  will  be  taken  from  the  third  channel  of the fetched texel. If
              ?GL_TEXTURE_SWIZZLE_R is ?GL_ALPHA, the value for r will be taken from  the  fourth
              channel  of the fetched texel. If ?GL_TEXTURE_SWIZZLE_R is ?GL_ZERO , the value for
              r will be subtituted with 0.0. If ?GL_TEXTURE_SWIZZLE_R is ?GL_ONE , the value  for
              r will be subtituted with 1.0. The initial value is ?GL_RED.

              ?GL_TEXTURE_SWIZZLE_G:  Sets the swizzle that will be applied to the g component of
              a texel before it is returned to the shader.  Valid  values  for  Param  and  their
              effects  are  similar  to  those  of  ?GL_TEXTURE_SWIZZLE_R.  The  initial value is
              ?GL_GREEN .

              ?GL_TEXTURE_SWIZZLE_B: Sets the swizzle that will be applied to the b component  of
              a  texel  before  it  is  returned  to the shader. Valid values for Param and their
              effects are similar  to  those  of  ?GL_TEXTURE_SWIZZLE_R.  The  initial  value  is
              ?GL_BLUE .

              ?GL_TEXTURE_SWIZZLE_A:  Sets the swizzle that will be applied to the a component of
              a texel before it is returned to the shader.  Valid  values  for  Param  and  their
              effects  are  similar  to  those  of  ?GL_TEXTURE_SWIZZLE_R.  The  initial value is
              ?GL_ALPHA .

              ?GL_TEXTURE_SWIZZLE_RGBA: Sets the swizzles that will be applied to the  r,  g,  b,
              and  a  components  of a texel before they are returned to the shader. Valid values
              for Params and their effects are similar to those of ?GL_TEXTURE_SWIZZLE_R,  except
              that   all   channels   are   specified   simultaneously.   Setting  the  value  of
              ?GL_TEXTURE_SWIZZLE_RGBA is  equivalent  (assuming  no  errors  are  generated)  to
              setting  the  parameters  of each of ?GL_TEXTURE_SWIZZLE_R , ?GL_TEXTURE_SWIZZLE_G,
              ?GL_TEXTURE_SWIZZLE_B, and ?GL_TEXTURE_SWIZZLE_A successively.

              ?GL_TEXTURE_WRAP_S: Sets the wrap parameter for  texture  coordinate  s  to  either
              ?GL_CLAMP_TO_EDGE   ,   ?GL_CLAMP_TO_BORDER,  ?GL_MIRRORED_REPEAT,  or  ?GL_REPEAT.
              ?GL_CLAMP_TO_EDGE causes s coordinates to be clamped to the  range  [(1  2/N)  1-(1
              2/N)],  where  N  is  the  size  of  the  texture  in  the  direction  of clamping.
              ?GL_CLAMP_TO_BORDER   evaluates   s   coordinates   in   a   similar   manner    to
              ?GL_CLAMP_TO_EDGE.  However,  in  cases  where  clamping  would  have  occurred  in
              ?GL_CLAMP_TO_EDGE mode, the fetched texel  data  is  substituted  with  the  values
              specified  by ?GL_TEXTURE_BORDER_COLOR. ?GL_REPEAT causes the integer part of the s
              coordinate to be ignored; the GL uses only the fractional part, thereby creating  a
              repeating  pattern.  ?GL_MIRRORED_REPEAT  causes  the s coordinate to be set to the
              fractional part of the texture coordinate if the integer part of s is even; if  the
              integer part of s is odd, then the s texture coordinate is set to 1- frac(s), where
              frac(s) represents the fractional part of s. Initially, ?GL_TEXTURE_WRAP_S  is  set
              to ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_T:  Sets  the  wrap  parameter  for texture coordinate t to either
              ?GL_CLAMP_TO_EDGE , ?GL_CLAMP_TO_BORDER, ?GL_MIRRORED_REPEAT,  or  ?GL_REPEAT.  See
              the  discussion  under  ?GL_TEXTURE_WRAP_S. Initially, ?GL_TEXTURE_WRAP_T is set to
              ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_R: Sets the wrap parameter for  texture  coordinate  r  to  either
              ?GL_CLAMP_TO_EDGE  ,  ?GL_CLAMP_TO_BORDER,  ?GL_MIRRORED_REPEAT, or ?GL_REPEAT. See
              the discussion under ?GL_TEXTURE_WRAP_S. Initially, ?GL_TEXTURE_WRAP_R  is  set  to
              ?GL_REPEAT.

              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:

              ?GL_TEXTURE_MAG_FILTER:  Returns  the single-valued texture magnification filter, a
              symbolic constant. The initial value is ?GL_LINEAR.

              ?GL_TEXTURE_MIN_FILTER: Returns the single-valued texture  minification  filter,  a
              symbolic constant. The initial value is ?GL_NEAREST_MIPMAP_LINEAR.

              ?GL_TEXTURE_MIN_LOD:  Returns  the  single-valued  texture  minimum level-of-detail
              value. The initial value is -1000.

              ?GL_TEXTURE_MAX_LOD: Returns  the  single-valued  texture  maximum  level-of-detail
              value. The initial value is 1000.

              ?GL_TEXTURE_BASE_LEVEL:  Returns  the  single-valued base texture mipmap level. The
              initial value is 0.

              ?GL_TEXTURE_MAX_LEVEL: Returns  the  single-valued  maximum  texture  mipmap  array
              level. The initial value is 1000.

              ?GL_TEXTURE_SWIZZLE_R:  Returns  the  red  component  swizzle. The initial value is
              ?GL_RED .

              ?GL_TEXTURE_SWIZZLE_G: Returns the green component swizzle. The  initial  value  is
              ?GL_GREEN .

              ?GL_TEXTURE_SWIZZLE_B:  Returns  the  blue  component swizzle. The initial value is
              ?GL_BLUE .

              ?GL_TEXTURE_SWIZZLE_A: Returns the alpha component swizzle. The  initial  value  is
              ?GL_ALPHA .

              ?GL_TEXTURE_SWIZZLE_RGBA:  Returns  the  component  swizzle  for  all channels in a
              single query.

              ?GL_TEXTURE_WRAP_S:  Returns  the  single-valued  wrapping  function  for   texture
              coordinate s, a symbolic constant. The initial value is ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_T:   Returns  the  single-valued  wrapping  function  for  texture
              coordinate t, a symbolic constant. The initial value is ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_R:  Returns  the  single-valued  wrapping  function  for   texture
              coordinate r, a symbolic constant. The initial value is ?GL_REPEAT.

              ?GL_TEXTURE_BORDER_COLOR:  Returns  four  integer  or  floating-point  numbers that
              comprise the RGBA color of the texture border. Floating-point values  are  returned
              in the range [0 1]. Integer values are returned as a linear mapping of the internal
              floating-point representation such that 1.0 maps to the most positive representable
              integer and -1.0 maps to the most negative representable integer. The initial value
              is (0, 0, 0, 0).

              ?GL_TEXTURE_COMPARE_MODE:  Returns  a  single-valued  texture  comparison  mode,  a
              symbolic constant. The initial value is ?GL_NONE. See gl:texParameterf/3 .

              ?GL_TEXTURE_COMPARE_FUNC:  Returns  a  single-valued texture comparison function, a
              symbolic constant. The initial value is ?GL_LEQUAL. See gl:texParameterf/3 .

              In  addition  to  the  parameters  that  may  be  set  with  gl:texParameterf/3   ,
              gl:getTexParameter accepts the following read-only parameters:

              ?GL_TEXTURE_IMMUTABLE_FORMAT:  Returns  non-zero  if  the  texture has an immutable
              format.  Textures  become  immutable   if   their   storage   is   specified   with
              gl:texStorage1D/4  ,  gl:texStorage2D/5 or gl:texStorage3D/6 . The initial value is
              ?GL_FALSE .

              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 .

              ?GL_MAX_TEXTURE_SIZE,  and  ?GL_MAX_3D_TEXTURE_SIZE  are  not  really   descriptive
              enough.  It has to report the largest square texture image that can be accommodated
              with mipmaps and borders, but a long skinny texture, or a texture  without  mipmaps
              and  borders, may easily fit in texture memory. The proxy targets allow the user to
              more accurately query  whether  the  GL  can  accommodate  a  texture  of  a  given
              configuration.  If the texture cannot be accommodated, the texture state variables,
              which may be queried with gl:getTexLevelParameter , are set to 0.  If  the  texture
              can  be accommodated, the texture state values will be set as they would be set for
              a non-proxy target.

              Pname specifies the texture parameter whose value or values will be returned.

              The accepted parameter names are as follows:

              ?GL_TEXTURE_WIDTH: Params returns a single value, the width of the  texture  image.
              This value includes the border of the texture image. The initial value is 0.

              ?GL_TEXTURE_HEIGHT: Params returns a single value, the height of the texture image.
              This value includes the border of the texture image. The initial value is 0.

              ?GL_TEXTURE_DEPTH: Params returns a single value, the depth of the  texture  image.
              This value includes the border of the texture image. The initial value is 0.

              ?GL_TEXTURE_INTERNAL_FORMAT:  Params returns a single value, the internal format of
              the texture image.

              ?GL_TEXTURE_RED_TYPE,

              ?GL_TEXTURE_GREEN_TYPE,

              ?GL_TEXTURE_BLUE_TYPE,

              ?GL_TEXTURE_ALPHA_TYPE,

              ?GL_TEXTURE_DEPTH_TYPE: The data type  used  to  store  the  component.  The  types
              ?GL_NONE , ?GL_SIGNED_NORMALIZED, ?GL_UNSIGNED_NORMALIZED, ?GL_FLOAT, ?GL_INT , and
              ?GL_UNSIGNED_INT  may  be  returned  to  indicate  signed  normalized  fixed-point,
              unsigned normalized fixed-point, floating-point, integer unnormalized, and unsigned
              integer unnormalized components, respectively.

              ?GL_TEXTURE_RED_SIZE,

              ?GL_TEXTURE_GREEN_SIZE,

              ?GL_TEXTURE_BLUE_SIZE,

              ?GL_TEXTURE_ALPHA_SIZE,

              ?GL_TEXTURE_DEPTH_SIZE: The internal storage resolution of an individual component.
              The  resolution chosen by the GL will be a close match for the resolution requested
              by the user with the component argument  of  gl:texImage1D/8  ,  gl:texImage2D/9  ,
              gl:texImage3D/10  ,  gl:copyTexImage1D/7  ,  and  gl:copyTexImage2D/8 . The initial
              value is 0.

              ?GL_TEXTURE_COMPRESSED: Params returns a single boolean  value  indicating  if  the
              texture  image  is  stored  in  a compressed internal format. The initiali value is
              ?GL_FALSE .

              ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE: Params  returns  a  single  integer  value,  the
              number  of  unsigned  bytes  of the compressed texture image that would be returned
              from gl:getCompressedTexImage/3 .

              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.

              Texture  images  are  defined  with  gl:texImage1D.  The  arguments  describe   the
              parameters  of  the  texture  image,  such as width, width of the border, level-of-
              detail number (see gl:texParameterf/3 ), and the  internal  resolution  and  format
              used  to  store  the  image.  The  last  three  arguments describe how the image is
              represented in memory.

              If Target is ?GL_PROXY_TEXTURE_1D, no data is read from  Data  ,  but  all  of  the
              texture  image  state is recalculated, checked for consistency, and checked against
              the implementation's capabilities. If the implementation cannot handle a texture of
              the  requested  texture  size,  it  sets  all of the image state to 0, but does not
              generate an error (see gl:getError/0 ). To query for an entire mipmap array, use an
              image array level greater than or equal to 1.

              If  Target  is  ?GL_TEXTURE_1D,  data  is read from Data as a sequence of signed or
              unsigned bytes,  shorts,  or  longs,  or  single-precision  floating-point  values,
              depending  on Type . These values are grouped into sets of one, two, three, or four
              values, depending on Format , to form elements. Each data byte is treated as  eight
              1-bit   elements,   with  bit  ordering  determined  by  ?GL_UNPACK_LSB_FIRST  (see
              gl:pixelStoref/2 ).

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2  )  while  a texture image is specified, Data is treated as a
              byte offset into the buffer object's data store.

              The first element corresponds to the left end  of  the  texture  array.  Subsequent
              elements  progress left-to-right through the remaining texels in the texture array.
              The final element corresponds to the right end of the texture array.

              Format determines the composition of each element in Data . It can  assume  one  of
              these symbolic values:

              ?GL_RED:  Each  element  is  a single red component. The GL converts it to floating
              point and assembles it into an RGBA element by attaching 0 for green and blue,  and
              1  for  alpha.  Each  component  is  then  multiplied  by  the  signed scale factor
              ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RG: Each element is a single red/green double The GL converts  it  to  floating
              point  and  assembles  it  into  an RGBA element by attaching 0 for blue, and 1 for
              alpha. Each component is then multiplied by the signed  scale  factor  ?GL_c_SCALE,
              added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RGB

              ?GL_BGR:  Each  element  is an RGB triple. The GL converts it to floating point and
              assembles it into an RGBA element by attaching 1 for alpha. Each component is  then
              multiplied  by  the  signed  scale  factor  ?GL_c_SCALE,  added  to the signed bias
              ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RGBA

              ?GL_BGRA: Each element contains all four components. Each component  is  multiplied
              by  the  signed  scale factor ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and
              clamped to the range [0,1].

              ?GL_DEPTH_COMPONENT: Each element is a single depth value. The GL  converts  it  to
              floating  point,  multiplies  by  the signed scale factor ?GL_DEPTH_SCALE, adds the
              signed bias ?GL_DEPTH_BIAS, and clamps to the range [0,1].

              If an application wants to store the texture  at  a  certain  resolution  or  in  a
              certain  format, it can request the resolution and format with InternalFormat . The
              GL will choose an internal representation that closely approximates that  requested
              by InternalFormat , but it may not match exactly. (The representations specified by
              ?GL_RED, ?GL_RG , ?GL_RGB and ?GL_RGBA must match exactly.)

              InternalFormat may be one of the base internal formats shown in Table 1, below

              InternalFormat may also be one of the sized internal  formats  shown  in  Table  2,
              below

              Finally,  InternalFormat  may  also  be one of the generic or compressed compressed
              texture formats shown in Table 3 below

              If  the  InternalFormat  parameter  is  one  of  the  generic  compressed  formats,
              ?GL_COMPRESSED_RED , ?GL_COMPRESSED_RG, ?GL_COMPRESSED_RGB, or ?GL_COMPRESSED_RGBA,
              the GL will replace the internal format with the symbolic constant for  a  specific
              internal  format  and  compress  the  texture  before  storage. If no corresponding
              internal format is available, or the GL can not compress that image for any reason,
              the internal format is instead replaced with a corresponding base internal format.

              If   the   InternalFormat  parameter  is  ?GL_SRGB,  ?GL_SRGB8,  ?GL_SRGB_ALPHA  or
              ?GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or  blue  components
              are  encoded  in  the  sRGB color space. Any alpha component is left unchanged. The
              conversion from the sRGB encoded component c s to a linear component c l is:

              c l={ c s/12.92if c s&le; 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045

              Assume c s is the sRGB component in the range [0,1].

              Use the ?GL_PROXY_TEXTURE_1D target  to  try  out  a  resolution  and  format.  The
              implementation  will  update and recompute its best match for the requested storage
              resolution and format. To then query this state, call gl:getTexLevelParameterfv/3 .
              If the texture cannot be accommodated, texture state is set to 0.

              A  one-component  texture  image uses only the red component of the RGBA color from
              Data . A two-component image uses the R and A values. A three-component image  uses
              the R, G, and B values. A four-component image uses all of the RGBA components.

              Image-based  shadowing  can  be enabled by comparing texture r coordinates to depth
              texture values to generate a boolean result. See gl:texParameterf/3 for details  on
              texture comparison.

              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.

              To define texture images, call gl:texImage2D. The arguments describe the parameters
              of  the  texture image, such as height, width, width of the border, level-of-detail
              number (see gl:texParameterf/3 ), and number of color components provided. The last
              three arguments describe how the image is represented in memory.

              If       Target      is      ?GL_PROXY_TEXTURE_2D,      ?GL_PROXY_TEXTURE_1D_ARRAY,
              ?GL_PROXY_TEXTURE_CUBE_MAP , or ?GL_PROXY_TEXTURE_RECTANGLE, no data is  read  from
              Data , but all of the texture image state is recalculated, checked for consistency,
              and checked against the implementation's capabilities. If the implementation cannot
              handle  a  texture of the requested texture size, it sets all of the image state to
              0, but does not generate an error (see gl:getError/0 ).  To  query  for  an  entire
              mipmap array, use an image array level greater than or equal to 1.

              If    Target    is    ?GL_TEXTURE_2D,   ?GL_TEXTURE_RECTANGLE   or   one   of   the
              ?GL_TEXTURE_CUBE_MAP targets, data is read from Data as a  sequence  of  signed  or
              unsigned  bytes,  shorts,  or  longs,  or  single-precision  floating-point values,
              depending on Type . These values are grouped into sets of one, two, three, or  four
              values,  depending on Format , to form elements. Each data byte is treated as eight
              1-bit  elements,  with  bit  ordering  determined  by   ?GL_UNPACK_LSB_FIRST   (see
              gl:pixelStoref/2 ).

              If  Target  is  ?GL_TEXTURE_1D_ARRAY,  data  is  interpreted  as  an  array of one-
              dimensional images.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2  )  while  a texture image is specified, Data is treated as a
              byte offset into the buffer object's data store.

              The first element corresponds to the  lower  left  corner  of  the  texture  image.
              Subsequent  elements  progress  left-to-right  through  the remaining texels in the
              lowest row of the texture image, and  then  in  successively  higher  rows  of  the
              texture  image.  The  final  element  corresponds  to the upper right corner of the
              texture image.

              Format determines the composition of each element in Data . It can  assume  one  of
              these symbolic values:

              ?GL_RED:  Each  element  is  a single red component. The GL converts it to floating
              point and assembles it into an RGBA element by attaching 0 for green and blue,  and
              1  for  alpha.  Each  component  is  then  multiplied  by  the  signed scale factor
              ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RG: Each element is a red/green double. The GL converts it  to  floating  point
              and  assembles  it  into  an RGBA element by attaching 0 for blue, and 1 for alpha.
              Each component is then multiplied by the signed scale factor ?GL_c_SCALE, added  to
              the signed bias ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RGB

              ?GL_BGR:  Each  element  is an RGB triple. The GL converts it to floating point and
              assembles it into an RGBA element by attaching 1 for alpha. Each component is  then
              multiplied  by  the  signed  scale  factor  ?GL_c_SCALE,  added  to the signed bias
              ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RGBA

              ?GL_BGRA: Each element contains all four components. Each component  is  multiplied
              by  the  signed  scale factor ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and
              clamped to the range [0,1].

              ?GL_DEPTH_COMPONENT: Each element is a single depth value. The GL  converts  it  to
              floating  point,  multiplies  by  the signed scale factor ?GL_DEPTH_SCALE, adds the
              signed bias ?GL_DEPTH_BIAS, and clamps to the range [0,1].

              ?GL_DEPTH_STENCIL: Each element is a pair of depth and stencil  values.  The  depth
              component  of  the  pair  is  interpreted  as  in  ?GL_DEPTH_COMPONENT. The stencil
              component is interpreted based on specified the depth + stencil internal format.

              If an application wants to store the texture  at  a  certain  resolution  or  in  a
              certain  format, it can request the resolution and format with InternalFormat . The
              GL will choose an internal representation that closely approximates that  requested
              by InternalFormat , but it may not match exactly. (The representations specified by
              ?GL_RED, ?GL_RG , ?GL_RGB, and ?GL_RGBA must match exactly.)

              InternalFormat may be one of the base internal formats shown in Table 1, below

              InternalFormat may also be one of the sized internal  formats  shown  in  Table  2,
              below

              Finally,  InternalFormat  may  also  be one of the generic or compressed compressed
              texture formats shown in Table 3 below

              If  the  InternalFormat  parameter  is  one  of  the  generic  compressed  formats,
              ?GL_COMPRESSED_RED , ?GL_COMPRESSED_RG, ?GL_COMPRESSED_RGB, or ?GL_COMPRESSED_RGBA,
              the GL will replace the internal format with the symbolic constant for  a  specific
              internal  format  and  compress  the  texture  before  storage. If no corresponding
              internal format is available, or the GL can not compress that image for any reason,
              the internal format is instead replaced with a corresponding base internal format.

              If  the  InternalFormat  parameter  is  ?GL_SRGB,  ?GL_SRGB8,  ?GL_SRGB_ALPHA  , or
              ?GL_SRGB8_ALPHA8, the texture is treated as if the red, green, or  blue  components
              are  encoded  in  the  sRGB color space. Any alpha component is left unchanged. The
              conversion from the sRGB encoded component c s to a linear component c l is:

              c l={ c s/12.92if c s&le; 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045

              Assume c s is the sRGB component in the range [0,1].

              Use         the          ?GL_PROXY_TEXTURE_2D,          ?GL_PROXY_TEXTURE_1D_ARRAY,
              ?GL_PROXY_TEXTURE_RECTANGLE  ,  or  ?GL_PROXY_TEXTURE_CUBE_MAP  target to try out a
              resolution and format. The implementation will update and recompute its best  match
              for  the  requested  storage  resolution and format. To then query this state, call
              gl:getTexLevelParameterfv/3 . If the texture cannot be accommodated, texture  state
              is set to 0.

              A  one-component  texture  image  uses  only  the  red  component of the RGBA color
              extracted from Data . A two-component image uses the  R  and  G  values.  A  three-
              component image uses the R, G, and B values. A four-component image uses all of the
              RGBA components.

              Image-based shadowing can be enabled by comparing texture r  coordinates  to  depth
              texture  values to generate a boolean result. See gl:texParameterf/3 for details on
              texture comparison.

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a texture image is requested, Img  is  treated  as  a  byte
              offset into the buffer object's data store.

              To understand the operation of gl:getTexImage, consider the selected internal four-
              component texture image to be an RGBA color buffer  the  size  of  the  image.  The
              semantics  of  gl:getTexImage are then identical to those of gl:readPixels/7 , with
              the exception that no pixel transfer operations are performed, when called with the
              same Format and Type , with x and y set to 0, width set to the width of the texture
              image and height set to 1 for 1D images, or to the height of the texture image  for
              2D images.

              If  the  selected  texture  image  does  not contain four components, the following
              mappings are applied. Single-component textures are treated as  RGBA  buffers  with
              red set to the single-component value, green set to 0, blue set to 0, and alpha set
              to 1. Two-component textures are treated as RGBA buffers with red set to the  value
              of  component zero, alpha set to the value of component one, and green and blue set
              to 0. Finally, three-component textures are treated as RGBA buffers with red set to
              component  zero,  green  set to component one, blue set to component two, and alpha
              set to 1.

              To determine  the  required  size  of  Img  ,  use  gl:getTexLevelParameterfv/3  to
              determine  the  dimensions  of  the internal texture image, then scale the required
              number of pixels by the storage required for each pixel, based on Format and Type .
              Be   sure   to   take   the  pixel  storage  parameters  into  account,  especially
              ?GL_PACK_ALIGNMENT .

              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.

              The generated textures have no dimensionality; they assume  the  dimensionality  of
              the texture target to which they are first bound (see gl:bindTexture/2 ).

              Texture  names  returned by a call to gl:genTextures are not returned by subsequent
              calls, unless they are first deleted with gl:deleteTextures/1 .

              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).

              gl:deleteTextures silently ignores 0's and names that do not correspond to existing
              textures.

              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.

              Texture names are unsigned integers. The value zero is reserved  to  represent  the
              default  texture  for  each  texture  target.  Texture  names and the corresponding
              texture contents are local to the shared object space of the current  GL  rendering
              context;  two rendering contexts share texture names only if they explicitly enable
              sharing between contexts through the appropriate GL windows interfaces functions.

              You must use gl:genTextures/1 to generate a set of new texture names.

              When a texture is first bound, it assumes the specified  target:  A  texture  first
              bound  to  ?GL_TEXTURE_1D becomes one-dimensional texture, a texture first bound to
              ?GL_TEXTURE_2D  becomes  two-dimensional  texture,  a  texture   first   bound   to
              ?GL_TEXTURE_3D   becomes  three-dimensional  texture,  a  texture  first  bound  to
              ?GL_TEXTURE_1D_ARRAY becomes one-dimensional array texture, a texture  first  bound
              to  ?GL_TEXTURE_2D_ARRAY  becomes  two-dimensional  arary  texture, a texture first
              bound to ?GL_TEXTURE_RECTANGLE becomes rectangle texture, a, texture first bound to
              ?GL_TEXTURE_CUBE_MAP  becomes  a  cube-mapped  texture,  a  texture  first bound to
              ?GL_TEXTURE_2D_MULTISAMPLE becomes a two-dimensional multisampled  texture,  and  a
              texture  first  bound to ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY becomes a two-dimensional
              multisampled array texture. The state  of  a  one-dimensional  texture  immediately
              after it is first bound is equivalent to the state of the default ?GL_TEXTURE_1D at
              GL initialization, and similarly for the other texture types.

              While a texture is bound, GL operations on the target to which it is  bound  affect
              the bound texture, and queries of the target to which it is bound return state from
              the bound texture. In effect, the texture targets become aliases for  the  textures
              currently  bound  to them, and the texture name zero refers to the default textures
              that were bound to them at initialization.

              A texture binding created with gl:bindTexture  remains  active  until  a  different
              texture  is  bound  to  the same target, or until the bound texture is deleted with
              gl:deleteTextures/1 .

              Once created, a named texture may be re-bound to its same original target as  often
              as  needed.  It  is  usually  much faster to use gl:bindTexture to bind an existing
              named texture to one of the texture targets than it is to reload the texture  image
              using  gl:texImage1D/8  ,  gl:texImage2D/9  ,  gl:texImage3D/10  or another similar
              function.

              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 .

              The  GL  establishes a working set of textures that are resident in texture memory.
              These textures may be bound to a texture target much more efficiently than textures
              that   are   not   resident.   By   specifying   a   priority   for  each  texture,
              gl:prioritizeTextures  allows  applications  to  guide  the  GL  implementation  in
              determining which textures should be resident.

              The  priorities  given in Priorities are clamped to the range [0 1] before they are
              assigned. 0 indicates the lowest priority;  textures  with  priority  0  are  least
              likely  to  be resident. 1 indicates the highest priority; textures with priority 1
              are most likely to be resident. However, textures are not guaranteed to be resident
              until they are used.

              gl:prioritizeTextures  silently  ignores  attempts  to  prioritize texture 0 or any
              texture name that does not correspond to an existing texture.

              gl:prioritizeTextures does not require that any of the textures named  by  Textures
              be  bound  to  a  texture  target.  gl:texParameterf/3  may  also  be used to set a
              texture's priority, but only if the texture is currently bound. This  is  the  only
              way to set the priority of a default texture.

              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.

              gl:areTexturesResident queries the texture residence status of the N textures named
              by  the  elements  of  Textures  .  If  all  the  named  textures   are   resident,
              gl:areTexturesResident  returns  ?GL_TRUE,  and  the  contents  of  Residences  are
              undisturbed. If not all the named  textures  are  resident,  gl:areTexturesResident
              returns  ?GL_FALSE, and detailed status is returned in the N elements of Residences
              . If an  element  of  Residences  is  ?GL_TRUE,  then  the  texture  named  by  the
              corresponding element of Textures is resident.

              The  residence  status  of  a  single  bound texture may also be queried by calling
              gl:getTexParameterfv/2 with the target argument set to  the  target  to  which  the
              texture  is  bound, and the pname argument set to ?GL_TEXTURE_RESIDENT. This is the
              only way that the residence status of a default texture can be queried.

              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.

              A name returned by gl:genTextures/1 , but not yet  associated  with  a  texture  by
              calling gl:bindTexture/2 , is not the name of a texture.

              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.

              The screen-aligned pixel row with left corner  at  (x  y)  and  with  a  length  of
              width+2(border)  defines the texture array at the mipmap level specified by Level .
              Internalformat specifies the internal format of the texture array.

              The pixels in the row are processed exactly as if gl:readPixels/7 had been  called,
              but  the  process  stops  just  before  final  conversion.  At this point all pixel
              component values are clamped to the range [0 1] and then converted to the texture's
              internal format for storage in the texel array.

              Pixel  ordering is such that lower x screen coordinates correspond to lower texture
              coordinates.

              If any of the pixels within the specified row of the  current  ?GL_READ_BUFFER  are
              outside  the  window associated with the current rendering context, then the values
              obtained for those pixels are undefined.

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

              When Internalformat is one of the sRGB types, the GL does not automatically convert
              the source pixels to the sRGB color space. In this case, the  gl:pixelMap  function
              can be used to accomplish the conversion.

              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.

              The screen-aligned pixel rectangle with lower left corner at ( X , Y ) and  with  a
              width of width+2(border) and a height of height+2(border) defines the texture array
              at the mipmap level specified by Level  .  Internalformat  specifies  the  internal
              format of the texture array.

              The  pixels  in  the rectangle are processed exactly as if gl:readPixels/7 had been
              called, but the process stops just before final conversion. At this point all pixel
              component values are clamped to the range [0 1] and then converted to the texture's
              internal format for storage in the texel array.

              Pixel ordering is such that lower x and y screen coordinates correspond to lower  s
              and t texture coordinates.

              If  any of the pixels within the specified rectangle of the current ?GL_READ_BUFFER
              are outside the window associated with the  current  rendering  context,  then  the
              values obtained for those pixels are undefined.

              When Internalformat is one of the sRGB types, the GL does not automatically convert
              the source pixels to the sRGB color space. In this case, the  gl:pixelMap  function
              can be used to accomplish the conversion.

              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 ).

              The  screen-aligned  pixel row with left corner at ( X , Y ), and with length Width
              replaces the portion of the texture array with x indices  Xoffset  through  xoffset
              +width-1,  inclusive.  The  destination  in  the  texture array may not include any
              texels outside the texture array as it was originally specified.

              The pixels in the row are processed exactly as if gl:readPixels/7 had been  called,
              but  the  process  stops  just  before  final  conversion. At this point, all pixel
              component values are clamped to the range [0 1] and then converted to the texture's
              internal format for storage in the texel array.

              It  is  not  an  error  to  specify  a  subtexture  with  zero  width,  but  such a
              specification has no effect. If any of the pixels within the specified row  of  the
              current  ?GL_READ_BUFFER  are  outside  the read window associated with the current
              rendering context, then the values obtained for those pixels are undefined.

              No change is made to  the  internalformat,  width,  or  border  parameters  of  the
              specified texture array or to texel values outside the specified subregion.

              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 ).

              The  screen-aligned  pixel rectangle with lower left corner at (x y) and with width
              Width and height Height replaces the portion of the texture array  with  x  indices
              Xoffset   through   xoffset+width-1,  inclusive,  and  y  indices  Yoffset  through
              yoffset+height -1, inclusive, at the mipmap level specified by Level .

              The pixels in the rectangle are processed exactly as if  gl:readPixels/7  had  been
              called,  but  the  process  stops  just before final conversion. At this point, all
              pixel component values are clamped to the range [0 1] and  then  converted  to  the
              texture's internal format for storage in the texel array.

              The  destination  rectangle in the texture array may not include any texels outside
              the texture array as it was originally specified. It is not an error to  specify  a
              subtexture with zero width or height, but such a specification has no effect.

              If  any of the pixels within the specified rectangle of the current ?GL_READ_BUFFER
              are outside the read window associated with the current rendering context, then the
              values obtained for those pixels are undefined.

              No change is made to the internalformat, width, height, or border parameters of the
              specified texture array or to texel values outside the specified subregion.

              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.

              The acceptable values for the Target parameter are described in the gl:map1d/6  and
              gl:map1d/6 reference pages.

              Query can assume the following values:

              ?GL_COEFF: V returns the control points for the evaluator function. One-dimensional
              evaluators return order  control  points,  and  two-dimensional  evaluators  return
              uorder×vorder  control  points.  Each control point consists of one, two, three, or
              four integer, single-precision floating-point, or  double-precision  floating-point
              values,  depending  on  the  type  of the evaluator. The GL returns two-dimensional
              control points in row-major order, incrementing the uorder index  quickly  and  the
              vorder  index  after  each  row.  Integer  values,  when requested, are computed by
              rounding the internal floating-point values to the nearest integer values.

              ?GL_ORDER:  V  returns  the  order  of  the  evaluator  function.   One-dimensional
              evaluators  return  a  single value, order. The initial value is 1. Two-dimensional
              evaluators return two values, uorder and vorder. The initial value is 1,1.

              ?GL_DOMAIN: V returns the  linear  u  and  v  mapping  parameters.  One-dimensional
              evaluators  return  two  values,  u1  and  u2,  as  specified  by gl:map1d/6 . Two-
              dimensional evaluators return four values ( u1, u2, v1, and  v2)  as  specified  by
              gl:map1d/6  . Integer values, when requested, are computed by rounding the internal
              floating-point values to the nearest integer values.

              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 .

              When  one of the gl:evalCoord commands is issued, all currently enabled maps of the
              indicated dimension are evaluated. Then, for each enabled map,  it  is  as  if  the
              corresponding  GL  command  had  been  issued  with the computed value. That is, if
              ?GL_MAP1_INDEX or ?GL_MAP2_INDEX is enabled, a gl:indexd/1 command is simulated. If
              ?GL_MAP1_COLOR_4   or  ?GL_MAP2_COLOR_4  is  enabled,  a  gl:color3b/3  command  is
              simulated. If ?GL_MAP1_NORMAL or ?GL_MAP2_NORMAL is enabled,  a  normal  vector  is
              produced,  and  if  any  of  ?GL_MAP1_TEXTURE_COORD_1,  ?GL_MAP1_TEXTURE_COORD_2  ,
              ?GL_MAP1_TEXTURE_COORD_3,  ?GL_MAP1_TEXTURE_COORD_4,   ?GL_MAP2_TEXTURE_COORD_1   ,
              ?GL_MAP2_TEXTURE_COORD_2,  ?GL_MAP2_TEXTURE_COORD_3, or ?GL_MAP2_TEXTURE_COORD_4 is
              enabled, then an appropriate gl:texCoord1d/1 command is simulated.

