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NAME

       gl - Erlang wrapper functions for OpenGL

DESCRIPTION

       Standard OpenGL API

       This documents the functions as a brief version of the complete OpenGL reference pages.

DATA TYPES

       clamp() = float()

       offset() = integer() >= 0

       i() = integer()

       f() = float()

       enum() = integer() >= 0

       matrix() = m12() | m16()

       m12() =
           {f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}

       m16() =
           {f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f(),
            f()}

       mem() = binary() | tuple()

EXPORTS

       accum(Op :: enum(), Value :: f()) -> ok

              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.

              External documentation.

       activeShaderProgram(Pipeline :: i(), Program :: i()) -> ok

              gl:activeShaderProgram/2 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:uniform()  when  no  program  has  been  made  current  through  a  call  to
              gl:useProgram/1.

              External documentation.

       activeTexture(Texture :: enum()) -> ok

              gl:activeTexture/1  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.

              External documentation.

       alphaFunc(Func :: enum(), Ref :: clamp()) -> ok

              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/2  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:disable/1 of ?GL_ALPHA_TEST.)

              External documentation.

       areTexturesResident(Textures :: [i()]) ->
                              {0 | 1, Residences :: [0 | 1]}

              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.

              External documentation.

       arrayElement(I :: i()) -> ok

              gl:arrayElement/1  commands  are  used  within gl:'begin'/1/gl:'end'/0 pairs to specify vertex and
              attribute data for point, line, and  polygon  primitives.  If  ?GL_VERTEX_ARRAY  is  enabled  when
              gl:arrayElement/1  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.

              External documentation.

       attachShader(Program :: i(), Shader :: i()) -> ok

              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/2 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.

              External documentation.

       'begin'(Mode :: enum()) -> ok

       'end'() -> ok

              gl:'begin'/1 and gl:'end'/0 delimit the vertices that define  a  primitive  or  a  group  of  like
              primitives.  gl:'begin'/1  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:

              External documentation.

       beginConditionalRender(Id :: i(), Mode :: enum()) -> ok

       endConditionalRender() -> ok

              Conditional   rendering   is   started   using   gl:beginConditionalRender/2   and   ended   using
              gl:endConditionalRender/0. During conditional rendering, all vertex array  commands,  as  well  as
              gl:clear/1  and  gl:clearBuffer()  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:vertexAttrib()   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/2 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.

              External documentation.

       beginQuery(Target :: enum(), Id :: i()) -> ok

       endQuery(Target :: enum()) -> ok

              gl:beginQuery/2  and  gl:endQuery/1 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.

              External documentation.

       beginQueryIndexed(Target :: enum(), Index :: i(), Id :: i()) -> ok

       endQueryIndexed(Target :: enum(), Index :: i()) -> ok

              gl:beginQueryIndexed/3  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.

              External documentation.

       beginTransformFeedback(PrimitiveMode :: enum()) -> ok

       endTransformFeedback() -> ok

              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/1  until  a  subsequent  call  to  gl:endTransformFeedback/0.  Transform
              feedback commands must be paired.

              External documentation.

       bindAttribLocation(Program :: i(), Index :: i(), Name :: string()) ->
                             ok

              gl:bindAttribLocation/3 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.

              External documentation.

       bindBuffer(Target :: enum(), Buffer :: i()) -> ok

              gl:bindBuffer/2   binds   a   buffer  object  to  the  specified  buffer  binding  point.  Calling
              gl:bindBuffer/2 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.

              External documentation.

       bindBufferBase(Target :: enum(), Index :: i(), Buffer :: i()) ->
                         ok

              gl:bindBufferBase/3 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 glMapBuffer. In addition to binding Buffer to the indexed
              buffer binding target, gl:bindBufferBase/3 also binds Buffer to the generic buffer  binding  point
              specified by Target.

              External documentation.

       bindBufferRange(Target :: enum(),
                       Index :: i(),
                       Buffer :: i(),
                       Offset :: i(),
                       Size :: i()) ->
                          ok

              gl:bindBufferRange/5  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 glMapBuffer. In addition to
              binding a range of Buffer to the indexed buffer binding target,  gl:bindBufferRange/5  also  binds
              the range to the generic buffer binding point specified by Target.

              External documentation.

       bindBuffersBase(Target :: enum(), First :: i(), Buffers :: [i()]) ->
                          ok

              gl:bindBuffersBase/3  binds  a  set  of  Count  buffer  objects whose names are given in the array
              Buffers to the Count consecutive binding points starting from index First of the array of  targets
              specified  by  Target.  If Buffers is ?NULL then gl:bindBuffersBase/3 unbinds any buffers that are
              currently bound to the referenced  binding  points.  Assuming  no  errors  are  generated,  it  is
              equivalent  to the following pseudo-code, which calls gl:bindBufferBase/3, with the exception that
              the non-indexed Target is not changed by gl:bindBuffersBase/3:

              External documentation.

       bindBuffersRange(Target :: enum(),
                        First :: i(),
                        Buffers :: [i()],
                        Offsets :: [i()],
                        Sizes :: [i()]) ->
                           ok

              gl:bindBuffersRange/5 binds a set of Count ranges from buffer objects whose names are given in the
              array Buffers to the Count consecutive binding points starting from index First of  the  array  of
              targets  specified  by Target. Offsets specifies the address of an array containing Count starting
              offsets within the buffers, and Sizes specifies the address of an array  of  Count  sizes  of  the
              ranges.  If  Buffers is ?NULL then Offsets and Sizes are ignored and gl:bindBuffersRange/5 unbinds
              any buffers that are currently bound to the referenced binding  points.  Assuming  no  errors  are
              generated,  it  is equivalent to the following pseudo-code, which calls gl:bindBufferRange/5, with
              the exception that the non-indexed Target is not changed by gl:bindBuffersRange/5:

              External documentation.

       bindFragDataLocation(Program :: i(),
                            Color :: i(),
                            Name :: string()) ->
                               ok

              gl:bindFragDataLocation/3 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.

              External documentation.

       bindFragDataLocationIndexed(Program :: i(),
                                   ColorNumber :: i(),
                                   Index :: i(),
                                   Name :: string()) ->
                                      ok

              gl:bindFragDataLocationIndexed/4 specifies that the varying out variable Name in Program should be
              bound  to  fragment color ColorNumber when the program is next linked. Index may be zero or one to
              specify that the color be used as either the first or second color input to  the  blend  equation,
              respectively.

              External documentation.

       bindFramebuffer(Target :: enum(), Framebuffer :: i()) -> ok

              gl:bindFramebuffer/2  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/2  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.

              External documentation.

       bindImageTexture(Unit, Texture, Level, Layered, Layer, Access,
                        Format) ->
                           ok

              Types:

                 Unit = Texture = Level = i()
                 Layered = 0 | 1
                 Layer = i()
                 Access = Format = enum()

              gl:bindImageTexture/7  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.

              External documentation.

       bindImageTextures(First :: i(), Textures :: [i()]) -> ok

              gl:bindImageTextures/2  binds  images  from  an  array  of existing texture objects to a specified
              number of consecutive image units. Count specifies the number of texture objects whose  names  are
              stored  in  the  array Textures. That number of texture names are read from the array and bound to
              the Count consecutive texture units starting from First. If the name zero appears in the  Textures
              array, any existing binding to the image unit is reset. Any non-zero entry in Textures must be the
              name  of  an  existing  texture object. When a non-zero entry in Textures is present, the image at
              level zero is bound, the binding is considered layered, with the first layer set to zero, and  the
              image  is  bound for read-write access. The image unit format parameter is taken from the internal
              format of the image at level zero of the texture object.  For  cube  map  textures,  the  internal
              format  of  the  positive  X image of level zero is used. If Textures is ?NULL then it is as if an
              appropriately sized array containing only zeros had been specified.

              External documentation.

       bindProgramPipeline(Pipeline :: i()) -> ok

              gl:bindProgramPipeline/1 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.

              External documentation.

       bindRenderbuffer(Target :: enum(), Renderbuffer :: i()) -> ok

              gl:bindRenderbuffer/2  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.

              External documentation.

       bindSampler(Unit :: i(), Sampler :: i()) -> ok

              gl:bindSampler/2 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.

              External documentation.

       bindSamplers(First :: i(), Samplers :: [i()]) -> ok

              gl:bindSamplers/2 binds samplers from an array of existing sampler objects to a  specified  number
              of consecutive sampler units. Count specifies the number of sampler objects whose names are stored
              in  the array Samplers. That number of sampler names is read from the array and bound to the Count
              consecutive sampler units starting from First.

              External documentation.

       bindTexture(Target :: enum(), Texture :: i()) -> ok

              gl:bindTexture/2 lets you create or use a named texture. Calling gl:bindTexture/2 with Target  set
              to  ?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,   ?GL_TEXTURE_BUFFER,
              ?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.

              External documentation.

       bindTextureUnit(Unit :: i(), Texture :: i()) -> ok

              gl:bindTextureUnit/2 binds an existing texture object to the texture unit numbered Unit.

              External documentation.

       bindTextures(First :: i(), Textures :: [i()]) -> ok

              gl:bindTextures/2  binds an array of existing texture objects to a specified number of consecutive
              texture units. Count specifies the number of texture objects whose names are stored in  the  array
              Textures.  That number of texture names are read from the array and bound to the Count consecutive
              texture units starting from First. The target, or type of texture  is  deduced  from  the  texture
              object and each texture is bound to the corresponding target of the texture unit. If the name zero
              appears in the Textures array, any existing binding to any target of the texture unit is reset and
              the  default texture for that target is bound in its place. Any non-zero entry in Textures must be
              the name of an existing texture object. If Textures is ?NULL then it is  as  if  an  appropriately
              sized array containing only zeros had been specified.

              External documentation.

       bindTransformFeedback(Target :: enum(), Id :: i()) -> ok

              gl:bindTransformFeedback/2  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 the
              default transform state vector is created.

              External documentation.

       bindVertexArray(Array :: i()) -> ok

              gl:bindVertexArray/1 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.

              External documentation.

       bindVertexBuffer(Bindingindex :: i(),
                        Buffer :: i(),
                        Offset :: i(),
                        Stride :: i()) ->
                           ok

       vertexArrayVertexBuffer(Vaobj :: i(),
                               Bindingindex :: i(),
                               Buffer :: i(),
                               Offset :: i(),
                               Stride :: i()) ->
                                  ok

              gl:bindVertexBuffer/4 and gl:vertexArrayVertexBuffer/5 bind the buffer named Buffer to the  vertex
              buffer  binding  point  whose  index  is given by Bindingindex. gl:bindVertexBuffer/4 modifies the
              binding of the currently bound vertex array object,  whereas  gl:vertexArrayVertexBuffer/5  allows
              the  caller  to  specify ID of the vertex array object with an argument named Vaobj, for which the
              binding should be modified. Offset and Stride specify the offset of the first element  within  the
              buffer and the distance between elements within the buffer, respectively, and are both measured in
              basic  machine  units. Bindingindex must be less than the value of ?GL_MAX_VERTEX_ATTRIB_BINDINGS.
              Offset and Stride must be greater than or equal to zero.  If  Buffer  is  zero,  then  any  buffer
              currently bound to the specified binding point is unbound.

              External documentation.

       bindVertexBuffers(First :: i(),
                         Buffers :: [i()],
                         Offsets :: [i()],
                         Strides :: [i()]) ->
                            ok

       vertexArrayVertexBuffers(Vaobj :: i(),
                                First :: i(),
                                Buffers :: [i()],
                                Offsets :: [i()],
                                Strides :: [i()]) ->
                                   ok

              gl:bindVertexBuffers/4  and  gl:vertexArrayVertexBuffers/5  bind storage from an array of existing
              buffer objects to a specified number of consecutive vertex buffer binding points units in a vertex
              array object. For gl:bindVertexBuffers/4, the vertex array object is the  currently  bound  vertex
              array object. For gl:vertexArrayVertexBuffers/5, Vaobj is the name of the vertex array object.

              External documentation.

       bitmap(Width, Height, Xorig, Yorig, Xmove, Ymove, Bitmap) -> ok

              Types:

                 Width = Height = i()
                 Xorig = Yorig = Xmove = Ymove = f()
                 Bitmap = offset() | mem()

              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.

              External documentation.

       blendColor(Red :: clamp(),
                  Green :: clamp(),
                  Blue :: clamp(),
                  Alpha :: clamp()) ->
                     ok

              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).

              External documentation.

       blendEquation(Mode :: enum()) -> ok

       blendEquationi(Buf :: i(), Mode :: enum()) -> ok

              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/2  specifies  the
              blend equation for a single draw buffer whereas gl:blendEquation/1 sets the blend equation for all
              draw buffers.

              External documentation.

       blendEquationSeparate(ModeRGB :: enum(), ModeAlpha :: enum()) ->
                                ok

       blendEquationSeparatei(Buf :: i(),
                              ModeRGB :: enum(),
                              ModeAlpha :: enum()) ->
                                 ok

              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 specify one blend equation
              for   the   RGB-color   components   and   one   blend   equation   for   the   alpha   component.
              gl:blendEquationSeparatei/3  specifies  the  blend  equations  for  a  single  draw buffer whereas
              gl:blendEquationSeparate/2 sets the blend equations for all draw buffers.

              External documentation.

       blendFunc(Sfactor :: enum(), Dfactor :: enum()) -> ok

       blendFunci(Buf :: i(), Src :: enum(), Dst :: enum()) -> ok

              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:disable/1 with argument ?GL_BLEND to enable and disable blending.

              External documentation.

       blendFuncSeparate(SfactorRGB, DfactorRGB, SfactorAlpha,
                         DfactorAlpha) ->
                            ok

       blendFuncSeparatei(Buf :: i(),
                          SrcRGB :: enum(),
                          DstRGB :: enum(),
                          SrcAlpha :: enum(),
                          DstAlpha :: enum()) ->
                             ok

              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:disable/1 with argument ?GL_BLEND to enable and disable blending.

              External documentation.

       blitFramebuffer(SrcX0, SrcY0, SrcX1, SrcY1, DstX0, DstY0, DstX1,
                       DstY1, Mask, Filter) ->
                          ok

              Types:

                 SrcX0 = SrcY0 = SrcX1 = SrcY1 = DstX0 = DstY0 = DstX1 = DstY1 = Mask = i()
                 Filter = enum()

              gl:blitFramebuffer/10 and glBlitNamedFramebuffer transfer a rectangle of  pixel  values  from  one
              region of a read framebuffer to another region of a draw framebuffer.

