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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()  =  {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 = {float()}

              See lightf/3

       lightiv(Light, Pname, Params) -> ok

              Types:

                 Light = enum()
                 Pname = enum()
                 Params = {integer()}

              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 = {float()}

              See lightModelf/2

       lightModeliv(Pname, Params) -> ok

              Types:

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

              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 = {float()}

              See materialf/3

       materialiv(Face, Pname, Params) -> ok

              Types:

                 Face = enum()
                 Pname = enum()
                 Params = {integer()}

              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 = {float()}

              See texGend/3

       texGenfv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = {float()}

              See texGend/3

       texGeniv(Coord, Pname, Params) -> ok

              Types:

                 Coord = enum()
                 Pname = enum()
                 Params = {integer()}

              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 = {float()}

              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 = {integer()}

              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 = {float()}

              See texParameterf/3

       texParameteriv(Target, Pname, Params) -> ok

              Types:

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

              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 = {float()}

              See fogf/2

       fogiv(Pname, Params) -> ok

              Types:

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

              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 = {float()}

              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::{float()}}

              Equivalent to convolutionParameterf(Target, Pname, Params).

       convolutionParameteri(Target, Pname, Params) -> ok

              Types:

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

              See convolutionParameterf/3

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

              Types:

                 Params = {Params::{integer()}}

              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 = {float()}

              See pointParameterf/2

       pointParameteri(Pname, Param) -> ok

              Types:

                 Pname = enum()
                 Param = integer()

              See pointParameterf/2

       pointParameteriv(Pname, Params) -> ok

              Types:

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

              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 = [string()]

              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 = [string()]
                 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 = {integer()}

              See texParameterf/3

       texParameterIuiv(Target, Pname, Params) -> ok

              Types:

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

              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 = {integer()}

              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 = {integer()}

              See clearBufferiv/3

       clearBufferfv(Buffer, Drawbuffer, Value) -> ok

              Types:

                 Buffer = enum()
                 Drawbuffer = integer()
                 Value = {float()}

              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 = [string()]

              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 = [string()]

              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 = [string()]

              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 = [string()]

              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

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                                                    wx 1.1.1                                            gl(3erl)