              For color, color index, normal, and  texture  coordinates  the  GL  uses  evaluated
              values  instead  of  current  values  for  those  evaluations that are enabled, and
              current values otherwise, However, the evaluated values do not update  the  current
              values.   Thus,  if  gl:vertex2d/2  commands  are  interspersed  with  gl:evalCoord
              commands,  the  color,  normal,  and  texture  coordinates  associated   with   the
              gl:vertex2d/2 commands are not affected by the values generated by the gl:evalCoord
              commands, but only by the most recent gl:color3b/3 , gl:indexd/1 , gl:normal3b/3  ,
              and gl:texCoord1d/1 commands.

              No  commands  are  issued  for  maps that are not enabled. If more than one texture
              evaluation   is   enabled   for    a    particular    dimension    (for    example,
              ?GL_MAP2_TEXTURE_COORD_1  and  ?GL_MAP2_TEXTURE_COORD_2 ), then only the evaluation
              of the  map  that  produces  the  larger  number  of  coordinates  (in  this  case,
              ?GL_MAP2_TEXTURE_COORD_2)    is    carried    out.    ?GL_MAP1_VERTEX_4   overrides
              ?GL_MAP1_VERTEX_3, and ?GL_MAP2_VERTEX_4 overrides ?GL_MAP2_VERTEX_3 , in the  same
              manner.  If  neither  a  three-  nor a four-component vertex map is enabled for the
              specified dimension, the gl:evalCoord command is ignored.

              If you have enabled  automatic  normal  generation,  by  calling  gl:enable/1  with
              argument  ?GL_AUTO_NORMAL,  gl:evalCoord2  generates  surface normals analytically,
              regardless of the contents or enabling of the ?GL_MAP2_NORMAL map. Let

              m=((&PartialD; p)/(&PartialD; u))×((&PartialD; p)/(&PartialD; v))

              Then the generated normal n is n=m/(||m||)

              If  automatic  normal  generation  is  disabled,  the  corresponding   normal   map
              ?GL_MAP2_NORMAL  ,  if  enabled,  is used to produce a normal. If neither automatic
              normal generation nor  a  normal  map  is  enabled,  no  normal  is  generated  for
              gl:evalCoord2 commands.

              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 .

              gl:mapGrid1 and gl:mapGrid2 specify the linear grid mappings between the  i  (or  i
              and  j)  integer  grid coordinates, to the u (or u and v) floating-point evaluation
              map coordinates. See  gl:map1d/6  and  gl:map1d/6  for  details  of  how  u  and  v
              coordinates are evaluated.

              gl:mapGrid1  specifies  a single linear mapping such that integer grid coordinate 0
              maps exactly to U1 , and integer grid coordinate Un maps exactly to U2 . All  other
              integer grid coordinates i are mapped so that

              u=i(u2-u1)/un+u1

              gl:mapGrid2  specifies  two  such linear mappings. One maps integer grid coordinate
              i=0 exactly to U1 , and integer grid coordinate i=un exactly to U2 . The other maps
              integer  grid  coordinate  j=0  exactly  to  V1  , and integer grid coordinate j=vn
              exactly to V2 . Other integer grid coordinates i and j are mapped such that

              u=i(u2-u1)/un+u1

              v=j(v2-v1)/vn+v1

              The mappings specified by gl:mapGrid are used  identically  by  gl:evalMesh1/3  and
              gl:evalPoint1/1 .

              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

              and  n,  u  1, and u 2 are the arguments to the most recent gl:mapGrid1d/3 command.
              The one absolute numeric requirement is that if i=n, then the value  computed  from
              i.&Delta; u+u 1 is exactly u 2.

              In the two-dimensional case, gl:evalPoint2, let

              &Delta; u=(u 2-u 1)/n

              &Delta; v=(v 2-v 1)/m

              where  n,  u  1,  u  2,  m,  v  1,  and  v  2  are the arguments to the most recent
              gl:mapGrid1d/3 command. Then the gl:evalPoint2 command  is  equivalent  to  calling
              glEvalCoord2(  i.  &Delta;  u+u  1,  j.&Delta;  v+v  1 ); The only absolute numeric
              requirements are that if i=n, then the value  computed  from  i.&Delta;  u+u  1  is
              exactly  u 2, and if j=m, then the value computed from j.&Delta; v+v 1 is exactly v
              2.

              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.

              In the one-dimensional  case,  gl:evalMesh1,  the  mesh  is  generated  as  if  the
              following code fragment were executed:

              glBegin( Type ); for ( i = I1 ; i <= I2 ; i += 1 ) glEvalCoord1( i.&Delta; u+u 1 );
              glEnd(); where

              &Delta; u=(u 2-u 1)/n

              and n, u 1, and u 2 are the arguments to the most  recent  gl:mapGrid1d/3  command.
              type is ?GL_POINTS if Mode is ?GL_POINT, or ?GL_LINES if Mode is ?GL_LINE.

              The  one  absolute numeric requirement is that if i=n, then the value computed from
              i.&Delta; u+u 1 is exactly u 2.

              In the two-dimensional case, gl:evalMesh2, let .cp &Delta; u=(u 2-u 1)/n

              &Delta; v=(v 2-v 1)/m

              where n, u 1, u 2, m,  v  1,  and  v  2  are  the  arguments  to  the  most  recent
              gl:mapGrid1d/3  command.  Then,  if  Mode  is ?GL_FILL, the gl:evalMesh2 command is
              equivalent to:

              for ( j = J1 ; j < J2 ; j += 1 ) { glBegin( GL_QUAD_STRIP ); for ( i = I1 ; i <= I2
              ;  i  +=  1  )  {  glEvalCoord2(  i.&Delta; u+u 1, j.&Delta; v+v 1 ); glEvalCoord2(
              i.&Delta; u+u 1,(j+1).&Delta; v+v 1 ); } glEnd(); }

              If Mode is ?GL_LINE, then a call to gl:evalMesh2 is equivalent to:

              for ( j = J1 ; j <= J2 ; j += 1 ) { glBegin( GL_LINE_STRIP ); for ( i = I1 ;  i  <=
              I2  ; i += 1 ) glEvalCoord2( i.&Delta; u+u 1, j.&Delta; v+v 1 ); glEnd(); } for ( i
              = I1 ; i <= I2 ; i += 1 ) { glBegin( GL_LINE_STRIP ); for ( j = J1 ; j <= J1 ; j +=
              1 ) glEvalCoord2( i.&Delta; u+u 1, j. &Delta; v+v 1 ); glEnd(); }

              And finally, if Mode is ?GL_POINT, then a call to gl:evalMesh2 is equivalent to:

              glBegin(  GL_POINTS ); for ( j = J1 ; j <= J2 ; j += 1 ) for ( i = I1 ; i <= I2 ; i
              += 1 ) glEvalCoord2( i.&Delta; u+u 1, j.&Delta; v+v 1 ); glEnd();

              In all three cases, the only absolute numeric requirements are that  if  i=n,  then
              the  value computed from i.&Delta; u+u 1 is exactly u 2, and if j=m, then the value
              computed from j.&Delta; v+v 1 is exactly v 2.

              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.

              gl:fog assigns the value or values in Params to  the  fog  parameter  specified  by
              Pname . The following values are accepted for Pname :

              ?GL_FOG_MODE: Params is a single integer or floating-point value that specifies the
              equation to be used to compute the fog blend factor, f.  Three  symbolic  constants
              are  accepted:  ?GL_LINEAR,  ?GL_EXP,  and ?GL_EXP2. The equations corresponding to
              these symbolic constants are defined below. The initial fog mode is ?GL_EXP.

              ?GL_FOG_DENSITY: Params is a single integer or floating-point value that  specifies
              density,  the  fog density used in both exponential fog equations. Only nonnegative
              densities are accepted. The initial fog density is 1.

              ?GL_FOG_START: Params is a single integer or floating-point  value  that  specifies
              start, the near distance used in the linear fog equation. The initial near distance
              is 0.

              ?GL_FOG_END: Params is a single integer or floating-point value that specifies end,
              the far distance used in the linear fog equation. The initial far distance is 1.

              ?GL_FOG_INDEX:  Params is a single integer or floating-point value that specifies i
              f, the fog color index. The initial fog index is 0.

              ?GL_FOG_COLOR: Params contains four integer or floating-point values that specify C
              f,  the  fog  color. Integer values are mapped linearly such that the most positive
              representable value maps to 1.0, and the most negative representable value maps  to
              -1.0.  Floating-point  values  are  mapped  directly.  After  conversion, all color
              components are clamped to the range [0 1]. The initial fog color is (0, 0, 0, 0).

              ?GL_FOG_COORD_SRC: Params contains either  of  the  following  symbolic  constants:
              ?GL_FOG_COORD  or  ?GL_FRAGMENT_DEPTH. ?GL_FOG_COORD specifies that the current fog
              coordinate should  be  used  as  distance  value  in  the  fog  color  computation.
              ?GL_FRAGMENT_DEPTH  specifies  that  the  current  fragment depth should be used as
              distance value in the fog computation.

              Fog blends a fog color with each rasterized pixel fragment's  post-texturing  color
              using  a blending factor f. Factor f is computed in one of three ways, depending on
              the fog mode. Let c be either the distance in eye coordinate from  the  origin  (in
              the  case  that  the  ?GL_FOG_COORD_SRC  is  ?GL_FRAGMENT_DEPTH) or the current fog
              coordinate (in the case that ?GL_FOG_COORD_SRC is ?GL_FOG_COORD). The equation  for
              ?GL_LINEAR fog is f=(end-c)/(end-start)

              The equation for ?GL_EXP fog is f=e(-(density. c))

              The equation for ?GL_EXP2 fog is f=e(-(density. c)) 2

              Regardless  of  the fog mode, f is clamped to the range [0 1] after it is computed.
              Then, if the GL is in RGBA color mode, the fragment's red, green, and blue  colors,
              represented by C r, are replaced by

              (C r)"=f×C r+(1-f)×C f

              Fog does not affect a fragment's alpha component.

              In color index mode, the fragment's color index i r is replaced by

              (i r)"=i r+(1-f)×i f

              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.

              gl:feedbackBuffer has three arguments: Buffer is a pointer to an array of floating-
              point values into which feedback information is placed. Size indicates the size  of
              the  array. Type is a symbolic constant describing the information that is fed back
              for each vertex. gl:feedbackBuffer must be issued before feedback mode  is  enabled
              (by  calling  gl:renderMode/1  with  argument  ?GL_FEEDBACK).  Setting ?GL_FEEDBACK
              without establishing the feedback buffer, or calling gl:feedbackBuffer while the GL
              is in feedback mode, is an error.

              When  gl:renderMode/1  is  called  while in feedback mode, it returns the number of
              entries placed in the feedback array and resets the feedback array pointer  to  the
              base  of  the  feedback  buffer.  The  returned  value  never exceeds Size . If the
              feedback data required more room than was available  in  Buffer  ,  gl:renderMode/1
              returns a negative value. To take the GL out of feedback mode, call gl:renderMode/1
              with a parameter value other than ?GL_FEEDBACK.

              While in feedback mode, each primitive, bitmap, or pixel rectangle  that  would  be
              rasterized  generates a block of values that are copied into the feedback array. If
              doing so would cause the number of entries to exceed  the  maximum,  the  block  is
              partially  written  so as to fill the array (if there is any room left at all), and
              an overflow flag is set. Each block begins with a  code  indicating  the  primitive
              type,  followed  by  values  that  describe the primitive's vertices and associated
              data. Entries are also written for bitmaps and pixel  rectangles.  Feedback  occurs
              after  polygon  culling  and  gl:polygonMode/2 interpretation of polygons has taken
              place, so polygons that are culled are not returned in the feedback buffer. It  can
              also  occur after polygons with more than three edges are broken up into triangles,
              if the GL implementation renders polygons by performing this decomposition.

              The gl:passThrough/1 command can be used to  insert  a  marker  into  the  feedback
              buffer. See gl:passThrough/1 .

              Following is the grammar for the blocks of values written into the feedback buffer.
              Each primitive is indicated with a unique identifying value followed by some number
              of  vertices. Polygon entries include an integer value indicating how many vertices
              follow. A vertex is fed back as some number of floating-point values, as determined
              by  Type  .  Colors are fed back as four values in RGBA mode and one value in color
              index mode.

              feedbackList ← feedbackItem feedbackList | feedbackItem

              feedbackItem ← point | lineSegment | polygon | bitmap | pixelRectangle | passThru

              point ←?GL_POINT_TOKEN vertex

              lineSegment ←?GL_LINE_TOKEN vertex vertex | ?GL_LINE_RESET_TOKEN vertex vertex

              polygon ←?GL_POLYGON_TOKEN n polySpec

              polySpec ← polySpec vertex | vertex vertex vertex

              bitmap ←?GL_BITMAP_TOKEN vertex

              pixelRectangle ←?GL_DRAW_PIXEL_TOKEN vertex | ?GL_COPY_PIXEL_TOKEN vertex

              passThru ←?GL_PASS_THROUGH_TOKEN value

              vertex ← 2d | 3d | 3dColor | 3dColorTexture | 4dColorTexture

              2d ← value value

              3d ← value value value

              3dColor ← value value value color

              3dColorTexture ← value value value color tex

              4dColorTexture ← value value value value color tex

              color ← rgba | index

              rgba ← value value value value

              index ← value

              tex ← value value value value

              value is a floating-point number, and n is  a  floating-point  integer  giving  the
              number    of    vertices   in   the   polygon.   ?GL_POINT_TOKEN,   ?GL_LINE_TOKEN,
              ?GL_LINE_RESET_TOKEN , ?GL_POLYGON_TOKEN,  ?GL_BITMAP_TOKEN,  ?GL_DRAW_PIXEL_TOKEN,
              ?GL_COPY_PIXEL_TOKEN   and   ?GL_PASS_THROUGH_TOKEN   are  symbolic  floating-point
              constants. ?GL_LINE_RESET_TOKEN is returned whenever the line  stipple  pattern  is
              reset. The data returned as a vertex depends on the feedback Type .

              The  following table gives the correspondence between Type and the number of values
              per   vertex.   k   is   1   in    color    index    mode    and    4    in    RGBA
              mode.TypeCoordinatesColorTextureTotal Number of Values
              ?GL_2Dx, y 2
              ?GL_3Dx, y, z 3
              ?GL_3D_COLORx, y, z k 3+k
              ?GL_3D_COLOR_TEXTUREx, y, z k 4 7+k
              ?GL_4D_COLOR_TEXTUREx, y, z, w k 4 8+k

              Feedback  vertex  coordinates are in window coordinates, except w, which is in clip
              coordinates. Feedback colors are lighted, if lighting is enabled. Feedback  texture
              coordinates  are  generated,  if texture coordinate generation is enabled. They are
              always transformed by the texture matrix.

              See external documentation.

       passThrough(Token) -> ok

              Types:

                 Token = float()

              Place a marker in the feedback buffer

              Feedback is a GL render 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 the gl:feedbackBuffer/3
              reference page for a description of the feedback buffer and the values in it.

              gl:passThrough inserts a user-defined marker in the  feedback  buffer  when  it  is
              executed  in  feedback  mode.  Token  is  returned as if it were a primitive; it is
              indicated with its own unique identifying value: ?GL_PASS_THROUGH_TOKEN. The  order
              of gl:passThrough commands with respect to the specification of graphics primitives
              is maintained.

              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.

              A  programmer  can  use selection to determine which primitives are drawn into some
              region of a window. The region is defined by the current modelview and  perspective
              matrices.

              In  selection mode, no pixel fragments are produced from rasterization. Instead, if
              a primitive or a raster position intersects the  clipping  volume  defined  by  the
              viewing  frustum  and  the  user-defined  clipping  planes, this primitive causes a
              selection hit. (With polygons, no hit occurs if the  polygon  is  culled.)  When  a
              change  is  made to the name stack, or when gl:renderMode/1 is called, a hit record
              is copied to Buffer if any hits have occurred since the last such event (name stack
              change  or gl:renderMode/1 call). The hit record consists of the number of names in
              the name stack at the time of the event, followed by the minimum and maximum  depth
              values  of  all  vertices  that  hit since the previous event, followed by the name
              stack contents, bottom name first.

              Depth values (which are in the range [0,1]) are multiplied by 2 32-1, before  being
              placed in the hit record.

              An  internal  index  into  Buffer is reset to 0 whenever selection mode is entered.
              Each time a hit record is copied into Buffer , the index is incremented to point to
              the  cell  just past the end of the block of names(emthat is, to the next available
              cell If the hit record is larger than the number of remaining locations in Buffer ,
              as  much data as can fit is copied, and the overflow flag is set. If the name stack
              is empty when a hit record is copied, that record consists of  0  followed  by  the
              minimum and maximum depth values.

              To exit selection mode, call gl:renderMode/1 with an argument other than ?GL_SELECT
              . Whenever gl:renderMode/1 is called  while  the  render  mode  is  ?GL_SELECT,  it
              returns  the  number of hit records copied to Buffer , resets the overflow flag and
              the selection buffer pointer, and initializes the name stack to be  empty.  If  the
              overflow  bit  was set when gl:renderMode/1 was called, a negative hit record count
              is returned.

              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.

              The name stack is always empty while the render mode is not  ?GL_SELECT.  Calls  to
              gl:initNames while the render mode is not ?GL_SELECT are ignored.

              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.

              gl:loadName causes Name to replace the value on the top of the name stack.

              The  name  stack  is always empty while the render mode is not ?GL_SELECT. Calls to
              gl:loadName while the render mode is not ?GL_SELECT are ignored.

              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.

              gl:pushName causes Name to be pushed onto the name stack.  gl:pushName/1  pops  one
              name off the top of the stack.

              The    maximum    name    stack    depth    is    implementation-dependent;    call
              ?GL_MAX_NAME_STACK_DEPTH to find out the value for a particular implementation.  It
              is  an  error to push a name onto a full stack or to pop a name off an empty stack.
              It is also an  error  to  manipulate  the  name  stack  between  the  execution  of
              gl:'begin'/1  and  the  corresponding  execution  of gl:'begin'/1 . In any of these
              cases, the error flag is set and no other change is made to GL state.

              The name stack is always empty while the render mode is not  ?GL_SELECT.  Calls  to
              gl:pushName or gl:pushName/1 while the render mode is not ?GL_SELECT are ignored.

              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.

              These  equations  use  the source and destination blend factors specified by either
              gl:blendFunc/2    or    gl:blendFuncSeparate/4    .    See    gl:blendFunc/2     or
              gl:blendFuncSeparate/4 for a description of the various blend factors.

              In  the equations that follow, source and destination color components are referred
              to as (R s G s B s A s) and (R d G d B d A d), respectively. The  result  color  is
              referred  to  as  (R  r  G r B r A r). The source and destination blend factors are
              denoted (s R s G s B s A) and (d R d G d B d A), respectively. For these  equations
              all  color  components  are  understood  to  have values in the range [0 1].ModeRGB
              ComponentsAlpha Component
              ?GL_FUNC_ADD Rr=R s s R+R d d R Gr=G s s G+G d d G Br=B s s B+B d d B Ar=A s s  A+A
              d d A
              ?GL_FUNC_SUBTRACT Rr=R s s R-R d d R Gr=G s s G-G d d G Br=B s s B-B d d B Ar=A s s
              A-A d d A
              ?GL_FUNC_REVERSE_SUBTRACT Rr=R d d R-R s s R Gr=G d d G-G s s G Br=B d d B-B s s  B
              Ar=A d d A-A s s A
              ?GL_MIN Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d) Ar=min (A s A d)
              ?GL_MAX Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d) Ar=max(A s A d)

              The results of these equations are clamped to the range [0 1].

              The  ?GL_MIN  and  ?GL_MAX equations are useful for applications that analyze image
              data (image thresholding against a constant color, for example).  The  ?GL_FUNC_ADD
              equation is useful for antialiasing and transparency, among other things.

              Initially,  both  the  RGB  blend  equation and the alpha blend equation are set to
              ?GL_FUNC_ADD .

              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.

              Implementations  denote recommended maximum amounts of vertex and index data, which
              may be queried by calling gl:getBooleanv/1 with argument  ?GL_MAX_ELEMENTS_VERTICES
              and  ?GL_MAX_ELEMENTS_INDICES  .  If  end-start+1  is  greater  than  the  value of
              ?GL_MAX_ELEMENTS_VERTICES,  or  if   Count   is   greater   than   the   value   of
              ?GL_MAX_ELEMENTS_INDICES,  then  the call may operate at reduced performance. There
              is no requirement that all  vertices  in  the  range  [start  end]  be  referenced.
              However,  the  implementation  may  partially  process  unused  vertices,  reducing
              performance from what could be achieved with an optimal index set.

              When gl:drawRangeElements is called, it uses  Count  sequential  elements  from  an
              enabled  array,  starting at Start to construct a sequence of geometric primitives.
              Mode specifies what kind of primitives are constructed, and how the array  elements
              construct these primitives. If more than one array is enabled, each is used.

              Vertex  attributes  that  are  modified by gl:drawRangeElements have an unspecified
              value after gl:drawRangeElements returns. Attributes that aren't modified  maintain
              their previous values.

              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.

              To define texture images, call gl:texImage3D. The arguments describe the parameters
              of  the texture image, such as height, width, depth, width of the border, level-of-
              detail number (see gl:texParameterf/3 ), and number of color  components  provided.
              The last three arguments describe how the image is represented in memory.

              If  Target  is  ?GL_PROXY_TEXTURE_3D,  no  data  is read from Data , but all of the
              texture image state is recalculated, checked for consistency, and  checked  against
              the implementation's capabilities. If the implementation cannot handle a texture of
              the requested texture size, it sets all of the image  state  to  0,  but  does  not
              generate an error (see gl:getError/0 ). To query for an entire mipmap array, use an
              image array level greater than or equal to 1.

              If Target is ?GL_TEXTURE_3D, data is read from Data as  a  sequence  of  signed  or
              unsigned  bytes,  shorts,  or  longs,  or  single-precision  floating-point values,
              depending on Type . These values are grouped into sets of one, two, three, or  four
              values,  depending on Format , to form elements. Each data byte is treated as eight
              1-bit  elements,  with  bit  ordering  determined  by   ?GL_UNPACK_LSB_FIRST   (see
              gl:pixelStoref/2 ).

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a texture image is specified, Data  is  treated  as  a
              byte offset into the buffer object's data store.

              The  first  element  corresponds  to  the  lower  left corner of the texture image.
              Subsequent elements progress left-to-right through  the  remaining  texels  in  the
              lowest  row  of  the  texture  image,  and  then in successively higher rows of the
              texture image. The final element corresponds to  the  upper  right  corner  of  the
              texture image.

              Format  determines  the  composition of each element in Data . It can assume one of
              these symbolic values:

              ?GL_RED: Each element is a single red component. The GL  converts  it  to  floating
              point  and assembles it into an RGBA element by attaching 0 for green and blue, and
              1 for alpha.  Each  component  is  then  multiplied  by  the  signed  scale  factor
              ?GL_c_SCALE, added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RG:  Each  element  is  a  red and green pair. The GL converts each to floating
              point and assembles it into an RGBA element by attaching 0  for  blue,  and  1  for
              alpha.  Each  component  is then multiplied by the signed scale factor ?GL_c_SCALE,
              added to the signed bias ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RGB

              ?GL_BGR: Each element is an RGB triple. The GL converts it to  floating  point  and
              assembles  it into an RGBA element by attaching 1 for alpha. Each component is then
              multiplied by the signed  scale  factor  ?GL_c_SCALE,  added  to  the  signed  bias
              ?GL_c_BIAS, and clamped to the range [0,1].

              ?GL_RGBA

              ?GL_BGRA:  Each  element contains all four components. Each component is multiplied
              by the signed scale factor ?GL_c_SCALE, added to the signed  bias  ?GL_c_BIAS,  and
              clamped to the range [0,1].

              If  an  application  wants  to  store  the  texture at a certain resolution or in a
              certain format, it can request the resolution and format with InternalFormat .  The
              GL  will choose an internal representation that closely approximates that requested
              by InternalFormat , but it may not match exactly. (The representations specified by
              ?GL_RED, ?GL_RG , ?GL_RGB, and ?GL_RGBA must match exactly.)

              InternalFormat may be one of the base internal formats shown in Table 1, below

              InternalFormat  may  also  be  one  of the sized internal formats shown in Table 2,
              below

              Finally, InternalFormat may also be one of the  generic  or  compressed  compressed
              texture formats shown in Table 3 below

              If  the  InternalFormat  parameter  is  one  of  the  generic  compressed  formats,
              ?GL_COMPRESSED_RED , ?GL_COMPRESSED_RG, ?GL_COMPRESSED_RGB, or ?GL_COMPRESSED_RGBA,
              the  GL  will replace the internal format with the symbolic constant for a specific
              internal format and compress  the  texture  before  storage.  If  no  corresponding
              internal format is available, or the GL can not compress that image for any reason,
              the internal format is instead replaced with a corresponding base internal format.

              If the  InternalFormat  parameter  is  ?GL_SRGB,  ?GL_SRGB8,  ?GL_SRGB_ALPHA  ,  or
              ?GL_SRGB8_ALPHA8,  the  texture is treated as if the red, green, blue, or luminance
              components are encoded in the  sRGB  color  space.  Any  alpha  component  is  left
              unchanged. The conversion from the sRGB encoded component c s to a linear component
              c l is:

              c l={ c s/12.92if c s&le; 0.04045( c s+0.055/1.055) 2.4if c s> 0.04045

              Assume c s is the sRGB component in the range [0,1].

              Use the ?GL_PROXY_TEXTURE_3D target  to  try  out  a  resolution  and  format.  The
              implementation  will  update and recompute its best match for the requested storage
              resolution and format. To then query this state, call gl:getTexLevelParameterfv/3 .
              If the texture cannot be accommodated, texture state is set to 0.

              A  one-component  texture  image  uses  only  the  red  component of the RGBA color
              extracted from Data . A two-component image uses the  R  and  A  values.  A  three-
              component image uses the R, G, and B values. A four-component image uses all of the
              RGBA components.

              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 ).

              The  screen-aligned  pixel  rectangle  with lower left corner at ( X , Y ) and with
              width Width and height Height replaces the portion of  the  texture  array  with  x
              indices  Xoffset  through xoffset+width-1, inclusive, and y indices Yoffset through
              yoffset+height-1, inclusive, at z index Zoffset and at the mipmap  level  specified
              by Level .

              The  pixels  in  the rectangle are processed exactly as if gl:readPixels/7 had been
              called, but the process stops just before final  conversion.  At  this  point,  all
              pixel  component  values  are  clamped to the range [0 1] and then converted to the
              texture's internal format for storage in the texel array.

              The destination rectangle in the texture array may not include any  texels  outside
              the  texture  array as it was originally specified. It is not an error to specify a
              subtexture with zero width or height, but such a specification has no effect.

              If any of the pixels within the specified rectangle of the current  ?GL_READ_BUFFER
              are outside the read window associated with the current rendering context, then the
              values obtained for those pixels are undefined.

              No change is made to the internalformat, width, height, depth, or border parameters
              of the specified texture array or to texel values outside the specified subregion.

              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.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2 ) while a color table is specified, Data is treated as a byte
              offset into the buffer object's data store.

              If    Target    is    ?GL_COLOR_TABLE,     ?GL_POST_CONVOLUTION_COLOR_TABLE,     or
              ?GL_POST_COLOR_MATRIX_COLOR_TABLE  , gl:colorTable builds a color lookup table from
              an array of pixels. The pixel array specified by Width , Format , Type ,  and  Data
              is  extracted from memory and processed just as if gl:drawPixels/5 were called, but
              processing stops after the final expansion to RGBA is completed.

              The four scale parameters and the four bias parameters that  are  defined  for  the
              table  are then used to scale and bias the R, G, B, and A components of each pixel.
              (Use gl:colorTableParameter to set these scale and bias parameters.)

              Next, the R, G, B, and A values are clamped to the range [0 1]. Each pixel is  then
              converted  to  the  internal  format  specified by Internalformat . This conversion
              simply maps the component values of the pixel (R,  G,  B,  and  A)  to  the  values
              included   in  the  internal  format  (red,  green,  blue,  alpha,  luminance,  and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_ALPHA A
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              Finally, the red, green, blue, alpha, luminance, and/or intensity components of the
              resulting pixels are stored in the color table. They form a  one-dimensional  table
              with indices in the range [0 width-1].

              If  Target  is  ?GL_PROXY_*,  gl:colorTable recomputes and stores the values of the
              proxy color table's state variables ?GL_COLOR_TABLE_FORMAT, ?GL_COLOR_TABLE_WIDTH ,
              ?GL_COLOR_TABLE_RED_SIZE,  ?GL_COLOR_TABLE_GREEN_SIZE,  ?GL_COLOR_TABLE_BLUE_SIZE ,
              ?GL_COLOR_TABLE_ALPHA_SIZE,           ?GL_COLOR_TABLE_LUMINANCE_SIZE,           and
              ?GL_COLOR_TABLE_INTENSITY_SIZE  .  There  is no effect on the image or state of any
              actual color table. If the specified color table is too large to be supported, then
              all  the  proxy  state variables listed above are set to zero. Otherwise, the color
              table could be supported by gl:colorTable using the corresponding non-proxy target,
              and the proxy state variables are set as if that target were being defined.

              The proxy state variables can be retrieved by calling gl:getColorTableParameterfv/2
              with a target of ?GL_PROXY_*. This allows the application to decide if a particular
              gl:colorTable  command  would  succeed,  and  to determine what the resulting color
              table attributes would be.

              If a color table is enabled, and its width is non-zero, then its contents are  used
              to  replace  a  subset  of  the  components  of each RGBA pixel group, based on the
              internal format of the table.

              Each pixel group has color components (R, G, B, A) that are in the range [0.0 1.0].
              The  color components are rescaled to the size of the color lookup table to form an
              index. Then a subset of the components based on the internal format  of  the  table
              are replaced by the table entry selected by that index. If the color components and
              contents of the table are represented as follows:RepresentationMeaning
               r Table index computed from R
              g Table index computed from G
              b Table index computed from B
              a Table index computed from A
              L[i] Luminance value at table index i
              I[i] Intensity value at table index i
               R[i] Red value at table index i
              G[i] Green value at table index i
              B[i] Blue value at table index i
               A[i] Alpha value at table index i

              then the result of color table lookup is as follows:Resulting Texture Components
              Table Internal FormatRGBA
              ?GL_ALPHARGBA[a]
              ?GL_LUMINANCEL[r]L[g]L[b]At
              ?GL_LUMINANCE_ALPHA L[r]L[g]L[b]A[a]
              ?GL_INTENSITY I[r]I[g]I[b]I[a]
              ?GL_RGBR[r] G[g]B[b]A
              ?GL_RGBAR[r] G[g]B[b]A[a]

              When ?GL_COLOR_TABLE is enabled, the colors resulting from the pixel map  operation
              (if  it is enabled) are mapped by the color lookup table before being passed to the
              convolution operation. The colors resulting  from  the  convolution  operation  are
              modified     by     the     post    convolution    color    lookup    table    when
              ?GL_POST_CONVOLUTION_COLOR_TABLE is enabled. These modified colors are then sent to
              the  color  matrix  operation.  Finally,  if  ?GL_POST_COLOR_MATRIX_COLOR_TABLE  is
              enabled, the colors resulting from the color matrix operation  are  mapped  by  the
              post color matrix color lookup table before being used by the histogram operation.

              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.

              Pname must be ?GL_COLOR_TABLE_SCALE to set the scale factors. In this case,  Params
              points  to  an  array  of  four values, which are the scale factors for red, green,
              blue, and alpha, in that order.

              Pname must be ?GL_COLOR_TABLE_BIAS to set the bias  terms.  In  this  case,  Params
              points  to  an array of four values, which are the bias terms for red, green, blue,
              and alpha, in that order.

              The color tables themselves are specified by calling gl:colorTable/6 .

              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 ).

              The screen-aligned pixel rectangle with lower-left corner at ( X , Y ) having width
              Width and height 1 is loaded into the color table. If any pixels within this region
              are  outside the window that is associated with the GL context, the values obtained
              for those pixels are undefined.

              The pixels in the rectangle are processed just as if gl:readPixels/7  were  called,
              with Internalformat set to RGBA, but processing stops after the final conversion to
              RGBA.

              The four scale parameters and the four bias parameters that  are  defined  for  the
              table  are then used to scale and bias the R, G, B, and A components of each pixel.
              The scale and bias parameters are set by calling gl:colorTableParameterfv/3 .

              Next, the R, G, B, and A values are clamped to the range [0 1]. Each pixel is  then
              converted  to  the  internal  format  specified by Internalformat . This conversion
              simply maps the component values of the pixel (R,  G,  B,  and  A)  to  the  values
              included   in  the  internal  format  (red,  green,  blue,  alpha,  luminance,  and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_ALPHA A
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              Finally, the red, green, blue, alpha, luminance, and/or intensity components of the
              resulting pixels are stored in the color table. They form a  one-dimensional  table
              with indices in the range [0 width-1].

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a histogram table is requested, Table is treated as a  byte
              offset into the buffer object's data store.

              Color  components  that  are  requested in the specified Format , but which are not
              included in the internal format of the color lookup table, are  returned  as  zero.
              The  assignments of internal color components to the components requested by Format
              areInternal ComponentResulting Component
               Red Red
               Green Green
               Blue Blue
               Alpha Alpha
               Luminance Red
               Intensity Red

              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 .