              External documentation.

       bufferData(Target :: enum(),
                  Size :: i(),
                  Data :: offset() | mem(),
                  Usage :: enum()) ->
                     ok

              gl:bufferData/4  and  glNamedBufferData  create  a  new data store for a buffer object. In case of
              gl:bufferData/4, the buffer object currently bound to Target is  used.  For  glNamedBufferData,  a
              buffer object associated with ID specified by the caller in Buffer will be used instead.

              External documentation.

       bufferStorage(Target :: enum(),
                     Size :: i(),
                     Data :: offset() | mem(),
                     Flags :: i()) ->
                        ok

              gl:bufferStorage/4   and   glNamedBufferStorage   create   a   new   immutable   data  store.  For
              gl:bufferStorage/4, the  buffer  object  currently  bound  to  Target  will  be  initialized.  For
              glNamedBufferStorage, Buffer is the name of the buffer object that will be configured. The size of
              the  data store is specified by Size. If an initial data is available, its address may be supplied
              in Data. Otherwise, to create an uninitialized data store, Data should be ?NULL.

              External documentation.

       bufferSubData(Target :: enum(),
                     Offset :: i(),
                     Size :: i(),
                     Data :: offset() | mem()) ->
                        ok

              gl:bufferSubData/4 and glNamedBufferSubData redefine some  or  all  of  the  data  store  for  the
              specified  buffer  object.  Data  starting  at  byte offset Offset and extending for Size bytes is
              copied to the data store from the memory pointed to by Data. Offset and Size must define  a  range
              lying entirely within the buffer object's data store.

              External documentation.

       callList(List :: i()) -> ok

              gl:callList/1 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/1 is ignored.

              External documentation.

       callLists(Lists :: [i()]) -> ok

              gl:callLists/1 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.

              External documentation.

       checkFramebufferStatus(Target :: enum()) -> enum()

              gl:checkFramebufferStatus/1  and glCheckNamedFramebufferStatus return the completeness status of a
              framebuffer object when treated as a read or draw framebuffer, depending on the value of Target.

              External documentation.

       clampColor(Target :: enum(), Clamp :: enum()) -> ok

              gl:clampColor/2 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.

              External documentation.

       clear(Mask :: i()) -> ok

              gl:clear/1 sets the bitplane area of the window to values previously selected by  gl:clearColor/4,
              gl:clearDepth/1,  and  gl:clearStencil/1.  Multiple color buffers can be cleared simultaneously by
              selecting more than one buffer at a time using gl:drawBuffer/1.

              External documentation.

       clearAccum(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) ->
                     ok

              gl:clearAccum/4 specifies the red, green, blue, and alpha values used by gl:clear/1 to  clear  the
              accumulation buffer.

              External documentation.

       clearBufferData(Target, Internalformat, Format, Type, Data) -> ok

       clearBufferSubData(Target, Internalformat, Offset, Size, Format,
                          Type, Data) ->
                             ok

       clearBufferfi(Buffer :: enum(),
                     Drawbuffer :: i(),
                     Depth :: f(),
                     Stencil :: i()) ->
                        ok

       clearBufferfv(Buffer :: enum(),
                     Drawbuffer :: i(),
                     Value :: tuple()) ->
                        ok

       clearBufferiv(Buffer :: enum(),
                     Drawbuffer :: i(),
                     Value :: tuple()) ->
                        ok

       clearBufferuiv(Buffer :: enum(),
                      Drawbuffer :: i(),
                      Value :: tuple()) ->
                         ok

              These   commands   clear   a  specified  buffer  of  a  framebuffer  to  specified  value(s).  For
              gl:clearBuffer*(),  the  framebuffer  is  the  currently  bound  draw  framebuffer   object.   For
              glClearNamedFramebuffer*,  Framebuffer  is  zero,  indicating the default draw framebuffer, or the
              name of a framebuffer object.

              External documentation.

       clearColor(Red :: clamp(),
                  Green :: clamp(),
                  Blue :: clamp(),
                  Alpha :: clamp()) ->
                     ok

              gl:clearColor/4 specifies the red, green, blue, and alpha values used by gl:clear/1 to  clear  the
              color buffers. Values specified by gl:clearColor/4 are clamped to the range [0 1].

              External documentation.

       clearDepth(Depth :: clamp()) -> ok

       clearDepthf(D :: f()) -> ok

              gl:clearDepth/1  specifies  the  depth  value used by gl:clear/1 to clear the depth buffer. Values
              specified by gl:clearDepth/1 are clamped to the range [0 1].

              External documentation.

       clearIndex(C :: f()) -> ok

              gl:clearIndex/1 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.

              External documentation.

       clearStencil(S :: i()) -> ok

              gl:clearStencil/1  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.

              External documentation.

       clearTexImage(Texture :: i(),
                     Level :: i(),
                     Format :: enum(),
                     Type :: enum(),
                     Data :: offset() | mem()) ->
                        ok

              gl:clearTexImage/5 fills all an image contained in a texture with an application  supplied  value.
              Texture  must be the name of an existing texture. Further, Texture may not be the name of a buffer
              texture, nor may its internal format be compressed.

              External documentation.

       clearTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset, Width,
                        Height, Depth, Format, Type, Data) ->
                           ok

              Types:

                 Texture = Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()
                 Format = Type = enum()
                 Data = offset() | mem()

              gl:clearTexSubImage/11 fills all or part of an image contained in a texture  with  an  application
              supplied  value.  Texture must be the name of an existing texture. Further, Texture may not be the
              name of a buffer texture, nor may its internal format be compressed.

              External documentation.

       clientActiveTexture(Texture :: enum()) -> ok

              gl:clientActiveTexture/1 selects the vertex array  client  state  parameters  to  be  modified  by
              gl:texCoordPointer/4,     and    enabled    or    disabled    with    gl:enableClientState/1    or
              gl:disableClientState/1, respectively, when called with a parameter of ?GL_TEXTURE_COORD_ARRAY.

              External documentation.

       clientWaitSync(Sync :: i(), Flags :: i(), Timeout :: i()) ->
                         enum()

              gl:clientWaitSync/3 causes the client to block and wait for the sync object specified by  Sync  to
              become  signaled.  If  Sync  is  signaled  when gl:clientWaitSync/3 is called, gl:clientWaitSync/3
              returns immediately, otherwise it will block and wait for up to Timeout nanoseconds  for  Sync  to
              become signaled.

              External documentation.

       clipControl(Origin :: enum(), Depth :: enum()) -> ok

              gl:clipControl/2  controls  the  clipping  volume  behavior  and  the  clip  coordinate  to window
              coordinate transformation behavior.

              External documentation.

       clipPlane(Plane :: enum(), Equation :: {f(), f(), f(), f()}) -> ok

              Geometry is always clipped against the  boundaries  of  a  six-plane  frustum  in  x,  y,  and  z.
              gl:clipPlane/2 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:getIntegerv/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.

              External documentation.

       color3b(Red :: i(), Green :: i(), Blue :: i()) -> ok

       color3bv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

       color3d(Red :: f(), Green :: f(), Blue :: f()) -> ok

       color3dv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok

       color3f(Red :: f(), Green :: f(), Blue :: f()) -> ok

       color3fv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) -> ok

       color3i(Red :: i(), Green :: i(), Blue :: i()) -> ok

       color3iv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

       color3s(Red :: i(), Green :: i(), Blue :: i()) -> ok

       color3sv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

       color3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok

       color3ubv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

       color3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok

       color3uiv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

       color3us(Red :: i(), Green :: i(), Blue :: i()) -> ok

       color3usv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) -> ok

       color4b(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok

       color4bv(X1 ::
                    {Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
                   ok

       color4d(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok

       color4dv(X1 ::
                    {Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) ->
                   ok

       color4f(Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()) -> ok

       color4fv(X1 ::
                    {Red :: f(), Green :: f(), Blue :: f(), Alpha :: f()}) ->
                   ok

       color4i(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok

       color4iv(X1 ::
                    {Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
                   ok

       color4s(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) -> ok

       color4sv(X1 ::
                    {Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()}) ->
                   ok

       color4ub(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
                   ok

       color4ubv(X1 ::
                     {Red :: i(),
                      Green :: i(),
                      Blue :: i(),
                      Alpha :: i()}) ->
                    ok

       color4ui(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
                   ok

       color4uiv(X1 ::
                     {Red :: i(),
                      Green :: i(),
                      Blue :: i(),
                      Alpha :: i()}) ->
                    ok

       color4us(Red :: i(), Green :: i(), Blue :: i(), Alpha :: i()) ->
                   ok

       color4usv(X1 ::
                     {Red :: i(),
                      Green :: i(),
                      Blue :: i(),
                      Alpha :: i()}) ->
                    ok

              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.

              External documentation.

       colorMask(Red :: 0 | 1,
                 Green :: 0 | 1,
                 Blue :: 0 | 1,
                 Alpha :: 0 | 1) ->
                    ok

       colorMaski(Index :: i(),
                  R :: 0 | 1,
                  G :: 0 | 1,
                  B :: 0 | 1,
                  A :: 0 | 1) ->
                     ok

              gl:colorMask/4 and gl:colorMaski/5 specify whether the individual color components  in  the  frame
              buffer can or cannot be written. gl:colorMaski/5 sets the mask for a specific draw buffer, whereas
              gl:colorMask/4  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.

              External documentation.

       colorMaterial(Face :: enum(), Mode :: enum()) -> ok

              gl:colorMaterial/2   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.

              External documentation.

       colorPointer(Size :: i(),
                    Type :: enum(),
                    Stride :: i(),
                    Ptr :: offset() | mem()) ->
                       ok

              gl:colorPointer/4  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.)

              External documentation.

       colorSubTable(Target, Start, Count, Format, Type, Data) -> ok

              Types:

                 Target = enum()
                 Start = Count = i()
                 Format = Type = enum()
                 Data = offset() | mem()

              gl:colorSubTable/6 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.

              External documentation.

       colorTable(Target, Internalformat, Width, Format, Type, Table) ->
                     ok

              Types:

                 Target = Internalformat = enum()
                 Width = i()
                 Format = Type = enum()
                 Table = offset() | mem()

              gl:colorTable/6 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.

              External documentation.

       colorTableParameterfv(Target :: enum(),
                             Pname :: enum(),
                             Params :: {f(), f(), f(), f()}) ->
                                ok

       colorTableParameteriv(Target :: enum(),
                             Pname :: enum(),
                             Params :: {i(), i(), i(), i()}) ->
                                ok

              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.

              External documentation.

       compileShader(Shader :: i()) -> ok

              gl:compileShader/1  compiles  the  source  code strings that have been stored in the shader object
              specified by Shader.

              External documentation.

       compressedTexImage1D(Target, Level, Internalformat, Width, Border,
                            ImageSize, Data) ->
                               ok

              Types:

                 Target = enum()
                 Level = i()
                 Internalformat = enum()
                 Width = Border = ImageSize = i()
                 Data = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       compressedTexImage2D(Target, Level, Internalformat, Width, Height,
                            Border, ImageSize, Data) ->
                               ok

              Types:

                 Target = enum()
                 Level = i()
                 Internalformat = enum()
                 Width = Height = Border = ImageSize = i()
                 Data = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       compressedTexImage3D(Target, Level, Internalformat, Width, Height,
                            Depth, Border, ImageSize, Data) ->
                               ok

              Types:

                 Target = enum()
                 Level = i()
                 Internalformat = enum()
                 Width = Height = Depth = Border = ImageSize = i()
                 Data = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       compressedTexSubImage1D(Target, Level, Xoffset, Width, Format,
                               ImageSize, Data) ->
                                  ok

       compressedTextureSubImage1D(Texture, Level, Xoffset, Width,
                                   Format, ImageSize, Data) ->
                                      ok

              Types:

                 Texture = Level = Xoffset = Width = i()
                 Format = enum()
                 ImageSize = i()
                 Data = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       compressedTexSubImage2D(Target, Level, Xoffset, Yoffset, Width,
                               Height, Format, ImageSize, Data) ->
                                  ok

       compressedTextureSubImage2D(Texture, Level, Xoffset, Yoffset,
                                   Width, Height, Format, ImageSize,
                                   Data) ->
                                      ok

              Types:

                 Texture = Level = Xoffset = Yoffset = Width = Height = i()
                 Format = enum()
                 ImageSize = i()
                 Data = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       compressedTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset,
                               Width, Height, Depth, Format, ImageSize,
                               Data) ->
                                  ok

       compressedTextureSubImage3D(Texture, Level, Xoffset, Yoffset,
                                   Zoffset, Width, Height, Depth, Format,
                                   ImageSize, Data) ->
                                      ok

              Types:

                 Texture = Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()
                 Format = enum()
                 ImageSize = i()
                 Data = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       convolutionFilter1D(Target, Internalformat, Width, Format, Type,
                           Image) ->
                              ok

              Types:

                 Target = Internalformat = enum()
                 Width = i()
                 Format = Type = enum()
                 Image = offset() | mem()

              gl:convolutionFilter1D/6 builds a one-dimensional convolution  filter  kernel  from  an  array  of
              pixels.

              External documentation.

       convolutionFilter2D(Target, Internalformat, Width, Height, Format,
                           Type, Image) ->
                              ok

              Types:

                 Target = Internalformat = enum()
                 Width = Height = i()
                 Format = Type = enum()
                 Image = offset() | mem()

              gl:convolutionFilter2D/7  builds  a  two-dimensional  convolution  filter  kernel from an array of
              pixels.

              External documentation.

       convolutionParameterf(Target :: enum(),
                             Pname :: enum(),
                             Params :: tuple()) ->
                                ok

       convolutionParameterfv(Target :: enum(),
                              Pname :: enum(),
                              Params :: tuple()) ->
                                 ok

       convolutionParameteri(Target :: enum(),
                             Pname :: enum(),
                             Params :: tuple()) ->
                                ok

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

              gl:convolutionParameter() sets the value of a convolution parameter.

              External documentation.

       copyBufferSubData(ReadTarget, WriteTarget, ReadOffset,
                         WriteOffset, Size) ->
                            ok

              Types:

                 ReadTarget = WriteTarget = enum()
                 ReadOffset = WriteOffset = Size = i()

              gl:copyBufferSubData/5 and glCopyNamedBufferSubData copy part of the  data  store  attached  to  a
              source  buffer  object  to  the  data store attached to a destination buffer object. The number of
              basic machine units indicated by Size is copied from  the  source  at  offset  ReadOffset  to  the
              destination at WriteOffset. ReadOffset, WriteOffset and Size are in terms of basic machine units.

