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K void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name); glBindBuffer$0smi verilen tamponu hedefe bala. void glEndQuery( GLenum target);glBindBufferBase 10ndekslenmi_ tampon hedefine tampon objesi bala.Gvoid glBindBufferBase( GLenum target, GLuint index, GLuint buffer);glBindBufferRange glBindFramebuffer*0smi verilen karetamponu objesini bala. glBindRenderbuffer/0smi verilen izdirme tamponu objesini bala. =void glBindRenderbuffer(GLenum target, GLuint renderbuffer);glBindSampler 20smi verilen rneklendiriciyi doku hedefine bala.3void glBindSampler( GLuint unit, GLuint sampler); glBindTexture30smi verilen dokuyu, dokula_t1rma hedefine bala. 3void glBindTexture(GLenum target, GLuint texture);glBindTransformFeedback &Transform geribildirim objesini bala.:void glBindTransformFeedback( GLenum target, GLuint id);glBindVertexArray K_e dizini objesini bala.'void glBindVertexArray( GLuint array); glBlendColorKar1_1m rengini se. Rvoid glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);glBlendEquation+RGB ve Alpha iin kar1_1m denklemini se. #void glBlendEquation(GLenum mode); glBlendEquationSeparate5RGB ve Alpha iin kar1_1m denklemini ayr1 ayr1 se. @void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); glBlendFuncPiksel artimetiini belirt. 3void glBlendFunc(GLenum sfactor, GLenum dfactor); glBlendFuncSeparate 6RGB ve Alpha iin piksel aritmetiini ayr1 ayr1 se. \void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);glBlitFramebuffer =Okuma karetamponundan izim karetamponuna blok pixel kopyala.void glBlitFramebuffer( GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); glBufferData0Tampon objenin veri belleini yarat ve ba_lat. Xvoid glBufferData(GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage);glBufferSubData7Tampon objenin veri belleinin alt kmesini gncelle. ^void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data);CglCheckFramebufferStatus @Karetamponu objesinin, karetamponu tamamlanma durumunu getirir. /GLenum glCheckFramebufferStatus(GLenum target);glClear 2Tamponlar1 nceden belirnenen deerlere resetler. void glClear(GLbitfield mask);glClearBuffer B^u an bal1 olan izim karetamponun bireysel tamponlar1n1 temizle.@void glClearBufferiv( GLenum buffer, GLint drawBuffer, const GLint * value); void glClearBufferuiv( GLenum buffer, GLint drawBuffer, const GLuint * value); void glClearBufferfv( GLenum buffer, GLint drawBuffer, const GLfloat * value); void glClearBufferfi( GLenum buffer, GLint drawBuffer, GLfloat depth, GLint stencil); glClearColor 0Renk tamponu iin temizlik deerlerini belirle. Rvoid glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); glClearDepth 1Derinlik tamponu iin temizlik deerini belirle. #void glClearDepthf(GLclampf depth);glClearStencil /^ablon tamponu iin temizlik deerini belirle. void glClearStencil(GLint s);glClientWaitSync 9Blokla ve senkronizasyon objesinin sinyallenmesini bekle.IGLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); glColorMask -Renk tamponu yaz1m1n1 aktif veya deaktif et. Uvoid glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);glCompileShader Glgelendirme objesini derle. $void glCompileShader(GLuint shader);glCompressedTexImage2D 60ki boyutlu s1k1_t1r1lm1_ bir doku grnts belirle. void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, Glsizei height, GLint border, GLsizei imageSize, const GLvoid * data);glCompressedTexImage3D 2S1k1_t1r1lm1_ bir boyutlu doku grseli belirle.void glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid * data);glCompressedTexSubImage2D 90ki boyutlu s1k1_t1r1lm1_ bir doku altgrnts belirle. void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid * data);glCompressedTexSubImage3D 5S1k1_t1r1lm1_ bir boyutlu doku altgrseli belirle.void glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid * data);glCopyBufferSubData ITampon objenin veri belleinin bir k1sm1n1 ba_ka bir tampon objeye bala.