              When   Pname   is   set   to   ?GL_COLOR_TABLE_SCALE    or    ?GL_COLOR_TABLE_BIAS,
              gl:getColorTableParameter  returns the color table scale or bias parameters for the
              table  specified  by  Target  .  For  these  queries,  Target  must   be   set   to
              ?GL_COLOR_TABLE           ,           ?GL_POST_CONVOLUTION_COLOR_TABLE,          or
              ?GL_POST_COLOR_MATRIX_COLOR_TABLE and Params points to an array of  four  elements,
              which  receive  the  scale or bias factors for red, green, blue, and alpha, in that
              order.

              gl:getColorTableParameter can  also  be  used  to  retrieve  the  format  and  size
              parameters  for  a  color  table. For these queries, set Target to either the color
              table target or the proxy color table target. The format and  size  parameters  are
              set by gl:colorTable/6 .

              The  following  table lists the format and size parameters that may be queried. For
              each symbolic constant listed below for Pname , Params must point to  an  array  of
              the given length and receive the values indicated.ParameterNMeaning
              ?GL_COLOR_TABLE_FORMAT 1 Internal format (e.g., ?GL_RGBA)
              ?GL_COLOR_TABLE_WIDTH 1 Number of elements in table
              ?GL_COLOR_TABLE_RED_SIZE 1 Size of red component, in bits
              ?GL_COLOR_TABLE_GREEN_SIZE 1 Size of green component
              ?GL_COLOR_TABLE_BLUE_SIZE 1 Size of blue component
              ?GL_COLOR_TABLE_ALPHA_SIZE 1 Size of alpha component
              ?GL_COLOR_TABLE_LUMINANCE_SIZE 1 Size of luminance component
              ?GL_COLOR_TABLE_INTENSITY_SIZE 1 Size of intensity component

              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.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2  )  while  a portion of a color table is respecified, Data is
              treated as a byte offset into the buffer object's data store.

              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.

              The pixel array specified by Width , Format , Type , and  Data  is  extracted  from
              memory  and  processed just as if gl:drawPixels/5 were called, but processing stops
              after the final expansion to RGBA is completed.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2 ) while a convolution filter is specified, Data is treated as
              a byte offset into the buffer object's data store.

              The R, G, B, and A components of  each  pixel  are  next  scaled  by  the  four  1D
              ?GL_CONVOLUTION_FILTER_SCALE    parameters    and    biased    by   the   four   1D
              ?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters are  set  by
              gl:convolutionParameterf/3  using  the  ?GL_CONVOLUTION_1D  target  and  the  names
              ?GL_CONVOLUTION_FILTER_SCALE  and  ?GL_CONVOLUTION_FILTER_BIAS  .  The   parameters
              themselves  are  vectors  of  four values that are applied to red, green, blue, and
              alpha, in that order.) The R, G, B, and A values are not clamped to  [0,1]  at  any
              time during this process.

              Each  pixel  is then converted to the internal format specified by Internalformat .
              This conversion simply maps the component values of the pixel (R, G, B, and  A)  to
              the values included in the internal format (red, green, blue, alpha, luminance, and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_ALPHA A
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              The  red,  green,  blue,  alpha,  luminance,  and/or  intensity  components  of the
              resulting pixels are stored in floating-point rather than integer format. They form
              a  one-dimensional filter kernel image indexed with coordinate i such that i starts
              at 0 and increases from left to right. Kernel location i is derived  from  the  ith
              pixel, counting from 0.

              Note that after a convolution is performed, the resulting color components are also
              scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE parameters and biased by
              their  corresponding  ?GL_POST_CONVOLUTION_c_BIAS  parameters (where c takes on the
              values  RED,   GREEN,   BLUE,   and   ALPHA).   These   parameters   are   set   by
              gl:pixelTransferf/2 .

              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.

              The pixel array specified by Width , Height , Format , Type , and Data is extracted
              from  memory  and  processed just as if gl:drawPixels/5 were called, but processing
              stops after the final expansion to RGBA is completed.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2 ) while a convolution filter is specified, Data is treated as
              a byte offset into the buffer object's data store.

              The R, G, B, and A components of  each  pixel  are  next  scaled  by  the  four  2D
              ?GL_CONVOLUTION_FILTER_SCALE    parameters    and    biased    by   the   four   2D
              ?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters are  set  by
              gl:convolutionParameterf/3  using  the  ?GL_CONVOLUTION_2D  target  and  the  names
              ?GL_CONVOLUTION_FILTER_SCALE  and  ?GL_CONVOLUTION_FILTER_BIAS  .  The   parameters
              themselves  are  vectors  of  four values that are applied to red, green, blue, and
              alpha, in that order.) The R, G, B, and A values are not clamped to  [0,1]  at  any
              time during this process.

              Each  pixel  is then converted to the internal format specified by Internalformat .
              This conversion simply maps the component values of the pixel (R, G, B, and  A)  to
              the values included in the internal format (red, green, blue, alpha, luminance, and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_ALPHA A
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              The  red,  green,  blue,  alpha,  luminance,  and/or  intensity  components  of the
              resulting pixels are stored in floating-point rather than integer format. They form
              a  two-dimensional filter kernel image indexed with coordinates i and j such that i
              starts at zero and increases from left to right, and j starts at zero and increases
              from  bottom  to top. Kernel location i,j is derived from the Nth pixel, where N is
              i+j* Width .

              Note that after a convolution is performed, the resulting color components are also
              scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE parameters and biased by
              their corresponding ?GL_POST_CONVOLUTION_c_BIAS parameters (where c  takes  on  the
              values   RED,   GREEN,   BLUE,   and   ALPHA).   These   parameters   are   set  by
              gl:pixelTransferf/2 .

              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.

              Target  selects  the  convolution  filter  to  be   affected:   ?GL_CONVOLUTION_1D,
              ?GL_CONVOLUTION_2D  ,  or  ?GL_SEPARABLE_2D for the 1D, 2D, or separable 2D filter,
              respectively.

              Pname  selects  the  parameter  to  be  changed.  ?GL_CONVOLUTION_FILTER_SCALE  and
              ?GL_CONVOLUTION_FILTER_BIAS affect the definition of the convolution filter kernel;
              see     gl:convolutionFilter1D/6     ,     gl:convolutionFilter2D/7      ,      and
              gl:separableFilter2D/8  for  details.  In these cases, Params v is an array of four
              values to be applied to red, green,  blue,  and  alpha  values,  respectively.  The
              initial  value  for  ?GL_CONVOLUTION_FILTER_SCALE  is (1, 1, 1, 1), and the initial
              value for ?GL_CONVOLUTION_FILTER_BIAS is (0, 0, 0, 0).

              A Pname value of ?GL_CONVOLUTION_BORDER_MODE controls the convolution border  mode.
              The accepted modes are:

              ?GL_REDUCE:  The image resulting from convolution is smaller than the source image.
              If the filter width is Wf and height is Hf, and the source image width  is  Ws  and
              height is Hs, then the convolved image width will be Ws-Wf+1 and height will be Hs-
              Hf +1. (If this reduction would generate an  image  with  zero  or  negative  width
              and/or height, the output is simply null, with no error generated.) The coordinates
              of the image resulting from convolution are zero through Ws-Wf in  width  and  zero
              through Hs-Hf in height.

              ?GL_CONSTANT_BORDER:  The  image resulting from convolution is the same size as the
              source image, and processed as if the source image were surrounded by  pixels  with
              their color specified by the ?GL_CONVOLUTION_BORDER_COLOR.

              ?GL_REPLICATE_BORDER:  The image resulting from convolution is the same size as the
              source image, and processed as if the outermost pixel on the border of  the  source
              image were replicated.

              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 ).

              The screen-aligned pixel rectangle with lower-left corner at ( X , Y ), width Width
              and height 1 is used to define the convolution filter. If any  pixels  within  this
              region  are  outside  the window that is associated with the GL context, the values
              obtained for those pixels are undefined.

              The pixels in the rectangle are processed exactly as if  gl:readPixels/7  had  been
              called with format set to RGBA, but the process stops just before final conversion.
              The R, G, B, and A components of  each  pixel  are  next  scaled  by  the  four  1D
              ?GL_CONVOLUTION_FILTER_SCALE    parameters    and    biased    by   the   four   1D
              ?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters are  set  by
              gl:convolutionParameterf/3  using  the  ?GL_CONVOLUTION_1D  target  and  the  names
              ?GL_CONVOLUTION_FILTER_SCALE  and  ?GL_CONVOLUTION_FILTER_BIAS  .  The   parameters
              themselves  are  vectors  of  four values that are applied to red, green, blue, and
              alpha, in that order.) The R, G, B, and A values are not clamped to  [0,1]  at  any
              time during this process.

              Each  pixel  is then converted to the internal format specified by Internalformat .
              This conversion simply maps the component values of the pixel (R, G, B, and  A)  to
              the values included in the internal format (red, green, blue, alpha, luminance, and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_ALPHA A
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              The  red,  green,  blue,  alpha,  luminance,  and/or  intensity  components  of the
              resulting pixels are stored in floating-point rather than integer format.

              Pixel ordering is such that lower x screen coordinates correspond to lower i filter
              image coordinates.

              Note that after a convolution is performed, the resulting color components are also
              scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE parameters and biased by
              their  corresponding  ?GL_POST_CONVOLUTION_c_BIAS  parameters (where c takes on the
              values  RED,   GREEN,   BLUE,   and   ALPHA).   These   parameters   are   set   by
              gl:pixelTransferf/2 .

              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 ).

              The screen-aligned pixel rectangle with lower-left corner at ( X , Y ), width Width
              and height Height is used to define the convolution filter. If  any  pixels  within
              this  region  are  outside  the  window that is associated with the GL context, the
              values obtained for those pixels are undefined.

              The pixels in the rectangle are processed exactly as if  gl:readPixels/7  had  been
              called with format set to RGBA, but the process stops just before final conversion.
              The R, G, B, and A components of  each  pixel  are  next  scaled  by  the  four  2D
              ?GL_CONVOLUTION_FILTER_SCALE    parameters    and    biased    by   the   four   2D
              ?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters are  set  by
              gl:convolutionParameterf/3  using  the  ?GL_CONVOLUTION_2D  target  and  the  names
              ?GL_CONVOLUTION_FILTER_SCALE  and  ?GL_CONVOLUTION_FILTER_BIAS  .  The   parameters
              themselves  are  vectors  of  four values that are applied to red, green, blue, and
              alpha, in that order.) The R, G, B, and A values are not clamped to  [0,1]  at  any
              time during this process.

              Each  pixel  is then converted to the internal format specified by Internalformat .
              This conversion simply maps the component values of the pixel (R, G, B, and  A)  to
              the values included in the internal format (red, green, blue, alpha, luminance, and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_ALPHA A
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              The  red,  green,  blue,  alpha,  luminance,  and/or  intensity  components  of the
              resulting pixels are stored in floating-point rather than integer format.

              Pixel ordering is such that lower x screen coordinates correspond to lower i filter
              image  coordinates,  and  lower  y  screen coordinates correspond to lower j filter
              image coordinates.

              Note that after a convolution is performed, the resulting color components are also
              scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE parameters and biased by
              their corresponding ?GL_POST_CONVOLUTION_c_BIAS parameters (where c  takes  on  the
              values   RED,   GREEN,   BLUE,   and   ALPHA).   These   parameters   are   set  by
              gl:pixelTransferf/2 .

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a convolution filter is requested, Image is  treated  as  a
              byte offset into the buffer object's data store.

              Color components that are present in Format but not included in the internal format
              of the filter are returned as zero. The assignments of internal color components to
              the components of Format are as follows.Internal ComponentResulting Component
               Red Red
               Green Green
               Blue Blue
               Alpha Alpha
               Luminance Red
               Intensity Red

              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:

              ?GL_CONVOLUTION_BORDER_MODE:     The     convolution     border      mode.      See
              gl:convolutionParameterf/3 for a list of border modes.

              ?GL_CONVOLUTION_BORDER_COLOR:  The current convolution border color. Params must be
              a pointer to an array of four elements, which will receive the  red,  green,  blue,
              and alpha border colors.

              ?GL_CONVOLUTION_FILTER_SCALE:  The  current  filter scale factors. Params must be a
              pointer to an array of four elements, which will receive the red, green, blue,  and
              alpha filter scale factors in that order.

              ?GL_CONVOLUTION_FILTER_BIAS:  The  current  filter  bias  factors. Params must be a
              pointer to an array of four elements, which will receive the red, green, blue,  and
              alpha filter bias terms in that order.

              ?GL_CONVOLUTION_FORMAT: The current internal format. See gl:convolutionFilter1D/6 ,
              gl:convolutionFilter2D/7  ,  and  gl:separableFilter2D/8  for  lists  of  allowable
              formats.

              ?GL_CONVOLUTION_WIDTH: The current filter image width.

              ?GL_CONVOLUTION_HEIGHT: The current filter image height.

              ?GL_MAX_CONVOLUTION_WIDTH: The maximum acceptable filter image width.

              ?GL_MAX_CONVOLUTION_HEIGHT: The maximum acceptable filter image height.

              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.

              The pixel arrays specified by ( Width , Format , Type , Row ) and ( Height , Format
              ,  Type , Column ) are processed just as if they had been passed to gl:drawPixels/5
              , but processing stops after the final expansion to RGBA is completed.

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2 ) while a convolution filter is specified, Row and Column are
              treated as byte offsets into the buffer object's data store.

              Next, the R, G, B, and A components of all pixels in both arrays are scaled by  the
              four  separable  2D  ?GL_CONVOLUTION_FILTER_SCALE parameters and biased by the four
              separable 2D ?GL_CONVOLUTION_FILTER_BIAS parameters. (The scale and bias parameters
              are  set  by  gl:convolutionParameterf/3  using the ?GL_SEPARABLE_2D target and the
              names ?GL_CONVOLUTION_FILTER_SCALE and ?GL_CONVOLUTION_FILTER_BIAS. The  parameters
              themselves  are  vectors  of  four values that are applied to red, green, blue, and
              alpha, in that order.) The R, G, B, and A values are not clamped to  [0,1]  at  any
              time during this process.

              Each  pixel  is then converted to the internal format specified by Internalformat .
              This conversion simply maps the component values of the pixel (R, G, B, and  A)  to
              the values included in the internal format (red, green, blue, alpha, luminance, and
              intensity).        The        mapping        is         as         follows:Internal
              FormatRedGreenBlueAlphaLuminanceIntensity
              ?GL_LUMINANCE R
              ?GL_LUMINANCE_ALPHA A R
              ?GL_INTENSITY R
              ?GL_RGB R G B
              ?GL_RGBA R G B A

              The  red,  green,  blue,  alpha,  luminance,  and/or  intensity  components  of the
              resulting pixels are stored in floating-point rather than integer format. They form
              two  one-dimensional filter kernel images. The row image is indexed by coordinate i
              starting at zero and increasing from left to right. Each location in the row  image
              is  derived  from  element  i  of Row . The column image is indexed by coordinate j
              starting at zero and increasing from bottom to top. Each  location  in  the  column
              image is derived from element j of Column .

              Note that after a convolution is performed, the resulting color components are also
              scaled by their corresponding ?GL_POST_CONVOLUTION_c_SCALE parameters and biased by
              their  corresponding  ?GL_POST_CONVOLUTION_c_BIAS  parameters (where c takes on the
              values  RED,   GREEN,   BLUE,   and   ALPHA).   These   parameters   are   set   by
              gl:pixelTransferf/2 .

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a histogram table is requested, Values is treated as a byte
              offset into the buffer object's data store.

              Color  components  that  are  requested in the specified Format , but which are not
              included in the internal format  of  the  histogram,  are  returned  as  zero.  The
              assignments  of  internal  color  components  to the components requested by Format
              are:Internal ComponentResulting Component
               Red Red
               Green Green
               Blue Blue
               Alpha Alpha
               Luminance Red

              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:ParameterDescription
              ?GL_HISTOGRAM_WIDTH Histogram table width
              ?GL_HISTOGRAM_FORMAT Internal format
              ?GL_HISTOGRAM_RED_SIZE Red component counter size, in bits
              ?GL_HISTOGRAM_GREEN_SIZE Green component counter size, in bits
              ?GL_HISTOGRAM_BLUE_SIZE Blue component counter size, in bits
              ?GL_HISTOGRAM_ALPHA_SIZE Alpha component counter size, in bits
              ?GL_HISTOGRAM_LUMINANCE_SIZE Luminance component counter size, in bits
              ?GL_HISTOGRAM_SINK Value of the sink parameter

              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 .

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while minimum and maximum pixel values are requested,  Values  is
              treated as a byte offset into the buffer object's data store.

              No  pixel transfer operations are performed on the return values, but pixel storage
              modes that are applicable to one-dimensional images are performed. Color components
              that  are  requested  in  the  specified  Format , but that are not included in the
              internal format of the minmax table,  are  returned  as  zero.  The  assignment  of
              internal   color   components   to  the  components  requested  by  Format  are  as
              follows:Internal ComponentResulting Component
               Red Red
               Green Green
               Blue Blue
               Alpha Alpha
               Luminance Red

              If Reset is ?GL_TRUE, the minmax table entries corresponding to the  return  values
              are reset to their initial values. Minimum and maximum values that are not returned
              are not modified, even if Reset is ?GL_TRUE.

              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:ParameterDescription
              ?GL_MINMAX_FORMAT Internal format of minmax table
              ?GL_MINMAX_SINK Value of the sink parameter

              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.)

              Histogramming is performed only for RGBA pixels  (though  these  may  be  specified
              originally  as  color  indices  and  converted  to  RGBA  by  index  table lookup).
              Histogramming is enabled with gl:enable/1 and disabled with gl:enable/1 .

              When Target is ?GL_HISTOGRAM, gl:histogram redefines the current histogram table to
              have  Width  entries  of  the  format specified by Internalformat . The entries are
              indexed 0 through width-1, and all entries are initialized to zero. The  values  in
              the  previous  histogram table, if any, are lost. If Sink is ?GL_TRUE , then pixels
              are discarded after histogramming; no further processing of the pixels takes place,
              and no drawing, texture loading, or pixel readback will result.

              When  Target is ?GL_PROXY_HISTOGRAM, gl:histogram computes all state information as
              if the histogram table were to be redefined, but does not actually define  the  new
              table.  If  the  requested  histogram  table is too large to be supported, then the
              state information will be set to zero. This  provides  a  way  to  determine  if  a
              histogram table with the given parameters can be supported.

              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 .

              gl:minmax redefines the  current  minmax  table  to  have  entries  of  the  format
              specified  by Internalformat . The maximum element is initialized with the smallest
              possible component values, and the minimum element is initialized with the  largest
              possible  component  values.  The  values in the previous minmax table, if any, are
              lost. If Sink is ?GL_TRUE , then pixels are  discarded  after  minmax;  no  further
              processing  of  the  pixels  takes place, and no drawing, texture loading, or pixel
              readback will result.

              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.

              Value is used in constructing a temporary mask used in  determining  which  samples
              will be used in resolving the final fragment color. This mask is bitwise-anded with
              the coverage mask generated from the multisampling computation. If the Invert  flag
              is  set, the temporary mask is inverted (all bits flipped) and then the bitwise-and
              is computed.

              If  an  implementation  does  not  have  any  multisample  buffers  available,   or
              multisampling is disabled, rasterization occurs with only a single sample computing
              a pixel's final RGB color.

              Provided an implementation  supports  multisample  buffers,  and  multisampling  is
              enabled,  then  a pixel's final color is generated by combining several samples per
              pixel. Each sample contains color, depth, and stencil information,  allowing  those
              operations to be performed on each sample.

              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.

              gl:compressedTexImage3D loads  a  previously  defined,  and  retrieved,  compressed
              three-dimensional  texture  image if Target is ?GL_TEXTURE_3D (see gl:texImage3D/10
              ).

              If Target is ?GL_TEXTURE_2D_ARRAY, Data is treated as an  array  of  compressed  2D
              textures.

              If  Target  is  ?GL_PROXY_TEXTURE_3D or ?GL_PROXY_TEXTURE_2D_ARRAY, no data is read
              from Data , but all of  the  texture  image  state  is  recalculated,  checked  for
              consistency,   and  checked  against  the  implementation's  capabilities.  If  the
              implementation cannot handle a texture of the requested texture size, it  sets  all
              of  the  image  state to 0, but does not generate an error (see gl:getError/0 ). To
              query for an entire mipmap array, use an image array level greater than or equal to
              1.

              Internalformat  must  be  a  known compressed image format (such as ?GL_RGTC) or an
              extension-specified compressed-texture  format.  When  a  texture  is  loaded  with
              gl:texImage2D/9    using    a    generic    compressed    texture   format   (e.g.,
              ?GL_COMPRESSED_RGB),  the  GL  selects  from  one  of  its  extensions   supporting
              compressed   textures.  In  order  to  load  the  compressed  texture  image  using
              gl:compressedTexImage3D, query the compressed texture image's size and format using
              gl:getTexLevelParameterfv/3 .

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a texture image is specified, Data  is  treated  as  a
              byte offset into the buffer object's data store.

              If  the  compressed  data  are arranged into fixed-size blocks of texels, the pixel
              storage modes can be used to  select  a  sub-rectangle  from  a  larger  containing
              rectangle.  These  pixel  storage  modes  operate  in  the  same way as they do for
              gl:texImage1D/8 . In the following description, denote by b s, b w, b h, and  b  d,
              the    values    of    pixel    storage   modes   ?GL_UNPACK_COMPRESSED_BLOCK_SIZE,
              ?GL_UNPACK_COMPRESSED_BLOCK_WIDTH,   ?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT    ,    and
              ?GL_UNPACK_COMPRESSED_BLOCK_DEPTH,  respectively.  b s is the compressed block size
              in bytes; b w, b h, and b d are the compressed block width, height,  and  depth  in
              pixels.

              By  default  the  pixel storage modes ?GL_UNPACK_ROW_LENGTH, ?GL_UNPACK_SKIP_ROWS ,
              ?GL_UNPACK_SKIP_PIXELS,  ?GL_UNPACK_IMAGE_HEIGHT  and  ?GL_UNPACK_SKIP_IMAGES   are
              ignored    for    compressed   images.   To   enable   ?GL_UNPACK_SKIP_PIXELS   and
              ?GL_UNPACK_ROW_LENGTH , b s  and  b  w  must  both  be  non-zero.  To  also  enable
              ?GL_UNPACK_SKIP_ROWS  and  ?GL_UNPACK_IMAGE_HEIGHT  , b h must be non-zero. To also
              enable ?GL_UNPACK_SKIP_IMAGES, b  d  must  be  non-zero.  All  parameters  must  be
              consistent with the compressed format to produce the desired results.

              When   selecting   a   sub-rectangle   from   a  compressed  image:  the  value  of
              ?GL_UNPACK_SKIP_PIXELS must be a multiple of b w;the value of  ?GL_UNPACK_SKIP_ROWS
              must be a multiple of b w;the value of ?GL_UNPACK_SKIP_IMAGES must be a multiple of
              b w.

              ImageSize must be equal to:

              b s×|width b/w|×|height b/h|×|depth b/d|

              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.

              gl:compressedTexImage2D  loads a previously defined, and retrieved, compressed two-
              dimensional texture image if Target is ?GL_TEXTURE_2D, or one of the cube map faces
              such as ?GL_TEXTURE_CUBE_MAP_POSITIVE_X. (see gl:texImage2D/9 ).

              If  Target  is  ?GL_TEXTURE_1D_ARRAY,  Data is treated as an array of compressed 1D
              textures.

              If Target is ?GL_PROXY_TEXTURE_2D, ?GL_PROXY_TEXTURE_1D_ARRAY or ?GL_PROXY_CUBE_MAP
              ,  no  data is read from Data , but all of the texture image state is recalculated,
              checked for consistency, and checked against the implementation's capabilities.  If
              the  implementation  cannot handle a texture of the requested texture size, it sets
              all of the image state to 0, but does not generate an error (see  gl:getError/0  ).
              To query for an entire mipmap array, use an image array level greater than or equal
              to 1.

              Internalformat must be a known compressed image format (such  as  ?GL_RGTC)  or  an
              extension-specified  compressed-texture  format.  When  a  texture  is  loaded with
              gl:texImage2D/9   using   a    generic    compressed    texture    format    (e.g.,
              ?GL_COMPRESSED_RGB),   the  GL  selects  from  one  of  its  extensions  supporting
              compressed  textures.  In  order  to  load  the  compressed  texture  image   using
              gl:compressedTexImage2D, query the compressed texture image's size and format using
              gl:getTexLevelParameterfv/3 .

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2  )  while  a texture image is specified, Data is treated as a
              byte offset into the buffer object's data store.

              If the compressed data are arranged into fixed-size blocks  of  texels,  the  pixel
              storage  modes  can  be  used  to  select  a sub-rectangle from a larger containing
              rectangle. These pixel storage modes operate  in  the  same  way  as  they  do  for
              gl:texImage2D/9  .  In the following description, denote by b s, b w, b h, and b d,
              the   values   of    pixel    storage    modes    ?GL_UNPACK_COMPRESSED_BLOCK_SIZE,
              ?GL_UNPACK_COMPRESSED_BLOCK_WIDTH,    ?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT    ,   and
              ?GL_UNPACK_COMPRESSED_BLOCK_DEPTH, respectively. b s is the compressed  block  size
              in  bytes;  b  w, b h, and b d are the compressed block width, height, and depth in
              pixels.

              By default the pixel storage modes  ?GL_UNPACK_ROW_LENGTH,  ?GL_UNPACK_SKIP_ROWS  ,
              ?GL_UNPACK_SKIP_PIXELS,   ?GL_UNPACK_IMAGE_HEIGHT  and  ?GL_UNPACK_SKIP_IMAGES  are
              ignored   for   compressed   images.   To   enable    ?GL_UNPACK_SKIP_PIXELS    and
              ?GL_UNPACK_ROW_LENGTH  ,  b  s  and  b  w  must  both  be  non-zero. To also enable
              ?GL_UNPACK_SKIP_ROWS and ?GL_UNPACK_IMAGE_HEIGHT , b h must be  non-zero.  To  also
              enable  ?GL_UNPACK_SKIP_IMAGES,  b  d  must  be  non-zero.  All  parameters must be
              consistent with the compressed format to produce the desired results.

              When  selecting  a  sub-rectangle  from  a   compressed   image:   the   value   of
              ?GL_UNPACK_SKIP_PIXELS  must be a multiple of b w;the value of ?GL_UNPACK_SKIP_ROWS
              must be a multiple of b w.

              ImageSize must be equal to:

              b s×|width b/w|×|height b/h|

              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.

              gl:compressedTexImage1D loads a previously defined, and retrieved, compressed  one-
              dimensional texture image if Target is ?GL_TEXTURE_1D (see gl:texImage1D/8 ).

              If  Target  is  ?GL_PROXY_TEXTURE_1D,  no  data  is read from Data , but all of the
              texture image state is recalculated, checked for consistency, and  checked  against
              the implementation's capabilities. If the implementation cannot handle a texture of
              the requested texture size, it sets all of the image  state  to  0,  but  does  not
              generate an error (see gl:getError/0 ). To query for an entire mipmap array, use an
              image array level greater than or equal to 1.

              Internalformat must be an extension-specified  compressed-texture  format.  When  a
              texture  is  loaded  with gl:texImage1D/8 using a generic compressed texture format
              (e.g., ?GL_COMPRESSED_RGB) the GL selects from one  of  its  extensions  supporting
              compressed   textures.  In  order  to  load  the  compressed  texture  image  using
              gl:compressedTexImage1D , query the compressed  texture  image's  size  and  format
              using gl:getTexLevelParameterfv/3 .

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a texture image is specified, Data  is  treated  as  a
              byte offset into the buffer object's data store.

              If  the  compressed  data  are arranged into fixed-size blocks of texels, the pixel
              storage modes can be used to  select  a  sub-rectangle  from  a  larger  containing
              rectangle.  These  pixel  storage  modes  operate  in  the  same way as they do for
              gl:texImage1D/8 . In the following description, denote by b s, b w, b h, and  b  d,
              the    values    of    pixel    storage   modes   ?GL_UNPACK_COMPRESSED_BLOCK_SIZE,
              ?GL_UNPACK_COMPRESSED_BLOCK_WIDTH,   ?GL_UNPACK_COMPRESSED_BLOCK_HEIGHT    ,    and
              ?GL_UNPACK_COMPRESSED_BLOCK_DEPTH,  respectively.  b s is the compressed block size
              in bytes; b w, b h, and b d are the compressed block width, height,  and  depth  in
              pixels.

              By  default  the  pixel storage modes ?GL_UNPACK_ROW_LENGTH, ?GL_UNPACK_SKIP_ROWS ,
              ?GL_UNPACK_SKIP_PIXELS,  ?GL_UNPACK_IMAGE_HEIGHT  and  ?GL_UNPACK_SKIP_IMAGES   are
              ignored    for    compressed   images.   To   enable   ?GL_UNPACK_SKIP_PIXELS   and
              ?GL_UNPACK_ROW_LENGTH , b s  and  b  w  must  both  be  non-zero.  To  also  enable
              ?GL_UNPACK_SKIP_ROWS  and  ?GL_UNPACK_IMAGE_HEIGHT  , b h must be non-zero. To also
              enable ?GL_UNPACK_SKIP_IMAGES, b  d  must  be  non-zero.  All  parameters  must  be
              consistent with the compressed format to produce the desired results.

              When   selecting   a   sub-rectangle   from   a  compressed  image:  the  value  of
              ?GL_UNPACK_SKIP_PIXELS must be a multiple of b w;

              ImageSize must be equal to:

              b s×|width b/w|

              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.

              gl:compressedTexSubImage3D  redefines  a contiguous subregion of an existing three-
              dimensional texture image. The texels referenced by Data replace the portion of the
              existing  texture  array  with  x  indices  Xoffset  and xoffset+width-1, and the y
              indices  Yoffset  and   yoffset+height-1,   and   the   z   indices   Zoffset   and
              zoffset+depth-1,  inclusive.  This  region  may  not include any texels outside the
              range of the texture array 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.

              Internalformat  must  be  a  known compressed image format (such as ?GL_RGTC) or an
              extension-specified compressed-texture format. The Format of the compressed texture
              image is selected by the GL implementation that compressed it (see gl:texImage3D/10
              )  and  should  be  queried  at  the  time  the   texture   was   compressed   with
              gl:getTexLevelParameterfv/3 .

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a texture image is specified, Data  is  treated  as  a
              byte offset into the buffer object's data store.

              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.

              gl:compressedTexSubImage2D redefines a contiguous subregion  of  an  existing  two-
              dimensional texture image. The texels referenced by Data replace the portion of the
              existing texture array with x  indices  Xoffset  and  xoffset+width-1,  and  the  y
              indices  Yoffset  and  yoffset+height-1, inclusive. This region may not include any
              texels outside the range of the texture array 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.

              Internalformat must be a known compressed image format (such  as  ?GL_RGTC)  or  an
              extension-specified compressed-texture format. The Format of the compressed texture
              image is selected by the GL implementation that compressed it (see  gl:texImage2D/9
              )   and   should   be   queried  at  the  time  the  texture  was  compressed  with
              gl:getTexLevelParameterfv/3 .

              If a non-zero named buffer object is bound to  the  ?GL_PIXEL_UNPACK_BUFFER  target
              (see  gl:bindBuffer/2  )  while  a texture image is specified, Data is treated as a
              byte offset into the buffer object's data store.

              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.

              gl:compressedTexSubImage1D redefines a contiguous subregion  of  an  existing  one-
              dimensional texture image. The texels referenced by Data replace the portion of the
              existing texture array with x indices Xoffset and xoffset+width-1, inclusive.  This
              region  may not include any texels outside the range of the texture array 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.

              Internalformat  must  be  a  known compressed image format (such as ?GL_RGTC) or an
              extension-specified compressed-texture format. The Format of the compressed texture
              image  is selected by the GL implementation that compressed it (see gl:texImage1D/8
              ),  and  should  be  queried  at  the  time  the  texture   was   compressed   with
              gl:getTexLevelParameterfv/3 .

              If  a  non-zero  named buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target
              (see gl:bindBuffer/2 ) while a texture image is specified, Data  is  treated  as  a
              byte offset into the buffer object's data store.

              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.

              If a non-zero named buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target (see
              gl:bindBuffer/2 ) while a texture image is requested, Img  is  treated  as  a  byte
              offset into the buffer object's data store.

              To  minimize  errors,  first  verify  that  the  texture  is  compressed by calling
              gl:getTexLevelParameterfv/3 with argument ?GL_TEXTURE_COMPRESSED. If the texture is
              compressed,  then  determine  the amount of memory required to store the compressed
              texture     by     calling      gl:getTexLevelParameterfv/3      with      argument
              ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE.  Finally,  retrieve  the  internal format of the
              texture     by     calling      gl:getTexLevelParameterfv/3      with      argument
              ?GL_TEXTURE_INTERNAL_FORMAT  .  To  store  the texture for later use, associate the
              internal format and size with the retrieved texture image. These data can  be  used
              by  the  respective  texture  or subtexture loading routine used for loading Target
              textures.

              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).

              The  current  texture coordinates are part of the data that is associated with each
              vertex and with the current raster position. Initially, the values for (s  t  r  q)
              are (0 0 0 1).

              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 ).

              The  current  matrix,  M,  defines  a  transformation of coordinates. For instance,
              assume M refers to the modelview matrix. If v=(v[0] v[1] v[2] v[3]) is the  set  of
              object  coordinates  of a vertex, and M points to an array of 16 single- or double-
              precision floating-point  values  m={m[0]  m[1]  ...  m[15]},  then  the  modelview
              transformation M(v) does the following:

              M(v)=(m[0]  m[1]  m[2]  m[3]  m[4] m[5] m[6] m[7] m[8] m[9] m[10] m[11] m[12] m[13]
              m[14] m[15])×(v[0] v[1] v[2] v[3])

              Projection and texture transformations are similarly defined.

              Calling  gl:loadTransposeMatrix  with  matrix  M  is  identical  in  operation   to
              gl:loadMatrixd/1 with M T, where T represents the transpose.

