OpenGL function -- OpenSceneGraph implementation

OpenGL function
OpenSceneGraph implementation

链接: http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLooku

glClear( GLbitfield mask )
osg::Camera::setClearMask(GLbitfield mask)
osg::GraphicsContext::setClearMask(GLbitfield mask)
osg::ClearNode::setClearMask(GLbitfield mask)
osg::RenderStage::setClearMask(GLbitfield mask)

glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
osg::Camera::setClearColor(const osg::Vec4& color)
osgUtil::SceneView::setClearColor(const osg::Vec4& color)

glClearDepth
osg::Camera::setClearDepth(double depth)

glClearStencil
osg::Camera::setClearStencil(int stencil)

State Attributes

glAlphaFunc( GLenum func, GLclampf ref )
osg::AlphaFunc?(ComparisonFunction? func, float ref)

glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
osg::BlendColor?(const osg::Vec4& constantColor)

glBlendFunc( GLenum sfactor, GLenum dfactor)
osg::BlendFunc?(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha)

glBlendEquation(GLenum mode)
osg::BlendEquation?(Equation equation)

glClampColor(GLenum target, GLenum mode)
osg::ClampColor?(GLenum vertexMode, GLenum fragmentMode, GLenum readMode);

glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha )
osg::ColorMask?(bool red, bool green, bool blue, bool alpha);

glMatrixMode( GL_COLOR )
osg::ColorMatrix?()

glCullFace(GLenum mode)
osg::CullFace?(Mode mode)

glDepthFunc( GLenum func)
glDepthRange( GLclampd zNear, GLclampd zFar )
glDepthMask( GLboolean flag )
osg::Depth(Function func, double zNear, double zFar, bool writeMask)

glFog*( GLenum pname, GLfloat param )
glFog*v(GLenum pname, const GLfloat *params )
osg::Fog();

glFogf( GL_FOG_MODE, GLfloat param )
osg::Fog::setMode( Mode mode )

glFogf( GL_FOG_DENSITY, GLfloat param )
osg::Fog::setDensity( float density )

glFogf( GL_FOG_START, GLfloat param )
osg::Fog::setStart( float start )

glFogf( GL_FOG_END, GLfloat param )
osg::Fog::setEnd( float end )

glFogf( GL_FOG_INDEX, GLfloat param )
Color indexing not supported

glFogfv(GL_FOG_COLOR, const GLfloat *params )
osg::Fog::setColor( const Vec4 &color )

glFogi(GL_FOG_COORDINATE_SOURCE, GLenum mode)
osg::Fog::setFogCoordinateSource(GLint source)

glFrontFace( GLenum mode )
osg::FrontFace?(Mode face)

glHint( GLenum target, GLenum mode )
osg::Hint(GLenum target, GLenum mode)

glLight*(GLenum light, GLenum pname, GLfloat param )
glLight*v( GLenum light, GLenum pname, const GLfloat *params)
osg::Light(unsigned int lightnum)

glLightfv( GLenum light, GL_AMBIENT, const GLfloat *params)
osg::Light::setAmbient( const Vec4& ambient )

glLightfv( GLenum light, GL_DIFFUSE, const GLfloat *params)
osg::Light::setDiffuse( const Vec4& diffuse )

glLightfv( GLenum light, GL_SPECULAR, const GLfloat *params)
osg::Light::setSpecular( const Vec4& specular )

glLightfv( GLenum light, GL_POSITION, const GLfloat *params)
osg::Light::setPosition( const Vec4& position )

glLightfv( GLenum light, GL_SPOT_DIRECTION, const GLfloat *params)
osg::Light::setDirection( const Vec3& direction )

glLightf(GLenum light, GL_CONSTANT_ATTENUATION, GLfloat param )
osg::Light::setConstantAttenuation( float constant_attenuation )

glLightf(GLenum light, GL_LINEAR_ATTENUATION, GLfloat param )
osg::Light::setLinearAttenuation ( float linear_attenuation )

glLightf(GLenum light, GL_QUADRATIC_ATTENUATION, GLfloat param )
osg::Light::setQuadraticAttenuation ( float quadratic_attenuation )

glLightf(GLenum light, GL_SPOT_EXPONENT, GLfloat param )
osg::Light::setSpotExponent( float spot_exponent )

glLightf(GLenum light, GL_SPOT_CUTOFF, GLfloat param )
osg::Light::setSpotCutoff( float spot_cutoff )

glLightModel*( GLenum pname, GLfloat param )
glLightModel*v( GLenum pname, const GLfloat *params )
osg::LightModel?()

glLightModelfv( GL_LIGHT_MODEL_AMBIENT, const GLfloat *params )
osg::LightModel::setAmbientIntensity(const osg::Vec4& ambient)

glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GLint param)
osg::LightModel::setColorControl(ColorControl? cc)

glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GLint param )
osg::LightModel::setLocalViewer(bool localViewer)

glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GLint param )
osg::LightModel::setTwoSided(bool twoSided)

glLineStipple( GLint factor, GLushort pattern )
osg::LineStipple?(GLint factor, GLushort pattern)

glLineWidth( GLfloat width )
osg::LineWidth?(float width=1.0f)

glLogicOp( GLenum opcode )
osg::LogicOp?(Opcode opcode)

glMaterialf(GLenum face, GLenum pname, GLfloat param )
osg::Material()

osg::Multisample()

osg::PolygonMode?(Face face,Mode mode)

osg::PolygonOffset?(float factor, float units)

osg::PolygonStipple?(const GLubyte* mask)

osg::Scissor(int x,int y,int width,int height)

osg::ShadeModel?(Mode mode)

glStencilFunc( GLenum func, GLint ref, GLuint mask )
osg::Stencil::setFunction(Function func,int ref,unsigned int mask)

glStencilMask( GLuint mask )
osg::Stencil::setOperation(Operation sfail, Operation zfail, Operation zpass)

glStencilOp( GLenum fail, GLenum zfail, GLenum zpass )

osg::StencilTwoSided?()

glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ...)
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, ...)
osg::TexEnv?(Mode mode)

glTexEnvi( GL_TEXTURE_ENV, ...)
Texture combiners extension
osg::TexEnvCombine?()

glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ...)
osg::TexEnvFilter?(float lodBias)

glTexGen_( GLenum coord, GLenum pname, GLdouble param )
osg::TexGen?()
osg::TexGenNode?()

glMatrixMode( GL_TEXTURE )
osg::TexMat?(const Matrix& matrix)

glTexImage1D( GL_TEXTURE_1D, ...)
osg::Texture1D()

glTexImage2D( GL_TEXTURE_2D, ...)
osg::Texture2D(Image* image)

glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, ...)
osg::Texture2DArray()

glTexImage3D( GL_TEXTURE_3D, ...)
osg::Texture3D()

glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, ...)
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ...)
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ...)
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ...)
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ...)
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, ...)
osg::TextureCubeMap?()

glTexImage2D( GL_TEXTURE_RECTANGLE, ...)
osg::TextureRectangle?(Image* image)

glViewport( GLint x, GLint y, GLsizei width, GLsizei height )
osg::Viewport(value_type x,value_type y,value_type width,value_type height)

Drawables

TODO
TODO

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