              External documentation.

       copyColorSubTable(Target :: enum(),
                         Start :: i(),
                         X :: i(),
                         Y :: i(),
                         Width :: i()) ->
                            ok

              gl:copyColorSubTable/5  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.

              External documentation.

       copyColorTable(Target :: enum(),
                      Internalformat :: enum(),
                      X :: i(),
                      Y :: i(),
                      Width :: i()) ->
                         ok

              gl:copyColorTable/5  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).

              External documentation.

       copyConvolutionFilter1D(Target :: enum(),
                               Internalformat :: enum(),
                               X :: i(),
                               Y :: i(),
                               Width :: i()) ->
                                  ok

              gl:copyConvolutionFilter1D/5 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).

              External documentation.

       copyConvolutionFilter2D(Target :: enum(),
                               Internalformat :: enum(),
                               X :: i(),
                               Y :: i(),
                               Width :: i(),
                               Height :: i()) ->
                                  ok

              gl:copyConvolutionFilter2D/6 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).

              External documentation.

       copyImageSubData(SrcName, SrcTarget, SrcLevel, SrcX, SrcY, SrcZ,
                        DstName, DstTarget, DstLevel, DstX, DstY, DstZ,
                        SrcWidth, SrcHeight, SrcDepth) ->
                           ok

              Types:

                 SrcName = i()
                 SrcTarget = enum()
                 SrcLevel = SrcX = SrcY = SrcZ = DstName = i()
                 DstTarget = enum()
                 DstLevel = DstX = DstY = DstZ = SrcWidth = SrcHeight = SrcDepth = i()

              gl:copyImageSubData/15 may be used to copy data from one image (i.e. texture or  renderbuffer)  to
              another.  gl:copyImageSubData/15  does  not  perform  general-purpose conversions such as scaling,
              resizing, blending, color-space, or format conversions. It should be considered to  operate  in  a
              manner  similar  to a CPU memcpy. CopyImageSubData can copy between images with different internal
              formats, provided the formats are compatible.

              External documentation.

       copyPixels(X :: i(),
                  Y :: i(),
                  Width :: i(),
                  Height :: i(),
                  Type :: enum()) ->
                     ok

              gl:copyPixels/5 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.

              External documentation.

       copyTexImage1D(Target, Level, Internalformat, X, Y, Width, Border) ->
                         ok

              Types:

                 Target = enum()
                 Level = i()
                 Internalformat = enum()
                 X = Y = Width = Border = i()

              gl:copyTexImage1D/7  defines  a  one-dimensional  texture  image  with  pixels  from  the  current
              ?GL_READ_BUFFER.

              External documentation.

       copyTexImage2D(Target, Level, Internalformat, X, Y, Width, Height,
                      Border) ->
                         ok

              Types:

                 Target = enum()
                 Level = i()
                 Internalformat = enum()
                 X = Y = Width = Height = Border = i()

              gl:copyTexImage2D/8 defines a two-dimensional texture image, or cube-map texture image with pixels
              from the current ?GL_READ_BUFFER.

              External documentation.

       copyTexSubImage1D(Target :: enum(),
                         Level :: i(),
                         Xoffset :: i(),
                         X :: i(),
                         Y :: i(),
                         Width :: i()) ->
                            ok

              gl:copyTexSubImage1D/6  and glCopyTextureSubImage1D replace 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).  For  gl:copyTexSubImage1D/6, the texture object that is bound to Target
              will be used for the process. For glCopyTextureSubImage1D,  Texture  tells  which  texture  object
              should be used for the purpose of the call.

              External documentation.

       copyTexSubImage2D(Target, Level, Xoffset, Yoffset, X, Y, Width,
                         Height) ->
                            ok

              Types:

                 Target = enum()
                 Level = Xoffset = Yoffset = X = Y = Width = Height = i()

              gl:copyTexSubImage2D/8  and  glCopyTextureSubImage2D  replace  a  rectangular  portion  of  a two-
              dimensional texture image, cube-map texture image, rectangular image, or a  linear  portion  of  a
              number  of  slices of a one-dimensional array texture with pixels from the current ?GL_READ_BUFFER
              (rather than from main memory, as is the case for gl:texSubImage2D/9).

              External documentation.

       copyTexSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, X, Y,
                         Width, Height) ->
                            ok

              Types:

                 Target = enum()
                 Level = Xoffset = Yoffset = Zoffset = X = Y = Width = Height = i()

              gl:copyTexSubImage3D/9 and glCopyTextureSubImage3D functions replace a rectangular  portion  of  a
              three-dimensional   or   two-dimensional   array  texture  image  with  pixels  from  the  current
              ?GL_READ_BUFFER (rather than from main memory, as is the case for gl:texSubImage3D/11).

              External documentation.

       createBuffers(N :: i()) -> [i()]

              gl:createBuffers/1 returns N previously unused buffer names in Buffers, each  representing  a  new
              buffer object initialized as if it had been bound to an unspecified target.

              External documentation.

       createFramebuffers(N :: i()) -> [i()]

              gl:createFramebuffers/1  returns  N  previously  unused  framebuffer  names  in Framebuffers, each
              representing a new framebuffer object initialized to the default state.

              External documentation.

       createProgram() -> i()

              gl:createProgram/0 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.

              External documentation.

       createProgramPipelines(N :: i()) -> [i()]

              gl:createProgramPipelines/1  returns N previously unused program pipeline names in Pipelines, each
              representing a new program pipeline object initialized to the default state.

              External documentation.

       createQueries(Target :: enum(), N :: i()) -> [i()]

              gl:createQueries/2 returns N previously unused query object names in Ids, each representing a  new
              query object with the specified Target.

              External documentation.

       createRenderbuffers(N :: i()) -> [i()]

              gl:createRenderbuffers/1  returns  N previously unused renderbuffer object names in Renderbuffers,
              each representing a new renderbuffer object initialized to the default state.

              External documentation.

       createSamplers(N :: i()) -> [i()]

              gl:createSamplers/1 returns N previously unused sampler names in Samplers, each representing a new
              sampler object initialized to the default state.

              External documentation.

       createShader(Type :: enum()) -> i()

              gl:createShader/1 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_COMPUTE_SHADER is a shader that is intended to run on the programmable compute
              processor. 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.

              External documentation.

       createShaderProgramv(Type :: enum(),
                            Strings :: [unicode:chardata()]) ->
                               i()

              gl:createShaderProgram() creates a program object containing compiled and  linked  shaders  for  a
              single  stage  specified by Type. Strings refers to an array of Count strings from which to create
              the shader executables.

              External documentation.

       createTextures(Target :: enum(), N :: i()) -> [i()]

              gl:createTextures/2 returns N previously unused texture names in Textures, each representing a new
              texture object of the dimensionality and type specified by Target and initialized to  the  default
              values for that texture type.

              External documentation.

       createTransformFeedbacks(N :: i()) -> [i()]

              gl:createTransformFeedbacks/1  returns N previously unused transform feedback object names in Ids,
              each representing a new transform feedback object initialized to the default state.

              External documentation.

       createVertexArrays(N :: i()) -> [i()]

              gl:createVertexArrays/1 returns N previously unused vertex array  object  names  in  Arrays,  each
              representing a new vertex array object initialized to the default state.

              External documentation.

       cullFace(Mode :: enum()) -> ok

              gl:cullFace/1  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:disable/1 commands with the argument ?GL_CULL_FACE. Facets
              include triangles, quadrilaterals, polygons, and rectangles.

              External documentation.

       debugMessageControl(Source :: enum(),
                           Type :: enum(),
                           Severity :: enum(),
                           Ids :: [i()],
                           Enabled :: 0 | 1) ->
                              ok

              gl:debugMessageControl/5 controls the reporting of debug messages generated by  a  debug  context.
              The  parameters  Source,  Type  and  Severity  form  a  filter to select messages from the pool of
              potential messages generated by the GL.

              External documentation.

       debugMessageInsert(Source :: enum(),
                          Type :: enum(),
                          Id :: i(),
                          Severity :: enum(),
                          Buf :: string()) ->
                             ok

              gl:debugMessageInsert/5 inserts a user-supplied  message  into  the  debug  output  queue.  Source
              specifies   the   source   that   will   be   used   to   classify   the   message   and  must  be
              ?GL_DEBUG_SOURCE_APPLICATION or ?GL_DEBUG_SOURCE_THIRD_PARTY. All other sources are  reserved  for
              use by the GL implementation. Type indicates the type of the message to be inserted and may be one
              of  ?GL_DEBUG_TYPE_ERROR,  ?GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR,  ?GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR,
              ?GL_DEBUG_TYPE_PORTABILITY,           ?GL_DEBUG_TYPE_PERFORMANCE,           ?GL_DEBUG_TYPE_MARKER,
              ?GL_DEBUG_TYPE_PUSH_GROUP,  ?GL_DEBUG_TYPE_POP_GROUP,  or ?GL_DEBUG_TYPE_OTHER. Severity indicates
              the  severity  of  the  message  and  may  be  ?GL_DEBUG_SEVERITY_LOW,  ?GL_DEBUG_SEVERITY_MEDIUM,
              ?GL_DEBUG_SEVERITY_HIGH  or  ?GL_DEBUG_SEVERITY_NOTIFICATION.  Id  is  available  for  application
              defined use and may be any value. This value will be recorded and used to identify the message.

              External documentation.

       deleteBuffers(Buffers :: [i()]) -> ok

              gl:deleteBuffers/1 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).

              External documentation.

       deleteFramebuffers(Framebuffers :: [i()]) -> ok

              gl:deleteFramebuffers/1  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.

              External documentation.

       deleteLists(List :: i(), Range :: i()) -> ok

              gl:deleteLists/2 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.

              External documentation.

       deleteProgram(Program :: i()) -> ok

              gl:deleteProgram/1 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.

              External documentation.

       deleteProgramPipelines(Pipelines :: [i()]) -> ok

              gl:deleteProgramPipelines/1  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.

              External documentation.

       deleteQueries(Ids :: [i()]) -> ok

              gl:deleteQueries/1  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).

              External documentation.

       deleteRenderbuffers(Renderbuffers :: [i()]) -> ok

              gl:deleteRenderbuffers/1  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.

              External documentation.

       deleteSamplers(Samplers :: [i()]) -> ok

              gl:deleteSamplers/1 deletes N sampler objects named by the elements of the array Samplers. 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.

              External documentation.

       deleteShader(Shader :: i()) -> ok

              gl:deleteShader/1 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.

              External documentation.

       deleteSync(Sync :: i()) -> ok

              gl:deleteSync/1  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/1
              returns, the name Sync is invalid and can no longer be used to refer to the sync object.

              External documentation.

       deleteTextures(Textures :: [i()]) -> ok

              gl:deleteTextures/1 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).

              External documentation.

       deleteTransformFeedbacks(Ids :: [i()]) -> ok

              gl:deleteTransformFeedbacks/1 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.

              External documentation.

       deleteVertexArrays(Arrays :: [i()]) -> ok

              gl:deleteVertexArrays/1 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.

              External documentation.

       depthFunc(Func :: enum()) -> ok

              gl:depthFunc/1 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:disable/1 of ?GL_DEPTH_TEST.)

              External documentation.

       depthMask(Flag :: 0 | 1) -> ok

              gl:depthMask/1 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.

              External documentation.

       depthRange(Near_val :: clamp(), Far_val :: clamp()) -> ok

       depthRangef(N :: f(), F :: f()) -> ok

              After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the  near
              and  far  clipping  planes.  gl:depthRange/2  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/2 are  both  clamped  to  this
              range before they are accepted.

              External documentation.

       depthRangeArrayv(First :: i(), V :: [{f(), f()}]) -> ok

              After  clipping and division by w, depth coordinates range from -1 to 1, corresponding to the near
              and far clipping planes. Each viewport has an  independent  depth  range  specified  as  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). gl:depthRangeArray() specifies a linear
              mapping of the normalized depth coordinates in this range to window  depth  coordinates  for  each
              viewport  in  the  range [First, First + Count). Thus, the values accepted by gl:depthRangeArray()
              are both clamped to this range before they are accepted.

              External documentation.

       depthRangeIndexed(Index :: i(), N :: f(), F :: f()) -> ok

              After clipping and division by w, depth coordinates range from -1 to 1, corresponding to the  near
              and  far  clipping  planes.  Each  viewport  has  an independent depth range specified as 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).  gl:depthRangeIndexed/3  specifies  a  linear
              mapping  of  the  normalized  depth  coordinates  in  this range to window depth coordinates for a
              specified viewport. Thus, the values accepted by gl:depthRangeIndexed/3 are both clamped  to  this
              range before they are accepted.

              External documentation.

       detachShader(Program :: i(), Shader :: i()) -> ok

              gl:detachShader/2 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.

              External documentation.

       dispatchCompute(Num_groups_x :: i(),
                       Num_groups_y :: i(),
                       Num_groups_z :: i()) ->
                          ok

              gl:dispatchCompute/3 launches one or more compute work groups. Each work group is processed by the
              active program object for the compute shader stage. While the individual shader invocations within
              a  work  group  are  executed  as a unit, work groups are executed completely independently and in
              unspecified order. Num_groups_x, Num_groups_y and Num_groups_z specify the number  of  local  work
              groups that will be dispatched in the X, Y and Z dimensions, respectively.

              External documentation.

       dispatchComputeIndirect(Indirect :: i()) -> ok

              gl:dispatchComputeIndirect/1  launches  one or more compute work groups using parameters stored in
              the buffer object currently bound to the ?GL_DISPATCH_INDIRECT_BUFFER target. Each work  group  is
              processed  by  the active program object for the compute shader stage. While the individual shader
              invocations within a work group are executed as  a  unit,  work  groups  are  executed  completely
              independently  and  in  unspecified order. Indirect contains the offset into the data store of the
              buffer object bound to the ?GL_DISPATCH_INDIRECT_BUFFER target at which the parameters are stored.

              External documentation.

       drawArrays(Mode :: enum(), First :: i(), Count :: i()) -> ok

              gl:drawArrays/3 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/3.

              External documentation.

       drawArraysIndirect(Mode :: enum(), Indirect :: offset() | mem()) ->
                             ok

              gl:drawArraysIndirect/2 specifies multiple geometric primitives with very  few  subroutine  calls.
              gl:drawArraysIndirect/2  behaves  similarly  to gl:drawArraysInstancedBaseInstance/5, execept that
              the parameters to gl:drawArraysInstancedBaseInstance/5 are stored in memory at the  address  given
              by Indirect.

              External documentation.

       drawArraysInstanced(Mode :: enum(),
                           First :: i(),
                           Count :: i(),
                           Instancecount :: i()) ->
                              ok

              gl:drawArraysInstanced/4   behaves   identically  to  gl:drawArrays/3  except  that  Instancecount
              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.

