Next: Rasterization, Up: GL API [Index]
Begin immediate-mode drawing with begin-mode, evaluate
the sequence of body expressions, and then end drawing (as with
glBegin
and glEnd
).
The values produced by the last body expression are returned to
the continuation of the gl-begin
.
Flag edges as either boundary or nonboundary. Note that the edge mode
is only significant if the polygon-mode
is line
or
point
.
Draw a vertex at the given coordinates.
The following procedures modify the current per-vertex state. Drawing a vertex captures the current state and associates it with the vertex.
Set the current texture coordinate.
Set the current texture coordinate for a specific texture unit.
Set the current color.
Set the current value of a generic vertex attribute.
Set the current normal vector. By default the normal should have unit
length, though setting (enable-cap rescale-normal)
or
(enable-cap normalize)
can change this.
Set the current fog coordinate.
Set the current secondary color.
Set the current color index.
Draw a rectangle in immediate-mode with a given pair of corner points.
Specify the mapping of the near and far clipping planes, respectively, to window coordinates.
Set the viewport: the pixel position of the lower-left corner of the viewport rectangle, and the width and height of the viewport.
Load a matrix. m should be a packed vector in column-major order.
Note that Guile’s two-dimensional arrays are stored in row-major
order, so you might need to transpose the matrix as it is loaded (via
the #:transpose
keyword argument).
Multiply the current matrix by m. As with
gl-load-matrix
, you might need to transpose the matrix first.
Set the current matrix mode. See the matrix-mode
enumerator.
Save the current matrix, evaluate the sequence of body expressions, and restore the saved matrix.
Load the identity matrix.
Rotate the current matrix about the vector
(x,y,z)
. angle should be specified in
degrees.
Translate the current matrix.
Scale the current matrix.
Multiply the current matrix by a perspective matrix. left, right, bottom, and top are the coordinates of the corresponding clipping planes. near-val and far-val specify the distances to the near and far clipping planes.
Multiply the current matrix by a perspective matrix. left, right, bottom, and top are the coordinates of the corresponding clipping planes. near-val and far-val specify the distances to the near and far clipping planes.
Set the active texture unit.
Enable or disable server-side GL capabilities.
Select flat or smooth shading.
Next: Rasterization, Up: GL API [Index]