              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.

              The current matrix is determined by the current matrix mode (see gl:matrixMode/1 ).
              It is either the projection matrix, modelview matrix, or the texture matrix.

              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.

              gl:blendFuncSeparate defines the operation of blending for all draw buffers when it
              is  enabled.  gl:blendFuncSeparatei  defines the operation of blending for a single
              draw buffer specified by Buf when enabled for that draw  buffer.  SrcRGB  specifies
              which  method  is  used  to scale the source RGB-color components. DstRGB specifies
              which method is used to  scale  the  destination  RGB-color  components.  Likewise,
              SrcAlpha  specifies which method is used to scale the source alpha color component,
              and DstAlpha specifies  which  method  is  used  to  scale  the  destination  alpha
              component.  The  possible methods are described in the following table. Each method
              defines four scale factors, one each for red, green, blue, and alpha.

              In the  table  and  in  subsequent  equations,  first  source,  second  source  and
              destination color components are referred to as (R s0 G s0 B s0 A s0), (R s1 G s1 B
              s1 A s1),  and  (R  d  G  d  B  d  A  d),  respectively.  The  color  specified  by
              gl:blendColor/4  is  referred  to as (R c G c B c A c). They are understood to have
              integer values between 0 and (k R k G k B k A), where

              k c=2(m c)-1

              and (m R m G m B m A) is the number of red, green, blue, and alpha bitplanes.

              Source and destination scale factors are referred to as (s R s G s B s A) and (d  R
              d G d B d A). All scale factors have range [0 1].ParameterRGB FactorAlpha Factor
              ?GL_ZERO(0 0 0) 0
              ?GL_ONE (1 1 1) 1
              ?GL_SRC_COLOR(R s0 k/R G s0 k/G B s0 k/B) A s0 k/A
              ?GL_ONE_MINUS_SRC_COLOR(1 1 1 1)-(R s0 k/R G s0 k/G B s0 k/B) 1-A s0 k/A
              ?GL_DST_COLOR(R d k/R G d k/G B d k/B) A d k/A
              ?GL_ONE_MINUS_DST_COLOR (1 1 1)-(R d k/R G d k/G B d k/B) 1-A d k/A
              ?GL_SRC_ALPHA(A s0 k/A A s0 k/A A s0 k/A) A s0 k/A
              ?GL_ONE_MINUS_SRC_ALPHA(1 1 1)-(A s0 k/A A s0 k/A A s0 k/A ) 1-A s0 k/A
              ?GL_DST_ALPHA(A d k/A A d k/A A d k/A) A d k/A
              ?GL_ONE_MINUS_DST_ALPHA (1 1 1)-(A d k/A A d k/A A d k/A) 1-A d k/A
              ?GL_CONSTANT_COLOR(R c G c B c) A c
              ?GL_ONE_MINUS_CONSTANT_COLOR(1 1 1)-(R c G c B c) 1-A c
              ?GL_CONSTANT_ALPHA(A c A c A c) A c
              ?GL_ONE_MINUS_CONSTANT_ALPHA (1 1 1)-(A c A c A c) 1-A c
              ?GL_SRC_ALPHA_SATURATE(i i i) 1
              ?GL_SRC1_COLOR(R s1 k/R G s1 k/G B s1 k/B) A s1 k/A
              ?GL_ONE_MINUS_SRC_COLOR (1 1 1 1)-(R s1 k/R G s1 k/G B s1 k/B) 1-A s1 k/A
              ?GL_SRC1_ALPHA(A s1 k/A A s1 k/A A s1 k/A) A s1 k/A
              ?GL_ONE_MINUS_SRC_ALPHA(1 1 1)-(A s1 k/A A s1 k/A A s1 k/A ) 1-A s1 k/A

              In the table,

              i=min(A s 1-(A d))

              To  determine  the  blended  RGBA  values of a pixel, the system uses the following
              equations:

              R d=min(k R R s s R+R d d R) G d=min(k G G s s G+G d d G) B d=min(k B B s s B+B d d
              B) A d=min(k A A s s A+A d d A)

              Despite  the  apparent precision of the above equations, blending arithmetic is not
              exactly specified, because blending operates with imprecise integer  color  values.
              However,  a  blend factor that should be equal to 1 is guaranteed not to modify its
              multiplicand, and a blend factor equal to 0 reduces  its  multiplicand  to  0.  For
              example,  when SrcRGB is ?GL_SRC_ALPHA , DstRGB is ?GL_ONE_MINUS_SRC_ALPHA, and A s
              is equal to k A, the equations reduce to simple replacement:

              R d=R s G d=G s B d=B s A d=A s

              See external documentation.

       multiDrawArrays(Mode, First, Count) -> ok

              Types:

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

              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.

              gl:multiDrawArrays behaves identically to  gl:drawArrays/3  except  that  Primcount
              separate ranges of elements are specified instead.

              When  gl:multiDrawArrays  is  called,  it  uses Count sequential elements from each
              enabled array to construct a  sequence  of  geometric  primitives,  beginning  with
              element First . Mode specifies what kind of primitives are constructed, and how the
              array elements construct those primitives.

              Vertex attributes that are modified by gl:multiDrawArrays have an unspecified value
              after  gl:multiDrawArrays  returns.  Attributes  that  aren't  modified remain well
              defined.

              See external documentation.

       pointParameterf(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = float()

              Specify point parameters

              The following values are accepted for Pname :

              ?GL_POINT_FADE_THRESHOLD_SIZE:  Params  is  a  single  floating-point  value   that
              specifies  the  threshold value to which point sizes are clamped if they exceed the
              specified value. The default value is 1.0.

              ?GL_POINT_SPRITE_COORD_ORIGIN: Params is a single enum specifying the point  sprite
              texture  coordinate  origin,  either  ?GL_LOWER_LEFT or ?GL_UPPER_LEFT. The default
              value is ?GL_UPPER_LEFT.

              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.

              If a non-zero named buffer object is bound  to  the  ?GL_ARRAY_BUFFER  target  (see
              gl:bindBuffer/2  ) while a fog coordinate array is specified, Pointer is treated as
              a byte offset into the buffer object's data store. Also, the buffer object  binding
              (?GL_ARRAY_BUFFER_BINDING  )  is  saved  as fog coordinate vertex array client-side
              state (?GL_FOG_COORD_ARRAY_BUFFER_BINDING ).

              When a fog coordinate array is specified, Type , Stride , and Pointer are saved  as
              client-side state, in addition to the current vertex array buffer object binding.

              To  enable  and  disable  the fog coordinate array, call gl:enableClientState/1 and
              gl:enableClientState/1 with the argument ?GL_FOG_COORD_ARRAY. If enabled,  the  fog
              coordinate   array   is   used   when   gl:drawArrays/3  ,  gl:multiDrawArrays/3  ,
              gl:drawElements/4  ,  see  glMultiDrawElements  ,   gl:drawRangeElements/6   ,   or
              gl:arrayElement/1 is called.

              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.

              The  secondary  color  is  interpolated  and  applied  to  each   fragment   during
              rasterization  when  ?GL_COLOR_SUM  is  enabled.  When  lighting  is  enabled,  and
              ?GL_SEPARATE_SPECULAR_COLOR is specified, the  value  of  the  secondary  color  is
              assigned  the  value  computed  from the specular term of the lighting computation.
              Both the primary and  secondary  current  colors  are  applied  to  each  fragment,
              regardless   of   the   state   of   ?GL_COLOR_SUM,  under  such  conditions.  When
              ?GL_SEPARATE_SPECULAR_COLOR is specified, the  value  returned  from  querying  the
              current secondary color is undefined.

              gl:secondaryColor3b, gl:secondaryColor3s, and gl:secondaryColor3i take three signed
              byte, short, or long integers as arguments. When v is appended  to  the  name,  the
              color commands can take a pointer to an array of such values.

              Color  values  are  stored  in floating-point format, with unspecified mantissa and
              exponent sizes. Unsigned integer color components,  when  specified,  are  linearly
              mapped  to  floating-point values such that the largest representable value maps to
              1.0 (full intensity), and 0 maps to 0.0  (zero  intensity).  Signed  integer  color
              components,  when specified, are linearly mapped to floating-point values such that
              the  most  positive  representable  value  maps  to  1.0,  and  the  most  negative
              representable  value  maps  to  -1.0.  (Note  that  this mapping does not convert 0
              precisely to 0.0). Floating-point values are mapped directly.

              Neither floating-point nor signed integer values are clamped to  the  range  [0  1]
              before  the current color is updated. However, color components are clamped to this
              range before they are interpolated or written into a color buffer.

              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.

              If a non-zero named buffer object is bound  to  the  ?GL_ARRAY_BUFFER  target  (see
              gl:bindBuffer/2 ) while a secondary color array is specified, Pointer is treated as
              a byte offset into the buffer object's data store. Also, the buffer object  binding
              (?GL_ARRAY_BUFFER_BINDING  )  is  saved as secondary color vertex array client-side
              state (?GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING ).

              When a secondary color array is specified, Size , Type , Stride , and  Pointer  are
              saved  as  client-side state, in addition to the current vertex array buffer object
              binding.

              To enable and disable the secondary color array,  call  gl:enableClientState/1  and
              gl:enableClientState/1 with the argument ?GL_SECONDARY_COLOR_ARRAY. If enabled, the
              secondary  color  array  is  used  when  gl:arrayElement/1  ,   gl:drawArrays/3   ,
              gl:multiDrawArrays/3    ,   gl:drawElements/4   ,   see   glMultiDrawElements,   or
              gl:drawRangeElements/6 is called.

              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 .

              gl:windowPos2  specifies  the  x and y coordinates, while z is implicitly set to 0.
              gl:windowPos3 specifies all three coordinates. The  w  coordinate  of  the  current
              raster position is always set to 1.0.

              gl:windowPos  directly  updates  the  x  and  y  coordinates  of the current raster
              position with the values specified. That is, the values are neither transformed  by
              the  current  modelview  and  projection  matrices,  nor  by the viewport-to-window
              transform. The z coordinate of the  current  raster  position  is  updated  in  the
              following manner:

              z={n f(n+z×(f-n)) if z<= 0 if z>= 1(otherwise))

              where  n is ?GL_DEPTH_RANGE's near value, and f is ?GL_DEPTH_RANGE's far value. See
              gl:depthRange/2 .

              The specified coordinates are not  clip-tested,  causing  the  raster  position  to
              always be valid.

              The  current  raster  position also includes some associated color data and texture
              coordinates. If lighting is enabled, then ?GL_CURRENT_RASTER_COLOR (in  RGBA  mode)
              or  ?GL_CURRENT_RASTER_INDEX  (in color index mode) is set to the color produced by
              the lighting calculation (see gl:lightf/3 , gl:lightModelf/2 , and  gl:shadeModel/1
              ).   If  lighting  is  disabled,  current  color  (in  RGBA  mode,  state  variable
              ?GL_CURRENT_COLOR)  or  color  index  (in  color   index   mode,   state   variable
              ?GL_CURRENT_INDEX)    is    used    to    update    the   current   raster   color.
              ?GL_CURRENT_RASTER_SECONDARY_COLOR (in RGBA mode) is likewise updated.

              Likewise,  ?GL_CURRENT_RASTER_TEXTURE_COORDS  is   updated   as   a   function   of
              ?GL_CURRENT_TEXTURE_COORDS , based on the texture matrix and the texture generation
              functions (see gl:texGend/3  ).  The  ?GL_CURRENT_RASTER_DISTANCE  is  set  to  the
              ?GL_CURRENT_FOG_COORD.

              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.

              Query  object  names  returned  by  a  call  to  gl:genQueries  are not returned by
              subsequent calls, unless they are first deleted with gl:deleteQueries/1 .

              No query objects are associated with the returned query object names until they are
              first used by calling gl:beginQuery/2 .

              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 ).

              gl:deleteQueries  silently ignores 0's and names that do not correspond to existing
              query objects.

              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.

              A name returned by gl:genQueries/1 , but not yet associated with a query object  by
              calling gl:beginQuery/2 , is not the name of a query object.

              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.

              If  Target  is  ?GL_SAMPLES_PASSED,  Id  must  be an unused name, or the name of an
              existing occlusion query object. When gl:beginQuery is executed, the query object's
              samples-passed  counter  is  reset  to  0.  Subsequent rendering will increment the
              counter  for  every  sample  that  passes  the  depth  test.  If   the   value   of
              ?GL_SAMPLE_BUFFERS is 0, then the samples-passed count is incremented by 1 for each
              fragment. If the value of ?GL_SAMPLE_BUFFERS is 1, then the samples-passed count is
              incremented  by  the  number  of  samples  whose  coverage  bit  is  set.  However,
              implementations, at their discression may instead increase the samples-passed count
              by  the  value  of  ?GL_SAMPLES  if  any  sample  in  the fragment is covered. When
              gl:endQuery is executed, the  samples-passed  counter  is  assigned  to  the  query
              object's  result  value. This value can be queried by calling gl:getQueryObjectiv/2
              with Pname ?GL_QUERY_RESULT.

              If Target is ?GL_ANY_SAMPLES_PASSED, Id must be an unused name, or the name  of  an
              existing  boolean occlusion query object. When gl:beginQuery is executed, the query
              object's samples-passed flag is reset to ?GL_FALSE. Subsequent rendering causes the
              flag to be set to ?GL_TRUE if any sample passes the depth test. When gl:endQuery is
              executed, the samples-passed flag is assigned to the query object's  result  value.
              This   value   can   be   queried   by  calling  gl:getQueryObjectiv/2  with  Pname
              ?GL_QUERY_RESULT.

              If Target is ?GL_PRIMITIVES_GENERATED, Id must be an unused name, or the name of an
              existing  primitive  query  object previously bound to the ?GL_PRIMITIVES_GENERATED
              query binding. When gl:beginQuery  is  executed,  the  query  object's  primitives-
              generated  counter  is  reset to 0. Subsequent rendering will increment the counter
              once for every vertex that is emitted from the geometry shader, or from the  vertex
              shader  if  no  geometry  shader  is  present.  When  gl:endQuery  is executed, the
              primitives-generated counter is assigned to the query object's result  value.  This
              value can be queried by calling gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT.

              If  Target is ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, Id must be an unused name,
              or the name  of  an  existing  primitive  query  object  previously  bound  to  the
              ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN  query  binding.  When  gl:beginQuery  is
              executed, the query object's primitives-written counter is reset to  0.  Subsequent
              rendering will increment the counter once for every vertex that is written into the
              bound transform feedback buffer(s). If transform feedback  mode  is  not  activated
              between  the  call  to  gl:beginQuery  and  gl:endQuery,  the  counter  will not be
              incremented. When  gl:endQuery  is  executed,  the  primitives-written  counter  is
              assigned  to  the query object's result value. This value can be queried by calling
              gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT.

              If Target is ?GL_TIME_ELAPSED, Id must be  an  unused  name,  or  the  name  of  an
              existing timer query object previously bound to the ?GL_TIME_ELAPSED query binding.
              When gl:beginQuery is executed, the query object's time counter is reset to 0. When
              gl:endQuery  is executed, the elapsed server time that has passed since the call to
              gl:beginQuery is written into the query object's time counter. This  value  can  be
              queried by calling gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT .

              Querying  the  ?GL_QUERY_RESULT  implicitly  flushes  the  GL  pipeline  until  the
              rendering delimited by the query object has completed and the result is  available.
              ?GL_QUERY_RESULT_AVAILABLE can be queried to determine if the result is immediately
              available or if the rendering is not yet complete.

              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 .

              Pname names a specific query object parameter. Pname can be as follows:

              ?GL_QUERY_RESULT:  Params  returns  the  value of the query object's passed samples
              counter. The initial value is 0.

              ?GL_QUERY_RESULT_AVAILABLE: Params returns whether the passed  samples  counter  is
              immediately  available.  If  a  delay  would  occur  waiting  for the query result,
              ?GL_FALSE is returned. Otherwise, ?GL_TRUE is returned, which also  indicates  that
              the results of all previous queries are available as well.

              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.

              Buffer object names are unsigned integers. The value zero is reserved, but there is
              no default buffer object for each buffer object target. Instead, Buffer set to zero
              effectively unbinds any buffer object previously bound, and restores client  memory
              usage  for  that buffer object target (if supported for that target). Buffer object
              names and the corresponding buffer object contents are local to the  shared  object
              space  of  the  current  GL  rendering context; two rendering contexts share buffer
              object names only if they explicitly enable sharing between  contexts  through  the
              appropriate GL windows interfaces functions.

              gl:genBuffers/1 must be used to generate a set of unused buffer object names.

              The  state  of  a  buffer object immediately after it is first bound is an unmapped
              zero-sized memory buffer with ?GL_READ_WRITE access and ?GL_STATIC_DRAW usage.

              While a non-zero buffer object name is bound, GL operations on the target to  which
              it  is  bound affect the bound buffer object, and queries of the target to which it
              is bound return state from the bound buffer object. While buffer object  name  zero
              is  bound, as in the initial state, attempts to modify or query state on the target
              to which it is bound generates an ?GL_INVALID_OPERATION error.

              When a non-zero buffer object is bound to the ?GL_ARRAY_BUFFER target,  the  vertex
              array  pointer  parameter  is  interpreted  as  an  offset within the buffer object
              measured in basic machine units.

              When a non-zero buffer object is  bound  to  the  ?GL_DRAW_INDIRECT_BUFFER  target,
              parameters     for     draws    issued    through    gl:drawArraysIndirect/2    and
              gl:drawElementsIndirect/3 are sourced from that buffer object.

              While a non-zero buffer object is bound to the ?GL_ELEMENT_ARRAY_BUFFER target, the
              indices    parameter    of   gl:drawElements/4   ,   gl:drawElementsInstanced/5   ,
              gl:drawElementsBaseVertex/5          ,           gl:drawRangeElements/6           ,
              gl:drawRangeElementsBaseVertex/7    ,    see    glMultiDrawElements    ,   or   see
              glMultiDrawElementsBaseVertex is interpreted as an offset within the buffer  object
              measured in basic machine units.

              While  a  non-zero  buffer object is bound to the ?GL_PIXEL_PACK_BUFFER target, the
              following commands are affected: gl:getCompressedTexImage/3  ,  gl:getTexImage/5  ,
              and  gl:readPixels/7 . The pointer parameter is interpreted as an offset within the
              buffer object measured in basic machine units.

              While a non-zero buffer object is bound to the ?GL_PIXEL_UNPACK_BUFFER target,  the
              following      commands      are      affected:     gl:compressedTexImage1D/7     ,
              gl:compressedTexImage2D/8          ,          gl:compressedTexImage3D/9           ,
              gl:compressedTexSubImage1D/7         ,        gl:compressedTexSubImage2D/9        ,
              gl:compressedTexSubImage3D/11    ,    gl:texImage1D/8    ,    gl:texImage2D/9     ,
              gl:texImage3D/10 , gl:texSubImage1D/7 , gl:texSubImage1D/7 , and gl:texSubImage1D/7
              . The pointer parameter is interpreted  as  an  offset  within  the  buffer  object
              measured in basic machine units.

              The  buffer  targets ?GL_COPY_READ_BUFFER and ?GL_COPY_WRITE_BUFFER are provided to
              allow gl:copyBufferSubData/5 to be used  without  disturbing  the  state  of  other
              bindings.  However,  gl:copyBufferSubData/5  may  be  used  with any pair of buffer
              binding points.

              The  ?GL_TRANSFORM_FEEDBACK_BUFFER  buffer  binding  point   may   be   passed   to
              gl:bindBuffer , but will not directly affect transform feedback state. Instead, the
              indexed ?GL_TRANSFORM_FEEDBACK_BUFFER bindings must  be  used  through  a  call  to
              gl:bindBufferBase/3   or  gl:bindBufferRange/5  .  This  will  affect  the  generic
              ?GL_TRANSFORM_FEEDABCK_BUFFER binding.

              Likewise,  the  ?GL_UNIFORM_BUFFER  and  ?GL_ATOMIC_COUNTER_BUFFER  buffer  binding
              points  may  be  used,  but do not directly affect uniform buffer or atomic counter
              buffer state, respectively. gl:bindBufferBase/3  or  gl:bindBufferRange/5  must  be
              used to bind a buffer to an indexed uniform buffer or atomic counter buffer binding
              point.

              A buffer object binding created with gl:bindBuffer remains active until a different
              buffer object name is bound to the same target, or until the bound buffer object is
              deleted with gl:deleteBuffers/1 .

              Once created, a named buffer object may be re-bound  to  any  target  as  often  as
              needed.  However,  the GL implementation may make choices about how to optimize the
              storage of a buffer object based on its initial binding target.

              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).

              gl:deleteBuffers silently ignores 0's and names that do not correspond to  existing
              buffer objects.

              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 .

              Buffer  object  names  returned  by  a  call  to  gl:genBuffers are not returned by
              subsequent calls, unless they are first deleted with gl:deleteBuffers/1 .

              No buffer objects are associated with the returned buffer object names  until  they
              are first bound by calling gl:bindBuffer/2 .

              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 .

              A name returned by gl:genBuffers/1 , but not yet associated with a buffer object by
              calling gl:bindBuffer/2 , is not the name of a buffer object.

              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 .

              Usage  is  a  hint  to the GL implementation as to how a buffer object's data store
              will be accessed. This enables the  GL  implementation  to  make  more  intelligent
              decisions  that  may  significantly  impact buffer object performance. It does not,
              however, constrain the actual usage of the data store. Usage  can  be  broken  down
              into  two  parts:  first,  the  frequency  of  access (modification and usage), and
              second, the nature of that access. The frequency of access may be one of these:

              STREAM: The data store contents will be modified once and used at most a few times.

              STATIC: The data store contents will be modified once and used many times.

              DYNAMIC: The data store contents will be modified repeatedly and used many times.

              The nature of access may be one of these:

              DRAW: The data store contents are modified by the  application,  and  used  as  the
              source for GL drawing and image specification commands.

              READ: The data store contents are modified by reading data from the GL, and used to
              return that data when queried by the application.

              COPY: The data store contents are modified by reading data from the GL, and used as
              the source for GL drawing and image specification commands.

              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 .

              Value names a specific buffer object parameter, as follows:

              ?GL_BUFFER_ACCESS: Params returns the access policy set while  mapping  the  buffer
              object. The initial value is ?GL_READ_WRITE.

              ?GL_BUFFER_MAPPED:  Params  returns  a flag indicating whether the buffer object is
              currently mapped. The initial value is ?GL_FALSE.

              ?GL_BUFFER_SIZE: Params returns the size of the buffer object, measured  in  bytes.
              The initial value is 0.

              ?GL_BUFFER_USAGE:  Params  returns  the  buffer object's usage pattern. The initial
              value is ?GL_STATIC_DRAW.

              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.

              The  blend  equations  use  the  source  and destination blend factors specified by
              either  gl:blendFunc/2  or   gl:blendFuncSeparate/4   .   See   gl:blendFunc/2   or
              gl:blendFuncSeparate/4 for a description of the various blend factors.

              In  the equations that follow, source and destination color components are referred
              to as (R s G s B s A s) and (R d G d B d A d), respectively. The  result  color  is
              referred  to  as  (R  r  G r B r A r). The source and destination blend factors are
              denoted (s R s G s B s A) and (d R d G d B d A), respectively. For these  equations
              all  color  components  are  understood  to  have values in the range [0 1].ModeRGB
              ComponentsAlpha Component
              ?GL_FUNC_ADD Rr=R s s R+R d d R Gr=G s s G+G d d G Br=B s s B+B d d B Ar=A s s  A+A
              d d A
              ?GL_FUNC_SUBTRACT Rr=R s s R-R d d R Gr=G s s G-G d d G Br=B s s B-B d d B Ar=A s s
              A-A d d A
              ?GL_FUNC_REVERSE_SUBTRACT Rr=R d d R-R s s R Gr=G d d G-G s s G Br=B d d B-B s s  B
              Ar=A d d A-A s s A
              ?GL_MIN Rr=min(R s R d) Gr=min(G s G d) Br=min(B s B d) Ar=min (A s A d)
              ?GL_MAX Rr=max(R s R d) Gr=max(G s G d) Br=max(B s B d) Ar=max(A s A d)

              The results of these equations are clamped to the range [0 1].

              The  ?GL_MIN  and  ?GL_MAX equations are useful for applications that analyze image
              data (image thresholding against a constant color, for example).  The  ?GL_FUNC_ADD
              equation is useful for antialiasing and transparency, among other things.

              Initially,  both  the  RGB  blend  equation and the alpha blend equation are set to
              ?GL_FUNC_ADD .

              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.

              The symbolic constants contained in Bufs may be any of the following:

              ?GL_NONE: The fragment shader output value is not written into any color buffer.

              ?GL_FRONT_LEFT: The fragment shader output value is written  into  the  front  left
              color buffer.

              ?GL_FRONT_RIGHT:  The  fragment shader output value is written into the front right
              color buffer.

              ?GL_BACK_LEFT: The fragment shader output value is written into the back left color
              buffer.

              ?GL_BACK_RIGHT:  The  fragment  shader  output value is written into the back right
              color buffer.

              ?GL_COLOR_ATTACHMENTn: The fragment shader output value is  written  into  the  nth
              color  attachment  of  the  current framebuffer. n may range from 0 to the value of
              ?GL_MAX_COLOR_ATTACHMENTS.

              Except for ?GL_NONE, the preceding symbolic constants may not appear more than once
              in  Bufs . The maximum number of draw buffers supported is implementation dependent
              and   can   be   queried   by   calling   gl:getBooleanv/1   with   the    argument
              ?GL_MAX_DRAW_BUFFERS .

              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.

              The  stencil  test  conditionally  eliminates  a  pixel  based  on the outcome of a
              comparison between the value in the stencil buffer and a reference value. To enable
              and   disable   the   test,   call   gl:enable/1   and  gl:enable/1  with  argument
              ?GL_STENCIL_TEST ; to control it, call gl:stencilFunc/3 or gl:stencilFuncSeparate/4
              .

              There  can  be  two  separate  sets  of Sfail , Dpfail , and Dppass parameters; one
              affects back-facing polygons, and the other affects front-facing polygons  as  well
              as  other  non-polygon  primitives. gl:stencilOp/3 sets both front and back stencil
              state to the same values, as if gl:stencilOpSeparate/4 were called with Face set to
              ?GL_FRONT_AND_BACK.

              gl:stencilOpSeparate takes three arguments that indicate what happens to the stored
              stencil value while stenciling is enabled. If the stencil test fails, no change  is
              made to the pixel's color or depth buffers, and Sfail specifies what happens to the
              stencil buffer contents. The following eight actions are possible.

              ?GL_KEEP: Keeps the current value.

              ?GL_ZERO: Sets the stencil buffer value to 0.

              ?GL_REPLACE: Sets the stencil buffer value to ref, as specified by gl:stencilFunc/3
              .

              ?GL_INCR:  Increments  the  current  stencil  buffer  value.  Clamps to the maximum
              representable unsigned value.

              ?GL_INCR_WRAP: Increments the current stencil buffer value.  Wraps  stencil  buffer
              value to zero when incrementing the maximum representable unsigned value.

              ?GL_DECR: Decrements the current stencil buffer value. Clamps to 0.

              ?GL_DECR_WRAP:  Decrements  the  current stencil buffer value. Wraps stencil buffer
              value to the maximum representable  unsigned  value  when  decrementing  a  stencil
              buffer value of zero.

              ?GL_INVERT: Bitwise inverts the current stencil buffer value.

              Stencil  buffer  values  are  treated  as  unsigned  integers. When incremented and
              decremented, values are clamped to 0 and 2 n-1, where n is the  value  returned  by
              querying ?GL_STENCIL_BITS .

              The other two arguments to gl:stencilOpSeparate specify stencil buffer actions that
              depend on whether subsequent depth buffer tests succeed ( Dppass ) or fail ( Dpfail
              )  (see  gl:depthFunc/1  ). The actions are specified using the same eight symbolic
              constants as Sfail . Note that Dpfail is ignored when there is no depth buffer,  or
              when  the  depth  buffer  is  not enabled. In these cases, Sfail and Dppass specify
              stencil action when the stencil test fails and passes, respectively.

              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.

              The stencil test conditionally eliminates  a  pixel  based  on  the  outcome  of  a
              comparison  between  the  reference  value  and the value in the stencil buffer. To
              enable and disable  the  test,  call  gl:enable/1  and  gl:enable/1  with  argument
              ?GL_STENCIL_TEST  .  To  specify  actions based on the outcome of the stencil test,
              call gl:stencilOp/3 or gl:stencilOpSeparate/4 .

              There can be two separate sets of Func , Ref , and  Mask  parameters;  one  affects
              back-facing  polygons, and the other affects front-facing polygons as well as other
              non-polygon primitives. gl:stencilFunc/3 sets both front and back stencil state  to
              the  same  values,  as  if  gl:stencilFuncSeparate/4  were  called with Face set to
              ?GL_FRONT_AND_BACK.

              Func is a symbolic constant that determines the  stencil  comparison  function.  It
              accepts  one  of  eight  values,  shown  in  the  following list. Ref is an integer
              reference value that is used in the stencil comparison. It is clamped to the  range
              [0  2  n-1],  where  n  is  the  number of bitplanes in the stencil buffer. Mask is
              bitwise ANDed with both the reference value and the stored stencil value, with  the
              ANDed values participating in the comparison.

              If  stencil  represents  the  value  stored  in  the  corresponding  stencil buffer
              location, the following list shows the effect of each comparison function that  can
              be  specified by Func . Only if the comparison succeeds is the pixel passed through
              to the next stage in the rasterization process (see  gl:stencilOp/3  ).  All  tests
              treat  stencil  values  as unsigned integers in the range [0 2 n-1], where n is the
              number of bitplanes in the stencil buffer.

              The following values are accepted by Func :

              ?GL_NEVER: Always fails.

              ?GL_LESS: Passes if ( Ref & Mask ) < ( stencil & Mask ).

              ?GL_LEQUAL: Passes if ( Ref & Mask ) <= ( stencil & Mask ).

              ?GL_GREATER: Passes if ( Ref & Mask ) > ( stencil & Mask ).

              ?GL_GEQUAL: Passes if ( Ref & Mask ) >= ( stencil & Mask ).

              ?GL_EQUAL: Passes if ( Ref & Mask ) = ( stencil & Mask ).

              ?GL_NOTEQUAL: Passes if ( Ref & Mask ) != ( stencil & Mask ).

              ?GL_ALWAYS: Always passes.

              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.

              There can be two separate Mask writemasks; one affects  back-facing  polygons,  and
              the  other  affects  front-facing polygons as well as other non-polygon primitives.
              gl:stencilMask/1 sets both front and back stencil writemasks to the same values, as
              if gl:stencilMaskSeparate/2 were called with Face set to ?GL_FRONT_AND_BACK.

              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 .

              All operations that can be performed on a shader object are valid  whether  or  not
              the  shader  object  is attached to a program object. It is permissible to attach a
              shader object to a program object before source  code  has  been  loaded  into  the
              shader  object  or before the shader object has been compiled. It is permissible to
              attach multiple shader objects of the same type because each may contain a  portion
              of  the  complete  shader. It is also permissible to attach a shader object to more
              than one program object. If a shader object is deleted while it is  attached  to  a
              program  object, it will be flagged for deletion, and deletion will not occur until
              gl:detachShader/2 is called to detach it from all program objects to  which  it  is
              attached.

              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 .

              If  Name refers to a matrix attribute variable, Index refers to the first column of
              the matrix. Other matrix columns are then automatically bound to locations  Index+1
              for  a  matrix  of  type  mat2;  Index+1 and Index+2 for a matrix of type mat3; and
              Index+1 , Index+2 , and Index+3 for a matrix of type mat4 .

              This command makes it possible for vertex shaders  to  use  descriptive  names  for
              attribute  variables  rather  than  generic  variables  that are numbered from 0 to
              ?GL_MAX_VERTEX_ATTRIBS -1. The values sent to each generic attribute index are part
              of  current  state.  If  a  different  program  object  is  made current by calling
              gl:useProgram/1 , the generic vertex attributes are tracked in such a way that  the
              same  values will be observed by attributes in the new program object that are also
              bound to Index .

              Attribute variable name-to-generic attribute index bindings for  a  program  object
              can  be explicitly assigned at any time by calling gl:bindAttribLocation. Attribute
              bindings do not go into effect until gl:linkProgram/1 is called.  After  a  program
              object has been linked successfully, the index values for generic attributes remain
              fixed (and their values can be queried) until the next link command occurs.

              Any attribute binding that occurs after the program object has been linked will not
              take effect until the next time the program object is linked.

              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 .

              The compilation status will be stored as part of the shader  object's  state.  This
              value  will  be  set  to  ?GL_TRUE if the shader was compiled without errors and is
              ready  for  use,  and  ?GL_FALSE  otherwise.  It  can   be   queried   by   calling
              gl:getShaderiv/2 with arguments Shader and ?GL_COMPILE_STATUS.

              Compilation of a shader can fail for a number of reasons as specified by the OpenGL
              Shading Language Specification. Whether or  not  the  compilation  was  successful,
              information  about  the  compilation  can  be  obtained  from  the  shader object's
              information log by calling gl:getShaderInfoLog/2 .

              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.

              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   .  These  executables  are  made  part  of  current  state  when
              gl:useProgram/1  is  called.  Program   objects   can   be   deleted   by   calling
              gl:deleteProgram/1  . The memory associated with the program object will be deleted
              when it is no longer part of current rendering state for any context.

              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.

              When  created,  a  shader  object's  ?GL_SHADER_TYPE  parameter  is  set  to either
              ?GL_VERTEX_SHADER    ,     ?GL_TESS_CONTROL_SHADER,     ?GL_TESS_EVALUATION_SHADER,
              ?GL_GEOMETRY_SHADER or ?GL_FRAGMENT_SHADER, depending on the value of ShaderType .

              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 .