              External documentation.

       drawArraysInstancedBaseInstance(Mode :: enum(),
                                       First :: i(),
                                       Count :: i(),
                                       Instancecount :: i(),
                                       Baseinstance :: i()) ->
                                          ok

              gl:drawArraysInstancedBaseInstance/5  behaves   identically   to   gl:drawArrays/3   except   that
              Instancecount  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.

              External documentation.

       drawBuffer(Mode :: enum()) -> ok

              When  colors are written to the frame buffer, they are written into the color buffers specified by
              gl:drawBuffer/1. One of the following values can be used for default framebuffer:

              External documentation.

       drawBuffers(Bufs :: [enum()]) -> ok

              gl:drawBuffers/1 and glNamedFramebufferDrawBuffers define 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.

              External documentation.

       drawElements(Mode :: enum(),
                    Count :: i(),
                    Type :: enum(),
                    Indices :: offset() | mem()) ->
                       ok

              gl:drawElements/4  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/4.

              External documentation.

       drawElementsBaseVertex(Mode, Count, Type, Indices, Basevertex) ->
                                 ok

              Types:

                 Mode = enum()
                 Count = i()
                 Type = enum()
                 Indices = offset() | mem()
                 Basevertex = i()

              gl:drawElementsBaseVertex/5  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.

              External documentation.

       drawElementsIndirect(Mode :: enum(),
                            Type :: enum(),
                            Indirect :: offset() | mem()) ->
                               ok

              gl:drawElementsIndirect/3 specifies multiple indexed geometric primitives with very few subroutine
              calls.            gl:drawElementsIndirect/3            behaves            similarly             to
              gl:drawElementsInstancedBaseVertexBaseInstance/7,     execpt     that     the     parameters    to
              gl:drawElementsInstancedBaseVertexBaseInstance/7 are stored in memory  at  the  address  given  by
              Indirect.

              External documentation.

       drawElementsInstanced(Mode, Count, Type, Indices, Instancecount) ->
                                ok

              Types:

                 Mode = enum()
                 Count = i()
                 Type = enum()
                 Indices = offset() | mem()
                 Instancecount = i()

              gl:drawElementsInstanced/5  behaves  identically  to  gl:drawElements/4  except that Instancecount
              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.

              External documentation.

       drawElementsInstancedBaseInstance(Mode, Count, Type, Indices,
                                         Instancecount, Baseinstance) ->
                                            ok

              Types:

                 Mode = enum()
                 Count = i()
                 Type = enum()
                 Indices = offset() | mem()
                 Instancecount = Baseinstance = i()

              gl:drawElementsInstancedBaseInstance/6  behaves  identically  to  gl:drawElements/4  except   that
              Instancecount  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.

              External documentation.

       drawElementsInstancedBaseVertex(Mode, Count, Type, Indices,
                                       Instancecount, Basevertex) ->
                                          ok

              Types:

                 Mode = enum()
                 Count = i()
                 Type = enum()
                 Indices = offset() | mem()
                 Instancecount = Basevertex = i()

              gl:drawElementsInstancedBaseVertex/6 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.

              External documentation.

       drawElementsInstancedBaseVertexBaseInstance(Mode, Count, Type,
                                                   Indices,
                                                   Instancecount,
                                                   Basevertex,
                                                   Baseinstance) ->
                                                      ok

              Types:

                 Mode = enum()
                 Count = i()
                 Type = enum()
                 Indices = offset() | mem()
                 Instancecount = Basevertex = Baseinstance = i()

              gl:drawElementsInstancedBaseVertexBaseInstance/7 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.

              External documentation.

       drawPixels(Width :: i(),
                  Height :: i(),
                  Format :: enum(),
                  Type :: enum(),
                  Pixels :: offset() | mem()) ->
                     ok

              gl:drawPixels/5  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:rasterPos()  or
              gl:windowPos()    to   set   the   current   raster   position;   use   gl:get()   with   argument
              ?GL_CURRENT_RASTER_POSITION_VALID to determine if the specified  raster  position  is  valid,  and
              gl:get() with argument ?GL_CURRENT_RASTER_POSITION to query the raster position.

              External documentation.

       drawRangeElements(Mode, Start, End, Count, Type, Indices) -> ok

              Types:

                 Mode = enum()
                 Start = End = Count = i()
                 Type = enum()
                 Indices = offset() | mem()

              gl:drawRangeElements/6  is  a  restricted  form  of  gl:drawElements/4.  Mode, 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.

              External documentation.

       drawRangeElementsBaseVertex(Mode, Start, End, Count, Type,
                                   Indices, Basevertex) ->
                                      ok

              Types:

                 Mode = enum()
                 Start = End = Count = i()
                 Type = enum()
                 Indices = offset() | mem()
                 Basevertex = i()

              gl:drawRangeElementsBaseVertex/7  is a restricted form of gl:drawElementsBaseVertex/5. Mode, 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  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.

              External documentation.

       drawTransformFeedback(Mode :: enum(), Id :: i()) -> ok

              gl:drawTransformFeedback/2  draws  primitives  of a type specified by Mode using a count retrieved
              from the transform feedback specified by Id. Calling gl:drawTransformFeedback/2 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.

              External documentation.

       drawTransformFeedbackInstanced(Mode :: enum(),
                                      Id :: i(),
                                      Instancecount :: i()) ->
                                         ok

              gl:drawTransformFeedbackInstanced/3  draws  multiple  copies  of  a  range of 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:drawTransformFeedbackInstanced/3 is
              equivalent to calling gl:drawArraysInstanced/4 with Mode and Instancecount 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.

              External documentation.

       drawTransformFeedbackStream(Mode :: enum(),
                                   Id :: i(),
                                   Stream :: i()) ->
                                      ok

              gl:drawTransformFeedbackStream/3  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/3 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.

              External documentation.

       drawTransformFeedbackStreamInstanced(Mode :: enum(),
                                            Id :: i(),
                                            Stream :: i(),
                                            Instancecount :: i()) ->
                                               ok

              gl:drawTransformFeedbackStreamInstanced/4 draws multiple copies of a range of 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:drawTransformFeedbackStreamInstanced/4  is  equivalent to calling gl:drawArraysInstanced/4 with
              Mode and Instancecount 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.

              External documentation.

       edgeFlag(Flag :: 0 | 1) -> ok

       edgeFlagv(X1 :: {Flag :: 0 | 1}) -> ok

              Each vertex of a polygon,  separate  triangle,  or  separate  quadrilateral  specified  between  a
              gl:'begin'/1/gl:'end'/0  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/1
              sets the edge flag bit to ?GL_TRUE if Flag is ?GL_TRUE and to ?GL_FALSE otherwise.

              External documentation.

       edgeFlagPointer(Stride :: i(), Ptr :: offset() | mem()) -> ok

              gl:edgeFlagPointer/2  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.

              External documentation.

       disable(Cap :: enum()) -> ok

       disablei(Target :: enum(), Index :: i()) -> ok

       enable(Cap :: enum()) -> ok

       enablei(Target :: enum(), Index :: i()) -> ok

              gl:enable/1  and  gl:disable/1  enable  and  disable  various  capabilities. Use gl:isEnabled/1 or
              gl:get() 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.

              External documentation.

       disableClientState(Cap :: enum()) -> ok

       enableClientState(Cap :: enum()) -> ok

              gl:enableClientState/1  and  gl:disableClientState/1  enable  or  disable  individual  client-side
              capabilities. By default, all client-side capabilities are disabled.  Both  gl:enableClientState/1
              and  gl:disableClientState/1  take  a  single argument, Cap, which can assume one of the following
              values:

              External documentation.

       disableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok

       disableVertexAttribArray(Index :: i()) -> ok

       enableVertexArrayAttrib(Vaobj :: i(), Index :: i()) -> ok

       enableVertexAttribArray(Index :: i()) -> ok

              gl:enableVertexAttribArray/1 and gl:enableVertexArrayAttrib/2 enable the generic vertex  attribute
              array  specified  by  Index. gl:enableVertexAttribArray/1 uses currently bound vertex array object
              for the operation, whereas gl:enableVertexArrayAttrib/2 updates state of the vertex  array  object
              with ID Vaobj.

              External documentation.

       evalCoord1d(U :: f()) -> ok

       evalCoord1dv(X1 :: {U :: f()}) -> ok

       evalCoord1f(U :: f()) -> ok

       evalCoord1fv(X1 :: {U :: f()}) -> ok

       evalCoord2d(U :: f(), V :: f()) -> ok

       evalCoord2dv(X1 :: {U :: f(), V :: f()}) -> ok

       evalCoord2f(U :: f(), V :: f()) -> ok

       evalCoord2fv(X1 :: {U :: f(), V :: f()}) -> ok

              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  glMap1  and
              glMap2; to enable and disable it, call gl:enable/1 and gl:disable/1.

              External documentation.

       evalMesh1(Mode :: enum(), I1 :: i(), I2 :: i()) -> ok

       evalMesh2(Mode :: enum(),
                 I1 :: i(),
                 I2 :: i(),
                 J1 :: i(),
                 J2 :: i()) ->
                    ok

              gl:mapGrid() 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 glMap1 and glMap2.
              Mode determines whether the resulting vertices are connected as points, lines, or filled polygons.

              External documentation.

       evalPoint1(I :: i()) -> ok

       evalPoint2(I :: i(), J :: i()) -> ok

              gl:mapGrid() and gl:evalMesh() 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:evalMesh().  Calling  gl:evalPoint1/1  is  equivalent  to
              calling glEvalCoord1( i.ð u+u 1 ); where ð u=(u 2-u 1)/n

              External documentation.

       feedbackBuffer(Size :: i(), Type :: enum(), Buffer :: mem()) -> ok

              The  gl:feedbackBuffer/3  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.

              External documentation.

       fenceSync(Condition :: enum(), Flags :: i()) -> i()

              gl:fenceSync/2 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.

              External documentation.

       finish() -> ok

              gl:finish/0 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.

              External documentation.

       flush() -> ok

              Different GL implementations buffer commands in several  different  locations,  including  network
              buffers  and the graphics accelerator itself. gl:flush/0 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.

              External documentation.

       flushMappedBufferRange(Target :: enum(),
                              Offset :: i(),
                              Length :: i()) ->
                                 ok

       flushMappedNamedBufferRange(Buffer :: i(),
                                   Offset :: i(),
                                   Length :: i()) ->
                                      ok

              gl:flushMappedBufferRange/3 indicates that modifications have been made to a  range  of  a  mapped
              buffer    object.    The   buffer   object   must   previously   have   been   mapped   with   the
              ?GL_MAP_FLUSH_EXPLICIT_BIT flag.

              External documentation.

       fogf(Pname :: enum(), Param :: f()) -> ok

       fogfv(Pname :: enum(), Params :: tuple()) -> ok

       fogi(Pname :: enum(), Param :: i()) -> ok

       fogiv(Pname :: enum(), Params :: tuple()) -> ok

              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:disable/1 with argument ?GL_FOG.

              External documentation.

       fogCoordd(Coord :: f()) -> ok

       fogCoorddv(X1 :: {Coord :: f()}) -> ok

       fogCoordf(Coord :: f()) -> ok

       fogCoordfv(X1 :: {Coord :: f()}) -> ok

              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:fog()).

              External documentation.

       fogCoordPointer(Type :: enum(),
                       Stride :: i(),
                       Pointer :: offset() | mem()) ->
                          ok

              gl:fogCoordPointer/3 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.

              External documentation.

       framebufferParameteri(Target :: enum(),
                             Pname :: enum(),
                             Param :: i()) ->
                                ok

              gl:framebufferParameteri/3 and glNamedFramebufferParameteri modify  the  value  of  the  parameter
              named Pname in the specified framebuffer object. There are no modifiable parameters of the default
              draw and read framebuffer, so they are not valid targets of these commands.

              External documentation.

       framebufferRenderbuffer(Target, Attachment, Renderbuffertarget,
                               Renderbuffer) ->
                                  ok

              Types:

                 Target = Attachment = Renderbuffertarget = enum()
                 Renderbuffer = i()

              gl:framebufferRenderbuffer/4  and glNamedFramebufferRenderbuffer attaches a renderbuffer as one of
              the logical buffers of the specified framebuffer object. Renderbuffers cannot be attached  to  the
              default draw and read framebuffer, so they are not valid targets of these commands.

              External documentation.

       framebufferTexture(Target :: enum(),
                          Attachment :: enum(),
                          Texture :: i(),
                          Level :: i()) ->
                             ok

       framebufferTexture1D(Target :: enum(),
                            Attachment :: enum(),
                            Textarget :: enum(),
                            Texture :: i(),
                            Level :: i()) ->
                               ok

       framebufferTexture2D(Target :: enum(),
                            Attachment :: enum(),
                            Textarget :: enum(),
                            Texture :: i(),
                            Level :: i()) ->
                               ok

       framebufferTexture3D(Target, Attachment, Textarget, Texture,
                            Level, Zoffset) ->
                               ok

       framebufferTextureFaceARB(Target :: enum(),
                                 Attachment :: enum(),
                                 Texture :: i(),
                                 Level :: i(),
                                 Face :: enum()) ->
                                    ok

       framebufferTextureLayer(Target :: enum(),
                               Attachment :: enum(),
                               Texture :: i(),
                               Level :: i(),
                               Layer :: i()) ->
                                  ok

              These  commands  attach a selected mipmap level or image of a texture object as one of the logical
              buffers of the specified framebuffer object. Textures cannot be attached to the default  draw  and
              read framebuffer, so they are not valid targets of these commands.

              External documentation.

       frontFace(Mode :: enum()) -> ok

              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:disable/1 with argument ?GL_CULL_FACE.

              External documentation.

       frustum(Left :: f(),
               Right :: f(),
               Bottom :: f(),
               Top :: f(),
               Near_val :: f(),
               Far_val :: f()) ->
                  ok

              gl:frustum/6 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:multMatrix() were called with the following matrix as its argument:

              External documentation.

       genBuffers(N :: i()) -> [i()]

              gl:genBuffers/1 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/1.

              External documentation.

       genFramebuffers(N :: i()) -> [i()]

              gl:genFramebuffers/1 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/1.

              External documentation.

       genLists(Range :: i()) -> i()

              gl:genLists/1  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.

              External documentation.

       genProgramPipelines(N :: i()) -> [i()]

              gl:genProgramPipelines/1 returns N previously unused program pipeline object names  in  Pipelines.
              These  names  are  marked  as  used,  for  the purposes of gl:genProgramPipelines/1 only, but they
              acquire program pipeline state only when they are first bound.