~void glCopyBufferSubData( GLenum readtarget, GLenum writetarget, GLintptr readoffset, GLintptr writeoffset, Glsizeiptr size);glCopyTexImage2D W0ki boyutlu s1k1_t1r1lm1_ bir doku grntsn renk tamponundan pikseller ile belirle. void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);glCopyTexSubImage2D Z0ki boyutlu s1k1_t1r1lm1_ bir doku altgrntsn renk tamponundan pikseller ile belirle. void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);glCopyTexSubImage3D # boyutlu doku altgrseli kopyala.void glCopyTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, Glsizei height);glCreateProgram Program objesi yarat. GLuint glCreateProgram(void);glCreateShader< Glgelendirme objesi yarat. )GLuint glCreateShader(GLenum shaderType); glCullFace Ine veya arkaya dnk poligonlardan hangilerinin seilecekleri belirle. void glCullFace(GLenum mode);DglDeleteBuffers $0smi verilen tampon objelerini sil. 9void glDeleteBuffers(GLsizei n, const GLuint * buffers);glDeleteFramebuffers '0smi verilen karetampon objelerini sil.Cvoid glDeleteFramebuffers(GLsizei n, const GLuint * framebuffers);glDeleteProgram Program objesini sil. %void glDeleteProgram(GLuint program);glDeleteQueries $ismi verilen sorgulama objesini sil.4void glDeleteQueries(GLsizei n, const GLuint * ids);glDeleteRenderbuffers izdirme tampon objesini sil.Evoid glDeleteRenderbuffers(GLsizei n, const GLuint * renderbuffers);glDeleteSamplers rneklendirici objeyi sil.:void glDeleteSamplers(GLsizei n, const GLuint * samplers);glDeleteShader Glgelendirici objsini sil.#void glDeleteShader(GLuint shader); glDeleteSync Senkronizasyon objesini sil.void glDeleteSync(GLsync sync);glDeleteTextures Dokular1 sil.;void glDeleteTextures(GLsizei n, const GLuint * textures);glDeleteTransformFeedbacks $Transform geribildirim objesini sil.>void glDeleteTransformFeedbacks(GLsizei n, const GLuint *ids);glDeleteVertexArrays K_e dizini objelerini sil.:void glDeleteVertexArrays(GLsizei n, onst GLuint *arrays); glDepthFunc 5Derinlik tamponu kar_1la_t1rmas1 iin deeri belirle.void glDepthFunc(GLenum func); glDepthMask 1Derinlik tamponuna yazmay1 aktif veya deaktif et.!void glDepthMask(GLboolean flag);glDepthRangef ~Normalile_tirilmi_ ayg1t koordinatlar1ndan pencere koordinatlar1na kadar derinlik deerinin haritalanmas1 deerlerini belirle.7void glDepthRangef(GLclampf nearVal, GLclampf farVal);glDetachShader .Program objesinden glgelendirici objeyi ay1r.4void glDetachShader(GLuint program, GLuint shader); glDisable 5Sunucu taraf1 GL yeteneklerini aktif veya deaktif et.void glDisable(GLenum cap);glDisableVertexAttribArray5Genel k_e znitelii dizisini aktif veya deaktif et.]void glEnableVertexAttribArray(GLuint index); Void glDisableVertexAttribArray(GLuint index); glDrawArraysDizide veriden ilkelleri iz.=void glDrawArrays(GLenum mode, GLint first, GLsizei count);glDrawArraysInstanced *Dizide verilen ilkelleri birden fazla iz.Yvoid glDrawArraysInstanced( GLenum mode, GLint first, GLsizei count, Glsizei primcount);glDrawBuffers %izilecek renk tamponlar1n1 belirler.4void glDrawBuffers( GLsizei n, const GLenum *bufs);glDrawElementsListede veriden nesneleri iz.Xvoid glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid * indices);glDrawElementsInstanced *Dizide veriden nesneleri birden fazla iz.qvoid glDrawElementsInstanced( GLenum mode, GLsizei count, GLenum type, const void * indices, Glsizei primcount);glDrawRangeElements Dizide veriden nesneleri iz.tvoid glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid * indices);EglEnablevoid glEnable(GLenum cap);glEnableVertexAttribArray glEndQuery !void glEndQuery( GLenum target);glEndTransformFeedback (Transform geribildirim objesini durdur.."void glEndTransformFeedback(void);equal =0ki vektrn bile_en genelinde e_itlik kar1_la_t1rmas1n1 yap.mbvec equal(vec x, vec y); bvec equal(bvec x, bvec y); bvec equal(ivec x, ivec