              If  a  program  object  is  in  use  as part of current rendering state, it will be
              flagged for deletion, but it will not be deleted until it  is  no  longer  part  of
              current  state  for  any  rendering  context. If a program object to be deleted has
              shader objects attached to it, those shader objects will be automatically  detached
              but  not  deleted  unless they have already been flagged for deletion by a previous
              call to gl:deleteShader/1 . A value of 0 for Program will be silently ignored.

              To determine  whether  a  program  object  has  been  flagged  for  deletion,  call
              gl:getProgramiv/2 with arguments Program and ?GL_DELETE_STATUS.

              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 .

              If  a  shader  object  to  be  deleted  is attached to a program object, it will be
              flagged for deletion, but it will not be deleted until it is no longer attached  to
              any  program  object,  for  any  rendering  context (i.e., it must be detached from
              wherever it was attached before it will be deleted). A value of 0 for  Shader  will
              be silently ignored.

              To determine whether an object has been flagged for deletion, call gl:getShaderiv/2
              with arguments Shader and ?GL_DELETE_STATUS.

              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 .

              If Shader has already been flagged for deletion by a call to gl:deleteShader/1  and
              it  is  not  attached  to any other program object, it will be deleted after it has
              been detached.

              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.

              A vertex shader may use either built-in attribute variables, user-defined attribute
              variables,  or  both.  Built-in  attribute  variables  have  a  prefix of "gl_" and
              reference conventional OpenGL vertex attribtes (e.g., Gl_Vertex , Gl_Normal , etc.,
              see  the  OpenGL  Shading Language specification for a complete list.) User-defined
              attribute variables have arbitrary names and obtain their values  through  numbered
              generic  vertex attributes. An attribute variable (either built-in or user-defined)
              is considered active if it is determined during the link operation that it  may  be
              accessed  during  program execution. Therefore, Program should have previously been
              the target of a call to gl:linkProgram/1 , but it is not necessary for it  to  have
              been linked successfully.

              The  size  of the character buffer required to store the longest attribute variable
              name in Program can  be  obtained  by  calling  gl:getProgramiv/2  with  the  value
              ?GL_ACTIVE_ATTRIBUTE_MAX_LENGTH . This value should be used to allocate a buffer of
              sufficient size to store the returned attribute name. The size  of  this  character
              buffer  is  passed in BufSize , and a pointer to this character buffer is passed in
              Name .

              gl:getActiveAttrib returns the name of the attribute variable indicated by Index  ,
              storing  it in the character buffer specified by Name . The string returned will be
              null terminated. The actual number  of  characters  written  into  this  buffer  is
              returned  in  Length  ,  and  this  count  does  not  include  the null termination
              character. If the length of the returned string is not required, a value  of  ?NULL
              can be passed in the Length argument.

              The  Type  argument  specifies  a  pointer  to  a variable into which the attribute
              variable's  data  type  will  be  written.  The   symbolic   constants   ?GL_FLOAT,
              ?GL_FLOAT_VEC2,  ?GL_FLOAT_VEC3,  ?GL_FLOAT_VEC4,  ?GL_FLOAT_MAT2,  ?GL_FLOAT_MAT3,
              ?GL_FLOAT_MAT4,    ?GL_FLOAT_MAT2x3,    ?GL_FLOAT_MAT2x4,    ?GL_FLOAT_MAT3x2     ,
              ?GL_FLOAT_MAT3x4,   ?GL_FLOAT_MAT4x2,  ?GL_FLOAT_MAT4x3,  ?GL_INT  ,  ?GL_INT_VEC2,
              ?GL_INT_VEC3,   ?GL_INT_VEC4,   ?GL_UNSIGNED_INT_VEC    ,    ?GL_UNSIGNED_INT_VEC2,
              ?GL_UNSIGNED_INT_VEC3,  ?GL_UNSIGNED_INT_VEC4, ?DOUBLE, ?DOUBLE_VEC2, ?DOUBLE_VEC3,
              ?DOUBLE_VEC4,   ?DOUBLE_MAT2   ,   ?DOUBLE_MAT3,   ?DOUBLE_MAT4,    ?DOUBLE_MAT2x3,
              ?DOUBLE_MAT2x4,  ?DOUBLE_MAT3x2,  ?DOUBLE_MAT3x4, ?DOUBLE_MAT4x2, or ?DOUBLE_MAT4x3
              may be returned. The Size argument will return the size of the attribute, in  units
              of the type returned in Type .

              The  list  of  active  attribute  variables  may  include  both  built-in attribute
              variables (which begin with the prefix "gl_") as  well  as  user-defined  attribute
              variable names.

              This  function will return as much information as it can about the specified active
              attribute variable. If no information is available, Length will be 0, and Name will
              be  an  empty string. This situation could occur if this function is called after a
              link operation that failed. If an error occurs, the return values Length ,  Size  ,
              Type , and Name will be unmodified.

              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.

              Shaders  may use either built-in uniform variables, user-defined uniform variables,
              or both. Built-in uniform variables have a prefix of "gl_" and  reference  existing
              OpenGL state or values derived from such state (e.g., Gl_DepthRangeParameters , see
              the OpenGL Shading  Language  specification  for  a  complete  list.)  User-defined
              uniform variables have arbitrary names and obtain their values from the application
              through calls to gl:uniform1f/2 . A uniform  variable  (either  built-in  or  user-
              defined) is considered active if it is determined during the link operation that it
              may be accessed during program execution. Therefore, Program should have previously
              been  the  target of a call to gl:linkProgram/1 , but it is not necessary for it to
              have been linked successfully.

              The size of the character buffer required to store  the  longest  uniform  variable
              name  in  Program  can  be  obtained  by  calling  gl:getProgramiv/2 with the value
              ?GL_ACTIVE_UNIFORM_MAX_LENGTH . This value should be used to allocate a  buffer  of
              sufficient  size  to  store  the  returned  uniform variable name. The size of this
              character buffer is passed in BufSize , and a pointer to this character  buffer  is
              passed in Name.

              gl:getActiveUniform  returns  the name of the uniform variable indicated by Index ,
              storing it in the character buffer specified by Name . The string returned will  be
              null  terminated.  The  actual  number  of  characters  written into this buffer is
              returned in Length  ,  and  this  count  does  not  include  the  null  termination
              character.  If  the length of the returned string is not required, a value of ?NULL
              can be passed in the Length argument.

              The Type argument will return a pointer to the uniform variable's  data  type.  The
              symbolic constants returned for uniform types are shown in the table below.Returned
              Symbolic ContantShader Uniform Type
              ?GL_FLOAT?float
              ?GL_FLOAT_VEC2?vec2
              ?GL_FLOAT_VEC3?vec3
              ?GL_FLOAT_VEC4?vec4
              ?GL_DOUBLE?double
              ?GL_DOUBLE_VEC2?dvec2
              ?GL_DOUBLE_VEC3?dvec3
              ?GL_DOUBLE_VEC4?dvec4
              ?GL_INT?int
              ?GL_INT_VEC2?ivec2
              ?GL_INT_VEC3?ivec3
              ?GL_INT_VEC4?ivec4
              ?GL_UNSIGNED_INT?unsigned int
              ?GL_UNSIGNED_INT_VEC2?uvec2
              ?GL_UNSIGNED_INT_VEC3?uvec3
              ?GL_UNSIGNED_INT_VEC4?uvec4
              ?GL_BOOL?bool
              ?GL_BOOL_VEC2?bvec2
              ?GL_BOOL_VEC3?bvec3
              ?GL_BOOL_VEC4?bvec4
              ?GL_FLOAT_MAT2?mat2
              ?GL_FLOAT_MAT3?mat3
              ?GL_FLOAT_MAT4?mat4
              ?GL_FLOAT_MAT2x3?mat2x3
              ?GL_FLOAT_MAT2x4?mat2x4
              ?GL_FLOAT_MAT3x2?mat3x2
              ?GL_FLOAT_MAT3x4?mat3x4
              ?GL_FLOAT_MAT4x2?mat4x2
              ?GL_FLOAT_MAT4x3?mat4x3
              ?GL_DOUBLE_MAT2?dmat2
              ?GL_DOUBLE_MAT3?dmat3
              ?GL_DOUBLE_MAT4?dmat4
              ?GL_DOUBLE_MAT2x3?dmat2x3
              ?GL_DOUBLE_MAT2x4?dmat2x4
              ?GL_DOUBLE_MAT3x2?dmat3x2
              ?GL_DOUBLE_MAT3x4?dmat3x4
              ?GL_DOUBLE_MAT4x2?dmat4x2
              ?GL_DOUBLE_MAT4x3?dmat4x3
              ?GL_SAMPLER_1D?sampler1D
              ?GL_SAMPLER_2D?sampler2D
              ?GL_SAMPLER_3D?sampler3D
              ?GL_SAMPLER_CUBE?samplerCube
              ?GL_SAMPLER_1D_SHADOW?sampler1DShadow
              ?GL_SAMPLER_2D_SHADOW?sampler2DShadow
              ?GL_SAMPLER_1D_ARRAY?sampler1DArray
              ?GL_SAMPLER_2D_ARRAY?sampler2DArray
              ?GL_SAMPLER_1D_ARRAY_SHADOW?sampler1DArrayShadow
              ?GL_SAMPLER_2D_ARRAY_SHADOW?sampler2DArrayShadow
              ?GL_SAMPLER_2D_MULTISAMPLE?sampler2DMS
              ?GL_SAMPLER_2D_MULTISAMPLE_ARRAY?sampler2DMSArray
              ?GL_SAMPLER_CUBE_SHADOW?samplerCubeShadow
              ?GL_SAMPLER_BUFFER?samplerBuffer
              ?GL_SAMPLER_2D_RECT?sampler2DRect
              ?GL_SAMPLER_2D_RECT_SHADOW?sampler2DRectShadow
              ?GL_INT_SAMPLER_1D?isampler1D
              ?GL_INT_SAMPLER_2D?isampler2D
              ?GL_INT_SAMPLER_3D?isampler3D
              ?GL_INT_SAMPLER_CUBE?isamplerCube
              ?GL_INT_SAMPLER_1D_ARRAY?isampler1DArray
              ?GL_INT_SAMPLER_2D_ARRAY?isampler2DArray
              ?GL_INT_SAMPLER_2D_MULTISAMPLE?isampler2DMS
              ?GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY?isampler2DMSArray
              ?GL_INT_SAMPLER_BUFFER?isamplerBuffer
              ?GL_INT_SAMPLER_2D_RECT?isampler2DRect
              ?GL_UNSIGNED_INT_SAMPLER_1D?usampler1D
              ?GL_UNSIGNED_INT_SAMPLER_2D?usampler2D
              ?GL_UNSIGNED_INT_SAMPLER_3D?usampler3D
              ?GL_UNSIGNED_INT_SAMPLER_CUBE?usamplerCube
              ?GL_UNSIGNED_INT_SAMPLER_1D_ARRAY?usampler2DArray
              ?GL_UNSIGNED_INT_SAMPLER_2D_ARRAY?usampler2DArray
              ?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE?usampler2DMS
              ?GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY?usampler2DMSArray
              ?GL_UNSIGNED_INT_SAMPLER_BUFFER?usamplerBuffer
              ?GL_UNSIGNED_INT_SAMPLER_2D_RECT?usampler2DRect
              ?GL_IMAGE_1D?image1D
              ?GL_IMAGE_2D?image2D
              ?GL_IMAGE_3D?image3D
              ?GL_IMAGE_2D_RECT?image2DRect
              ?GL_IMAGE_CUBE?imageCube
              ?GL_IMAGE_BUFFER?imageBuffer
              ?GL_IMAGE_1D_ARRAY?image1DArray
              ?GL_IMAGE_2D_ARRAY?image2DArray
              ?GL_IMAGE_2D_MULTISAMPLE?image2DMS
              ?GL_IMAGE_2D_MULTISAMPLE_ARRAY?image2DMSArray
              ?GL_INT_IMAGE_1D?iimage1D
              ?GL_INT_IMAGE_2D?iimage2D
              ?GL_INT_IMAGE_3D?iimage3D
              ?GL_INT_IMAGE_2D_RECT?iimage2DRect
              ?GL_INT_IMAGE_CUBE?iimageCube
              ?GL_INT_IMAGE_BUFFER?iimageBuffer
              ?GL_INT_IMAGE_1D_ARRAY?iimage1DArray
              ?GL_INT_IMAGE_2D_ARRAY?iimage2DArray
              ?GL_INT_IMAGE_2D_MULTISAMPLE?iimage2DMS
              ?GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY?iimage2DMSArray
              ?GL_UNSIGNED_INT_IMAGE_1D?uimage1D
              ?GL_UNSIGNED_INT_IMAGE_2D?uimage2D
              ?GL_UNSIGNED_INT_IMAGE_3D?uimage3D
              ?GL_UNSIGNED_INT_IMAGE_2D_RECT?uimage2DRect
              ?GL_UNSIGNED_INT_IMAGE_CUBE?uimageCube
              ?GL_UNSIGNED_INT_IMAGE_BUFFER?uimageBuffer
              ?GL_UNSIGNED_INT_IMAGE_1D_ARRAY?uimage1DArray
              ?GL_UNSIGNED_INT_IMAGE_2D_ARRAY?uimage2DArray
              ?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE?uimage2DMS
              ?GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY?uimage2DMSArray
              ?GL_UNSIGNED_INT_ATOMIC_COUNTER?atomic_uint

              If one or more elements of an array are active, the name of the array  is  returned
              in Name , the type is returned in Type , and the Size parameter returns the highest
              array element index used, plus one, as determined by the  compiler  and/or  linker.
              Only one active uniform variable will be reported for a uniform array.

              Uniform  variables that are declared as structures or arrays of structures will not
              be returned directly by this function. Instead, each  of  these  uniform  variables
              will be reduced to its fundamental components containing the "." and "[]" operators
              such that each of the names is valid as an argument  to  gl:getUniformLocation/2  .
              Each  of  these reduced uniform variables is counted as one active uniform variable
              and is assigned an index.  A  valid  name  cannot  be  a  structure,  an  array  of
              structures, or a subcomponent of a vector or matrix.

              The size of the uniform variable will be returned in Size . Uniform variables other
              than arrays will have a size of 1. Structures and  arrays  of  structures  will  be
              reduced  as  described earlier, such that each of the names returned will be a data
              type in the earlier list. If this reduction results in an array, the size  returned
              will be as described for uniform arrays; otherwise, the size returned will be 1.

              The  list  of  active uniform variables may include both built-in uniform variables
              (which begin with the prefix "gl_") as well as user-defined uniform variable names.

              This function will return as much information as it can about the specified  active
              uniform  variable.  If no information is available, Length will be 0, and Name will
              be an empty string. This situation could occur if this function is called  after  a
              link  operation  that failed. If an error occurs, the return values Length , Size ,
              Type , and Name will be unmodified.

              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 .

              If  the  number of names actually returned is not required (for instance, if it has
              just been obtained by calling gl:getProgramiv/2 ), a value of ?NULL may  be  passed
              for  count.  If  no  shader  objects are attached to Program , a value of 0 will be
              returned in Count . The actual number  of  attached  shaders  can  be  obtained  by
              calling gl:getProgramiv/2 with the value ?GL_ATTACHED_SHADERS.

              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.

              The association between an attribute variable name and a  generic  attribute  index
              can  be  specified  at  any  time  by  calling  gl:bindAttribLocation/3 . Attribute
              bindings do not go into effect until gl:linkProgram/1 is called.  After  a  program
              object  has  been  linked  successfully,  the  index values for attribute variables
              remain fixed until the next link command occurs. The attribute values can  only  be
              queried  after  a link if the link was successful. gl:getAttribLocation returns the
              binding that actually went into effect the last time  gl:linkProgram/1  was  called
              for the specified program object. Attribute bindings that have been specified since
              the last link operation are not returned by gl:getAttribLocation.

              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:

              ?GL_DELETE_STATUS:  Params  returns  ?GL_TRUE  if  Program is currently flagged for
              deletion, and ?GL_FALSE otherwise.

              ?GL_LINK_STATUS: Params returns ?GL_TRUE if the last link operation on Program  was
              successful, and ?GL_FALSE otherwise.

              ?GL_VALIDATE_STATUS: Params returns ?GL_TRUE or if the last validation operation on
              Program was successful, and ?GL_FALSE otherwise.

              ?GL_INFO_LOG_LENGTH: Params returns the number of characters in the information log
              for  Program  including  the  null  termination  character  (i.e.,  the size of the
              character buffer required  to  store  the  information  log).  If  Program  has  no
              information log, a value of 0 is returned.

              ?GL_ATTACHED_SHADERS:  Params  returns  the  number  of  shader objects attached to
              Program .

              ?GL_ACTIVE_ATOMIC_COUNTER_BUFFERS: Params returns the number  of  active  attribute
              atomic counter buffers used by Program .

              ?GL_ACTIVE_ATTRIBUTES:  Params returns the number of active attribute variables for
              Program .

              ?GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: Params returns the length of  the  longest  active
              attribute  name  for  Program , including the null termination character (i.e., the
              size of the character buffer required to store the longest attribute name).  If  no
              active attributes exist, 0 is returned.

              ?GL_ACTIVE_UNIFORMS:  Params  returns  the  number  of active uniform variables for
              Program .

              ?GL_ACTIVE_UNIFORM_MAX_LENGTH: Params returns the  length  of  the  longest  active
              uniform variable name for Program , including the null termination character (i.e.,
              the size of the character buffer required to store  the  longest  uniform  variable
              name). If no active uniform variables exist, 0 is returned.

              ?GL_PROGRAM_BINARY_LENGTH:  Params  returns  the  length  of the program binary, in
              bytes that will be returned by a call to gl:getProgramBinary/2 .  When  a  progam's
              ?GL_LINK_STATUS is ?GL_FALSE, its program binary length is zero.

              ?GL_TRANSFORM_FEEDBACK_BUFFER_MODE:  Params  returns a symbolic constant indicating
              the  buffer  mode  used  when  transform  feedback   is   active.   This   may   be
              ?GL_SEPARATE_ATTRIBS or ?GL_INTERLEAVED_ATTRIBS.

              ?GL_TRANSFORM_FEEDBACK_VARYINGS:  Params returns the number of varying variables to
              capture in transform feedback mode for the program.

              ?GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: Params returns the length of the longest
              variable name to be used for transform feedback, including the null-terminator.

              ?GL_GEOMETRY_VERTICES_OUT:  Params  returns the maximum number of vertices that the
              geometry shader in Program will output.

              ?GL_GEOMETRY_INPUT_TYPE:  Params  returns  a  symbolic  constant   indicating   the
              primitive type accepted as input to the geometry shader contained in Program .

              ?GL_GEOMETRY_OUTPUT_TYPE:   Params  returns  a  symbolic  constant  indicating  the
              primitive type that will be output by the geometry shader contained in Program .

              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.

              gl:getProgramInfoLog returns in InfoLog as much of the information log as  it  can,
              up  to  a  maximum  of  MaxLength  characters.  The  number  of characters actually
              returned, excluding the null termination character, is specified by Length . If the
              length  of  the  returned string is not required, a value of ?NULL can be passed in
              the Length argument. The  size  of  the  buffer  required  to  store  the  returned
              information  log  can  be  obtained  by  calling  gl:getProgramiv/2  with the value
              ?GL_INFO_LOG_LENGTH .

              The information log for a program object is either an empty  string,  or  a  string
              containing  information  about  the  last  link  operation,  or a string containing
              information  about  the  last  validation  operation.  It  may  contain  diagnostic
              messages,  warning  messages,  and  other  information.  When  a  program object is
              created, its information log will be a string of length 0.

              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:

              ?GL_SHADER_TYPE:  Params  returns  ?GL_VERTEX_SHADER  if  Shader is a vertex shader
              object,  ?GL_GEOMETRY_SHADER  if  Shader  is  a   geometry   shader   object,   and
              ?GL_FRAGMENT_SHADER if Shader is a fragment shader object.

              ?GL_DELETE_STATUS:  Params  returns  ?GL_TRUE  if  Shader  is currently flagged for
              deletion, and ?GL_FALSE otherwise.

              ?GL_COMPILE_STATUS: Params returns ?GL_TRUE if the last compile operation on Shader
              was successful, and ?GL_FALSE otherwise.

              ?GL_INFO_LOG_LENGTH: Params returns the number of characters in the information log
              for Shader including  the  null  termination  character  (i.e.,  the  size  of  the
              character  buffer  required  to  store  the  information  log).  If  Shader  has no
              information log, a value of 0 is returned.

              ?GL_SHADER_SOURCE_LENGTH: Params returns the length of  the  concatenation  of  the
              source  strings  that make up the shader source for the Shader , including the null
              termination character. (i.e., the size of the character buffer  required  to  store
              the shader source). If no source code exists, 0 is returned.

              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.

              gl:getShaderInfoLog returns in InfoLog as much of the information log as it can, up
              to a maximum of MaxLength characters. The number of characters  actually  returned,
              excluding the null termination character, is specified by Length . If the length of
              the returned string is not required, a value of ?NULL can be passed in  the  Length
              argument. The size of the buffer required to store the returned information log can
              be obtained by calling gl:getShaderiv/2 with the value ?GL_INFO_LOG_LENGTH .

              The information log for a shader object is a string  that  may  contain  diagnostic
              messages, warning messages, and other information about the last compile operation.
              When a shader object is created, its information log will be a string of length 0.

              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.

              gl:getShaderSource  returns  in Source as much of the source code string as it can,
              up to a maximum of BufSize characters. The number of characters actually  returned,
              excluding the null termination character, is specified by Length . If the length of
              the returned string is not required, a value of ?NULL can be passed in  the  Length
              argument.  The size of the buffer required to store the returned source code string
              can be obtained by calling gl:getShaderiv/2 with the value ?GL_SHADER_SOURCE_LENGTH
              .

              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.

              Uniform  variables  that  are  structures or arrays of structures may be queried by
              calling gl:getUniformLocation for  each  field  within  the  structure.  The  array
              element  operator  "[]" and the structure field operator "." may be used in Name in
              order to select elements within an array or fields within a structure.  The  result
              of  using  these  operators  is  not  allowed  to be another structure, an array of
              structures, or a subcomponent of a vector or a matrix. Except if the last  part  of
              Name  indicates  a  uniform variable array, the location of the first element of an
              array can be retrieved by using the name  of  the  array,  or  by  using  the  name
              appended by "[0]".

              The  actual locations assigned to uniform variables are not known until the program
              object  is  linked  successfully.  After  linking   has   occurred,   the   command
              gl:getUniformLocation  can  be  used  to obtain the location of a uniform variable.
              This location value can then be passed to gl:uniform1f/2 to set the  value  of  the
              uniform variable or to gl:getUniformfv/2 in order to query the current value of the
              uniform variable. After a program object has been linked  successfully,  the  index
              values  for  uniform  variables  remain  fixed  until the next link command occurs.
              Uniform variable locations and values can only be queried after a link if the  link
              was successful.

              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.

              The locations assigned to uniform variables are not known until the program  object
              is  linked.  After linking has occurred, the command gl:getUniformLocation/2 can be
              used to obtain the location of a uniform variable. This location value can then  be
              passed  to  gl:getUniform  in  order  to  query  the  current  value of the uniform
              variable. After a program object has been linked successfully, the index values for
              uniform  variables  remain  fixed  until  the next link command occurs. The uniform
              variable values can only be queried after a link if the link was successful.

              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 .

              The accepted parameter names are as follows:

              ?GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: Params returns a single value, the name  of
              the  buffer  object  currently  bound to the binding point corresponding to generic
              vertex attribute array Index . If no buffer object is bound,  0  is  returned.  The
              initial value is 0.

              ?GL_VERTEX_ATTRIB_ARRAY_ENABLED:  Params  returns  a  single value that is non-zero
              (true) if the vertex attribute array for Index is enabled and 0 (false)  if  it  is
              disabled. The initial value is ?GL_FALSE.

              ?GL_VERTEX_ATTRIB_ARRAY_SIZE: Params returns a single value, the size of the vertex
              attribute array for Index . The size is the number of values for  each  element  of
              the vertex attribute array, and it will be 1, 2, 3, or 4. The initial value is 4.

              ?GL_VERTEX_ATTRIB_ARRAY_STRIDE: Params returns a single value, the array stride for
              (number of bytes between successive elements in) the  vertex  attribute  array  for
              Index  .  A value of 0 indicates that the array elements are stored sequentially in
              memory. The initial value is 0.

              ?GL_VERTEX_ATTRIB_ARRAY_TYPE: Params returns a single value,  a  symbolic  constant
              indicating  the  array  type  for  the  vertex attribute array for Index . Possible
              values are ?GL_BYTE, ?GL_UNSIGNED_BYTE, ?GL_SHORT,  ?GL_UNSIGNED_SHORT  ,  ?GL_INT,
              ?GL_UNSIGNED_INT, ?GL_FLOAT, and ?GL_DOUBLE. The initial value is ?GL_FLOAT.

              ?GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:  Params returns a single value that is non-zero
              (true) if fixed-point data types for the vertex attribute array indicated by  Index
              are  normalized when they are converted to floating point, and 0 (false) otherwise.
              The initial value is ?GL_FALSE.

              ?GL_VERTEX_ATTRIB_ARRAY_INTEGER: Params returns a single  value  that  is  non-zero
              (true)  if fixed-point data types for the vertex attribute array indicated by Index
              have integer  data  types,  and  0  (false)  otherwise.  The  initial  value  is  0
              (?GL_FALSE).

              ?GL_VERTEX_ATTRIB_ARRAY_DIVISOR:   Params  returns  a  single  value  that  is  the
              frequency divisor used for instanced rendering. See gl:vertexAttribDivisor/2 .  The
              initial value is 0.

              ?GL_CURRENT_VERTEX_ATTRIB:  Params  returns  four values that represent the current
              value for the generic vertex attribute specified by index. Generic vertex attribute
              0 is unique in that it has no current state, so an error will be generated if Index
              is 0. The initial value for all other generic vertex attributes is (0,0,0,1).

              gl:getVertexAttribdv and gl:getVertexAttribfv return the current  attribute  values
              as  four single-precision floating-point values; gl:getVertexAttribiv reads them as
              floating-point   values   and   converts   them    to    four    integer    values;
              gl:getVertexAttribIiv  and gl:getVertexAttribIuiv read and return them as signed or
              unsigned integer values, respectively; gl:getVertexAttribLdv reads and returns them
              as four double-precision floating-point values.

              All  of  the  parameters except ?GL_CURRENT_VERTEX_ATTRIB represent state stored in
              the currently bound vertex array object.

              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.

              The  status  of  the  link operation will be stored as part of the program object's
              state. This value will be set to ?GL_TRUE if the program object was linked  without
              errors  and is ready for use, and ?GL_FALSE otherwise. It can be queried by calling
              gl:getProgramiv/2 with arguments Program and ?GL_LINK_STATUS.

              As a result of  a  successful  link  operation,  all  active  user-defined  uniform
              variables  belonging  to  Program will be initialized to 0, and each of the program
              object's active uniform variables will be assigned a location that can  be  queried
              by  calling  gl:getUniformLocation/2  .  Also,  any  active  user-defined attribute
              variables that have not been bound to a generic  vertex  attribute  index  will  be
              bound to one at this time.

              Linking  of  a  program object can fail for a number of reasons as specified in the
              OpenGL Shading Language Specification . The following lists some of the  conditions
              that will cause a link error.

              The  number  of active attribute variables supported by the implementation has been
              exceeded.

              The storage limit for uniform variables has been exceeded.

              The number of active uniform variables supported by  the  implementation  has  been
              exceeded.

              The main function is missing for the vertex, geometry or fragment shader.

              A varying variable actually used in the fragment shader is not declared in the same
              way (or is not declared at all) in the vertex shader, or geometry shader shader  if
              present.

              A reference to a function or variable name is unresolved.

              A  shared  global  is  declared  with  two different types or two different initial
              values.

              One or more of the attached shader objects has not been successfully compiled.

              Binding a generic attribute matrix caused some rows of the matrix to  fall  outside
              the allowed maximum of ?GL_MAX_VERTEX_ATTRIBS.

              Not  enough  contiguous  vertex  attribute  slots  could be found to bind attribute
              matrices.

              The program object contains objects to form a fragment shader but does not  contain
              objects to form a vertex shader.

              The  program object contains objects to form a geometry shader but does not contain
              objects to form a vertex shader.

              The program object contains objects  to  form  a  geometry  shader  and  the  input
              primitive  type,  output  primitive  type,  or  maximum  output vertex count is not
              specified in any compiled geometry shader object.

              The program object contains objects  to  form  a  geometry  shader  and  the  input
              primitive  type, output primitive type, or maximum output vertex count is specified
              differently in multiple geometry shader objects.

              The number of active outputs in the fragment shader is greater than  the  value  of
              ?GL_MAX_DRAW_BUFFERS .

              The  program  has  an active output assigned to a location greater than or equal to
              the value of ?GL_MAX_DUAL_SOURCE_DRAW_BUFFERS and has an active output assigned  an
              index greater than or equal to one.

              More than one varying out variable is bound to the same number and index.

              The  explicit  binding  assigments  do  not  leave  enough  space for the linker to
              automatically assign a location for a varying out array,  which  requires  multiple
              contiguous locations.

              The  Count specified by gl:transformFeedbackVaryings/3 is non-zero, but the program
              object has no vertex or geometry shader.

              Any variable name specified to gl:transformFeedbackVaryings/3 in the Varyings array
              is  not  declared  as  an  output  in the vertex shader (or the geometry shader, if
              active).

              Any two entries in the Varyings array given gl:transformFeedbackVaryings/3  specify
              the same varying variable.

              The  total  number  of  components  to  capture  in  any transform feedback varying
              variable          is          greater          than          the           constant
              ?GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS    and    the    buffer    mode   is
              ?SEPARATE_ATTRIBS.

              When a program object has been successfully linked, the program object can be  made
              part  of  current  state  by  calling  gl:useProgram/1  .  Whether  or not the link
              operation was successful, the program object's information log will be overwritten.
              The information log can be retrieved by calling gl:getProgramInfoLog/2 .

              gl:linkProgram  will  also install the generated executables as part of the current
              rendering state if the link operation was  successful  and  the  specified  program
              object   is   already  currently  in  use  as  a  result  of  a  previous  call  to
              gl:useProgram/1  .  If  the  program  object   currently   in   use   is   relinked
              unsuccessfully,  its link status will be set to ?GL_FALSE , but the executables and
              associated state will remain part of the current state until a subsequent  call  to
              gl:useProgram  removes it from use. After it is removed from use, it cannot be made
              part of current state until it has been successfully relinked.

              If Program contains shader objects of type  ?GL_VERTEX_SHADER,  and  optionally  of
              type   ?GL_GEOMETRY_SHADER,   but   does   not   contain  shader  objects  of  type
              ?GL_FRAGMENT_SHADER , the  vertex  shader  executable  will  be  installed  on  the
              programmable  vertex processor, the geometry shader executable, if present, will be
              installed on the  programmable  geometry  processor,  but  no  executable  will  be
              installed  on  the  fragment  processor. The results of rasterizing primitives with
              such a program will be undefined.

              The program object's information log is updated and the program is generated at the
              time  of  the  link  operation.  After the link operation, applications are free to
              modify attached shader objects, compile  attached  shader  objects,  detach  shader
              objects, delete shader objects, and attach additional shader objects. None of these
              operations affects the information log or the program that is part of  the  program
              object.

              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 .

              A program object will contain an executable that will run on the  vertex  processor
              if  it contains one or more shader objects of type ?GL_VERTEX_SHADER that have been
              successfully compiled and linked. A program object will contain an executable  that
              will  run  on  the  geometry processor if it contains one or more shader objects of
              type  ?GL_GEOMETRY_SHADER  that  have  been  successfully  compiled   and   linked.
              Similarly,  a  program  object  will  contain  an  executable  that will run on the
              fragment  processor  if  it  contains  one  or  more   shader   objects   of   type
              ?GL_FRAGMENT_SHADER that have been successfully compiled and linked.

              While  a  program object is in use, applications are free to modify attached shader
              objects, compile attached shader objects, attach  additional  shader  objects,  and
              detach  or  delete  shader  objects.  None  of  these  operations  will  affect the
              executables that are part of the current  state.  However,  relinking  the  program
              object  that  is  currently  in  use will install the program object as part of the
              current rendering state if the link operation was successful (see  gl:linkProgram/1
              ).  If  the  program  object  currently in use is relinked unsuccessfully, its link
              status will be set to ?GL_FALSE, but the  executables  and  associated  state  will
              remain  part  of the current state until a subsequent call to gl:useProgram removes
              it from use. After it is removed from use, it cannot be made part of current  state
              until it has been successfully relinked.

              If  Program  is zero, then the current rendering state refers to an invalid program
              object and the results of shader execution are undefined. However, this is  not  an
              error.

              If  Program  does  not  contain  shader  objects  of  type  ?GL_FRAGMENT_SHADER, an
              executable will be installed on the vertex, and possibly geometry  processors,  but
              the results of fragment shader execution will be undefined.

              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 .

              The  commands  gl:uniform{1|2|3|4}{f|i|ui}  are  used  to  change  the value of the
              uniform variable specified by Location using the values passed  as  arguments.  The
              number  specified  in the command should match the number of components in the data
              type of the specified uniform variable (e.g., 1 for float, int, unsigned int, bool;
              2  for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point
              values are being passed; the suffix i  indicates  that  integer  values  are  being
              passed;  the suffix ui indicates that unsigned integer values are being passed, and
              this type should also match the data type of the specified uniform variable. The  i
              variants  of  this  function should be used to provide values for uniform variables
              defined as int, ivec2 , ivec3, ivec4, or arrays of these. The ui variants  of  this
              function should be used to provide values for uniform variables defined as unsigned
              int, uvec2, uvec3, uvec4, or arrays of these. The f  variants  should  be  used  to
              provide  values for uniform variables of type float, vec2, vec3, vec4, or arrays of
              these. Either the i, ui or f variants may be used to  provide  values  for  uniform
              variables  of  type  bool,  bvec2  ,  bvec3, bvec4, or arrays of these. The uniform
              variable will be set to false if the input value is 0 or 0.0f, and it will  be  set
              to true otherwise.