              External documentation.

       genQueries(N :: i()) -> [i()]

              gl:genQueries/1 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/1.

              External documentation.

       genRenderbuffers(N :: i()) -> [i()]

              gl:genRenderbuffers/1 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/1.

              External documentation.

       genSamplers(Count :: i()) -> [i()]

              gl:genSamplers/1 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/1.

              External documentation.

       genTextures(N :: i()) -> [i()]

              gl:genTextures/1 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/1.

              External documentation.

       genTransformFeedbacks(N :: i()) -> [i()]

              gl:genTransformFeedbacks/1 returns N previously unused transform feedback  object  names  in  Ids.
              These  names  are  marked  as  used, for the purposes of gl:genTransformFeedbacks/1 only, but they
              acquire transform feedback state only when they are first bound.

              External documentation.

       genVertexArrays(N :: i()) -> [i()]

              gl:genVertexArrays/1 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/1.

              External documentation.

       generateMipmap(Target :: enum()) -> ok

       generateTextureMipmap(Texture :: i()) -> ok

              gl:generateMipmap/1 and gl:generateTextureMipmap/1 generates mipmaps  for  the  specified  texture
              object.   For   gl:generateMipmap/1,   the   texture   object   that   is  bound  to  Target.  For
              gl:generateTextureMipmap/1, Texture is the name of the texture object.

              External documentation.

       getBooleani_v(Target :: enum(), Index :: i()) -> [0 | 1]

       getBooleanv(Pname :: enum()) -> [0 | 1]

       getDoublei_v(Target :: enum(), Index :: i()) -> [f()]

       getDoublev(Pname :: enum()) -> [f()]

       getFloati_v(Target :: enum(), Index :: i()) -> [f()]

       getFloatv(Pname :: enum()) -> [f()]

       getInteger64i_v(Target :: enum(), Index :: i()) -> [i()]

       getInteger64v(Pname :: enum()) -> [i()]

       getIntegeri_v(Target :: enum(), Index :: i()) -> [i()]

       getIntegerv(Pname :: enum()) -> [i()]

              These commands return values for simple state variables  in  GL.  Pname  is  a  symbolic  constant
              indicating  the  state variable to be returned, and Data is a pointer to an array of the indicated
              type in which to place the returned data.

              External documentation.

       getActiveAttrib(Program :: i(), Index :: i(), BufSize :: i()) ->
                          {Size :: i(), Type :: enum(), Name :: string()}

              gl:getActiveAttrib/3 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:getProgram()
              with the value ?GL_ACTIVE_ATTRIBUTES. A value of 0 for Index selects the  first  active  attribute
              variable. Permissible values for Index range from zero to the number of active attribute variables
              minus one.

              External documentation.

       getActiveSubroutineName(Program :: i(),
                               Shadertype :: enum(),
                               Index :: i(),
                               Bufsize :: i()) ->
                                  string()

              gl:getActiveSubroutineName/4  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.

              External documentation.

       getActiveSubroutineUniformName(Program :: i(),
                                      Shadertype :: enum(),
                                      Index :: i(),
                                      Bufsize :: i()) ->
                                         string()

              gl:getActiveSubroutineUniformName/4  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 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.

              External documentation.

       getActiveUniform(Program :: i(), Index :: i(), BufSize :: i()) ->
                           {Size :: i(),
                            Type :: enum(),
                            Name :: string()}

              gl:getActiveUniform/3  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:getProgram()  with  the  value  ?GL_ACTIVE_UNIFORMS.  A  value of 0 for Index selects the first
              active uniform variable. Permissible values for Index range from zero  to  the  number  of  active
              uniform variables minus one.

              External documentation.

       getActiveUniformBlockiv(Program :: i(),
                               UniformBlockIndex :: i(),
                               Pname :: enum(),
                               Params :: mem()) ->
                                  ok

              gl:getActiveUniformBlockiv/4 retrieves information about an active uniform block within Program.

              External documentation.

       getActiveUniformBlockName(Program :: i(),
                                 UniformBlockIndex :: i(),
                                 BufSize :: i()) ->
                                    string()

              gl:getActiveUniformBlockName/3 retrieves the name of the active uniform block at UniformBlockIndex
              within Program.

              External documentation.

       getActiveUniformName(Program :: i(),
                            UniformIndex :: i(),
                            BufSize :: i()) ->
                               string()

              gl:getActiveUniformName/3  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:getProgram().

              External documentation.

       getActiveUniformsiv(Program :: i(),
                           UniformIndices :: [i()],
                           Pname :: enum()) ->
                              [i()]

              gl:getActiveUniformsiv/3  queries  the value of the parameter named Pname for each of the uniforms
              within Program whose indices  are  specified  in  the  array  of  UniformCount  unsigned  integers
              UniformIndices.  Upon  success,  the  value  of the parameter for each uniform is written into the
              corresponding entry in the array whose address is given in  Params.  If  an  error  is  generated,
              nothing is written into Params.

              External documentation.

       getAttachedShaders(Program :: i(), MaxCount :: i()) -> [i()]

              gl:getAttachedShaders/2  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.

              External documentation.

       getAttribLocation(Program :: i(), Name :: string()) -> i()

              gl:getAttribLocation/2  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.

              External documentation.

       getBufferParameteri64v(Target :: enum(), Pname :: enum()) -> [i()]

       getBufferParameterivARB(Target :: enum(), Pname :: enum()) ->
                                  [i()]

              These functions return in Data a selected parameter of the specified buffer object.

              External documentation.

       getBufferParameteriv(Target :: enum(), Pname :: enum()) -> i()

              gl:getBufferParameteriv/2  returns  in Data a selected parameter of the buffer object specified by
              Target.

              External documentation.

       getBufferSubData(Target :: enum(),
                        Offset :: i(),
                        Size :: i(),
                        Data :: mem()) ->
                           ok

              gl:getBufferSubData/4 and glGetNamedBufferSubData return some or all of the data contents  of  the
              data  store  of the specified buffer object. Data starting at byte offset Offset and extending for
              Size bytes is copied from the buffer object's 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.

              External documentation.

       getClipPlane(Plane :: enum()) -> {f(), f(), f(), f()}

              gl:getClipPlane/1 returns in Equation the four coefficients of the plane equation for Plane.

              External documentation.

       getColorTable(Target :: enum(),
                     Format :: enum(),
                     Type :: enum(),
                     Table :: mem()) ->
                        ok

              gl:getColorTable/4 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.

              External documentation.

       getColorTableParameterfv(Target :: enum(), Pname :: enum()) ->
                                   {f(), f(), f(), f()}

       getColorTableParameteriv(Target :: enum(), Pname :: enum()) ->
                                   {i(), i(), i(), i()}

              Returns parameters specific to color table Target.

              External documentation.

       getCompressedTexImage(Target :: enum(), Lod :: i(), Img :: mem()) ->
                                ok

              gl:getCompressedTexImage/3  and  glGetnCompressedTexImage  return  the  compressed  texture  image
              associated  with  Target and Lod into Pixels. glGetCompressedTextureImage serves the same purpose,
              but instead of taking a texture target, it takes the ID of the texture object. Pixels should be an
              array of BufSize bytes for glGetnCompresedTexImage and glGetCompressedTextureImage functions,  and
              of  ?GL_TEXTURE_COMPRESSED_IMAGE_SIZE  bytes  in case of gl:getCompressedTexImage/3. If the actual
              data takes less space than BufSize, the remaining bytes will not be touched. Target specifies  the
              texture  target,  to which the texture the data the function should extract the data from is bound
              to. Lod specifies the level-of-detail number of the desired image.

              External documentation.

       getConvolutionFilter(Target :: enum(),
                            Format :: enum(),
                            Type :: enum(),
                            Image :: mem()) ->
                               ok

              gl:getConvolutionFilter/4 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.

              External documentation.

       getConvolutionParameterfv(Target :: enum(), Pname :: enum()) ->
                                    {f(), f(), f(), f()}

       getConvolutionParameteriv(Target :: enum(), Pname :: enum()) ->
                                    {i(), i(), i(), i()}

              gl:getConvolutionParameter() retrieves convolution parameters. Target determines which convolution
              filter is queried. Pname determines which parameter is returned:

              External documentation.

       getDebugMessageLog(Count :: i(), BufSize :: i()) ->
                             {i(),
                              Sources :: [enum()],
                              Types :: [enum()],
                              Ids :: [i()],
                              Severities :: [enum()],
                              MessageLog :: [string()]}

              gl:getDebugMessageLog/2 retrieves messages from the debug message log. A maximum of Count messages
              are retrieved from the log. If Sources is not NULL then the source of each message is written into
              up  to  Count elements of the array. If Types is not NULL then the type of each message is written
              into up to Count elements of the array. If Id is not NULL then the identifier of each  message  is
              written  into  up  to  Count elements of the array. If Severities is not NULL then the severity of
              each message is written into up to Count elements of the array. If Lengths is not  NULL  then  the
              length of each message is written into up to Count elements of the array.

              External documentation.

       getError() -> enum()

              gl:getError/0  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/0 is called, the error code is returned, and
              the flag is reset to ?GL_NO_ERROR. If a call to gl:getError/0 returns ?GL_NO_ERROR, there has been
              no detectable error since the last call to gl:getError/0, or since the GL was initialized.

              External documentation.

       getFragDataIndex(Program :: i(), Name :: string()) -> i()

              gl:getFragDataIndex/2 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.

              External documentation.

       getFragDataLocation(Program :: i(), Name :: string()) -> i()

              gl:getFragDataLocation/2  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.

              External documentation.

       getFramebufferAttachmentParameteriv(Target :: enum(),
                                           Attachment :: enum(),
                                           Pname :: enum()) ->
                                              i()

              gl:getFramebufferAttachmentParameteriv/3  and  glGetNamedFramebufferAttachmentParameteriv   return
              parameters of attachments of a specified framebuffer object.

              External documentation.

       getFramebufferParameteriv(Target :: enum(), Pname :: enum()) ->
                                    i()

              gl:getFramebufferParameteriv/2   and   glGetNamedFramebufferParameteriv   query  parameters  of  a
              specified framebuffer object.

              External documentation.

       getGraphicsResetStatus() -> enum()

              Certain events can result in a reset of the GL context. Such a reset causes all context  state  to
              be lost and requires the application to recreate all objects in the affected context.

              External documentation.

       getHistogram(Target :: enum(),
                    Reset :: 0 | 1,
                    Format :: enum(),
                    Type :: enum(),
                    Values :: mem()) ->
                       ok

              gl:getHistogram/5  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.

              External documentation.

       getHistogramParameterfv(Target :: enum(), Pname :: enum()) ->
                                  {f()}

       getHistogramParameteriv(Target :: enum(), Pname :: enum()) ->
                                  {i()}

              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:

              External documentation.

       getInternalformati64v(Target :: enum(),
                             Internalformat :: enum(),
                             Pname :: enum(),
                             BufSize :: i()) ->
                                [i()]

       getInternalformativ(Target :: enum(),
                           Internalformat :: enum(),
                           Pname :: enum(),
                           BufSize :: i()) ->
                              [i()]

              No documentation available.

       getLightfv(Light :: enum(), Pname :: enum()) ->
                     {f(), f(), f(), f()}

       getLightiv(Light :: enum(), Pname :: enum()) ->
                     {i(), i(), i(), i()}

              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.

              External documentation.

       getMapdv(Target :: enum(), Query :: enum(), V :: mem()) -> ok

       getMapfv(Target :: enum(), Query :: enum(), V :: mem()) -> ok

       getMapiv(Target :: enum(), Query :: enum(), V :: mem()) -> ok

              glMap1 and glMap2 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.

              External documentation.

       getMaterialfv(Face :: enum(), Pname :: enum()) ->
                        {f(), f(), f(), f()}

       getMaterialiv(Face :: enum(), Pname :: enum()) ->
                        {i(), i(), i(), i()}

              gl:getMaterial() returns in Params the value or values of parameter Pname of  material  Face.  Six
              parameters are defined:

              External documentation.

       getMinmax(Target :: enum(),
                 Reset :: 0 | 1,
                 Format :: enum(),
                 Types :: enum(),
                 Values :: mem()) ->
                    ok

              gl:getMinmax/5  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.

              External documentation.

       getMinmaxParameterfv(Target :: enum(), Pname :: enum()) -> {f()}

       getMinmaxParameteriv(Target :: enum(), Pname :: enum()) -> {i()}

              gl:getMinmaxParameter() retrieves parameters for the current minmax table by setting Pname to  one
              of the following values:

              External documentation.

       getMultisamplefv(Pname :: enum(), Index :: i()) -> {f(), f()}

              gl:getMultisamplefv/2 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 minus one.

              External documentation.

       getPixelMapfv(Map :: enum(), Values :: mem()) -> ok

       getPixelMapuiv(Map :: enum(), Values :: mem()) -> ok

       getPixelMapusv(Map :: enum(), Values :: mem()) -> ok

              See  the  gl:pixelMap()  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:texSubImage2D/9,
              gl:texSubImage3D/11,     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.

              External documentation.

       getPolygonStipple() -> binary()

              gl:getPolygonStipple/0  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.

              External documentation.

       getProgramiv(Program :: i(), Pname :: enum()) -> i()

              gl:getProgram() returns in Params the value of a parameter for  a  specific  program  object.  The
              following parameters are defined:

              External documentation.

       getProgramBinary(Program :: i(), BufSize :: i()) ->
                           {BinaryFormat :: enum(), Binary :: binary()}

              gl:getProgramBinary/2  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.

              External documentation.

       getProgramInfoLog(Program :: i(), BufSize :: i()) -> string()

              gl:getProgramInfoLog/2  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.

              External documentation.

       getProgramInterfaceiv(Program :: i(),
                             ProgramInterface :: enum(),
                             Pname :: enum()) ->
                                i()

              gl:getProgramInterfaceiv/3 queries the property of the interface identifed by ProgramInterface  in
              Program, the property name of which is given by Pname.

              External documentation.

       getProgramPipelineiv(Pipeline :: i(), Pname :: enum()) -> i()

              gl:getProgramPipelineiv/2  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.

              External documentation.

       getProgramPipelineInfoLog(Pipeline :: i(), BufSize :: i()) ->
                                    string()

              gl:getProgramPipelineInfoLog/2  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.

              External documentation.

       getProgramResourceIndex(Program :: i(),
                               ProgramInterface :: enum(),
                               Name :: string()) ->
                                  i()

              gl:getProgramResourceIndex/3 returns the unsigned integer index assigned to a resource named  Name
              in the interface type ProgramInterface of program object Program.