y); bvec equal(uvec x, uvec y);exp Parametrenin ssn al.genType exp(genType x);exp2 )Parametreyi ikinin ss olarak al. ( 2^X)genType exp2(genType x);F glFenceSync >Yeni bir senkronizasyon objesi yarat ve GL komut ak1_1na ekle.:GLsync glFenceSync( GLenum condition, GLbitfield flags);glFinish#al1_t1r1lan GL bitene kadar bloklavoid glFinish( void);glFlush,GL komutlar1n1 sonlu zamanda zorla al1_t1r.void glFlush( void);glFlushMappedBufferRange 0Haritalanm1_ tamponlara modifikasyonlar1 belirt.Vvoid glFlushMappedBufferRange( GLenum target, GLintptr offset, GLsizeiptr length);glFramebufferRenderbuffer2Karetamponu objesine izdirme tamponu objesi ekle.tvoid glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);glFramebufferTexture2D)Karetamponu objesine doku grnts ekle.qvoid glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);glFramebufferTextureLayer "Karetampona tek katman doku bala.mvoid glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, Glint layer); glFrontFace,ne veya arkaya dnk poligonlar1 tan1mla. void glFrontFace(GLenum mode);G glGenBuffersTampon obje isimi yarat.0void glGenBuffers(GLsizei n, GLuint * buffers);glGenerateMipmap&Doku objesi iin tam set mipmap yarat.void glGenerateMipmap(glGenFramebuffersKaretampon obje ismi yarat.:void glGenFramebuffers(GLsizei n, GLuint * framebuffers); glGenQueries Sorgu objesi ismi yarat.-void glGenQueries( GLsizei n, Gluint * ids);glGenRenderbuffers izdirme tampon obje ismi yarat.<void glGenRenderbuffers(GLsizei n, GLuint * renderbuffers);glGenSamplers rnekleyici obje ismi yarat.2void glGenSamplers( GLsizei n,Gluint *samplers); glGenTextures Doku ismi yarat.0void glGenTextures(GLsizei n,GLuint * textures);glGenTransformFeedbacks 2Transform geribildirim objesi isimlerini rezervle.5void glGenTransformFeedbacks(GLsizei n, GLuint *ids);glGenVertexArrays K_e dizini obje ismi yarat.3void glGenVertexArrays( GLsizei n,Gluint *arrays);glGet3Seilen parametrenin deer veya deerlerini dndr.mvoid glGetBooleanv( GLenum pname, GLboolean * data); void glGetFloatv( GLenum pname, GLfloat * data); void glGetIntegerv( GLenum pname, GLint * data); void glGetInteger64v( GLenum pname, GLint64 * data); void glGetIntegeri_v( GLenum target, GLuint index, GLint * data); void glGetInteger64i_v( GLenum target, GLuint index, GLint64 * data);glGetActiveAttrib.Aktif nitelik dei_keni hakk1nda bilgi dndr.void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);glGetActiveUniform0Aktif tekbiimli dei_ken hakk1nda bilgi dndr.void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);glGetActiveUniformBlockiv 6Aktif tekbiimli dei_ken hakk1nda bilgi blou dndr.fvoid glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);glGetActiveUniformBlockName <Aktif tekbiimli dei_ken hakk1nda bilgi blok ismini dndr.void glGetActiveUniformBlockName( GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);glGetActiveUniformsiv kBelirtilen program objesi i< in aktif tekbiimli bir ka adet dei_ken hakk1nda bilgi blok bilgisini dndr.void glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);glGetAttachedShaders 9Program objesine balanm1_ glgelendirici objeleri getir.dvoid glGetAttachedShaders( GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);glGetAttribLocation 'Nitelik dei_kenin lokasyonunu getirir.AGLint glGetAttribLocation( GLuint program, const GLchar *name);glGetBufferParameter &Tampon objenin parametrelerini dndr.void glGetBufferParameteriv( GLenum target, GLenum value, GLint * data); void glGetBufferParameteri64v( GLenum target, GLenum value, GLint64 * data);glGetBufferParameterivKvoid glGetBufferParameteriv(GLenum target, GLenum pname, GLint * params); glGetErrorHata bilgisini dndr.GLenum glGetError(void); glGetFragDataLocation ZRenk numaralar1n1n balananlar1n1 kullan1c1-tan1ml1 varying-out dei_kenkenlerine sorgula.BGLint glGetFragDataLocation( GLuint program, const char * name);%glGetFramebufferAttachmentParameteriv3Karetampon