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 
 
                    
                 
 
                
            
         浙公网安备 33010602011771号
浙公网安备 33010602011771号