              External documentation.

       getProgramResourceLocation(Program :: i(),
                                  ProgramInterface :: enum(),
                                  Name :: string()) ->
                                     i()

              gl:getProgramResourceLocation/3  returns  the  location  assigned  to  the  variable named Name in
              interface ProgramInterface of program object Program. Program must be the name of a  program  that
              has  been  linked  successfully.  ProgramInterface  must be one of ?GL_UNIFORM, ?GL_PROGRAM_INPUT,
              ?GL_PROGRAM_OUTPUT,      ?GL_VERTEX_SUBROUTINE_UNIFORM,       ?GL_TESS_CONTROL_SUBROUTINE_UNIFORM,
              ?GL_TESS_EVALUATION_SUBROUTINE_UNIFORM,                           ?GL_GEOMETRY_SUBROUTINE_UNIFORM,
              ?GL_FRAGMENT_SUBROUTINE_UNIFORM, ?GL_COMPUTE_SUBROUTINE_UNIFORM, or ?GL_TRANSFORM_FEEDBACK_BUFFER.

              External documentation.

       getProgramResourceLocationIndex(Program :: i(),
                                       ProgramInterface :: enum(),
                                       Name :: string()) ->
                                          i()

              gl:getProgramResourceLocationIndex/3 returns the fragment color index  assigned  to  the  variable
              named  Name in interface ProgramInterface of program object Program. Program must be the name of a
              program that has been linked successfully. ProgramInterface must be ?GL_PROGRAM_OUTPUT.

              External documentation.

       getProgramResourceName(Program :: i(),
                              ProgramInterface :: enum(),
                              Index :: i(),
                              BufSize :: i()) ->
                                 string()

              gl:getProgramResourceName/4 retrieves the name string assigned to the single active resource  with
              an  index of Index in the interface ProgramInterface of program object Program. Index must be less
              than the number of entries in the active resource list for ProgramInterface.

              External documentation.

       getProgramStageiv(Program :: i(),
                         Shadertype :: enum(),
                         Pname :: enum()) ->
                            i()

              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.

              External documentation.

       getQueryIndexediv(Target :: enum(), Index :: i(), Pname :: enum()) ->
                            i()

              gl:getQueryIndexediv/3  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.

              External documentation.

       getQueryBufferObjecti64v(Id :: i(),
                                Buffer :: i(),
                                Pname :: enum(),
                                Offset :: i()) ->
                                   ok

       getQueryBufferObjectiv(Id :: i(),
                              Buffer :: i(),
                              Pname :: enum(),
                              Offset :: i()) ->
                                 ok

       getQueryBufferObjectui64v(Id :: i(),
                                 Buffer :: i(),
                                 Pname :: enum(),
                                 Offset :: i()) ->
                                    ok

       getQueryBufferObjectuiv(Id :: i(),
                               Buffer :: i(),
                               Pname :: enum(),
                               Offset :: i()) ->
                                  ok

       getQueryObjecti64v(Id :: i(), Pname :: enum()) -> i()

       getQueryObjectiv(Id :: i(), Pname :: enum()) -> i()

       getQueryObjectui64v(Id :: i(), Pname :: enum()) -> i()

       getQueryObjectuiv(Id :: i(), Pname :: enum()) -> i()

              These   commands   return   a   selected   parameter   of   the  query  object  specified  by  Id.
              gl:getQueryObject() returns in Params a selected parameter of the query object  specified  by  Id.
              gl:getQueryBufferObject()  returns in Buffer a selected parameter of the query object specified by
              Id, by writing it to Buffer's data store at the byte offset specified by Offset.

              External documentation.

       getQueryiv(Target :: enum(), Pname :: enum()) -> i()

              gl:getQueryiv/2 returns in Params a selected parameter of the query  object  target  specified  by
              Target.

              External documentation.

       getRenderbufferParameteriv(Target :: enum(), Pname :: enum()) ->
                                     i()

              gl:getRenderbufferParameteriv/2   and  glGetNamedRenderbufferParameteriv  query  parameters  of  a
              specified renderbuffer object.

              External documentation.

       getSamplerParameterIiv(Sampler :: i(), Pname :: enum()) -> [i()]

       getSamplerParameterIuiv(Sampler :: i(), Pname :: enum()) -> [i()]

       getSamplerParameterfv(Sampler :: i(), Pname :: enum()) -> [f()]

       getSamplerParameteriv(Sampler :: i(), Pname :: enum()) -> [i()]

              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:samplerParameter(), with the same interpretations:

              External documentation.

       getShaderiv(Shader :: i(), Pname :: enum()) -> i()

              gl:getShader()  returns  in  Params  the  value  of  a parameter for a specific shader object. The
              following parameters are defined:

              External documentation.

       getShaderInfoLog(Shader :: i(), BufSize :: i()) -> string()

              gl:getShaderInfoLog/2 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.

              External documentation.

       getShaderPrecisionFormat(Shadertype :: enum(),
                                Precisiontype :: enum()) ->
                                   {Range :: {i(), i()},
                                    Precision :: i()}

              gl:getShaderPrecisionFormat/2  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.

              External documentation.

       getShaderSource(Shader :: i(), BufSize :: i()) -> string()

              gl:getShaderSource/2  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.

              External documentation.

       getString(Name :: enum()) -> string()

       getStringi(Name :: enum(), Index :: i()) -> string()

              gl:getString/1 returns a pointer to a static string describing  some  aspect  of  the  current  GL
              connection. Name can be one of the following:

              External documentation.

       getSubroutineIndex(Program :: i(),
                          Shadertype :: enum(),
                          Name :: string()) ->
                             i()

              gl:getSubroutineIndex/3  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.

              External documentation.

       getSubroutineUniformLocation(Program :: i(),
                                    Shadertype :: enum(),
                                    Name :: string()) ->
                                       i()

              gl:getSubroutineUniformLocation/3 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.

              External documentation.

       getSynciv(Sync :: i(), Pname :: enum(), BufSize :: i()) -> [i()]

              gl:getSynciv/3 retrieves properties of a sync object. Sync specifies the name of the  sync  object
              whose properties to retrieve.

              External documentation.

       getTexEnvfv(Target :: enum(), Pname :: enum()) ->
                      {f(), f(), f(), f()}

       getTexEnviv(Target :: enum(), Pname :: enum()) ->
                      {i(), i(), i(), i()}

              gl:getTexEnv()  returns in Params selected values of a texture environment that was specified with
              gl:texEnv(). Target specifies a texture environment.

              External documentation.

       getTexGendv(Coord :: enum(), Pname :: enum()) ->
                      {f(), f(), f(), f()}

       getTexGenfv(Coord :: enum(), Pname :: enum()) ->
                      {f(), f(), f(), f()}

       getTexGeniv(Coord :: enum(), Pname :: enum()) ->
                      {i(), i(), i(), i()}

              gl:getTexGen() returns in Params selected parameters of a texture coordinate  generation  function
              that  was  specified  using  gl:texGen(). Coord names one of the (s, t, r, q) texture coordinates,
              using the symbolic constant ?GL_S, ?GL_T, ?GL_R, or ?GL_Q.

              External documentation.

       getTexImage(Target :: enum(),
                   Level :: i(),
                   Format :: enum(),
                   Type :: enum(),
                   Pixels :: mem()) ->
                      ok

              gl:getTexImage/5, glGetnTexImage and glGetTextureImage  functions  return  a  texture  image  into
              Pixels.  For  gl:getTexImage/5  and  glGetnTexImage,  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, ?GL_TEXTURE_CUBE_MAP_ARRAY). For glGetTextureImage, Texture
              specifies  the  texture object name. In addition to types of textures accepted by gl:getTexImage/5
              and glGetnTexImage, the function also accepts cube map  texture  objects  (with  effective  target
              ?GL_TEXTURE_CUBE_MAP). 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.  For  glGetnTexImage  and glGetTextureImage functions, bufSize tells the size of the
              buffer to receive the retrieved pixel data. glGetnTexImage and glGetTextureImage do not write more
              than BufSize bytes into Pixels.

              External documentation.

       getTexLevelParameterfv(Target :: enum(),
                              Level :: i(),
                              Pname :: enum()) ->
                                 {f()}

       getTexLevelParameteriv(Target :: enum(),
                              Level :: i(),
                              Pname :: enum()) ->
                                 {i()}

              gl:getTexLevelParameterfv/3,   gl:getTexLevelParameteriv/3,    glGetTextureLevelParameterfv    and
              glGetTextureLevelParameteriv  return  in  Params texture parameter values for a specific level-of-
              detail value, specified as Level. For the first two functions, 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. The remaining two take  a  Texture
              argument which specifies the name of the texture object.

              External documentation.

       getTexParameterIiv(Target :: enum(), Pname :: enum()) ->
                             {i(), i(), i(), i()}

       getTexParameterIuiv(Target :: enum(), Pname :: enum()) ->
                              {i(), i(), i(), i()}

       getTexParameterfv(Target :: enum(), Pname :: enum()) ->
                            {f(), f(), f(), f()}

       getTexParameteriv(Target :: enum(), Pname :: enum()) ->
                            {i(), i(), i(), i()}

              gl:getTexParameter() and glGetTextureParameter return 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,       ?GL_TEXTURE_2D_MULTISAMPLE,       or
              ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY specify one-, two-, or three-dimensional, one-dimensional  array,
              two-dimensional  array,  rectangle, cube-mapped or cube-mapped array, two-dimensional multisample,
              or two-dimensional multisample array texturing, respectively. Pname accepts the  same  symbols  as
              gl:texParameter(), with the same interpretations:

              External documentation.

       getTransformFeedbackVarying(Program :: i(),
                                   Index :: i(),
                                   BufSize :: i()) ->
                                      {Size :: i(),
                                       Type :: enum(),
                                       Name :: string()}

              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/3.
              gl:getTransformFeedbackVarying/3  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 the value of ?GL_TRANSFORM_FEEDBACK_VARYINGS minus
              one selects the last such variable.

              External documentation.

       getUniformdv(Program :: i(), Location :: i()) -> matrix()

       getUniformfv(Program :: i(), Location :: i()) -> matrix()

       getUniformiv(Program :: i(), Location :: i()) ->
                       {i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i(),
                        i()}

       getUniformuiv(Program :: i(), Location :: i()) ->
                        {i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i(),
                         i()}

              gl:getUniform() and glGetnUniform return 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.

              External documentation.

       getUniformBlockIndex(Program :: i(), UniformBlockName :: string()) ->
                               i()

              gl:getUniformBlockIndex/2 retrieves the index of a uniform block within Program.

              External documentation.

       getUniformIndices(Program :: i(),
                         UniformNames :: [unicode:chardata()]) ->
                            [i()]

              gl:getUniformIndices/2 retrieves the indices of a number of uniforms within Program.

              External documentation.

       getUniformLocation(Program :: i(), Name :: string()) -> i()

              glGetUniformLocation  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.

              External documentation.

       getUniformSubroutineuiv(Shadertype :: enum(), Location :: i()) ->
                                  {i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i(),
                                   i()}

              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.

              External documentation.

       getVertexAttribIiv(Index :: i(), Pname :: enum()) ->
                             {i(), i(), i(), i()}

       getVertexAttribIuiv(Index :: i(), Pname :: enum()) ->
                              {i(), i(), i(), i()}

       getVertexAttribLdv(Index :: i(), Pname :: enum()) ->
                             {f(), f(), f(), f()}

       getVertexAttribdv(Index :: i(), Pname :: enum()) ->
                            {f(), f(), f(), f()}

       getVertexAttribfv(Index :: i(), Pname :: enum()) ->
                            {f(), f(), f(), f()}

       getVertexAttribiv(Index :: i(), Pname :: enum()) ->
                            {i(), i(), i(), i()}

              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.

              External documentation.

       hint(Target :: enum(), Mode :: enum()) -> ok

              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:

              External documentation.

       histogram(Target :: enum(),
                 Width :: i(),
                 Internalformat :: enum(),
                 Sink :: 0 | 1) ->
                    ok

              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.)

              External documentation.

       indexd(C :: f()) -> ok

       indexdv(X1 :: {C :: f()}) -> ok

       indexf(C :: f()) -> ok

       indexfv(X1 :: {C :: f()}) -> ok

       indexi(C :: i()) -> ok

       indexiv(X1 :: {C :: i()}) -> ok

       indexs(C :: i()) -> ok

       indexsv(X1 :: {C :: i()}) -> ok

       indexub(C :: i()) -> ok

       indexubv(X1 :: {C :: i()}) -> ok

              gl:index()  updates  the current (single-valued) color index. It takes one argument, the new value
              for the current color index.

              External documentation.

       indexMask(Mask :: i()) -> ok

              gl:indexMask/1 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.

              External documentation.

       indexPointer(Type :: enum(),
                    Stride :: i(),
                    Ptr :: offset() | mem()) ->
                       ok

              gl:indexPointer/3 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.

              External documentation.

       initNames() -> ok

              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/0  causes  the  name
              stack to be initialized to its default empty state.

              External documentation.

       interleavedArrays(Format :: enum(),
                         Stride :: i(),
                         Pointer :: offset() | mem()) ->
                            ok

              gl:interleavedArrays/3  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.

              External documentation.

       invalidateBufferData(Buffer :: i()) -> ok

              gl:invalidateBufferData/1 invalidates all of the content of the data store  of  a  buffer  object.
              After invalidation, the content of the buffer's data store becomes undefined.

              External documentation.

       invalidateBufferSubData(Buffer :: i(),
                               Offset :: i(),
                               Length :: i()) ->
                                  ok

              gl:invalidateBufferSubData/3  invalidates all or part of the content of the data store of a buffer
              object. After invalidation, the content of the specified range of the buffer's data store  becomes
              undefined.  The  start  of  the  range  is  given  by Offset and its size is given by Length, both
              measured in basic machine units.

              External documentation.

       invalidateFramebuffer(Target :: enum(), Attachments :: [enum()]) ->
                                ok

              gl:invalidateFramebuffer/2 and glInvalidateNamedFramebufferData invalidate the entire contents  of
              a specified set of attachments of a framebuffer.

              External documentation.

       invalidateSubFramebuffer(Target :: enum(),
                                Attachments :: [enum()],
                                X :: i(),
                                Y :: i(),
                                Width :: i(),
                                Height :: i()) ->
                                   ok

              gl:invalidateSubFramebuffer/6 and glInvalidateNamedFramebufferSubData invalidate the contents of a
              specified region of a specified set of attachments of a framebuffer.