objesine ait bal1 parametreleri dndr.nvoid glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint * params);glGetInternalformativ B0mplementasyona bal1 destek bilgisini, isel biimler iin getir.xvoid glGetInternalformativ( GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint *params);glGetProgramBinary ZProgram objesinin derlenmi_ ve linklenmi_ al1_t1r1labilir bir sunumunu ikil olarak getir.wvoid glGetProgramBinary( GLuint program, GLsizei bufsize, GLsizei *length, GLenum *binaryFormat, void *binary);glGetProgramInfoLog(Program objesinin bilgi ktn dndr.avoid glGetProgramInfoLog(GLuint program, GLsizei maxLength, GLsizei *length, GLchar *infoLog);glGetProgramiv)Program objesinin parametrelerini dndr.Cvoid glGetProgramiv(GLuint program, GLenum pname, GLint *params); glGetQueryiv -Sorgu objesi hedefenin parametrelerini getir.Dvoid glGetQueryiv( GLenum target, GLenum pname, GLint * params);glGetQueryObjectuiv &Sorgu objesinin parametrelerini getir.Hvoid glGetQueryObjectuiv( GLuint id, GLenum pname, GLuint * params);glGetRenderbufferParameteriv1izdirme tampon objesinin parametrelerini dndr.Qvoid glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint * params);glGetSamplerParameter 4rneklendirici objenin parametre deerlerini dndr.void glGetSamplerParameterfv( GLuint sampler, GLenum pname, GLfloat * params);void glGetSamplerParameteriv( GLuint sampler, GLenum pname, GLint * params);glGetShaderInfoLog .Glgelendirici objenin ktk bilgisini dndr.cvoid glGetShaderInfoLog( GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *infoLog);glGetShaderiv ,Glgelendirici objenin parametresini dndr.Dvoid glGetShaderiv( GLuint shader, GLenum pname, GLint *params);glGetShaderPrecisionFormat DShader derleyicisi iin numarik formatta mesafe ve hassasl11 getir.rvoid glGetShaderPrecisionFormat( GLenum shaderType, GLenum precisionType, GLint *range, GLint *precision); glGetShaderSource2Glgelendirici objenin kaynak kod dizesini dndr.[void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); glGetString3^u anki GL balant1s1n1 a1klayan bir string getir.)const GLubyte * glGetString(GLenum name); glGetStringi 7const GLubyte* glGetStringi(GLenum name, Gluint index); glGetSynciv /Senkronizasyon objesinin niteliklerini sorgula.fvoid glGetSynciv( GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);glGetTexParameter"Doku parametre deerlerini dndr.void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat * params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint * params); Void glGetTexParameterxv(GLenum target, GLenum pname, GLfixed * params);void glGetTexParameterfv( GLenum target, GLenum pname, GLfloat * params); Void glGetTexParameteriv( GLenum target, GLenum pname, GLint * params);glGetTransformFeedbackVarying MSeilen transform geribildirimi iin varying dei_kenlerinin bilgisini getir.void glGetTransformFeedbackVarying( GLuint program, GLuint index, GLsizei bufSize, GLsizei * length, GLsizei * size, GLenum * type, char * name); glGetShaderivAvoid glGetShaderiv(GLuint shader, GLenum pname, GLint *params);glGetUniformBlockIndex 20simlendirilmi_ tekbiim blounun indeksini getir.SGLuint glGetUniformBlockIndex( GLuint program, const GLchar *uniformBlockName); glGetUniformfv %Tekbiim dei_kenin deerini getirir.void glGetUniformfv( GLuint program, GLint location, GLfloat *params); void glGetUniformiv( GLuint program, GLint location, GLint *params); void glGetUniformuiv( GLuint program, GLint location, GLuint *params);glGetUniformIndices )0simlendirilmi_ tekbiim indeksini getir.