              All  active uniform variables defined in a program object are initialized to 0 when
              the program object is linked successfully. They retain the values assigned to  them
              by  a  call  to  gl:uniform  until the next successful link operation occurs on the
              program object, when they are once again initialized to 0.

              The commands gl:uniform{1|2|3|4}{f|i|ui}v can be used to modify  a  single  uniform
              variable  or a uniform variable array. These commands pass a count and a pointer to
              the values to be loaded into a uniform variable or  a  uniform  variable  array.  A
              count  of 1 should be used if modifying the value of a single uniform variable, and
              a count of 1 or greater can be used to modify an entire array or part of an  array.
              When  loading  n elements starting at an arbitrary position m in a uniform variable
              array, elements m + n - 1 in the array will be replaced with the new values. If M +
              N  -  1 is larger than the size of the uniform variable array, values for all array
              elements beyond the end of the array will be ignored. The number specified  in  the
              name  of the command indicates the number of components for each element in Value ,
              and it should match the number of components in the  data  type  of  the  specified
              uniform  variable  (e.g.,  1 for float, int, bool; 2 for vec2, ivec2, bvec2, etc.).
              The data type specified in the name of the command must match the data type for the
              specified uniform variable as described previously for gl:uniform{1|2|3|4}{f|i|ui}.

              For  uniform  variable arrays, each element of the array is considered to be of the
              type indicated in the name of the command (e.g., gl:uniform3f or gl:uniform3fv  can
              be  used  to load a uniform variable array of type vec3). The number of elements of
              the uniform variable array to be modified is specified by Count

              The commands gl:uniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are used to modify a
              matrix  or an array of matrices. The numbers in the command name are interpreted as
              the dimensionality of the matrix. The number 2 indicates a 2 × 2  matrix  (i.e.,  4
              values),  the  number 3 indicates a 3 × 3 matrix (i.e., 9 values), and the number 4
              indicates a 4 × 4 matrix (i.e., 16 values).  Non-square  matrix  dimensionality  is
              explicit,  with  the first number representing the number of columns and the second
              number representing the number of rows. For example, 2x4 indicates a 2 ×  4  matrix
              with  2 columns and 4 rows (i.e., 8 values). If Transpose is ?GL_FALSE, each matrix
              is assumed to be supplied in column major order. If  Transpose  is  ?GL_TRUE,  each
              matrix  is  assumed to be supplied in row major order. The Count argument indicates
              the number of matrices to be passed. A count of 1 should be used if  modifying  the
              value of a single matrix, and a count greater than 1 can be used to modify an array
              of matrices.

              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.

              The  status  of  the  validation  operation  will  be stored as part of the program
              object's state. This value will be set to ?GL_TRUE if the validation succeeded, and
              ?GL_FALSE  otherwise. It can be queried by calling gl:getProgramiv/2 with arguments
              Program and ?GL_VALIDATE_STATUS. If validation is successful, Program is guaranteed
              to  execute  given  the  current  state.  Otherwise,  Program  is guaranteed to not
              execute.

              This  function  is  typically  useful  only  during  application  development.  The
              informational  string  stored  in  the information log is completely implementation
              dependent;  therefore,  an  application  should   not   expect   different   OpenGL
              implementations to produce identical information strings.

              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.

              Generic attributes are defined as four-component values that are organized into  an
              array.  The  first  entry of this array is numbered 0, and the size of the array is
              specified  by   the   implementation-dependent   constant   ?GL_MAX_VERTEX_ATTRIBS.
              Individual  elements of this array can be modified with a gl:vertexAttrib call that
              specifies the index of the element to be modified and a value for that element.

              These commands can be used to specify one, two, three, or all  four  components  of
              the  generic  vertex  attribute specified by Index . A 1 in the name of the command
              indicates that only one value is passed, and it will be used to  modify  the  first
              component  of the generic vertex attribute. The second and third components will be
              set to 0, and the fourth component will be set to 1. Similarly, a 2 in the name  of
              the  command  indicates  that values are provided for the first two components, the
              third component will be set to 0, and the fourth component will be set to 1. A 3 in
              the  name  of  the  command  indicates that values are provided for the first three
              components and the fourth component will be set to 1,  whereas  a  4  in  the  name
              indicates that values are provided for all four components.

              The  letters  s, f, i, d, ub, us, and ui indicate whether the arguments are of type
              short, float, int, double, unsigned byte, unsigned short, or unsigned int.  When  v
              is  appended  to  the  name,  the  commands  can take a pointer to an array of such
              values.

              Additional capitalized letters can indicate  further  alterations  to  the  default
              behavior of the glVertexAttrib function:

              The commands containing N indicate that the arguments will be passed as fixed-point
              values that are scaled to a normalized range according to the component  conversion
              rules  defined  by  the  OpenGL  specification.  Signed  values  are  understood to
              represent  fixed-point  values  in  the  range  [-1,1],  and  unsigned  values  are
              understood to represent fixed-point values in the range [0,1].

              The  commands  containing I indicate that the arguments are extended to full signed
              or unsigned integers.

              The commands containing  P  indicate  that  the  arguments  are  stored  as  packed
              components within a larger natural type.

              The  commands  containing  L indicate that the arguments are full 64-bit quantities
              and should be passed directly to shader inputs declared as 64-bit double  precision
              types.

              OpenGL  Shading  Language attribute variables are allowed to be of type mat2, mat3,
              or mat4. Attributes of these types may be loaded using  the  gl:vertexAttrib  entry
              points.  Matrices  must be loaded into successive generic attribute slots in column
              major order, with one column of the matrix in each generic attribute slot.

              A user-defined attribute variable declared in a vertex shader can  be  bound  to  a
              generic  attribute  index  by  calling  gl:bindAttribLocation/3  .  This  allows an
              application to use more descriptive variable names in a vertex shader. A subsequent
              change to the specified generic vertex attribute will be immediately reflected as a
              change to the corresponding attribute variable in the vertex shader.

              The binding between a generic vertex attribute index and a  user-defined  attribute
              variable  in  a  vertex  shader  is  part of the state of a program object, but the
              current value of the generic vertex attribute is not. The  value  of  each  generic
              vertex  attribute  is  part of current state, just like standard vertex attributes,
              and it is maintained even if a different program object is used.

              An application may freely modify generic vertex attributes that are not bound to  a
              named  vertex shader attribute variable. These values are simply maintained as part
              of current state and will not be accessed by the vertex shader. If a generic vertex
              attribute  bound  to  an attribute variable in a vertex shader is not updated while
              the vertex shader is executing, the vertex shader will repeatedly use  the  current
              value for the generic vertex attribute.

              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.

              For  gl:vertexAttribPointer,  if  Normalized  is set to ?GL_TRUE, it indicates that
              values stored in an integer format are to be mapped to the range [-1,1] (for signed
              values)  or  [0,1]  (for  unsigned  values) when they are accessed and converted to
              floating point. Otherwise, values will be  converted  to  floats  directly  without
              normalization.

              For  gl:vertexAttribIPointer,  only the integer types ?GL_BYTE, ?GL_UNSIGNED_BYTE ,
              ?GL_SHORT, ?GL_UNSIGNED_SHORT, ?GL_INT, ?GL_UNSIGNED_INT are accepted.  Values  are
              always left as integer values.

              gl:vertexAttribLPointer  specifies  state  for  a  generic  vertex  attribute array
              associated with a shader attribute variable declared with 64-bit  double  precision
              components.  Type must be ?GL_DOUBLE. Index , Size , and Stride behave as described
              for gl:vertexAttribPointer and gl:vertexAttribIPointer.

              If Pointer is not NULL, a non-zero  named  buffer  object  must  be  bound  to  the
              ?GL_ARRAY_BUFFER  target  (see  gl:bindBuffer/2 ), otherwise an error is generated.
              Pointer is treated as a byte offset into the buffer object's data store. The buffer
              object  binding  (?GL_ARRAY_BUFFER_BINDING)  is  saved  as generic vertex attribute
              array state (?GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING ) for index Index .

              When a generic vertex attribute array is specified, Size  ,  Type  ,  Normalized  ,
              Stride  ,  and  Pointer are saved as vertex array state, in addition to the current
              vertex array buffer object binding.

              To   enable   and   disable   a    generic    vertex    attribute    array,    call
              gl:disableVertexAttribArray/1  and  gl:disableVertexAttribArray/1  with  Index . If
              enabled, the  generic  vertex  attribute  array  is  used  when  gl:drawArrays/3  ,
              gl:multiDrawArrays/3    ,   gl:drawElements/4   ,   see   glMultiDrawElements,   or
              gl:drawRangeElements/6 is called.

              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.

              If  no  geometry  shader  is  present,  while transform feedback is active the Mode
              parameter  to  gl:drawArrays/3  must  match  those  specified  in   the   following
              table:Transform FeedbackPrimitiveModeAllowed Render PrimitiveModes
              ?GL_POINTS?GL_POINTS
              ?GL_LINES?GL_LINES,    ?GL_LINE_LOOP,    ?GL_LINE_STRIP    ,   ?GL_LINES_ADJACENCY,
              ?GL_LINE_STRIP_ADJACENCY
              ?GL_TRIANGLES?GL_TRIANGLES,          ?GL_TRIANGLE_STRIP,          ?GL_TRIANGLE_FAN,
              ?GL_TRIANGLES_ADJACENCY , ?GL_TRIANGLE_STRIP_ADJACENCY

              If a geometry shader is present, the output primitive type from the geometry shader
              must    match    those    provided     in     the     following     table:Transform
              FeedbackPrimitiveModeAllowed Geometry Shader Output Primitive Type
              ?GL_POINTS?points
              ?GL_LINES?line_strip
              ?GL_TRIANGLES?triangle_strip

              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 .

              Offset  specifies  the  offset in basic machine units into the buffer object Buffer
              and Size specifies the amount of data that can be read from the buffer object while
              used as an indexed 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.

              The  state  set by gl:tranformFeedbackVaryings is stored and takes effect next time
              gl:linkProgram/1 is called on Program . When gl:linkProgram/1 is called, Program is
              linked  so  that  the values of the specified varying variables for the vertices of
              each primitive generated by the GL  are  written  to  a  single  buffer  object  if
              BufferMode  is  ?GL_INTERLEAVED_ATTRIBS or multiple buffer objects if BufferMode is
              ?GL_SEPARATE_ATTRIBS .

              In addition to the errors generated by  gl:transformFeedbackVaryings,  the  program
              Program will fail to link if:

              The  count  specified  by gl:transformFeedbackVaryings is non-zero, but the program
              object has no vertex or geometry shader.

              Any variable name specified in the Varyings array is not declared as an  output  in
              the vertex shader (or the geometry shader, if active).

              Any two entries in the Varyings array specify the same varying variable.

              The  total  number  of components to capture in any varying variable in Varyings is
              greater than the constant  ?GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS  and  the
              buffer mode is ?GL_SEPARATE_ATTRIBS.

              The   total   number  of  components  to  capture  is  greater  than  the  constant
              ?GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS   and   the   buffer   mode    is
              ?GL_INTERLEAVED_ATTRIBS.

              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.

              The name of the selected varying is returned as a null-terminated string in Name  .
              The  actual number of characters written into Name , excluding the null terminator,
              is returned in Length . If Length is NULL,  no  length  is  returned.  The  maximum
              number of characters that may be written into Name , including the null terminator,
              is specified by BufSize .

              The   length   of   the   longest   varying   name   in   program   is   given   by
              ?GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH    ,    which   can   be   queried   with
              gl:getProgramiv/2 .

              For the selected varying variable, its type is returned into Type . The size of the
              varying  is returned into Size . The value in Size is in units of the type returned
              in Type . The type returned can be any of the scalar, vector, or  matrix  attribute
              types  returned  by  gl:getActiveAttrib/3  .  If  an  error  occurred,  the  return
              parameters Length , Size , Type and Name will  be  unmodified.  This  command  will
              return  as  much  information  about  the  varying  variables  as  possible.  If no
              information is available, Length will be set to zero and  Name  will  be  an  empty
              string.  This  situation  could  arise  if gl:getTransformFeedbackVarying is called
              after a failed link.

              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.

              If Mode is ?GL_QUERY_BY_REGION_WAIT, the GL will  also  wait  for  occlusion  query
              results  and  discard  rendering  commands  if the result of the occlusion query is
              zero. If the query result is non-zero, subsequent rendering commands are  executed,
              but  the  GL  may  discard  the  results  of  the  commands  for  any region of the
              framebuffer that did not contribute to the sample count in the specified  occlusion
              query.  Any  such discarding is done in an implementation-dependent manner, but the
              rendering command results may not be discarded for any samples that contributed  to
              the  occlusion  query  sample count. If Mode is ?GL_QUERY_BY_REGION_NO_WAIT, the GL
              operates as in ?GL_QUERY_BY_REGION_WAIT , but 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 .

              The  bindings  specified by gl:bindFragDataLocation have no effect until Program is
              next linked. Bindings may be specified at any time after Program has been  created.
              Specifically,  they  may  be  specified  before  shader objects are attached to the
              program. Therefore, any name may be specified in Name , including a  name  that  is
              never used as a varying out variable in any fragment shader object. Names beginning
              with ?gl_ are reserved by the GL.

              In addition to the errors generated by gl:bindFragDataLocation, the program Program
              will fail to link if:

              The number of active outputs is greater than the value ?GL_MAX_DRAW_BUFFERS.

              More than one varying out variable is bound to the same color number.

              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
              .

              If Buffer is ?GL_DEPTH, DrawBuffer must be zero, and Value points to a single value
              to  clear  the depth buffer to. Only gl:clearBufferfv should be used to clear depth
              buffers. Clamping and conversion for fixed-point depth buffers are performed in the
              same fashion as gl:clearDepth/1 .

              If  Buffer  is  ?GL_STENCIL,  DrawBuffer must be zero, and Value points to a single
              value to clear the stencil buffer to. Only gl:clearBufferiv should be used to clear
              stencil  buffers.  Masing  and type conversion are performed in the same fashion as
              gl:clearStencil/1 .

              gl:clearBufferfi may be used to clear the depth and stencil buffers. Buffer must be
              ?GL_DEPTH_STENCIL  and DrawBuffer must be zero. Depth and Stencil are the depth and
              stencil values, respectively.

              The result of gl:clearBuffer is undefined if no  conversion  between  the  type  of
              Value and the buffer being cleared is defined. However, this is not an error.

              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:Component
              Sized Internal FormatBase TypeComponentsNorm0123
              ?GL_R8ubyte1YESR00 1
              ?GL_R16ushort1YESR 001
              ?GL_R16Fhalf1NO R001
              ?GL_R32Ffloat 1NOR001
              ?GL_R8I byte1NOR001
              ?GL_R16I short1NOR001
              ?GL_R32Iint1NOR001
              ?GL_R8UIubyte1NOR0 01
              ?GL_R16UIushort1NO R001
              ?GL_R32UIuint1 NOR001
              ?GL_RG8ubyte 2YESRG01
              ?GL_RG16 ushort2YESRG01
              ?GL_RG16Fhalf2NORG0 1
              ?GL_RG32Ffloat2NORG 01
              ?GL_RG8Ibyte2NO RG01
              ?GL_RG16Ishort 2NORG01
              ?GL_RG32I int2NORG01
              ?GL_RG8UI ubyte2NORG01
              ?GL_RG16UIushort2NORG0 1
              ?GL_RG32UIuint2NORG 01
              ?GL_RGB32Ffloat3NO RGB1
              ?GL_RGB32Iint 3NORGB1
              ?GL_RGB32UI uint3NORGB1
              ?GL_RGBA8uint4YESRGB A
              ?GL_RGBA16short4YESR GBA
              ?GL_RGBA16Fhalf4NO RGBA
              ?GL_RGBA32Ffloat 4NORGBA
              ?GL_RGBA8I byte4NORGBA
              ?GL_RGBA16Ishort4NORGB A
              ?GL_RGBA32Iint4NORG BA
              ?GL_RGBA8UIubyte4NO RGBA
              ?GL_RGBA16UIushort 4NORGBA
              ?GL_RGBA32UI uint4NORGBA

              When  a  buffer  object  is  attached to a buffer texture, the buffer object's data
              store is taken as the texture's texel array. The number of  texels  in  the  buffer
              texture's texel array is given by buffer_size components×sizeof( base_type/)

              where  buffer_size  is  the  size  of the buffer object, in basic machine units and
              components and base type are the element count and base data type for elements,  as
              specified  in  the  table  above.  The  number of texels in the texel array is then
              clamped to the implementation-dependent limit ?GL_MAX_TEXTURE_BUFFER_SIZE.  When  a
              buffer  texture is accessed in a shader, the results of a texel fetch are undefined
              if the specified texel coordinate is negative, or greater  than  or  equal  to  the
              clamped number of texels in the texel array.

              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.

              When one of the Draw* commands transfers a set of generic attribute array  elements
              to the GL, if the index within the vertex arrays corresponding to that set is equal
              to the primitive restart index, then the GL does not process those  elements  as  a
              vertex.  Instead,  it  is  as  if  the  drawing  command ended with the immediately
              preceding transfer, and another drawing command is  immediately  started  with  the
              same  parameters,  but  only transferring the immediately following element through
              the end of the originally specified elements.

              When either gl:drawElementsBaseVertex/5 ,  gl:drawElementsInstancedBaseVertex/6  or
              see  glMultiDrawElementsBaseVertex is used, the primitive restart comparison occurs
              before the basevertex offset is added to the array 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.

              Attachment  specifies  the  logical  attachment  of  the  framebuffer  and  must be
              ?GL_COLOR_ATTACHMENT    i,    ?GL_DEPTH_ATTACHMENT,    ?GL_STENCIL_ATTACHMENT    or
              ?GL_DEPTH_STENCIL_ATTACHMMENT  .  i in ?GL_COLOR_ATTACHMENTi may range from zero to
              the value of ?GL_MAX_COLOR_ATTACHMENTS - 1. Attaching  a  level  of  a  texture  to
              ?GL_DEPTH_STENCIL_ATTACHMENT  is  equivalent  to  attaching  that level to both the
              ?GL_DEPTH_ATTACHMENTand    the     ?GL_STENCIL_ATTACHMENT     attachment     points
              simultaneously.

              Textarget  specifies  what  type  of texture is named by Texture , and for cube map
              textures, specifies the face that is to be attached. If Texture  is  not  zero,  it
              must  be  the name of an existing texture with type Textarget , unless it is a cube
              map texture,  in  which  case  Textarget  must  be  ?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,      or
              ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.

              If  Texture is non-zero, the specified Level of the texture object named Texture is
              attached  to  the  framebfufer  attachment  point  named  by   Attachment   .   For
              gl:framebufferTexture1D  ,  gl:framebufferTexture2D,  and  gl:framebufferTexture3D,
              Texture must be zero or the name of an existing texture with a target of  Textarget
              , or Texture must be the name of an existing cube-map texture and Textarget must be
              one   of   ?GL_TEXTURE_CUBE_MAP_POSITIVE_X    ,    ?GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
              ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z,          ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X         ,
              ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, or ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z.

              If   Textarget    is    ?GL_TEXTURE_RECTANGLE,    ?GL_TEXTURE_2D_MULTISAMPLE,    or
              ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY,   then  Level  must  be  zero.  If  Textarget  is
              ?GL_TEXTURE_3D, then level must be greater than or equal to zero and less  than  or
              equal  to  log2  of  the  value  of ?GL_MAX_3D_TEXTURE_SIZE. If Textarget is one of
              ?GL_TEXTURE_CUBE_MAP_POSITIVE_X,                   ?GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
              ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z          ,         ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
              ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, or ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z  ,  then  Level
              must  be  greater than or equal to zero and less than or equal to log2 of the value
              of ?GL_MAX_CUBE_MAP_TEXTURE_SIZE. For all other values of Textarget , Level must be
              greater  than  or  equal  to  zero  and  no  larger  than  log2  of  the  value  of
              ?GL_MAX_TEXTURE_SIZE.

              Layer specifies the layer of a 2-dimensional image within a 3-dimensional texture.

              For gl:framebufferTexture1D, if  Texture  is  not  zero,  then  Textarget  must  be
              ?GL_TEXTURE_1D. For gl:framebufferTexture2D, if Texture is not zero, Textarget must
              be one of ?GL_TEXTURE_2D, ?GL_TEXTURE_RECTANGLE ,  ?GL_TEXTURE_CUBE_MAP_POSITIVE_X,
              ?GL_TEXTURE_CUBE_MAP_POSITIVE_Y,          ?GL_TEXTURE_CUBE_MAP_POSITIVE_Z         ,
              ?GL_TEXTURE_CUBE_MAP_NEGATIVE_X,                   ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
              ?GL_TEXTURE_CUBE_MAP_NEGATIVE_Z     ,     or     ?GL_TEXTURE_2D_MULTISAMPLE.    For
              gl:framebufferTexture3D,  if  Texture  is  not  zero,  then   Textarget   must   be
              ?GL_TEXTURE_3D.

              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.

              Index must be less than the value of ?GL_MAX_VERTEX_ATTRIBUTES.

              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.

              A Value of 1.0 indicates that each sample in the framebuffer should be indpendently
              shaded. A Value of 0.0 effectively allows the GL to ignore sample rate shading. Any
              value between 0.0 and 1.0 allows the GL to shade only a subset of the total samples
              within each covered fragment. Which samples are shaded and the  algorithm  used  to
              select that subset of the fragment's samples is implementation dependent.

              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.

              If  a  renderbuffer  object  is  attached  to  one or more attachment points in the
              currently bound framebuffer, then it as if  gl:framebufferRenderbuffer/4  had  been
              called,  with  a Renderbuffer of zero for each attachment point to which this image
              was attached in the currently bound framebuffer. In other words, this  renderbuffer
              object  is  first  detached  from  all  attachment  ponits  in  the currently bound
              framebuffer. Note that the renderbuffer image is specifically not detached from any
              non-bound framebuffers.

              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 .

              Renderbuffer object names  returned  by  a  call  to  gl:genRenderbuffers  are  not
              returned    by   subsequent   calls,   unless   they   are   first   deleted   with
              gl:deleteRenderbuffers/1 .

              The names returned in Renderbuffers  are  marked  as  used,  for  the  purposes  of
              gl:genRenderbuffers  only, but they acquire state and type only when they are first
              bound.

              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.

              The  target  of  the  operation,  specified  by  Target  must  be ?GL_RENDERBUFFER.
              Internalformat specifies the internal  format  to  be  used  for  the  renderbuffer
              object's  storage  and  must  be  a color-renderable, depth-renderable, or stencil-
              renderable format.  Width  and  Height  are  the  dimensions,  in  pixels,  of  the
              renderbuffer.  Both  Width  and  Height  must be less than or equal to the value of
              ?GL_MAX_RENDERBUFFER_SIZE .

              Upon success, gl:renderbufferStorage  deletes  any  existing  data  store  for  the
              renderbuffer   image   and   the   contents   of   the  data  store  after  calling
              gl:renderbufferStorage are undefined.

              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.

              Upon  a  successful  return  from  gl:getRenderbufferParameteriv,   if   Pname   is
              ?GL_RENDERBUFFER_WIDTH , ?GL_RENDERBUFFER_HEIGHT, ?GL_RENDERBUFFER_INTERNAL_FORMAT,
              or ?GL_RENDERBUFFER_SAMPLES , then Params will contain the  width  in  pixels,  the
              height  in  pixels, the internal format, or the number of samples, respectively, of
              the image of the renderbuffer currently bound to Target .

              If     Pname     is     ?GL_RENDERBUFFER_RED_SIZE,     ?GL_RENDERBUFFER_GREEN_SIZE,
              ?GL_RENDERBUFFER_BLUE_SIZE,                            ?GL_RENDERBUFFER_ALPHA_SIZE,
              ?GL_RENDERBUFFER_DEPTH_SIZE , or ?GL_RENDERBUFFER_STENCIL_SIZE,  then  Params  will
              contain  the actual resolutions (not the resolutions specified when the image array
              was defined) for  the  red,  green,  blue,  alpha  depth,  or  stencil  components,
              respectively, of the image of the renderbuffer currently bound to Target .

              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 .

              Framebuffer  object names returned by a call to gl:genFramebuffers are not returned
              by subsequent calls, unless they are first deleted with gl:deleteFramebuffers/1 .

              The  names  returned  in  Ids  are  marked   as   used,   for   the   purposes   of
              gl:genFramebuffers  only,  but they acquire state and type only when they are first
              bound.

              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 .

              The  return value is ?GL_FRAMEBUFFER_COMPLETE if the framebuffer bound to Target is
              complete. Otherwise, the return value is determined as follows:

              ?GL_FRAMEBUFFER_UNDEFINED is returned if Target is the default framebuffer, but the
              default framebuffer does not exist.

              ?GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT   is  returned  if  any  of  the  framebuffer
              attachment points are framebuffer incomplete.

              ?GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT is returned if the  framebuffer  does
              not have at least one image attached to it.

              ?GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER    is    returned    if    the    value   of
              ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE  is  ?GL_NONE  for  any   color   attachment
              point(s) named by ?GL_DRAWBUFFERi.

              ?GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER   is  returned  if  ?GL_READ_BUFFER  is  not
              ?GL_NONE and the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE  is  ?GL_NONE  for
              the color attachment point named by ?GL_READ_BUFFER.

              ?GL_FRAMEBUFFER_UNSUPPORTED  is  returned if the combination of internal formats of
              the attached images violates an implementation-dependent set of restrictions.

              ?GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE   is    returned    if    the    value    of
              ?GL_RENDERBUFFER_SAMPLES  is  not  the  same for all attached renderbuffers; if the
              value of ?GL_TEXTURE_SAMPLES is the not same for all attached textures; or, if  the
              attached   images   are   a  mix  of  renderbuffers  and  textures,  the  value  of
              ?GL_RENDERBUFFER_SAMPLES does not match the value of ?GL_TEXTURE_SAMPLES .

              ?GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE  is  also   returned   if   the   value   of
              ?GL_TEXTURE_FIXED_SAMPLE_LOCATIONS  is  not the same for all attached textures; or,
              if the attached images are a mix  of  renderbuffers  and  textures,  the  value  of
              ?GL_TEXTURE_FIXED_SAMPLE_LOCATIONS is not ?GL_TRUE for all attached textures.

              ?GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS  is returned if any framebuffer attachment
              is layered, and any populated attachment is not layered, or if all populated  color
              attachments are not from textures of the same target.

              Additionally, if an error occurs, zero is returned.

              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 .

              The  value  of  ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE for the specified attachment
              point     is     set     to     ?GL_RENDERBUFFER     and     the      value      of
              ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME  is  set  to  Renderbuffer . All other state
              values of the attachment point specified by Attachment are  set  to  their  default
              values. No change is made to the state of the renderbuuffer object and any previous
              attachment to the Attachment logical buffer of the framebuffer Target is broken.

              Calling gl:framebufferRenderbuffer with the renderbuffer name zero will detach  the
              image,  if  any,  identified  by Attachment , in the framebuffer currently bound to
              Target . All state values of the attachment point specified by  attachment  in  the
              object bound to target are set to their default values.

              Setting  Attachment  to  the  value  ?GL_DEPTH_STENCIL_ATTACHMENT is a special case
              causing both the depth and stencil attachments of the framebuffer object to be  set
              to Renderbuffer , which should have the base internal format ?GL_DEPTH_STENCIL .

              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.

              If the default framebuffer is bound to  Target  then  Attachment  must  be  one  of
              ?GL_FRONT_LEFT,  ?GL_FRONT_RIGHT,  ?GL_BACK_LEFT, or ?GL_BACK_RIGHT , identifying a
              color buffer, ?GL_DEPTH, identifying the depth buffer, or ?GL_STENCIL , identifying
              the stencil buffer.

              If   a   framebuffer   object   is   bound,   then   Attachment   must  be  one  of
              ?GL_COLOR_ATTACHMENT   i,    ?GL_DEPTH_ATTACHMENT,    ?GL_STENCIL_ATTACHMENT,    or
              ?GL_DEPTH_STENCIL_ATTACHMENT . i in ?GL_COLOR_ATTACHMENTi must be in the range zero
              to the value of ?GL_MAX_COLOR_ATTACHMENTS - 1.

              If Attachment is ?GL_DEPTH_STENCIL_ATTACHMENT and different objects  are  bound  to
              the  depth and stencil attachment points of Target the query will fail. If the same
              object is bound to both attachment points, information about that  object  will  be
              returned.

              Upon  successful  return  from  gl:getFramebufferAttachmentParameteriv, if Pname is
              ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE, then Params will contain one of ?GL_NONE  ,
              ?GL_FRAMEBUFFER_DEFAULT,  ?GL_TEXTURE, or ?GL_RENDERBUFFER, identifying the type of
              object which contains the attached image. Other values accepted for Pname depend on
              the type of object, as described below.

              If  the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is ?GL_NONE, no framebuffer
              is    bound     to     Target     .     In     this     case     querying     Pname
              ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME will return zero, and all other queries will
              generate an error.

              If the value  of  ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE  is  not  ?GL_NONE,  these
              queries apply to all other framebuffer types:

              If             Pname             is            ?GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE,
              ?GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE    ,    ?GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE,
              ?GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE  ,  ?GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE, or
              ?GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE , then Params will contain  the  number  of
              bits  in  the corresponding red, green, blue, alpha, depth, or stencil component of
              the specified attachment. Zero is  returned  if  the  requested  component  is  not
              present in Attachment .

              If  Pname  is  ?GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE,  Params  will contain the
              format of components of the  specified  attachment,  one  of  ?GL_FLOAT,  GL_INT  ,
              GL_UNSIGNED_INT  ,  GL_SIGNED_NORMALIZED  , or GL_UNSIGNED_NORMALIZED for floating-
              point, signed integer, unsigned integer, signed normalized fixed-point, or unsigned
              normalized fixed-point components respectively. Only color buffers may have integer
              components.

              If Pname  is  ?GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING,  Param  will  contain  the
              encoding  of  components of the specified attachment, one of ?GL_LINEAR or ?GL_SRGB
              for linear or sRGB-encoded components, respectively. Only color  buffer  components
              may be sRGB-encoded; such components are treated as described in sections 4.1.7 and
              4.1.8.  For  the  default  framebuffer,  color  encoding  is  determined   by   the
              implementation.  For  framebuffer  objects,  components  are  sRGB-encoded  if  the
              internal format of a color attachment is one of the color-renderable SRGB formats.

              If the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is ?GL_RENDERBUFFER, then:

              If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, Params will contain the name of
              the renderbuffer object which contains the attached image.

              If the value of ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE is ?GL_TEXTURE, then:

              If  Pname  is  ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME, then Params will contain the
              name of the texture object which contains the attached image.

              If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL, then Params will contain  the
              mipmap level of the texture object which contains the attached image.

              If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE and the texture object
              named ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is a cube  map  texture,  then  Params
              will  contain  the  cube  map face of the cubemap texture object which contains the
              attached image. Otherwise Params will contain the value zero.

              If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER and the texture  object  named
              ?GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME is a layer of a three-dimensional texture or
              a one-or two-dimensional array texture, then Params will contain the number of  the
              texture  layer which contains the attached image. Otherwise Params will contain the
              value zero.

              If Pname is ?GL_FRAMEBUFFER_ATTACHMENT_LAYERED, then Params will  contain  ?GL_TRUE
              if  an entire level of a three-dimesional texture, cube map texture, or one-or two-
              dimensional array texture is attached. Otherwise, Params will contain ?GL_FALSE.

              Any combinations of framebuffer type and Pname not described above will generate an
              error.

              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.

              Mipmap  generation  replaces  texel array levels level base+1 through q with arrays
              derived from the level base array, regardless of their previous contents. All other
              mimap  arrays,  including  the  level  base  array,  are  left  unchanged  by  this
              computation.

              The internal formats of the derived mipmap arrays all match those of the level base
              array.  The  contents  of  the  derived  arrays  are computed by repeated, filtered
              reduction of the level base array. For one-  and  two-dimensional  texture  arrays,
              each layer is filtered independently.

              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.

              The actual region taken from the read framebuffer is limited to the intersection of
              the source buffers being transferred, which may include the color  buffer  selected
              by  the read buffer, the depth buffer, and/or the stencil buffer depending on mask.
              The actual region written to the draw framebuffer is limited to the intersection of
              the destination buffers being written, which may include multiple draw buffers, the
              depth buffer, and/or the stencil buffer depending  on  mask.  Whether  or  not  the
              source  or  destination  regions  are  altered due to these limits, the scaling and
              offset applied to pixels being transferred is performed as though  no  such  limits
              were present.

              If  the  sizes  of  the  source  and  destination  rectangles are not equal, Filter
              specifies the interpolation method that will be applied to resize the source  image
              ,  and  must be ?GL_NEAREST or ?GL_LINEAR. ?GL_LINEAR is only a valid interpolation
              method for the color buffer.  If  Filter  is  not  ?GL_NEAREST  and  Mask  includes
              ?GL_DEPTH_BUFFER_BIT  or  ?GL_STENCIL_BUFFER_BIT,  no  data  is  transferred  and a
              ?GL_INVALID_OPERATION error is generated.

              If Filter is ?GL_LINEAR and the source rectangle would require sampling outside the
              bounds  of  the  source  framebuffer,  values  are read as if the ?GL_CLAMP_TO_EDGE
              texture wrapping mode were applied.

              When the color buffer is transferred, values are taken from the read buffer of  the
              read framebuffer and written to each of the draw buffers of the draw framebuffer.

              If  the source and destination rectangles overlap or are the same, and the read and
              draw buffers are the same, the result of the operation is undefined.

              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.