              External documentation.

       invalidateTexImage(Texture :: i(), Level :: i()) -> ok

              gl:invalidateTexSubImage/8  invalidates  all of a texture image. Texture and Level indicated which
              texture image is being invalidated. After this command, data in the texture  image  has  undefined
              values.

              External documentation.

       invalidateTexSubImage(Texture, Level, Xoffset, Yoffset, Zoffset,
                             Width, Height, Depth) ->
                                ok

              Types:

                 Texture = Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()

              gl:invalidateTexSubImage/8 invalidates all or part of a texture image. Texture and Level indicated
              which  texture  image  is  being  invalidated.  After  this  command,  data in that subregion have
              undefined values. Xoffset, Yoffset, Zoffset, Width, Height, and Depth are interpreted as they  are
              in  gl:texSubImage3D/11.  For  texture  targets  that  don't have certain dimensions, this command
              treats those dimensions as having a size of 1. For example, to invalidate  a  portion  of  a  two-
              dimensional  texture, the application would use Zoffset equal to zero and Depth equal to one. Cube
              map textures are treated as an array of six slices in the z-dimension, where a value of Zoffset is
              interpreted as specifying face ?GL_TEXTURE_CUBE_MAP_POSITIVE_X + Zoffset.

              External documentation.

       isBuffer(Buffer :: i()) -> 0 | 1

              gl:isBuffer/1 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/1 returns ?GL_FALSE.

              External documentation.

       isEnabled(Cap :: enum()) -> 0 | 1

       isEnabledi(Target :: enum(), Index :: i()) -> 0 | 1

              gl:isEnabled/1 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/2. For gl:isEnabledi/2, 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.

              External documentation.

       isFramebuffer(Framebuffer :: i()) -> 0 | 1

              gl:isFramebuffer/1  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/1  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/1 returns ?GL_FALSE.

              External documentation.

       isList(List :: i()) -> 0 | 1

              gl:isList/1 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.

              External documentation.

       isProgram(Program :: i()) -> 0 | 1

              gl:isProgram/1 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/1  returns
              ?GL_FALSE.

              External documentation.

       isProgramPipeline(Pipeline :: i()) -> 0 | 1

              gl:isProgramPipeline/1  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/1  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/1 returns ?GL_FALSE.

              External documentation.

       isQuery(Id :: i()) -> 0 | 1

              gl:isQuery/1 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/1 returns ?GL_FALSE.

              External documentation.

       isRenderbuffer(Renderbuffer :: i()) -> 0 | 1

              gl:isRenderbuffer/1 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/1 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/1
              returns ?GL_FALSE.

              External documentation.

       isSampler(Sampler :: i()) -> 0 | 1

              gl:isSampler/1 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/1 returns ?GL_FALSE.

              External documentation.

       isShader(Shader :: i()) -> 0 | 1

              gl:isShader/1 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,  glIsShader    returns
              ?GL_FALSE.

              External documentation.

       isSync(Sync :: i()) -> 0 | 1

              gl:isSync/1  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/1 returns ?GL_FALSE. Note that zero is not
              the name of a sync object.

              External documentation.

       isTexture(Texture :: i()) -> 0 | 1

              gl:isTexture/1 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/1 returns ?GL_FALSE.

              External documentation.

       isTransformFeedback(Id :: i()) -> 0 | 1

              gl:isTransformFeedback/1  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/1   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/1 returns ?GL_FALSE.

              External documentation.

       isVertexArray(Array :: i()) -> 0 | 1

              gl:isVertexArray/1 returns ?GL_TRUE if Array is currently the name of a vertex  array  object.  If
              Array  is  zero,  or  if  Array  is  not the name of a vertex array object, or if an error occurs,
              gl:isVertexArray/1 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/1 returns ?GL_FALSE.

              External documentation.

       lightf(Light :: enum(), Pname :: enum(), Param :: f()) -> ok

       lightfv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok

       lighti(Light :: enum(), Pname :: enum(), Param :: i()) -> ok

       lightiv(Light :: enum(), Pname :: enum(), Params :: tuple()) -> ok

              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.

              External documentation.

       lightModelf(Pname :: enum(), Param :: f()) -> ok

       lightModelfv(Pname :: enum(), Params :: tuple()) -> ok

       lightModeli(Pname :: enum(), Param :: i()) -> ok

       lightModeliv(Pname :: enum(), Params :: tuple()) -> ok

              gl:lightModel()  sets  the  lighting model parameter. Pname names a parameter and Params gives the
              new value. There are three lighting model parameters:

              External documentation.

       lineStipple(Factor :: i(), Pattern :: i()) -> ok

              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.

              External documentation.

       lineWidth(Width :: f()) -> ok

              gl:lineWidth/1  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:disable/1  with  argument
              ?GL_LINE_SMOOTH. Line antialiasing is initially disabled.

              External documentation.

       linkProgram(Program :: i()) -> ok

              gl:linkProgram/1 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.

              External documentation.

       listBase(Base :: i()) -> ok

              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.

              External documentation.

       loadIdentity() -> ok

              gl:loadIdentity/0  replaces  the  current  matrix  with  the  identity  matrix. It is semantically
              equivalent to calling gl:loadMatrix() with the identity matrix

              External documentation.

       loadMatrixd(M :: matrix()) -> ok

       loadMatrixf(M :: matrix()) -> ok

              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).

              External documentation.

       loadName(Name :: i()) -> ok

              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.

              External documentation.

       loadTransposeMatrixd(M :: matrix()) -> ok

       loadTransposeMatrixf(M :: matrix()) -> ok

              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).

              External documentation.

       logicOp(Opcode :: enum()) -> ok

              gl:logicOp/1  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:disable/1 using the symbolic constant
              ?GL_COLOR_LOGIC_OP. The initial value is disabled.

              External documentation.

       map1d(Target :: enum(),
             U1 :: f(),
             U2 :: f(),
             Stride :: i(),
             Order :: i(),
             Points :: binary()) ->
                ok

       map1f(Target :: enum(),
             U1 :: f(),
             U2 :: f(),
             Stride :: i(),
             Order :: i(),
             Points :: binary()) ->
                ok

              Evaluators provide a way to use polynomial or rational polynomial  mapping  to  produce  vertices,
              normals,  texture coordinates, and colors. The values produced by an evaluator are sent to further
              stages of GL processing just as  if  they  had  been  presented  using  gl:vertex(),  gl:normal(),
              gl:texCoord(), and gl:color() commands, except that the generated values do not update the current
              normal, texture coordinates, or color.

              External documentation.

       map2d(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder,
             Points) ->
                ok

       map2f(Target, U1, U2, Ustride, Uorder, V1, V2, Vstride, Vorder,
             Points) ->
                ok

              Types:

                 Target = enum()
                 U1 = U2 = f()
                 Ustride = Uorder = i()
                 V1 = V2 = f()
                 Vstride = Vorder = i()
                 Points = binary()

              Evaluators  provide  a  way  to use polynomial or rational polynomial mapping to produce vertices,
              normals, texture coordinates, and colors. The values produced by  an  evaluator  are  sent  on  to
              further stages of GL processing just as if they had been presented using gl:vertex(), gl:normal(),
              gl:texCoord(), and gl:color() commands, except that the generated values do not update the current
              normal, texture coordinates, or color.

              External documentation.

       mapGrid1d(Un :: i(), U1 :: f(), U2 :: f()) -> ok

       mapGrid1f(Un :: i(), U1 :: f(), U2 :: f()) -> ok

       mapGrid2d(Un :: i(),
                 U1 :: f(),
                 U2 :: f(),
                 Vn :: i(),
                 V1 :: f(),
                 V2 :: f()) ->
                    ok

       mapGrid2f(Un :: i(),
                 U1 :: f(),
                 U2 :: f(),
                 Vn :: i(),
                 V1 :: f(),
                 V2 :: f()) ->
                    ok

              gl:mapGrid()  and gl:evalMesh() are used together 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 glMap1 and glMap2.

              External documentation.

       materialf(Face :: enum(), Pname :: enum(), Param :: f()) -> ok

       materialfv(Face :: enum(), Pname :: enum(), Params :: tuple()) ->
                     ok

       materiali(Face :: enum(), Pname :: enum(), Param :: i()) -> ok

       materialiv(Face :: enum(), Pname :: enum(), Params :: tuple()) ->
                     ok

              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:lightModel() reference page for details concerning one- and
              two-sided lighting calculations.

              External documentation.

       matrixMode(Mode :: enum()) -> ok

              gl:matrixMode/1 sets the current matrix mode. Mode can assume one of four values:

              External documentation.

       memoryBarrier(Barriers :: i()) -> ok

       memoryBarrierByRegion(Barriers :: i()) -> ok

              gl:memoryBarrier/1 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:

              External documentation.

       minSampleShading(Value :: f()) -> ok

              gl:minSampleShading/1  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.

              External documentation.

       minmax(Target :: enum(), Internalformat :: enum(), Sink :: 0 | 1) ->
                 ok

              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:disable/1, respectively, with an argument of ?GL_MINMAX.

              External documentation.

       multMatrixd(M :: matrix()) -> ok

       multMatrixf(M :: matrix()) -> ok

              gl:multMatrix() multiplies the current matrix with the one specified using  M,  and  replaces  the
              current matrix with the product.

              External documentation.

       multTransposeMatrixd(M :: matrix()) -> ok

       multTransposeMatrixf(M :: matrix()) -> ok

              gl:multTransposeMatrix()  multiplies  the  current  matrix  with  the  one  specified using M, and
              replaces the current matrix with the product.

              External documentation.

       multiDrawArrays(Mode :: enum(),
                       First :: [integer()] | mem(),
                       Count :: [integer()] | mem()) ->
                          ok

              gl:multiDrawArrays/3 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/3.

              External documentation.

       multiDrawArraysIndirect(Mode :: enum(),
                               Indirect :: offset() | mem(),
                               Drawcount :: i(),
                               Stride :: i()) ->
                                  ok

              gl:multiDrawArraysIndirect/4 specifies multiple geometric  primitives  with  very  few  subroutine
              calls.   gl:multiDrawArraysIndirect/4   behaves   similarly   to   a   multitude   of   calls   to
              gl:drawArraysInstancedBaseInstance/5,   execept   that   the   parameters   to   each   call    to
              gl:drawArraysInstancedBaseInstance/5  are  stored  in  an  array in memory at the address given by
              Indirect, separated by the stride, in basic machine units, specified by Stride. If Stride is zero,
              then the array is assumed to be tightly packed in memory.

              External documentation.

       multiDrawArraysIndirectCount(Mode, Indirect, Drawcount,
                                    Maxdrawcount, Stride) ->
                                       ok

              Types:

                 Mode = enum()
                 Indirect = offset() | mem()
                 Drawcount = Maxdrawcount = Stride = i()

              No documentation available.

       multiTexCoord1d(Target :: enum(), S :: f()) -> ok

       multiTexCoord1dv(Target :: enum(), X2 :: {S :: f()}) -> ok

       multiTexCoord1f(Target :: enum(), S :: f()) -> ok

       multiTexCoord1fv(Target :: enum(), X2 :: {S :: f()}) -> ok

       multiTexCoord1i(Target :: enum(), S :: i()) -> ok

       multiTexCoord1iv(Target :: enum(), X2 :: {S :: i()}) -> ok

       multiTexCoord1s(Target :: enum(), S :: i()) -> ok

       multiTexCoord1sv(Target :: enum(), X2 :: {S :: i()}) -> ok

       multiTexCoord2d(Target :: enum(), S :: f(), T :: f()) -> ok

       multiTexCoord2dv(Target :: enum(), X2 :: {S :: f(), T :: f()}) ->
                           ok

       multiTexCoord2f(Target :: enum(), S :: f(), T :: f()) -> ok

       multiTexCoord2fv(Target :: enum(), X2 :: {S :: f(), T :: f()}) ->
                           ok

       multiTexCoord2i(Target :: enum(), S :: i(), T :: i()) -> ok

       multiTexCoord2iv(Target :: enum(), X2 :: {S :: i(), T :: i()}) ->
                           ok

       multiTexCoord2s(Target :: enum(), S :: i(), T :: i()) -> ok

       multiTexCoord2sv(Target :: enum(), X2 :: {S :: i(), T :: i()}) ->
                           ok

       multiTexCoord3d(Target :: enum(), S :: f(), T :: f(), R :: f()) ->
                          ok

       multiTexCoord3dv(Target :: enum(),
                        X2 :: {S :: f(), T :: f(), R :: f()}) ->
                           ok

       multiTexCoord3f(Target :: enum(), S :: f(), T :: f(), R :: f()) ->
                          ok

       multiTexCoord3fv(Target :: enum(),
                        X2 :: {S :: f(), T :: f(), R :: f()}) ->
                           ok

       multiTexCoord3i(Target :: enum(), S :: i(), T :: i(), R :: i()) ->
                          ok

       multiTexCoord3iv(Target :: enum(),
                        X2 :: {S :: i(), T :: i(), R :: i()}) ->
                           ok

       multiTexCoord3s(Target :: enum(), S :: i(), T :: i(), R :: i()) ->
                          ok

       multiTexCoord3sv(Target :: enum(),
                        X2 :: {S :: i(), T :: i(), R :: i()}) ->
                           ok

       multiTexCoord4d(Target :: enum(),
                       S :: f(),
                       T :: f(),
                       R :: f(),
                       Q :: f()) ->
                          ok

       multiTexCoord4dv(Target :: enum(),
                        X2 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) ->
                           ok

       multiTexCoord4f(Target :: enum(),
                       S :: f(),
                       T :: f(),
                       R :: f(),
                       Q :: f()) ->
                          ok

       multiTexCoord4fv(Target :: enum(),
                        X2 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) ->
                           ok

       multiTexCoord4i(Target :: enum(),
                       S :: i(),
                       T :: i(),
                       R :: i(),
                       Q :: i()) ->
                          ok

       multiTexCoord4iv(Target :: enum(),
                        X2 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) ->
                           ok

       multiTexCoord4s(Target :: enum(),
                       S :: i(),
                       T :: i(),
                       R :: i(),
                       Q :: i()) ->
                          ok

       multiTexCoord4sv(Target :: enum(),
                        X2 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) ->
                           ok

              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).

              External documentation.

       endList() -> ok

       newList(List :: i(), Mode :: enum()) -> ok

              Display  lists  are  groups of GL commands that have been stored for subsequent execution. Display
              lists are created with gl:newList/2. All subsequent commands are placed in the  display  list,  in
              the order issued, until gl:endList/0 is called.