}void glGetUniformIndices( GLuint program, GLsizei uniformCount, const GLchar **uniformNames, GLuint *uniformIndices); glGetUniformLocation'Tekbiim dei_kenin lokasyonunu dndr.AGLint glGetUniformLocation(GLuint program, const GLchar *name); glGetVertexAttrib+Genel k_e znitelii parametresini dndr.void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); Void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);0void glGetVertexAttribfv( GLuint index, GLenum pname, GLfloat *params); void glGetVertexAttribiv( GLuint index, GLenum pname, GLint *params); void glGetVertexAttribIiv( GLuint index, GLenum pname, GLint *params); void glGetVertexAttribIuiv( GLuint index, GLenum pname, GLuint *params);glGetVertexAttribPointerv4Genel k_e znitelii i_aretisinin adresini dndr.Ovoid glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid **pointer);HglHint(0mplementasyona zel ipular1n1 belirler)void glHint(GLenum target, GLenum mode);IintBitsToFloat 90nteger kodlamas1 destei kullanarak floating-point yaratJgenType intBitsToFloat( genIType x); genType uintBitsToFloat( genUType x);glInvalidateFramebuffer 1Karetamponun eklerinin ieriklerini geersiz k1l.fvoid glInvalidateFramebuffer( GLenum target, GLsizei numAttachments, const GLenum *attachments); glInvalidateSubFramebuffer >Karetamponun eklerinin ieriklerinin blmlerini geersiz k1l.void glInvalidateSubFramebuffer( GLenum target, GLsizei numAttachments, const GLenum *attachments, GLintx, GLinty, GLsizei width, GLsizei height);inverse Matrisin tersini hesapla.Fmat2 inverse( mat2 m); mat3 inverse( mat3 m); mat4 inverse( mat4 m); inversesqrt $Parametrenin karekknn tersini al.!genType inversesqr< t( genType x); glIsBuffer30sim tampon objesine kar_1l1k geliyor mu karar ver.GLboolean glIsBuffer( glIsEnabled Bir yetenek aktif mi kontrol et."GLboolean glIsEnabled(GLenum cap);glIsFramebuffer70sim karetampon objesine kar_1l1k geliyor mu karar ver..GLboolean glIsFramebuffer(GLuint framebuffer); glIsProgram&GLboolean glIsProgram(GLuint program); glIsQuery 4Bir isim sorgu objesine karl1_1k geliyor mu belirle.!GLboolean glIsQuery( GLuint id);glIsRenderbuffer<0sim izdirme tampon objesine kar_1l1k geliyor mu karar ver.0GLboolean glIsRenderbuffer(GLuint renderbuffer); glIsSampler B0sim rneklendirici tampon objesine kar_1l1k geliyor mu karar ver.#GLboolean glIsSampler( GLuint id); glIsShader90sim glgelendirici objeye kar_1l1k geliyor mu karar ver.$GLboolean glIsShader(GLuint shader); glIsSync ;0sim senkronizasyon objeyine kar_1l1k geliyor mu karar ver."GLboolean glIsSync( GLsync sync); glIsTexture10sim doku objesine kar_1l1k geliyor mu karar ver.&GLboolean glIsTexture(GLuint texture);glIsTransformFeedback C0sim transform geribildirim objesine kar_1l1k geliyor mu karar ver.-GLboolean glIsTransformFeedback( GLuint id);glIsVertexArray 80sim k_e dizisi objesine kar_1l1k geliyor mu karar ver.*GLboolean glIsVertexArray( GLuint array);L glLineWidth5Piksele dn_trlm_ izgilerin geni_liini belirle. void glLineWidth(GLfloat width); glLinkProgramProgram objesine link ver.#void glLinkProgram(GLuint program);MglMapBufferRange 5Tampon objenin veri belleinin bir blmn haritala.dvoid *glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);PglPauseTransformFeedback +Transform geribildirim i_lemlerine ara ver.&void glPauseTransformFeedback( void); glPixelStoreiPiksel depolama modunu belirle./void glPixelStorei(GLenum pname, GLint param);glPolygonOffsetQDerinlik deerlerini hesaplamak iin gerekli olan lekleri ve birimleri belirle.nvoid glPolygonOffset(GLfloat factor, GLfloat units); Void glPolygonOffsetx(GLfixed factor, GLfixed units);glProgramBinary (Program ikilli bir program objesi ykle.evoid glProgramBinary( GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);glProgramParameteri &Program objesi iin parametre belirle.Ivoid glProgramParameteri( GLuint program, GLenum pname, GLint value);R glReadBuffer (Pikseller iin renk tamponu kayna1 se. void glReadBuffer( GLenum src); glReadPixels$Renktamponundan bir blok piksel oku.vvoid glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid * pixels);glReleaseShaderCompiler9Glgelendirici derleyicisinin sahip olduu kayna1 b1rak.$void glReleaseShaderCompiler( void);glRenderbufferStorage;Renderbuffer objesinin veri belleini olu_tur ve al1_t1r. c      !"