              The target  of  the  operation,  specified  by  Target  must  be  ?GL_RENDERBUFFER.
              Internalformat  specifies  the  internal  format  to  be  used for the renderbuffer
              object's storage and must be  a  color-renderable,  depth-renderable,  or  stencil-
              renderable  format.  Width  and  Height  are  the  dimensions,  in  pixels,  of the
              renderbuffer. Both Width and Height must be less than or  equal  to  the  value  of
              ?GL_MAX_RENDERBUFFER_SIZE  . Samples specifies the number of samples to be used for
              the renderbuffer object's image, and must be less than or equal  to  the  value  of
              ?GL_MAX_SAMPLES.  If  Internalformat  is  a  signed or unsigned integer format then
              Samples must be less than or equal to the value of ?GL_MAX_INTEGER_SAMPLES.

              Upon success, gl:renderbufferStorageMultisample deletes any existing data store for
              the   renderbuffer  image  and  the  contents  of  the  data  store  after  calling
              gl:renderbufferStorageMultisample are undefined.

              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.

              If no vertex array object with name Array exists, one  is  created  when  Array  is
              first bound. If the bind is successful no change is made to the state of the vertex
              array object, and any previous vertex array object binding is broken.

              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 .

              Vertex array object names returned by a call to gl:genVertexArrays are not returned
              by subsequent calls, unless they are first deleted with gl:deleteVertexArrays/1 .

              The   names   returned   in  Arrays  are  marked  as  used,  for  the  purposes  of
              gl:genVertexArrays only, but they acquire state and type only when they  are  first
              bound.

              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 .

              Program must be the name of a program object for which the command gl:linkProgram/1
              must   have   been   called   in  the  past,  although  it  is  not  required  that
              gl:linkProgram/1 must have succeeded. The link could have failed because the number
              of active uniforms exceeded the limit.

              UniformCount  indicates  both  the  number  of  elements  in  the  array  of  names
              UniformNames and the number of indices that may be written to UniformIndices .

              UniformNames contains a list of UniformCount name strings identifying  the  uniform
              names  to  be queried for indices. For each name string in UniformNames , the index
              assigned to the active uniform of that name will be written  to  the  corresponding
              element  of  UniformIndices  .  If  a  string in UniformNames is not the name of an
              active uniform,  the  special  value  ?GL_INVALID_INDEX  will  be  written  to  the
              corresponding element of UniformIndices .

              If an error occurs, nothing is written to UniformIndices .

              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 .

              If  gl:getActiveUniformName  is  not  successful,  nothing  is written to Length or
              UniformName .

              Program must be the name of a program for which the  command  gl:linkProgram/1  has
              been  issued  in  the  past.  It  is  not necessary for Program to have been linked
              successfully. The link could have failed because  the  number  of  active  uniforms
              exceeded the limit.

              UniformIndex  must be an active uniform index of the program Program , in the range
              zero to ?GL_ACTIVE_UNIFORMS - 1. The value of ?GL_ACTIVE_UNIFORMS  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 .

              Program must be the name of a program object for which the command gl:linkProgram/1
              must  have  been  called  in  the  past,  although  it   is   not   required   that
              gl:linkProgram/1 must have succeeded. The link could have failed because the number
              of active uniforms exceeded the limit.

              UniformBlockName must contain a nul-terminated string specifying the  name  of  the
              uniform block.

              gl:getUniformBlockIndex returns the uniform block index for the uniform block named
              UniformBlockName of Program . If  UniformBlockName  does  not  identify  an  active
              uniform  block of Program , gl:getUniformBlockIndex returns the special identifier,
              ?GL_INVALID_INDEX. Indices of the active uniform blocks of a program  are  assigned
              in consecutive order, beginning with zero.

              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 .

              Program must be the name of a program object for which the command gl:linkProgram/1
              must   have   been   called   in  the  past,  although  it  is  not  required  that
              gl:linkProgram/1 must have succeeded. The link could have failed because the number
              of active uniforms exceeded the limit.

              UniformBlockIndex  is  an  active uniform block index of Program , and must be less
              than the value of ?GL_ACTIVE_UNIFORM_BLOCKS.

              Upon success, the uniform block parameter(s) specified by  Pname  are  returned  in
              Params . If an error occurs, nothing will be written to Params .

              If Pname is ?GL_UNIFORM_BLOCK_BINDING, then the index of the uniform buffer binding
              point last selected by the uniform block specified by UniformBlockIndex for Program
              is returned. If no uniform block has been previously specified, zero is returned.

              If  Pname is ?GL_UNIFORM_BLOCK_DATA_SIZE, then the implementation-dependent minimum
              total buffer object size, in basic machine  units,  required  to  hold  all  active
              uniforms  in  the  uniform block identified by UniformBlockIndex is returned. It is
              neither guaranteed nor expected that a given implementation  will  arrange  uniform
              values  as  tightly  packed in a buffer object. The exception to this is the std140
              uniform block layout , which guarantees specific  packing  behavior  and  does  not
              require  the application to query for offsets and strides. In this case the minimum
              size may still be queried, even though it is determined in advance  based  only  on
              the uniform block declaration.

              If Pname is ?GL_UNIFORM_BLOCK_NAME_LENGTH, then the total length (including the nul
              terminator) of the name of the uniform block  identified  by  UniformBlockIndex  is
              returned.

              If  Pname  is ?GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, then the number of active uniforms
              in the uniform block identified by UniformBlockIndex is returned.

              If Pname is ?GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, then a  list  of  the  active
              uniform  indices for the uniform block identified by UniformBlockIndex is returned.
              The  number  of  elements  that  will  be  written  to  Params  is  the  value   of
              ?GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS for UniformBlockIndex .

              If          Pname         is         ?GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER,
              ?GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER                ,                 or
              ?GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER,  then  a  boolean value indicating
              whether the uniform block identified by  UniformBlockIndex  is  referenced  by  the
              vertex,  geometry,  or  fragment  programming  stages  of program, respectively, is
              returned.

              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 .

              Program must be the name of a program object for which the command gl:linkProgram/1
              must  have  been  called  in  the  past,  although  it   is   not   required   that
              gl:linkProgram/1 must have succeeded. The link could have failed because the number
              of active uniforms exceeded the limit.

              UniformBlockIndex is an active uniform block index of Program , and  must  be  less
              than the value of ?GL_ACTIVE_UNIFORM_BLOCKS.

              Upon  success,  the  name  of  the  uniform block identified by UnifomBlockIndex is
              returned into UniformBlockName . The name is nul-terminated. The actual  number  of
              characters  written  into  UniformBlockName  ,  excluding  the  nul  terminator, is
              returned in Length . If Length is NULL, no length is returned.

              BufSize contains the maximum number of characters (including  the  nul  terminator)
              that will be written into UniformBlockName .

              If an error occurs, nothing will be written to UniformBlockName or Length .

              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.

              If successful, gl:uniformBlockBinding specifies that  Program  will  use  the  data
              store  of  the  buffer  object  bound  to  the binding point UniformBlockBinding to
              extract  the  values  of  the  uniforms  in  the  uniform   block   identified   by
              UniformBlockIndex .

              When  a  program  object  is linked or re-linked, the uniform buffer object binding
              point assigned to each of its active uniform blocks is reset to zero.

              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.

              Readtarget  and  Writetarget  must  be  ?GL_ARRAY_BUFFER,  ?GL_COPY_READ_BUFFER   ,
              ?GL_COPY_WRITE_BUFFER,     ?GL_ELEMENT_ARRAY_BUFFER,     ?GL_PIXEL_PACK_BUFFER    ,
              ?GL_PIXEL_UNPACK_BUFFER,   ?GL_TEXTURE_BUFFER,   ?GL_TRANSFORM_FEEDBACK_BUFFER   or
              ?GL_UNIFORM_BUFFER.  Any  of  these  targets  may  be  used,  although  the targets
              ?GL_COPY_READ_BUFFER and ?GL_COPY_WRITE_BUFFER are provided specifically  to  allow
              copies between buffers without disturbing other GL state.

              Readoffset  ,  Writeoffset  and  Size  must  all  be greater than or equal to zero.
              Furthermore, Readoffset + Size must not exceeed the size of the buffer object bound
              to Readtarget , and Readoffset + Size must not exceeed the size of the buffer bound
              to Writetarget . If the  same  buffer  object  is  bound  to  both  Readtarget  and
              Writetarget  ,  then the ranges specified by Readoffset , Writeoffset and Size must
              not overlap.

              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.

              ProvokeMode       must      be      either      ?GL_FIRST_VERTEX_CONVENTION      or
              ?GL_LAST_VERTEX_CONVENTION , and controls the selection of the vertex whose  values
              are  assigned to flatshaded varying outputs. The interpretation of these values for
              the  supported  primitive  types  is:Primitive   Type   of   PolygoniFirst   Vertex
              ConventionLast Vertex Convention
               point ii
               independent line 2i - 1 2i
               line loop i

              i + 1, if i < n 1, if i = n
               line strip ii + 1
               independent triangle 3i - 2 3i
               triangle strip ii + 2
               triangle fan i + 1 i + 2
               line adjacency 4i - 2 4i - 1
               line strip adjacency i + 1 i + 2
               triangle adjacency 6i - 5 6i - 1
               triangle strip adjacency 2i - 1 2i + 3

              If  a  vertex  or  geometry  shader  is active, user-defined varying outputs may be
              flatshaded by using the flat qualifier when declaring the output.

              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.

              When the specified Condition of the sync object is satisfied by the fence  command,
              the   sync   object   is   signaled   by   the  GL,  causing  any  gl:waitSync/3  ,
              gl:clientWaitSync/3 commands blocking  in  Sync  to  unblock.  No  other  state  is
              affected by gl:fenceSync or by the execution of the associated fence command.

              Condition  must  be  ?GL_SYNC_GPU_COMMANDS_COMPLETE. This condition is satisfied by
              completion of the fence command corresponding to the sync object and all  preceding
              commands in the same command stream. The sync object will not be signaled until all
              effects from these commands on GL client and server state and the  framebuffer  are
              fully  realized. Note that completion of the fence command occurs once the state of
              the corresponding sync object has been changed, but commands waiting on  that  sync
              object may not be unblocked until after the fence command completes.

              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.

              gl:deleteSync will silently ignore a Sync value of zero.

              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.

              The return value is one of four status values:

              ?GL_ALREADY_SIGNALED   indicates   that   Sync   was  signaled  at  the  time  that
              gl:clientWaitSync was called.

              ?GL_TIMEOUT_EXPIRED indicates that at least Timeout nanoseconds passed and Sync did
              not become signaled.

              ?GL_CONDITION_SATISFIED  indicates  that  Sync  was  signaled  before  the  timeout
              expired.

              ?GL_WAIT_FAILED indicates that an error occurred.  Additionally,  an  OpenGL  error
              will be generated.

              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..
              gl:waitSync  will  always  wait no longer than an implementation-dependent timeout.
              The  duration  of  this  timeout  in  nanoseconds  may  be   queried   by   calling
              gl:getBooleanv/1   with   the  parameter  ?GL_MAX_SERVER_WAIT_TIMEOUT  .  There  is
              currently no way to determine whether gl:waitSync  unblocked  because  the  timeout
              expired or because the sync object being waited on was signaled.

              If an error occurs, gl:waitSync does not cause the GL server to block.

              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.

              On success, gl:getSynciv replaces  up  to  BufSize  integers  in  Values  with  the
              corresponding  property  values  of  the object being queried. The actual number of
              integers replaced is returned in the variable whose address is specified in  Length
              . If Length is NULL, no length is returned.

              If  Pname  is ?GL_OBJECT_TYPE, a single value representing the specific type of the
              sync object is placed in Values . The only type supported is ?GL_SYNC_FENCE .

              If Pname is ?GL_SYNC_STATUS, a single value representing the  status  of  the  sync
              object (?GL_SIGNALED or ?GL_UNSIGNALED) is placed in Values .

              If  Pname  is  ?GL_SYNC_CONDITION, a single value representing the condition of the
              sync  object  is  placed  in   Values   .   The   only   condition   supported   is
              ?GL_SYNC_GPU_COMMANDS_COMPLETE .

              If  Pname  is  ?GL_SYNC_FLAGS, a single value representing the flags with which the
              sync object was created is placed in Values . No flags are currently supported

              Flags is expected to be used in future extensions to the sync objects..

              If an error occurs, nothing will be written to Values or Length .

              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.

              Target  must  be  ?GL_TEXTURE_2D_MULTISAMPLE  or ?GL_PROXY_TEXTURE_2D_MULTISAMPLE .
              Width and Height are the dimensions in texels of the texture, and must  be  in  the
              range  zero to ?GL_MAX_TEXTURE_SIZE - 1. Samples specifies the number of samples in
              the image and must be in the range zero to ?GL_MAX_SAMPLES - 1.

              Internalformat must be a color-renderable, depth-renderable, or  stencil-renderable
              format.

              If  Fixedsamplelocations is ?GL_TRUE, the image will use identical sample locations
              and the same number of samples  for  all  texels  in  the  image,  and  the  sample
              locations will not depend on the internal format or size of the image.

              When  a multisample texture is accessed in a shader, the access takes one vector of
              integers describing which texel to fetch and an integer corresponding to the sample
              numbers  describing  which  sample  within the texel to fetch. No standard sampling
              instructions are allowed on the multisample texture targets.

              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.

              Target          must         be         ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY         or
              ?GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY . Width and Height  are  the  dimensions  in
              texels  of  the texture, and must be in the range zero to ?GL_MAX_TEXTURE_SIZE - 1.
              Depth is the number of array slices in the array texture's image. Samples specifies
              the number of samples in the image and must be in the range zero to ?GL_MAX_SAMPLES
              - 1.

              Internalformat must be a color-renderable, depth-renderable, or  stencil-renderable
              format.

              If  Fixedsamplelocations is ?GL_TRUE, the image will use identical sample locations
              and the same number of samples  for  all  texels  in  the  image,  and  the  sample
              locations will not depend on the internal format or size of the image.

              When  a multisample texture is accessed in a shader, the access takes one vector of
              integers describing which texel to fetch and an integer corresponding to the sample
              numbers  describing  which  sample  within the texel to fetch. No standard sampling
              instructions are allowed on the multisample texture targets.

              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.

              If the multisample mode does not have fixed sample locations, the  returned  values
              may only reflect the locations of samples within some pixels.

              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 .

              MaskIndex specifies which 32-bit sub-word of the sample mask to  update,  and  Mask
              specifies  the  new value to use for that sub-word. MaskIndex must be less than the
              value of ?GL_MAX_SAMPLE_MASK_WORDS. Bit B of mask word M corresponds to sample 32 x
              M + B.

              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
              .

              Sampler object names returned by a call  to  gl:genSamplers  are  not  returned  by
              subsequent calls, unless they are first deleted with gl:deleteSamplers/1 .

              The   names  returned  in  Samplers  are  marked  as  used,  for  the  purposes  of
              gl:genSamplers only, but they acquire state and  type  only  when  they  are  first
              bound.

              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.

              A name returned by gl:genSamplers/1 , is the name of a sampler object.

              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.

              When  a sampler object is bound to a texture unit, its state supersedes that of the
              texture object bound to that texture unit. If the sampler name zero is bound  to  a
              texture  unit, the currently bound texture's sampler state becomes active. A single
              sampler object may be bound to multiple texture units simultaneously.

              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 :

              ?GL_TEXTURE_MIN_FILTER:  The  texture minifying function is used whenever the pixel
              being textured maps to an area greater than one  texture  element.  There  are  six
              defined  minifying  functions.  Two  of  them  use  the nearest one or nearest four
              texture elements to compute the texture value. The other four use mipmaps.

              A mipmap is an ordered set of arrays representing the same image  at  progressively
              lower  resolutions.  If  the  texture  has dimensions 2 n×2 m, there are max(n m)+1
              mipmaps. The first mipmap is the original texture, with dimensions 2  n×2  m.  Each
              subsequent mipmap has dimensions 2(k-1)×2(l-1), where 2 k×2 l are the dimensions of
              the previous mipmap, until either k=0 or l=0. At  that  point,  subsequent  mipmaps
              have  dimension  1×2(l-1)  or  2(k-1)×1 until the final mipmap, which has dimension
              1×1.  To  define  the   mipmaps,   call   gl:texImage1D/8   ,   gl:texImage2D/9   ,
              gl:texImage3D/10  ,  gl:copyTexImage1D/7  ,  or  gl:copyTexImage2D/8 with the level
              argument indicating the order of the mipmaps. Level  0  is  the  original  texture;
              level max(n m) is the final 1×1 mipmap.

              Params supplies a function for minifying the texture as one of the following:

              ?GL_NEAREST: Returns the value of the texture element that is nearest (in Manhattan
              distance) to the center of the pixel being textured.

              ?GL_LINEAR: Returns the weighted average of the  four  texture  elements  that  are
              closest to the center of the pixel being textured. These can include border texture
              elements, depending on the values of ?GL_TEXTURE_WRAP_S and ?GL_TEXTURE_WRAP_T, and
              on the exact mapping.

              ?GL_NEAREST_MIPMAP_NEAREST:  Chooses  the mipmap that most closely matches the size
              of the pixel being textured and uses the ?GL_NEAREST criterion (the texture element
              nearest to the center of the pixel) to produce a texture value.

              ?GL_LINEAR_MIPMAP_NEAREST: Chooses the mipmap that most closely matches the size of
              the pixel being textured and uses the ?GL_LINEAR criterion (a weighted  average  of
              the four texture elements that are closest to the center of the pixel) to produce a
              texture value.

              ?GL_NEAREST_MIPMAP_LINEAR: Chooses the two mipmaps that most closely match the size
              of the pixel being textured and uses the ?GL_NEAREST criterion (the texture element
              nearest to the center of the pixel) to produce a texture value  from  each  mipmap.
              The final texture value is a weighted average of those two values.

              ?GL_LINEAR_MIPMAP_LINEAR:  Chooses the two mipmaps that most closely match the size
              of the pixel being textured and uses the ?GL_LINEAR criterion (a  weighted  average
              of  the  four  texture  elements  that  are  closest to the center of the pixel) to
              produce a texture value from each mipmap. The final texture  value  is  a  weighted
              average of those two values.

              As  more  texture  elements are sampled in the minification process, fewer aliasing
              artifacts will be apparent.  While  the  ?GL_NEAREST  and  ?GL_LINEAR  minification
              functions  can  be faster than the other four, they sample only one or four texture
              elements to determine the texture value of the pixel being rendered and can produce
              moire  patterns  or ragged transitions. The initial value of ?GL_TEXTURE_MIN_FILTER
              is ?GL_NEAREST_MIPMAP_LINEAR .

              ?GL_TEXTURE_MAG_FILTER: The texture magnification function is used when  the  pixel
              being  textured  maps to an area less than or equal to one texture element. It sets
              the texture magnification function to either ?GL_NEAREST or ?GL_LINEAR (see below).
              ?GL_NEAREST is generally faster than ?GL_LINEAR, but it can produce textured images
              with sharper edges because the  transition  between  texture  elements  is  not  as
              smooth. The initial value of ?GL_TEXTURE_MAG_FILTER is ?GL_LINEAR.

              ?GL_NEAREST: Returns the value of the texture element that is nearest (in Manhattan
              distance) to the center of the pixel being textured.

              ?GL_LINEAR: Returns the weighted average of the  four  texture  elements  that  are
              closest to the center of the pixel being textured. These can include border texture
              elements, depending on the values of ?GL_TEXTURE_WRAP_S and ?GL_TEXTURE_WRAP_T, and
              on the exact mapping.

              ?GL_TEXTURE_MIN_LOD:  Sets  the  minimum  level-of-detail parameter. This floating-
              point value limits the  selection  of  highest  resolution  mipmap  (lowest  mipmap
              level). The initial value is -1000.

              ?GL_TEXTURE_MAX_LOD:  Sets  the  maximum  level-of-detail parameter. This floating-
              point value limits the selection of the lowest resolution  mipmap  (highest  mipmap
              level). The initial value is 1000.

              ?GL_TEXTURE_WRAP_S:  Sets  the  wrap  parameter  for texture coordinate s to either
              ?GL_CLAMP_TO_EDGE , ?GL_MIRRORED_REPEAT, or ?GL_REPEAT. ?GL_CLAMP_TO_BORDER  causes
              the  s  coordinate  to be clamped to the range [(-1 2/N) 1+(1 2/N)], where N is the
              size of the  texture  in  the  direction  of  clamping.?GL_CLAMP_TO_EDGE  causes  s
              coordinates  to be clamped to the range [(1 2/N) 1-(1 2/N)], where N is the size of
              the texture in the direction of clamping. ?GL_REPEAT causes the integer part of the
              s  coordinate to be ignored; the GL uses only the fractional part, thereby creating
              a repeating pattern. ?GL_MIRRORED_REPEAT causes the s coordinate to be set  to  the
              fractional  part of the texture coordinate if the integer part of s is even; if the
              integer part of s is odd, then the s texture coordinate is set to 1-frac(s),  where
              frac(s)  represents  the fractional part of s. Initially, ?GL_TEXTURE_WRAP_S is set
              to ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_T: Sets the wrap parameter for  texture  coordinate  t  to  either
              ?GL_CLAMP_TO_EDGE  ,  ?GL_MIRRORED_REPEAT,  or ?GL_REPEAT. See the discussion under
              ?GL_TEXTURE_WRAP_S . Initially, ?GL_TEXTURE_WRAP_T is set to ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_R: Sets the wrap parameter for  texture  coordinate  r  to  either
              ?GL_CLAMP_TO_EDGE  ,  ?GL_MIRRORED_REPEAT,  or ?GL_REPEAT. See the discussion under
              ?GL_TEXTURE_WRAP_S . Initially, ?GL_TEXTURE_WRAP_R is set to ?GL_REPEAT.

              ?GL_TEXTURE_BORDER_COLOR: The data in Params specifies four values that define  the
              border values that should be used for border texels. If a texel is sampled from the
              border of the texture, the values of ?GL_TEXTURE_BORDER_COLOR are interpreted as an
              RGBA  color  to  match  the  texture's internal format and substituted for the non-
              existent texel data. If the texture contains depth components, the first  component
              of  ?GL_TEXTURE_BORDER_COLOR  is interpreted as a depth value. The initial value is
              (0.0, 0.0, 0.0, 0.0).

              ?GL_TEXTURE_COMPARE_MODE: Specifies the texture comparison mode for currently bound
              textures.  That  is,  a texture whose internal format is ?GL_DEPTH_COMPONENT_*; see
              gl:texImage2D/9 ) Permissible values are:

              ?GL_COMPARE_REF_TO_TEXTURE: Specifies that the interpolated and clamped  r  texture
              coordinate  should be compared to the value in the currently bound texture. See the
              discussion of  ?GL_TEXTURE_COMPARE_FUNC  for  details  of  how  the  comparison  is
              evaluated. The result of the comparison is assigned to the red channel.

              ?GL_NONE:  Specifies  that the red channel should be assigned the appropriate value
              from the currently bound texture.

              ?GL_TEXTURE_COMPARE_FUNC:   Specifies   the   comparison   operator    used    when
              ?GL_TEXTURE_COMPARE_MODE  is  set to ?GL_COMPARE_REF_TO_TEXTURE. Permissible values
              are:Texture Comparison FunctionComputed result
              ?GL_LEQUAL result={1.0 0.0 r<=(D t) r>(D t))
              ?GL_GEQUAL result={1.0 0.0 r>=(D t) r<(D t))
              ?GL_LESS result={1.0 0.0 r<(D t) r>=(D t))
              ?GL_GREATER result={1.0 0.0 r>(D t) r<=(D t))
              ?GL_EQUAL result={1.0 0.0 r=(D t) r&ne; (D t))
              ?GL_NOTEQUAL result={1.0 0.0 r&ne;(D t) r=(D t))
              ?GL_ALWAYS result=1.0
              ?GL_NEVER result=0.0

              where r is the current interpolated texture coordinate, and  D  t  is  the  texture
              value sampled from the currently bound texture. result is assigned to R t.

              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:

              ?GL_TEXTURE_MAG_FILTER:  Returns  the single-valued texture magnification filter, a
              symbolic constant. The initial value is ?GL_LINEAR.

              ?GL_TEXTURE_MIN_FILTER: Returns the single-valued texture  minification  filter,  a
              symbolic constant. The initial value is ?GL_NEAREST_MIPMAP_LINEAR.

              ?GL_TEXTURE_MIN_LOD:  Returns  the  single-valued  texture  minimum level-of-detail
              value. The initial value is -1000.

              ?GL_TEXTURE_MAX_LOD: Returns  the  single-valued  texture  maximum  level-of-detail
              value. The initial value is 1000.

              ?GL_TEXTURE_WRAP_S:   Returns  the  single-valued  wrapping  function  for  texture
              coordinate s, a symbolic constant. The initial value is ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_T:  Returns  the  single-valued  wrapping  function  for   texture
              coordinate t, a symbolic constant. The initial value is ?GL_REPEAT.

              ?GL_TEXTURE_WRAP_R:   Returns  the  single-valued  wrapping  function  for  texture
              coordinate r, a symbolic constant. The initial value is ?GL_REPEAT.

              ?GL_TEXTURE_BORDER_COLOR: Returns  four  integer  or  floating-point  numbers  that
              comprise  the  RGBA color of the texture border. Floating-point values are returned
              in the range [0 1]. Integer values are returned as a linear mapping of the internal
              floating-point representation such that 1.0 maps to the most positive representable
              integer and -1.0 maps to the most negative representable integer. The initial value
              is (0, 0, 0, 0).

              ?GL_TEXTURE_COMPARE_MODE:  Returns  a  single-valued  texture  comparison  mode,  a
              symbolic constant. The initial value is ?GL_NONE. See gl:samplerParameteri/3 .

              ?GL_TEXTURE_COMPARE_FUNC: Returns a single-valued texture  comparison  function,  a
              symbolic constant. The initial value is ?GL_LEQUAL. See gl:samplerParameteri/3 .

              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 .

              The parameters addressed by Indirect are packed into a  structure  that  takes  the
              form  (in  C):  typedef  struct  {  uint  count;  uint  primCount; uint first; uint
              baseInstance; } DrawArraysIndirectCommand; const DrawArraysIndirectCommand  *cmd  =
              (const                     DrawArraysIndirectCommand                    *)indirect;
              glDrawArraysInstancedBaseInstance(mode,  cmd->first,  cmd->count,   cmd->primCount,
              cmd->baseInstance);

              If  a buffer is bound to the ?GL_DRAW_INDIRECT_BUFFER binding at the time of a call
              to gl:drawArraysIndirect, Indirect is interpreted as an offset,  in  basic  machine
              units,  into that buffer and the parameter data is read from the buffer rather than
              from client memory.

              In contrast to gl:drawArraysInstancedBaseInstance/5  ,  the  first  member  of  the
              parameter structure is unsigned, and out-of-range indices do not generate an error.

              Vertex  attributes  that  are modified by gl:drawArraysIndirect have an unspecified
              value after gl:drawArraysIndirect returns. Attributes that aren't  modified  remain
              well defined.

              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 .

              The  parameters  addressed  by  Indirect are packed into a structure that takes the
              form (in C): typedef struct { uint count; uint  primCount;  uint  firstIndex;  uint
              baseVertex; uint baseInstance; } DrawElementsIndirectCommand;

              gl:drawElementsIndirect  is equivalent to: void glDrawElementsIndirect(GLenum mode,
              GLenum type, const void * indirect)  {  const  DrawElementsIndirectCommand  *cmd  =
              (const                    DrawElementsIndirectCommand                   *)indirect;
              glDrawElementsInstancedBaseVertexBaseInstance(mode,        cmd->count,        type,
              cmd->firstIndex      +      size-of-type,      cmd->primCount,     cmd->baseVertex,
              cmd->baseInstance); }

              If a buffer is bound to the ?GL_DRAW_INDIRECT_BUFFER binding at the time of a  call
              to  gl:drawElementsIndirect, Indirect is interpreted as an offset, in basic machine
              units, into that buffer and the parameter data is read from the buffer rather  than
              from client memory.

              Note  that indices stored in client memory are not supported. If no buffer is bound
              to the ?GL_ELEMENT_ARRAY_BUFFER binding, an error will be generated.

              The results of the operation are undefined if the reservedMustBeZero member of  the
              parameter structure is non-zero. However, no error is generated in this case.

              Vertex  attributes that are modified by gl:drawElementsIndirect have an unspecified
              value after gl:drawElementsIndirect returns. Attributes that aren't modified remain
              well defined.

              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 .

              If  Name  is  not  the  name  of  a  subroutine  uniform in the shader stage, -1 is
              returned, but no error is generated. If Name is the name of a subroutine uniform in
              the    shader    stage,    a    value    between    zero    and    the   value   of
              ?GL_ACTIVE_SUBROUTINE_LOCATIONS minus one will be  returned.  Subroutine  locations
              are  assigned  using  consecutive  integers  in the range from zero to the value of
              ?GL_ACTIVE_SUBROUTINE_LOCATIONS  minus  one  for  the  shader  stage.  For   active
              subroutine  uniforms  declared  as arrays, the declared array elements are assigned
              consecutive locations.

              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.

              If  Name  is  not  the  name  of  a  subroutine  uniform  in  the   shader   stage,
              ?GL_INVALID_INDEX  is returned, but no error is generated. If Name is the name of a
              subroutine uniform in the shader stage, a value  between  zero  and  the  value  of
              ?GL_ACTIVE_SUBROUTINES  minus one will be returned. Subroutine indices are assigned
              using  consecutive  integers  in  the   range   from   zero   to   the   value   of
              ?GL_ACTIVE_SUBROUTINES minus one for the shader stage.

              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.

              The  uniform  name  is  returned  as  a null-terminated string in Name . The actual
              number of characters written into Name , excluding the null terminator is  returned
              in  Length  .  If  Length  is  ?NULL,  no length is returned. The maximum number of
              characters that may be written into  Name  ,  including  the  null  terminator,  is
              specified by Bufsize . The length of the longest subroutine uniform name in Program
              and Shadertype is given by the value  of  ?GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH,
              which can be queried with gl:getProgramStageiv/3 .

              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.

              The name of the selected subroutine is returned as a null-terminated string in Name
              .  The  actual  number  of  characters  written into Name , not including the null-
              terminator, is is returned in Length . If Length is ?NULL, no length  is  returned.
              The  maximum  number  of  characters  that may be written into Name , including the
              null-terminator, is given in Bufsize .

              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 .

              If  Pname  is  ?GL_ACTIVE_SUBROUTINE_UNIFORMS,  the  number  of  active  subroutine
              variables in the stage is returned in Values .

              If   Pname   is   ?GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS,  the  number  of  active
              subroutine variable locations in the stage is returned in Values .

              If Pname is ?GL_ACTIVE_SUBROUTINES, the number of active subroutines in  the  stage
              is returned in Values .

              If  Pname  is  ?GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH,  the length of the longest
              subroutine uniform for the stage is returned in Values .

              If Pname is ?GL_ACTIVE_SUBROUTINE_MAX_LENGTH, the length of the longest  subroutine
              name  for the stage is returned in Values . The returned name length includes space
              for the null-terminator.

              If there is no shader present of type Shadertype  ,  the  returned  value  will  be
              consistent with a shader containing no subroutines or subroutine uniforms.

              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 .

              When Pname is ?GL_PATCH_VERTICES, Value specifies the number of vertices that  will
              be  used  to make up a single patch primitive. Patch primitives are consumed by the
              tessellation control shader (if present) and subsequently  used  for  tessellation.
              When  primitives  are  specified  using gl:drawArrays/3 or a similar function, each
              patch will be made from Parameter control points,  each  represented  by  a  vertex
              taken from the enabeld vertex arrays. Parameter must be greater than zero, and less
              than or equal to the value of ?GL_MAX_PATCH_VERTICES.

              When Pname  is  ?GL_PATCH_DEFAULT_OUTER_LEVEL  or  ?GL_PATCH_DEFAULT_INNER_LEVEL  ,
              Values  contains  the  address  of  an array contiaining the default outer or inner
              tessellation levels, respectively, to be used when no tessellation  control  shader
              is present.

              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.

              In the initial state, a default transform feedback object is bound and treated as a
              transform feedback object with a name of zero. If the  name  zero  is  subsequently
              bound, the default transform feedback object is again bound to the GL state.

              While  a  transform feedback buffer object is bound, GL operations on the target to
              which it is bound affect the bound transform feedback object, and  queries  of  the
              target  to  which  a transform feedback object is bound return state from the bound
              object. When buffer objects are bound for transform feedback, they are attached  to
              the  currently  bound transform feedback object. Buffer objects are used for trans-
              form feedback only if they are attached to the currently bound  transform  feedback
              object.

              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 .

              Calling      gl:drawTransformFeedback/2      is      equivalent      to     calling
              gl:drawTransformFeedbackStream with Stream set to zero.

              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.

              Index specifies the index of  the  query  target  and  must  be  between  a  Target
              -specific maximum.

              If  Target  is  ?GL_SAMPLES_PASSED,  Id  must  be an unused name, or the name of an
              existing occlusion query object. When gl:beginQueryIndexed is executed,  the  query
              object's  samples-passed counter is reset to 0. Subsequent rendering will increment
              the counter for  every  sample  that  passes  the  depth  test.  If  the  value  of
              ?GL_SAMPLE_BUFFERS is 0, then the samples-passed count is incremented by 1 for each
              fragment. If the value of ?GL_SAMPLE_BUFFERS is 1, then the samples-passed count is
              incremented  by  the  number  of  samples  whose  coverage  bit  is  set.  However,
              implementations, at their discression may instead increase the samples-passed count
              by  the  value  of  ?GL_SAMPLES  if  any  sample  in  the fragment is covered. When
              gl:endQueryIndexed is executed, the samples-passed counter is assigned to the query
              object's  result  value. This value can be queried by calling gl:getQueryObjectiv/2
              with Pname ?GL_QUERY_RESULT. When Target is ?GL_SAMPLES_PASSED, Index must be zero.