#$%&'()*+,-./0123458:void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);!glRenderbufferStorageMultisample Uizdirmetamponu objesi grseli iin veri bellei, tr, boyut ve rnek say1s1 belirle.void glRenderbufferStorageMultisample( GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);glResumeTransformFeedback -Transform geribildirim i_lemlerine devam et..'void glResumeTransformFeedback( void);SglSampleCoverage*oklu rnek kapsama parametresini belirle.9void glSampleCoverage(GLclampf value, GLboolean invert);glSamplerParameter 'rneklendirici parametrelerini belirle.Bvoid glSamplerParameterf( GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameteri( GLuint sampler, GLenum pname, GLint param); void glSamplerParameterfv( GLuint sampler, GLenum pname, const GLfloat * params); void glSamplerParameteriv( GLuint sampler, GLenum pname, const GLint * params); glScissorMakas kutusunu tan1mla.Cvoid glScissor(GLint x, GLint y, GLsizei width, GLsizei height);glShaderBinary1nceden derlenmi_ glgelendirici ikilisini ykle.svoid glShaderBinary(GLsizei n, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);glShaderSource.Glgelendirici objenin kaynak kodunu dei_tir.hvoid glShaderSource(GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length);sign 'Parametrenin i_aretini dndrr. + / -8genType sign( genType x); GenIType sign( genIType x);sin "Parametrenin sin deerini getirir.genType sin( genType x);sinh -Parametrenin hiperbolik sin deerini getirir.genType sinh( genType x); smoothstep 50ki say1 aras1nda Hermit metodu ile interpolasyon al.genType smoothstep( genType edge0, genType edge1, genType x); genType smoothstep( float edge0, float edge1, genType x);sqrt Parametrenin karekkn al.genType sqrt( genType x); glStencilFunc<^ablon testi iin referans ve fonksiyon deerlerini belirle.:void glStencilFunc(GLenum func, GLint ref, GLuint mask);glStencilFuncSeparateJ^ablon testi iin n ve/veya arka fonksiyonu ve referans deerini belirle.Pvoid glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); glStencilMask=^ablon dzlemi iin her Bit in ayr1 ayr1 yaz1m1n1 kontrol et.!void glStencilMask(GLuint mask); glStencilMaskSeparateF^ablon dzleminde n ve/veya arka Bit yaz1l1m1n1 ayr1 ayr1 kontrol et.6void glStencilMaskSeparate(GLenum face, GLuint mask); glStencilOp"^ablon test aksiyonlar1n1 belirle.?void glStencilOp(GLenum sfail, GLenum dpfail, GLenum dppass);glStencilOpSeparate2n ve/veya arka _ablon test aksiyonlar1n1 belirle.Uvoid glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);T glTexImage2D%2 boyutlu bir doku grnts belirle.void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid * data); glTexImage3D boyutlu doku grseli belirle.void glTexImage3D( GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid * data);glTexParameterDoku parametrelerini belirle.void glTexParameterf(GLenum target, GLenum pname, GLfloat param); Void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameterx(GLenum< target, GLenum pname, GLfixed param);void glTexParameterf(GLenum target, GLenum pname, GLfloat param); Void glTexParameteri(GLenum target, GLenum pname, GLint param);.void glTexParameterf( GLenum target, GLenum pname, GLfloat param); void glTexParameteri( GLenum target, GLenum pname, GLint param); void glTexParameterfv( GLenum target, GLenum pname, const GLfloat * params); void glTexParameteriv( GLenum target, GLenum pname, const GLint * params);glTexStorage2D @0ki boyutlu doku iin btn levellerde ayn1 anda bellek belirle.rvoid glTexStorage2D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);glTexStorage3D ? boyutlu doku iin btn levellerde ayn1 anda bellek belirle.void glTexStorage3D( GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);glTexSubImage2D$2 boyutlu doku altgrnts belirle.void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid * pixels);glTexSubImage3D $3 boyutlu doku altgrnts belirle.void glTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid * data);glTransformFeedbackVaryings CTransform geribildirim tamponunda kay1t edilecek deerleri belirle.rvoid glTransformFeedbackVaryings( GLuint program, GLsizei count, const char ** varyings, GLenum bufferMode);U glUniformATekbiim dei_kenin deerini _u anki program objesi iin belirle.void glUniform1f(GLint location, GLfloat v0); void glUniform2f(GLint location, GLfloat v0, GLfloat v1); void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glUniform1i(GLint location, GLint v0); void glUniform2i(GLint location, GLint v0, GLint v1); void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glUniform1f( GLint location, GLfloat v0); void glUniform2f( GLint location, GLfloat v0, GLfloat v1); void glUniform3f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glUniform4f( GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glUniform1i( GLint location, GLint v0); void glUniform2i( GLint location, GLint v0, GLint v1); void glUniform3i( GLint location, GLint v0, GLint v1, GLint v2); void glUniform4i( GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glUniform1ui( GLint location, GLuint v0); void glUniform2ui( GLint location, GLuint v0, GLuint v1); void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2); void glUniform4ui( GLint location, GLint v0, GLuint v1, GLuint v2, GLuint v3); void glUniform1fv( GLint location, GLsizei count, const GLfloat *value); void glUniform2fv( GLint location, GLsizei count, const GLfloat *value); void glUniform3fv( GLint location, GLsizei count, const GLfloat *value); void glUniform4fv( GLint location, GLsizei count, const GLfloat *value); void glUniform1iv( GLint location, GLsizei count, const GLint *value); void glUniform2iv( GLint location, GLsizei count, const GLint *value); void glUniform3iv( GLint location, GLsizei count, const GLint *value); void glUniform4iv( GLint location, GLsizei count, const GLint *value); void glUniform1uiv( GLint location, GLsizei count, const GLuint *value); void glUniform2uiv( GLint location, GLsizei count, const GLuint *value); void glUniform3uiv( GLint location, GLsizei count, const GLuint *value); void glUniform4uiv( GLint location, GLsizei count, const GLuint *value); void glUniformMatrix2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);glUniformBlockBinding /Aktif tekbiim dei_kenine balama noktas1 ata.fvoid glUniformBlockBinding( GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);glUnmapBuffer void *glMapBufferRange( GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); GLboolean glUnmapBuffer( GLenum target); glUseProgramCProgram objesini _u anki render srecinin bir paras1 olarak ykle."void glUseProgram(GLuint program);VglValidateProgramProgram objesinin onayla.'void glValidateProgram(GLuint program);glVertexAttrib*Genel k_e zniteliinin deerini belirle.void glVertexAttrib1f(GLuint index, GLfloat v0); void glVertexAttrib2f(GLuint index, GLfloat v0, GLfloat v1); void glVertexAttrib3f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); void glVertexAttrib4f(GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);Nvoid glVertexAttrib1f( GLuint index, GLfloat v0); void glVertexAttrib2f( GLuint index, GLfloat v0, GLfloat v1); void glVertexAttrib3f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2); void glVertexAttrib4f( GLuint index, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glVertexAttribI4i( GLuint index, GLint v0, GLint v1, GLint v2, GLint v3); void glVertexAttribI4ui( GLuint index, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glVertexAttrib1fv( GLuint index, const GLfloat *v); void glVertexAttrib2fv( GLuint index, const GLfloat *v); void glVertexAttrib3fv( GLuint index, const GLfloat *v); void glVertexAttrib4fv( GLuint index, const GLfloat *v); void glVertexAttribI4iv( GLuint index, const GLint *v); void glVertexAttribI4uiv( GLuint index, const GLuint *v);glVertexAttribDivisor Ornek izimi s1ras1nda genel k_e nitelii ilerlemesininin oran1n1 modifiye et.