              If Target is ?GL_ANY_SAMPLES_PASSED, Id must be an unused name, or the name  of  an
              existing boolean occlusion query object. When gl:beginQueryIndexed is executed, the
              query object's samples-passed flag is  reset  to  ?GL_FALSE.  Subsequent  rendering
              causes  the  flag  to  be set to ?GL_TRUE if any sample passes the depth test. When
              gl:endQueryIndexed is executed, the samples-passed flag is assigned  to  the  query
              object's  result  value. This value can be queried by calling gl:getQueryObjectiv/2
              with Pname ?GL_QUERY_RESULT. When Target is ?GL_ANY_SAMPLES_PASSED , Index must  be
              zero.

              If Target is ?GL_PRIMITIVES_GENERATED, Id must be an unused name, or the name of an
              existing primitive query object previously bound  to  the  ?GL_PRIMITIVES_GENERATED
              query   binding.   When   gl:beginQueryIndexed  is  executed,  the  query  object's
              primitives-generated counter is reset to 0. Subsequent rendering will increment the
              counter  once  for  every  vertex  that  is emitted from the geometry shader to the
              stream given by Index , or from the vertex shader if Index is zero and no  geometry
              shader  is  present.  When gl:endQueryIndexed is executed, the primitives-generated
              counter for stream Index is assigned to the query object's result value. This value
              can  be  queried by calling gl:getQueryObjectiv/2 with Pname ?GL_QUERY_RESULT. When
              Target is  ?GL_PRIMITIVES_GENERATED  ,  Index  must  be  less  than  the  value  of
              ?GL_MAX_VERTEX_STREAMS.

              If  Target is ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, Id must be an unused name,
              or the name  of  an  existing  primitive  query  object  previously  bound  to  the
              ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN  query binding. When gl:beginQueryIndexed
              is executed, the query object's primitives-written counter for the stream specified
              by  Index  is  reset to 0. Subsequent rendering will increment the counter once for
              every vertex that is written into the bound transform feedback buffer(s) for stream
              Index  .  If  transform  feedback  mode  is  not  activated  between  the  call  to
              gl:beginQueryIndexed and gl:endQueryIndexed, the counter will not  be  incremented.
              When  gl:endQueryIndexed  is  executed,  the  primitives-written counter for stream
              Index is assigned to the query object's result value. This value can be queried  by
              calling   gl:getQueryObjectiv/2   with   Pname  ?GL_QUERY_RESULT.  When  Target  is
              ?GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN , Index must be less than  the  value  of
              ?GL_MAX_VERTEX_STREAMS.

              If  Target  is  ?GL_TIME_ELAPSED,  Id  must  be  an  unused name, or the name of an
              existing timer query object previously bound to the ?GL_TIME_ELAPSED query binding.
              When  gl:beginQueryIndexed is executed, the query object's time counter is reset to
              0. When gl:endQueryIndexed is executed, the elapsed server  time  that  has  passed
              since  the  call  to  gl:beginQueryIndexed  is written into the query object's time
              counter. This value can be queried  by  calling  gl:getQueryObjectiv/2  with  Pname
              ?GL_QUERY_RESULT. When Target is ?GL_TIME_ELAPSED, Index must be zero.

              Querying  the  ?GL_QUERY_RESULT  implicitly  flushes  the  GL  pipeline  until  the
              rendering delimited by the query object has completed and the result is  available.
              ?GL_QUERY_RESULT_AVAILABLE can be queried to determine if the result is immediately
              available or if the rendering is not yet complete.

              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.

              Pname  names  a  specific  query   object   target   parameter.   When   Pname   is
              ?GL_CURRENT_QUERY  , the name of the currently active query for the specified Index
              of Target , or zero if no query is active, will be placed in Params . If  Pname  is
              ?GL_QUERY_COUNTER_BITS  ,  the implementation-dependent number of bits used to hold
              the result of queries for Target is returned in Params .

              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.

              The binary image contained in Binary will be decoded  according  to  the  extension
              specification defining the specified BinaryFormat token. OpenGL does not define any
              specific binary formats, but it does provide a mechanism to obtain token vaues  for
              such formats provided by such extensions.

              Depending  on  the  types  of  the shader objects in Shaders , gl:shaderBinary will
              individually load binary vertex or fragment shaders, or load an  executable  binary
              that  contains  an optimized pair of vertex and fragment shaders stored in the same
              binary.

              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.

              Range points to an array of two integers into which the format's numeric range will
              be  returned.  If  min and max are the smallest values representable in the format,
              then the values returned are defined to be:  Range  [0]  =  floor(log2(|min|))  and
              Range [1] = floor(log2(|max|)).

              Precision  specifies  the address of an integer into which will be written the log2
              value of  the  number  of  bits  of  precision  of  the  format.  If  the  smallest
              representable  value  greater  than  1  is  1  + eps, then the integer addressed by
              Precision will contain floor(-log2(eps)).

              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.

              The  format  of  the program binary written into Binary is returned in the variable
              whose address is given by BinaryFormat , and may be implementation  dependent.  The
              binary  produced  by  the  GL  may  subsequently  be  returned to the GL by calling
              gl:programBinary/3 , with BinaryFormat and Length set to  the  values  returned  by
              gl:getProgramBinary , and passing the returned binary data in the Binary parameter.

              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.

              A program object's program binary is  replaced  by  calls  to  gl:linkProgram/1  or
              gl:programBinary  .  When linking success or failure is concerned, gl:programBinary
              can be considered to perform an implicit linking  operation.  gl:linkProgram/1  and
              gl:programBinary  both  set  the  program  object's  ?GL_LINK_STATUS to ?GL_TRUE or
              ?GL_FALSE .

              A successful call to gl:programBinary will reset all  uniform  variables  to  their
              initial values. The initial value is either the value of the variable's initializer
              as specified in the original shader source, or zero if no initializer was  present.
              Additionally,  all  vertex shader input and fragment shader output assignments that
              were in effect when  the  program  was  linked  before  saving  are  restored  with
              gl:programBinary is called.

              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 .

              If Pname is  ?GL_PROGRAM_BINARY_RETRIEVABLE_HINT,  Value  should  be  ?GL_FALSE  or
              ?GL_TRUE  to  indicate  to  the  implementation the intention of the application to
              retrieve the program's  binary  representation  with  gl:getProgramBinary/2  .  The
              implementation may use this information to store information that may be useful for
              a  future  query  of   the   program's   binary.   It   is   recommended   to   set
              ?GL_PROGRAM_BINARY_RETRIEVABLE_HINT  for  the  program  to  ?GL_TRUE before calling
              gl:linkProgram/1 , and using the program  at  run-time  if  the  binary  is  to  be
              retrieved later.

              If  Pname  is  ?GL_PROGRAM_SEPARABLE,  Value  must  be  ?GL_TRUE  or  ?GL_FALSE and
              indicates  whether  Program  can  be  bound  to  individual  pipeline  stages   via
              gl:useProgramStages/3  . A program's ?GL_PROGRAM_SEPARABLE parameter must be set to
              ?GL_TRUEbefore gl:linkProgram/1 is called in order for  it  to  be  usable  with  a
              program pipeline object. The initial state of ?GL_PROGRAM_SEPARABLE is ?GL_FALSE.

              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 .

              If Program refers to a program object with a valid shader attached for an indicated
              shader  stage,  gl:useProgramStages  installs the executable code for that stage in
              the indicated program pipeline object Pipeline . If Program is zero, or refers to a
              program  object  with no valid shader executable for a given stage, it is as if the
              pipeline object has no programmable  stage  configured  for  the  indicated  shader
              stages.  If Stages contains bits other than those listed above, and is not equal to
              ?GL_ALL_SHADER_BITS , an error is generated.

              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.

              When a program pipeline object is bound using gl:bindProgramPipeline, any  previous
              binding  is broken and is replaced with a binding to the specified pipeline object.
              If Pipeline is zero, the previous binding is broken and is not replaced, leaving no
              pipeline  object  bound.  If  no  current  program  object  has been established by
              gl:useProgram/1 , the program objects used for each stage and for  uniform  updates
              are  taken  from  the  bound program pipeline object, if any. If there is a current
              program object established by gl:useProgram/1 , the bound program  pipeline  object
              has no effect on rendering or uniform updates. When a bound program pipeline object
              is used for rendering, individual shader executables are  taken  from  its  program
              objects.

              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 .

              If  Pname  is  ?GL_ACTIVE_PROGRAM,  the  name  of  the active program object of the
              program pipeline object is returned in Params .

              If Pname is ?GL_VERTEX_SHADER, the name of  the  current  program  object  for  the
              vertex shader type of the program pipeline object is returned in Params .

              If Pname is ?GL_TESS_CONTROL_SHADER, the name of the current program object for the
              tessellation control shader type of the program  pipeline  object  is  returned  in
              Params .

              If  Pname is ?GL_TESS_EVALUATION_SHADER, the name of the current program object for
              the tessellation evaluation shader type of the program pipeline object is  returned
              in Params .

              If  Pname  is  ?GL_GEOMETRY_SHADER,  the name of the current program object for the
              geometry shader type of the program pipeline object is returned in Params .

              If Pname is ?GL_FRAGMENT_SHADER, the name of the current  program  object  for  the
              fragment shader type of the program pipeline object is returned in Params .

              If  Pname  is  ?GL_INFO_LOG_LENGTH,  the length of the info log, including the null
              terminator, is returned in Params . If there is no info log, zero is returned.

              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 .

              The commands gl:programUniform{1|2|3|4}{f|i|ui} are used to change the value of the
              uniform variable specified by Location using the values passed  as  arguments.  The
              number  specified  in the command should match the number of components in the data
              type of the specified uniform variable (e.g., 1 for float, int, unsigned int, bool;
              2  for vec2, ivec2, uvec2, bvec2, etc.). The suffix f indicates that floating-point
              values are being passed; the suffix i  indicates  that  integer  values  are  being
              passed;  the suffix ui indicates that unsigned integer values are being passed, and
              this type should also match the data type of the specified uniform variable. The  i
              variants  of  this  function should be used to provide values for uniform variables
              defined as int, ivec2 , ivec3, ivec4, or arrays of these. The ui variants  of  this
              function should be used to provide values for uniform variables defined as unsigned
              int, uvec2, uvec3, uvec4, or arrays of these. The f  variants  should  be  used  to
              provide  values for uniform variables of type float, vec2, vec3, vec4, or arrays of
              these. Either the i, ui or f variants may be used to  provide  values  for  uniform
              variables  of  type  bool,  bvec2  ,  bvec3, bvec4, or arrays of these. The uniform
              variable will be set to false if the input value is 0 or 0.0f, and it will  be  set
              to true otherwise.

              All  active uniform variables defined in a program object are initialized to 0 when
              the program object is linked successfully. They retain the values assigned to  them
              by  a  call to gl:programUniform until the next successful link operation occurs on
              the program object, when they are once again initialized to 0.

              The commands gl:programUniform{1|2|3|4}{f|i|ui}v can be used  to  modify  a  single
              uniform  variable  or  a  uniform variable array. These commands pass a count and a
              pointer to the values to be loaded into a uniform variable or  a  uniform  variable
              array.  A  count  of  1  should  be used if modifying the value of a single uniform
              variable, and a count of 1 or greater can be used to modify an entire array or part
              of  an  array.  When  loading  n  elements starting at an arbitrary position m in a
              uniform variable array, elements m + n - 1 in the array will be replaced  with  the
              new  values.  If  M  + N - 1 is larger than the size of the uniform variable array,
              values for all array elements beyond the end of the  array  will  be  ignored.  The
              number  specified in the name of the command indicates the number of components for
              each element in Value , and it should match the number of components  in  the  data
              type  of  the specified uniform variable (e.g., 1 for float, int, bool; 2 for vec2,
              ivec2, bvec2, etc.). The data type specified in the name of the command must  match
              the  data  type  for  the  specified  uniform  variable as described previously for
              gl:programUniform{1|2|3|4}{f|i|ui}.

              For uniform variable arrays, each element of the array is considered to be  of  the
              type   indicated   in  the  name  of  the  command  (e.g.,  gl:programUniform3f  or
              gl:programUniform3fv can be used to load a uniform variable array  of  type  vec3).
              The number of elements of the uniform variable array to be modified is specified by
              Count

              The commands gl:programUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv are  used  to
              modify  a  matrix  or  an  array  of  matrices. The numbers in the command name are
              interpreted as the dimensionality of the matrix. The number 2 indicates  a  2  ×  2
              matrix  (i.e.,  4  values), the number 3 indicates a 3 × 3 matrix (i.e., 9 values),
              and the number 4 indicates a 4 × 4 matrix  (i.e.,  16  values).  Non-square  matrix
              dimensionality  is  explicit,  with  the  first  number  representing the number of
              columns and the second number representing the number of  rows.  For  example,  2x4
              indicates  a  2 × 4 matrix with 2 columns and 4 rows (i.e., 8 values). If Transpose
              is ?GL_FALSE, each matrix is assumed to be  supplied  in  column  major  order.  If
              Transpose  is  ?GL_TRUE,  each matrix is assumed to be supplied in row major order.
              The Count argument indicates the number of matrices to be  passed.  A  count  of  1
              should  be used if modifying the value of a single matrix, and a count greater than
              1 can be used to modify an array of matrices.

              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.

              After a program pipeline has been  validated,  its  validation  status  is  set  to
              ?GL_TRUE  .  The  validation  status of a program pipeline object may be queried by
              calling gl:getProgramPipelineiv/2 with parameter ?GL_VALIDATE_STATUS.

              If Pipeline is a name previously returned from a call  to  gl:genProgramPipelines/1
              but  that  has  not  yet  been  bound by a call to gl:bindProgramPipeline/1 , a new
              program pipeline object is created with name Pipeline and the default state vector.

              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.

              The  actual  length  of  the info log for the program pipeline may be determined by
              calling gl:getProgramPipelineiv/2 with Pname set to ?GL_INFO_LOG_LENGTH.

              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:

              x w=(x nd+1) (width/2)+x

              y w=(y nd+1) (height/2)+y

              The location of the viewport's bottom left corner, given by ( x, y) is  clamped  to
              be  within  the implementaiton-dependent viewport bounds range. The viewport bounds
              range [ min, max] can be  determined  by  calling  gl:getBooleanv/1  with  argument
              ?GL_VIEWPORT_BOUNDS_RANGE  .  Viewport  width  and height are silently clamped to a
              range  that  depends  on  the   implementation.   To   query   this   range,   call
              gl:getBooleanv/1 with argument ?GL_MAX_VIEWPORT_DIMS.

              The  precision  with  which the GL interprets the floating point viewport bounds is
              implementation-dependent and may  be  determined  by  querying  the  impementation-
              defined constant ?GL_VIEWPORT_SUBPIXEL_BITS .

              Calling  gl:viewportIndexedfv  is  equivalent  to  calling see glViewportArray with
              First set to Index , Count set to 1 and V passsed directly. gl:viewportIndexedf  is
              equivalent  to: void glViewportIndexedf(GLuint index, GLfloat x, GLfloat y, GLfloat
              w, GLfloat h) { const float v[4] = { x, y, w, h }; glViewportArrayv(index, 1, v); }

              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 .

              gl:drawArraysInstancedBaseInstance  has  the  same effect as: if ( mode or count is
              invalid ) generate appropriate error else { for (int i = 0; i < primcount ; i++)  {
              instanceID = i; glDrawArrays(mode, first, count); } instanceID = 0; }

              Specific  vertex  attributes  may  be  classified  as  instanced through the use of
              gl:vertexAttribDivisor/2 . Instanced vertex attributes supply  per-instance  vertex
              data  to  the  vertex  shader.  The  index  of  the vertex fetched from the enabled
              instanced vertex attribute arrays is calculated as: |gl_  InstanceID/divisor|&plus;
              baseInstance.  Note  that  Baseinstance does not affect the shader-visible value of
              ?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 .

              gl:drawElementsInstancedBaseInstance has the same effect as: if  (mode,  count,  or
              type is invalid ) generate appropriate error else { for (int i = 0; i < primcount ;
              i++) { instanceID = i; glDrawElements(mode, count, type, indices); }  instanceID  =
              0; }

              Specific  vertex  attributes  may  be  classified  as  instanced through the use of
              gl:vertexAttribDivisor/2 . Instanced vertex attributes supply  per-instance  vertex
              data  to  the  vertex  shader.  The  index  of  the vertex fetched from the enabled
              instanced vertex attribute arrays is calculated as  |gl_  InstanceID/divisor|&plus;
              baseInstance.  Note  that  Baseinstance does not affect the shader-visible value of
              ?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.

              Specific  vertex  attributes  may  be  classified  as  instanced through the use of
              gl:vertexAttribDivisor/2 . Instanced vertex attributes supply  per-instance  vertex
              data  to  the  vertex  shader.  The  index  of  the vertex fetched from the enabled
              instanced vertex attribute arrays is calculated as  |gl_  InstanceID/divisor|&plus;
              baseInstance.  Note  that  Baseinstance does not affect the shader-visible value of
              ?gl_InstanceID.

              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.

              If  Texture is the name of a one-, two-, or three-dimensional array texture, a cube
              map or cube map array texture, or a two-dimensional multisample array texture, then
              it is possible to bind either the entire array, or only a single layer of the array
              to the image unit. In such cases, if Layered  is  ?GL_TRUE,  the  entire  array  is
              attached  to  the image unit and Layer is ignored. However, if Layered is ?GL_FALSE
              then Layer specifies the layer of the array to attach to the image unit.

              Access specifies the access types to be performed by shaders  and  may  be  set  to
              ?GL_READ_ONLY , ?GL_WRITE_ONLY, or ?GL_READ_WRITE to indicate read-only, write-only
              or read-write access, respectively. Violation  of  the  access  type  specified  in
              Access  (for  example,  if  a  shader  writes  to an image bound with Access set to
              ?GL_READ_ONLY  )  will  lead  to  undefined  results,  possibly  including  program
              termination.

              Format  specifies  the  format  that is to be used when performing formatted stores
              into the image from shaders. Format must be compatible with the texture's  internal
              format  and  must  be  one  of the formats listed in the following table.Image Unit
              FormatFormat Qualifier
              ?GL_RGBA32Frgba32f
              ?GL_RGBA16F rgba16f
              ?GL_RG32Frg32f
              ?GL_RG16F rg16f
              ?GL_R11F_G11F_B10Fr11f_g11f_b10f
              ?GL_R32Fr32f
              ?GL_R16Fr16f
              ?GL_RGBA32UIrgba32ui
              ?GL_RGBA16UI rgba16ui
              ?GL_RGB10_A2UIrgb10_a2ui
              ?GL_RGBA8UI rgba8ui
              ?GL_RG32UIrg32ui
              ?GL_RG16UI rg16ui
              ?GL_RG8UIrg8ui
              ?GL_R32UI r32ui
              ?GL_R16UIr16ui
              ?GL_R8UI r8ui
              ?GL_RGBA32Irgba32i
              ?GL_RGBA16I rgba16i
              ?GL_RGBA8Irgba8i
              ?GL_RG32I rg32i
              ?GL_RG16Irg16i
              ?GL_RG8I rg8i
              ?GL_R32Ir32i
              ?GL_R16I r16i
              ?GL_R8Ir8i
              ?GL_RGBA16 rgba16
              ?GL_RGB10_A2rgb10_a2
              ?GL_RGBA8 rgba8
              ?GL_RG16rg16
              ?GL_RG8 rg8
              ?GL_R16r16
              ?GL_R8 r8
              ?GL_RGBA16_SNORMrgba16_snorm
              ?GL_RGBA8_SNORM rgba8_snorm
              ?GL_RG16_SNORMrg16_snorm
              ?GL_RG8_SNORMrg8_snorm
              ?GL_R16_SNORMr16_snorm
              ?GL_R8_SNORMr8_snorm

              When a texture is bound to an image unit, the Format parameter for the  image  unit
              need  not  exactly  match  the  texture  internal format as long as the formats are
              considered  compatible  as  defined  in  the  OpenGL  Specification.  The  matching
              criterion   used   for   a   given   texture   may   be   determined   by   calling
              gl:getTexParameterfv/2 with Value set to ?GL_IMAGE_FORMAT_COMPATIBILITY_TYPE,  with
              return       values       of       ?GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE       and
              ?GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS, specifying  matches  by  size  and  class,
              respectively.

              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:

              ?GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT:  If  set,  vertex  data  sourced  from  buffer
              objects  after  the  barrier  will  reflect  data  written  by shaders prior to the
              barrier. The set of buffer objects affected by this bit is derived from the  buffer
              object   bindings   used   for   generic   vertex   attributes   derived  from  the
              ?GL_VERTEX_ATTRIB_ARRAY_BUFFER bindings.

              ?GL_ELEMENT_ARRAY_BARRIER_BIT: If set, vertex array  indices  sourced  from  buffer
              objects  after  the  barrier  will  reflect  data  written  by shaders prior to the
              barrier.  The  buffer  objects  affected  by  this  bit  are   derived   from   the
              ?GL_ELEMENT_ARRAY_BUFFER binding.

              ?GL_UNIFORM_BARRIER_BIT:  Shader  uniforms  sourced  from  buffer objects after the
              barrier will reflect data written by shaders prior to the barrier.

              ?GL_TEXTURE_FETCH_BARRIER_BIT: Texture fetches from shaders, including fetches from
              buffer  object  memory  via  buffer  textures,  after the barrier will reflect data
              written by shaders prior to the barrier.

              ?GL_SHADER_IMAGE_ACCESS_BARRIER_BIT:  Memory  accesses  using  shader  image  load,
              store,  and  atomic  built-in  functions issued after the barrier will reflect data
              written by shaders prior to the barrier. Additionally,  image  stores  and  atomics
              issued  after  the barrier will not execute until all memory accesses (e.g., loads,
              stores, texture fetches, vertex fetches) initiated prior to the barrier complete.

              ?GL_COMMAND_BARRIER_BIT: Command data sourced from buffer objects by  Draw*Indirect
              commands  after  the  barrier  will  reflect  data  written by shaders prior to the
              barrier.  The  buffer  objects  affected  by  this  bit  are   derived   from   the
              ?GL_DRAW_INDIRECT_BUFFER binding.

              ?GL_PIXEL_BUFFER_BARRIER_BIT:   Reads   and   writes  of  buffer  objects  via  the
              ?GL_PIXEL_PACK_BUFFER and ?GL_PIXEL_UNPACK_BUFFER bindings (via  gl:readPixels/7  ,
              gl:texSubImage1D/7  ,  etc.) after the barrier will reflect data written by shaders
              prior to the barrier. Additionally, buffer object writes issued after  the  barrier
              will wait on the completion of all shader writes initiated prior to the barrier.

              ?GL_TEXTURE_UPDATE_BARRIER_BIT:   Writes   to   a  texture  via  gl:tex(Sub)Image*,
              gl:copyTex(Sub)Image* , gl:compressedTex(Sub)Image*, and reads via gl:getTexImage/5
              after  the  barrier  will  reflect  data  written  by shaders prior to the barrier.
              Additionally, texture writes from these commands issued after the barrier will  not
              execute until all shader writes initiated prior to the barrier complete.

              ?GL_BUFFER_UPDATE_BARRIER_BIT:   Reads   or   writes   via   gl:bufferSubData/4   ,
              gl:copyBufferSubData/5 , or gl:getBufferSubData/4 ,  or  to  buffer  object  memory
              mapped  by  see  glMapBuffer or see glMapBufferRange after the barrier will reflect
              data written by shaders prior  to  the  barrier.  Additionally,  writes  via  these
              commands  issued after the barrier will wait on the completion of any shader writes
              to the same memory initiated prior to the barrier.

              ?GL_FRAMEBUFFER_BARRIER_BIT: Reads and writes via  framebuffer  object  attachments
              after  the  barrier  will  reflect  data  written  by shaders prior to the barrier.
              Additionally, framebuffer  writes  issued  after  the  barrier  will  wait  on  the
              completion of all shader writes issued prior to the barrier.

              ?GL_TRANSFORM_FEEDBACK_BARRIER_BIT:  Writes  via  transform feedback bindings after
              the  barrier  will  reflect  data  written  by  shaders  prior  to   the   barrier.
              Additionally,  transform  feedback writes issued after the barrier will wait on the
              completion of all shader writes issued prior to the barrier.

              ?GL_ATOMIC_COUNTER_BARRIER_BIT: Accesses to atomic counters after the barrier  will
              reflect writes prior to the barrier.

              If  Barriers  is  ?GL_ALL_BARRIER_BITS, shader memory accesses will be synchronized
              relative to all the operations described above.

              Implementations may cache buffer object and texture  image  memory  that  could  be
              written  by  shaders  in multiple caches; for example, there may be separate caches
              for texture, vertex fetching, and one or more caches for  shader  memory  accesses.
              Implementations  are  not required to keep these caches coherent with shader memory
              writes. Stores issued by one invocation may not be immediately observable by  other
              pipeline  stages or other shader invocations because the value stored may remain in
              a cache local to the processor executing the store, or because data overwritten  by
              the  store  is  still  in a cache elsewhere in the system. When gl:memoryBarrier is
              called, the GL flushes and/or invalidates any caches  relevant  to  the  operations
              specified  by  the  Barriers  parameter to ensure consistent ordering of operations
              across the barrier.

              To allow for independent shader invocations to communicate by reads and writes to a
              common  memory  address,  image  variables  in  the  OpenGL Shading Language may be
              declared as "coherent". Buffer object or texture image memory accessed through such
              variables  may  be  cached  only  if caches are automatically updated due to stores
              issued by any other shader invocation. If the same address is accessed  using  both
              coherent  and  non-coherent  variables,  the  accesses  using variables declared as
              coherent will  observe  the  results  stored  using  coherent  variables  in  other
              invocations.  Using  variables  declared  as  "coherent"  guarantees  only that the
              results  of  stores  will  be  immediately  visible  to  shader  invocations  using
              similarly-declared  variables;  calling gl:memoryBarrier is required to ensure that
              the stores are visible to other operations.

              The following guidelines may be helpful in choosing when  to  use  coherent  memory
              accesses and when to use barriers.

              Data  that  are  read-only  or  constant  may  be  accessed  without using coherent
              variables or calling MemoryBarrier(). Updates to the read-only data via  API  calls
              such as BufferSubData will invalidate shader caches implicitly as required.

              Data  that  are  shared  between  shader  invocations  at a fine granularity (e.g.,
              written by one invocation, consumed by  another  invocation)  should  use  coherent
              variables to read and write the shared data.

              Data  written  by  one  shader  invocation and consumed by other shader invocations
              launched as a result of its execution ("dependent invocations") should use coherent
              variables  in  the  producing  shader invocation and call memoryBarrier() after the
              last write. The consuming shader invocation should also use coherent variables.

              Data written to image variables in one rendering pass and read by the shader  in  a
              later   pass   need   not   use  coherent  variables  or  memoryBarrier().  Calling
              MemoryBarrier() with the SHADER_IMAGE_ACCESS_BARRIER_BIT set  in  Barriers  between
              passes is necessary.

              Data  written  by  the  shader  in one rendering pass and read by another mechanism
              (e.g., vertex or index buffer pulling) in  a  later  pass  need  not  use  coherent
              variables  or  memoryBarrier().  Calling gl:memoryBarrier with the appropriate bits
              set in Barriers between passes is necessary.

              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.

              Calling  gl:texStorage1D  is  equivalent,  assuming  no  errors  are  generated, to
              executing  the  following  pseudo-code:  for  (i  =  0;  i   <   levels;   i++)   {
              glTexImage1D(target,  i,  internalformat,  width,  0,  format, type, NULL); width =
              max(1, (width / 2)); }

              Since no texture data is actually provided, the values used in the pseudo-code  for
              Format  and  Type  are  irrelevant  and may be considered to be any values that are
              legal for the chosen Internalformat enumerant. Internalformat must be  one  of  the
              sized  internal  formats  given  in Table 1 below, one of the sized depth-component
              formats ?GL_DEPTH_COMPONENT32F , ?GL_DEPTH_COMPONENT24,  or  ?GL_DEPTH_COMPONENT16,
              or   one   of   the   combined  depth-stencil  formats,  ?GL_DEPTH32F_STENCIL8,  or
              ?GL_DEPTH24_STENCIL8.  Upon  success,  the  value  of  ?GL_TEXTURE_IMMUTABLE_FORMAT
              becomes  ?GL_TRUE.  The  value of ?GL_TEXTURE_IMMUTABLE_FORMAT may be discovered by
              calling gl:getTexParameterfv/2 with Pname set to  ?GL_TEXTURE_IMMUTABLE_FORMAT.  No
              further  changes  to  the  dimensions  or format of the texture object may be made.
              Using any command that might alter the dimensions or format of the  texture  object
              (such  as  gl:texImage1D/8  or  another call to gl:texStorage1D) will result in the
              generation of a ?GL_INVALID_OPERATION error, even if it would not, in  fact,  alter
              the dimensions or format of the object.

              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.

              The  behavior  of  gl:texStorage2D  depends on the Target parameter. When Target is
              ?GL_TEXTURE_2D,            ?GL_PROXY_TEXTURE_2D,             ?GL_TEXTURE_RECTANGLE,
              ?GL_PROXY_TEXTURE_RECTANGLE  or ?GL_PROXY_TEXTURE_CUBE_MAP, calling gl:texStorage2D
              is equivalent, assuming no errors are generated, to executing the following pseudo-
              code: for (i = 0; i < levels; i++) { glTexImage2D(target, i, internalformat, width,
              height, 0, format, type, NULL); width =  max(1,  (width  /  2));  height  =  max(1,
              (height / 2)); }

              When  Target is ?GL_TEXTURE_CUBE_MAP, gl:texStorage2D is equivalent to: for (i = 0;
              i < levels; i++) { for (face in (+X, -X, +Y, -Y, +Z, -Z)) {  glTexImage2D(face,  i,
              internalformat,  width,  height,  0, format, type, NULL); } width = max(1, (width /
              2)); height = max(1, (height / 2)); }

              When  Target  is  ?GL_TEXTURE_1D  or   ?GL_TEXTURE_1D_ARRAY,   gl:texStorage2D   is
              equivalent   to:   for  (i  =  0;  i  <  levels;  i++)  {  glTexImage2D(target,  i,
              internalformat, width, height, 0, format, type, NULL); width = max(1, (width / 2));
              }

              Since  no texture data is actually provided, the values used in the pseudo-code for
              Format and Type are irrelevant and may be considered to  be  any  values  that  are
              legal  for  the  chosen Internalformat enumerant. Internalformat must be one of the
              sized internal formats given in Table 1 below, one  of  the  sized  depth-component
              formats  ?GL_DEPTH_COMPONENT32F  , ?GL_DEPTH_COMPONENT24, or ?GL_DEPTH_COMPONENT16,
              or  one  of  the  combined   depth-stencil   formats,   ?GL_DEPTH32F_STENCIL8,   or
              ?GL_DEPTH24_STENCIL8.  Upon  success,  the  value  of  ?GL_TEXTURE_IMMUTABLE_FORMAT
              becomes ?GL_TRUE. The value of ?GL_TEXTURE_IMMUTABLE_FORMAT may  be  discovered  by
              calling  gl:getTexParameterfv/2  with Pname set to ?GL_TEXTURE_IMMUTABLE_FORMAT. No
              further changes to the dimensions or format of the  texture  object  may  be  made.
              Using  any  command that might alter the dimensions or format of the texture object
              (such as gl:texImage2D/9 or another call to gl:texStorage2D)  will  result  in  the
              generation  of  a ?GL_INVALID_OPERATION error, even if it would not, in fact, alter
              the dimensions or format of the object.

              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.

              The behavior of gl:texStorage3D depends on the Target  parameter.  When  Target  is
              ?GL_TEXTURE_3D,  or  ?GL_PROXY_TEXTURE_3D,  calling  gl:texStorage3D is equivalent,
              assuming no errors are generated, to executing the following pseudo-code: for (i  =
              0; i < levels; i++) { glTexImage3D(target, i, internalformat, width, height, depth,
              0, format, type, NULL); width = max(1, (width / 2)); height = max(1, (height / 2));
              depth = max(1, (depth / 2)); }

              When      Target      is      ?GL_TEXTURE_2D_ARRAY,     ?GL_PROXY_TEXTURE_2D_ARRAY,
              ?GL_TEXTURE_CUBE_MAP_ARRAY , or  ?GL_PROXY_TEXTURE_CUBE_MAP_ARRAY,  gl:texStorage3D
              is  equivalent  to:  for  (i  =  0;  i  <  levels;  i++)  { glTexImage3D(target, i,
              internalformat, width, height, depth, 0, format, type, NULL); width = max(1, (width
              / 2)); height = max(1, (height / 2)); }

              Since  no texture data is actually provided, the values used in the pseudo-code for
              Format and Type are irrelevant and may be considered to  be  any  values  that  are
              legal  for  the  chosen Internalformat enumerant. Internalformat must be one of the
              sized internal formats given in Table 1 below, one  of  the  sized  depth-component
              formats  ?GL_DEPTH_COMPONENT32F  , ?GL_DEPTH_COMPONENT24, or ?GL_DEPTH_COMPONENT16,
              or  one  of  the  combined   depth-stencil   formats,   ?GL_DEPTH32F_STENCIL8,   or
              ?GL_DEPTH24_STENCIL8.  Upon  success,  the  value  of  ?GL_TEXTURE_IMMUTABLE_FORMAT
              becomes ?GL_TRUE. The value of ?GL_TEXTURE_IMMUTABLE_FORMAT may  be  discovered  by
              calling  gl:getTexParameterfv/2  with Pname set to ?GL_TEXTURE_IMMUTABLE_FORMAT. No
              further changes to the dimensions or format of the  texture  object  may  be  made.
              Using  any  command that might alter the dimensions or format of the texture object
              (such as gl:texImage3D/10 or another call to gl:texStorage3D) will  result  in  the
              generation  of  a ?GL_INVALID_OPERATION error, even if it would not, in fact, alter
              the dimensions or format of the object.

              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

       <>

                                             wx 1.6.1                                    gl(3erl)