<void glVertexAttribDivisor( GLuint index, GLuint divisor);glVertexAttribPointer*Genel k_e znitelii veri dizisi tan1mla.void glVertexAttribPointer( GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer); void glVertexAttribIPointer( GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid * pointer);void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * pointer); glViewportBak1_ a1s1n1 tan1mla.Dvoid glViewport(GLint x, GLint y, GLsizei width, GLsizei height);W glWaitSync UGL sunucusuna belirlenen senkronizasyon objesi sinyal verene kadar bloklama emri ver.Fvoid glWaitSync( GLsync sync, GLbitfield flags, GLuint64 timeout);cc   dMbP?_%*+&CGAMELAB ISTANBUL &CSayfa &P&333333?'333333?(ll?)ll?" d,,333333?333333?U } } #}  }  } (} L}  }   n"n@n@n@n@n@n@n@ n@ n@ n@ n@ n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@n@          ! !   # $ $ %    # $ $ %   & # $$ %   ' #$ $ %   ( #$ $    &) ) $ %    ) ) $ %   ( )) $ % !  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(/ $ +0 1  (2 $ 3 4 5 &6* * $ +7 8 5 &6 $ 7 9 5 (: $ ; <n@n@n@n@n@n@n@n@n@n@ 5 (= $  > 5 &?* * $ +@ A B &C* * $ +D E B &F* * $ +G H B &F ** $ +G I B (J $ K L B &M $ +N O B &M* * $ +N P B &Q * * $ +R S T (U $ V W@@@(    dA4e˚[ ?Image 1W]`>@A ggyK glActiveTextureyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glActiveTexture.xmlyK glAttachShaderyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glAttachShader.xmlyK  glAlphaFuncyK https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glAlphaFunc.xmlyK glBeginQuery yK https://www.khronos.org/registry/OpenGL-Refpages/es3/html/glBeginQuery.xhtmlXyK glBeginTransformFeedback yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBeginTransformFeedback.xhtml%22%20%5Ct%20%22pagedisplayyK glBindAttribLocationyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBindAttribLocation.xmlyK  glBindBufferyK https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glBindBuffer.xml8 yK glBindBufferBase yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBindBufferBase.xhtml%22%20%5Ct%20%22pagedisplay< yK glBindBufferRange yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBindBufferRange.xhtml%22%20%5Ct%20%22pagedisplay yK glBindFramebufferyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBindFramebuffer.xml yK glBindRenderbufferyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBindRenderbuffer.xml, yK glBindSampler yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBindSampler.xhtml%22%20%5Ct%20%22pagedisplayyK glBindTextureyK https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glBindTexture.xmlTyK glBindTransformFeedback yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBindTransformFeedback.xhtml%22%20%5Ct%20%22pagedisplay<yK glBindVertexArray yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBindVertexArray.xhtml%22%20%5Ct%20%22pagedisplayyK  glBlendColoryK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBlendColor.xmlyK glBlendEquationyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBlendEquation.xmlyK glBlendEquationSeparateyK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBlendEquationSeparate.xmlyK  glBlendFuncyK https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glBlendFunc.xml yK glBlendFuncSeparate yK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glBlendFuncSeparate.xml<yK glBlitFramebuffer yK https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBlitFramebuffer.xhtml%22%20%5Ct%20%22pagedisplayyK  glBufferDatayK https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glBufferData.xmlyK glBufferSubDatayK https://www.khronos.org/registry/OpenGL-Refpages/es1.1/xhtml/glBufferSubData.xml yK glCheckFramebufferStatus yK https://www.khronos.org/registry/OpenGL-Refpages/es2.0/xhtml/glCheckFramebufferStatus.xmlyK  glClear yK 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