              External documentation.

       normal3b(Nx :: i(), Ny :: i(), Nz :: i()) -> ok

       normal3bv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok

       normal3d(Nx :: f(), Ny :: f(), Nz :: f()) -> ok

       normal3dv(X1 :: {Nx :: f(), Ny :: f(), Nz :: f()}) -> ok

       normal3f(Nx :: f(), Ny :: f(), Nz :: f()) -> ok

       normal3fv(X1 :: {Nx :: f(), Ny :: f(), Nz :: f()}) -> ok

       normal3i(Nx :: i(), Ny :: i(), Nz :: i()) -> ok

       normal3iv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok

       normal3s(Nx :: i(), Ny :: i(), Nz :: i()) -> ok

       normal3sv(X1 :: {Nx :: i(), Ny :: i(), Nz :: i()}) -> ok

              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.

              External documentation.

       normalPointer(Type :: enum(),
                     Stride :: i(),
                     Ptr :: offset() | mem()) ->
                        ok

              gl:normalPointer/3  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.)

              External documentation.

       objectPtrLabel(Ptr :: offset() | mem(),
                      Length :: i(),
                      Label :: string()) ->
                         ok

              gl:objectPtrLabel/3 labels the sync object identified by Ptr.

              External documentation.

       ortho(Left :: f(),
             Right :: f(),
             Bottom :: f(),
             Top :: f(),
             Near_val :: f(),
             Far_val :: f()) ->
                ok

              gl:ortho/6 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:multMatrix() were called with the following matrix as its argument:

              External documentation.

       passThrough(Token :: f()) -> ok

              External documentation.

       patchParameterfv(Pname :: enum(), Values :: [f()]) -> ok

       patchParameteri(Pname :: enum(), Value :: i()) -> ok

              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/2,  Value
              specifies  the  new  value for the parameter specified by Pname. For gl:patchParameterfv/2, Values
              specifies the address of an array containing the new values for the parameter specified by Pname.

              External documentation.

       pauseTransformFeedback() -> ok

              gl:pauseTransformFeedback/0 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.

              External documentation.

       pixelMapfv(Map :: enum(), Mapsize :: i(), Values :: binary()) ->
                     ok

       pixelMapuiv(Map :: enum(), Mapsize :: i(), Values :: binary()) ->
                      ok

       pixelMapusv(Map :: enum(), Mapsize :: i(), Values :: binary()) ->
                      ok

              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:texSubImage2D/9, and gl:texSubImage3D/11. 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:pixelTransfer() 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.

              External documentation.

       pixelStoref(Pname :: enum(), Param :: f()) -> ok

       pixelStorei(Pname :: enum(), Param :: i()) -> ok

              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:texSubImage2D/9,        gl:texSubImage3D/11),
              gl:compressedTexImage1D/7,          gl:compressedTexImage2D/8,          gl:compressedTexImage3D/9,
              gl:compressedTexSubImage1D/7, gl:compressedTexSubImage2D/9 or gl:compressedTexSubImage1D/7.

              External documentation.

       pixelTransferf(Pname :: enum(), Param :: f()) -> ok

       pixelTransferi(Pname :: enum(), Param :: i()) -> ok

              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:texSubImage2D/9, and gl:texSubImage3D/11
              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/5gl: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:texSubImage2D/9,  and gl:texSubImage3D/11). 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:pixelStore()) control the unpacking of pixels being read from client memory
              and the packing of pixels being written back into client memory.

              External documentation.

       pixelZoom(Xfactor :: f(), Yfactor :: f()) -> ok

              gl:pixelZoom/2  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

              External documentation.

       pointParameterf(Pname :: enum(), Param :: f()) -> ok

       pointParameterfv(Pname :: enum(), Params :: tuple()) -> ok

       pointParameteri(Pname :: enum(), Param :: i()) -> ok

       pointParameteriv(Pname :: enum(), Params :: tuple()) -> ok

              The following values are accepted for Pname:

              External documentation.

       pointSize(Size :: f()) -> ok

              gl:pointSize/1  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.

              External documentation.

       polygonMode(Face :: enum(), Mode :: enum()) -> ok

              gl:polygonMode/2  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.

              External documentation.

       polygonOffset(Factor :: f(), Units :: f()) -> ok

              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.

              External documentation.

       polygonOffsetClamp(Factor :: f(), Units :: f(), Clamp :: f()) ->
                             ok

              No documentation available.

       polygonStipple(Mask :: binary()) -> ok

              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.

              External documentation.

       primitiveRestartIndex(Index :: i()) -> ok

              gl:primitiveRestartIndex/1  specifies  a  vertex  array  element  that  is  treated specially when
              primitive restarting is enabled. This is known as the primitive restart index.

              External documentation.

       prioritizeTextures(Textures :: [i()], Priorities :: [clamp()]) ->
                             ok

              gl:prioritizeTextures/2 assigns the N texture priorities given in Priorities  to  the  N  textures
              named in Textures.

              External documentation.

       programBinary(Program :: i(),
                     BinaryFormat :: enum(),
                     Binary :: binary()) ->
                        ok

              gl:programBinary/3  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:getProgram() 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.

              External documentation.

       programParameteri(Program :: i(), Pname :: enum(), Value :: i()) ->
                            ok

              gl:programParameter() specifies a new value for the parameter nameed  by  Pname  for  the  program
              object Program.

              External documentation.

       programUniform1d(Program :: i(), Location :: i(), V0 :: f()) -> ok

       programUniform1dv(Program :: i(), Location :: i(), Value :: [f()]) ->
                            ok

       programUniform1f(Program :: i(), Location :: i(), V0 :: f()) -> ok

       programUniform1fv(Program :: i(), Location :: i(), Value :: [f()]) ->
                            ok

       programUniform1i(Program :: i(), Location :: i(), V0 :: i()) -> ok

       programUniform1iv(Program :: i(), Location :: i(), Value :: [i()]) ->
                            ok

       programUniform1ui(Program :: i(), Location :: i(), V0 :: i()) ->
                            ok

       programUniform1uiv(Program :: i(),
                          Location :: i(),
                          Value :: [i()]) ->
                             ok

       programUniform2d(Program :: i(),
                        Location :: i(),
                        V0 :: f(),
                        V1 :: f()) ->
                           ok

       programUniform2dv(Program :: i(),
                         Location :: i(),
                         Value :: [{f(), f()}]) ->
                            ok

       programUniform2f(Program :: i(),
                        Location :: i(),
                        V0 :: f(),
                        V1 :: f()) ->
                           ok

       programUniform2fv(Program :: i(),
                         Location :: i(),
                         Value :: [{f(), f()}]) ->
                            ok

       programUniform2i(Program :: i(),
                        Location :: i(),
                        V0 :: i(),
                        V1 :: i()) ->
                           ok

       programUniform2iv(Program :: i(),
                         Location :: i(),
                         Value :: [{i(), i()}]) ->
                            ok

       programUniform2ui(Program :: i(),
                         Location :: i(),
                         V0 :: i(),
                         V1 :: i()) ->
                            ok

       programUniform2uiv(Program :: i(),
                          Location :: i(),
                          Value :: [{i(), i()}]) ->
                             ok

       programUniform3d(Program :: i(),
                        Location :: i(),
                        V0 :: f(),
                        V1 :: f(),
                        V2 :: f()) ->
                           ok

       programUniform3dv(Program :: i(),
                         Location :: i(),
                         Value :: [{f(), f(), f()}]) ->
                            ok

       programUniform3f(Program :: i(),
                        Location :: i(),
                        V0 :: f(),
                        V1 :: f(),
                        V2 :: f()) ->
                           ok

       programUniform3fv(Program :: i(),
                         Location :: i(),
                         Value :: [{f(), f(), f()}]) ->
                            ok

       programUniform3i(Program :: i(),
                        Location :: i(),
                        V0 :: i(),
                        V1 :: i(),
                        V2 :: i()) ->
                           ok

       programUniform3iv(Program :: i(),
                         Location :: i(),
                         Value :: [{i(), i(), i()}]) ->
                            ok

       programUniform3ui(Program :: i(),
                         Location :: i(),
                         V0 :: i(),
                         V1 :: i(),
                         V2 :: i()) ->
                            ok

       programUniform3uiv(Program :: i(),
                          Location :: i(),
                          Value :: [{i(), i(), i()}]) ->
                             ok

       programUniform4d(Program :: i(),
                        Location :: i(),
                        V0 :: f(),
                        V1 :: f(),
                        V2 :: f(),
                        V3 :: f()) ->
                           ok

       programUniform4dv(Program :: i(),
                         Location :: i(),
                         Value :: [{f(), f(), f(), f()}]) ->
                            ok

       programUniform4f(Program :: i(),
                        Location :: i(),
                        V0 :: f(),
                        V1 :: f(),
                        V2 :: f(),
                        V3 :: f()) ->
                           ok

       programUniform4fv(Program :: i(),
                         Location :: i(),
                         Value :: [{f(), f(), f(), f()}]) ->
                            ok

       programUniform4i(Program :: i(),
                        Location :: i(),
                        V0 :: i(),
                        V1 :: i(),
                        V2 :: i(),
                        V3 :: i()) ->
                           ok

       programUniform4iv(Program :: i(),
                         Location :: i(),
                         Value :: [{i(), i(), i(), i()}]) ->
                            ok

       programUniform4ui(Program :: i(),
                         Location :: i(),
                         V0 :: i(),
                         V1 :: i(),
                         V2 :: i(),
                         V3 :: i()) ->
                            ok

       programUniform4uiv(Program :: i(),
                          Location :: i(),
                          Value :: [{i(), i(), i(), i()}]) ->
                             ok

       programUniformMatrix2dv(Program :: i(),
                               Location :: i(),
                               Transpose :: 0 | 1,
                               Value :: [{f(), f(), f(), f()}]) ->
                                  ok

       programUniformMatrix2fv(Program :: i(),
                               Location :: i(),
                               Transpose :: 0 | 1,
                               Value :: [{f(), f(), f(), f()}]) ->
                                  ok

       programUniformMatrix2x3dv(Program :: i(),
                                 Location :: i(),
                                 Transpose :: 0 | 1,
                                 Value ::
                                     [{f(), f(), f(), f(), f(), f()}]) ->
                                    ok

       programUniformMatrix2x3fv(Program :: i(),
                                 Location :: i(),
                                 Transpose :: 0 | 1,
                                 Value ::
                                     [{f(), f(), f(), f(), f(), f()}]) ->
                                    ok

       programUniformMatrix2x4dv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix2x4fv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix3dv(Program, Location, Transpose, Value) -> ok

       programUniformMatrix3fv(Program, Location, Transpose, Value) -> ok

       programUniformMatrix3x2dv(Program :: i(),
                                 Location :: i(),
                                 Transpose :: 0 | 1,
                                 Value ::
                                     [{f(), f(), f(), f(), f(), f()}]) ->
                                    ok

       programUniformMatrix3x2fv(Program :: i(),
                                 Location :: i(),
                                 Transpose :: 0 | 1,
                                 Value ::
                                     [{f(), f(), f(), f(), f(), f()}]) ->
                                    ok

       programUniformMatrix3x4dv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix3x4fv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix4dv(Program, Location, Transpose, Value) -> ok

       programUniformMatrix4fv(Program, Location, Transpose, Value) -> ok

       programUniformMatrix4x2dv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix4x2fv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix4x3dv(Program, Location, Transpose, Value) ->
                                    ok

       programUniformMatrix4x3fv(Program, Location, Transpose, Value) ->
                                    ok

              Types:

                 Program = Location = i()
                 Transpose = 0 | 1
                 Value =
                     [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}]

              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.

              External documentation.

       provokingVertex(Mode :: enum()) -> ok

              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/1 specifies which vertex is to be used as the  source  of  data  for
              flat shaded varyings.

              External documentation.

       popAttrib() -> ok

       pushAttrib(Mask :: i()) -> ok

              gl:pushAttrib/1  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.

              External documentation.

       popClientAttrib() -> ok

       pushClientAttrib(Mask :: i()) -> ok

              gl:pushClientAttrib/1 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.

              External documentation.

       popDebugGroup() -> ok

       pushDebugGroup(Source :: enum(),
                      Id :: i(),
                      Length :: i(),
                      Message :: string()) ->
                         ok

              gl:pushDebugGroup/4 pushes a debug group described by the string Message into the command  stream.
              The  value  of Id specifies the ID of messages generated. The parameter Length contains the number
              of characters in Message. If Length is negative, it  is  implied  that  Message  contains  a  null
              terminated string. The message has the specified Source and Id, the Type?GL_DEBUG_TYPE_PUSH_GROUP,
              and Severity?GL_DEBUG_SEVERITY_NOTIFICATION. The GL will put a new debug group on top of the debug
              group stack which inherits the control of the volume of debug output of the debug group previously
              residing  on the top of the debug group stack. Because debug groups are strictly hierarchical, any
              additional control of the debug output volume will only apply within the active  debug  group  and
              the debug groups pushed on top of the active debug group.

              External documentation.

       popMatrix() -> ok

       pushMatrix() -> ok

              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.

              External documentation.

       popName() -> ok

       pushName(Name :: i()) -> ok

              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.

              External documentation.

       queryCounter(Id :: i(), Target :: enum()) -> ok

              gl:queryCounter/2 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/2 timer queries can be used within a
              gl:beginQuery/2 / gl:endQuery/1 block where the target is ?GL_TIME_ELAPSED and it does not  affect
              the result of that query object.

              External documentation.

       rasterPos2d(X :: f(), Y :: f()) -> ok

       rasterPos2dv(X1 :: {X :: f(), Y :: f()}) -> ok

       rasterPos2f(X :: f(), Y :: f()) -> ok

       rasterPos2fv(X1 :: {X :: f(), Y :: f()}) -> ok

       rasterPos2i(X :: i(), Y :: i()) -> ok

       rasterPos2iv(X1 :: {X :: i(), Y :: i()}) -> ok

       rasterPos2s(X :: i(), Y :: i()) -> ok

       rasterPos2sv(X1 :: {X :: i(), Y :: i()}) -> ok

       rasterPos3d(X :: f(), Y :: f(), Z :: f()) -> ok

       rasterPos3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

       rasterPos3f(X :: f(), Y :: f(), Z :: f()) -> ok

       rasterPos3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

       rasterPos3i(X :: i(), Y :: i(), Z :: i()) -> ok

       rasterPos3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

       rasterPos3s(X :: i(), Y :: i(), Z :: i()) -> ok

       rasterPos3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

       rasterPos4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok

       rasterPos4dv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok

       rasterPos4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok

       rasterPos4fv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok

       rasterPos4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok

       rasterPos4iv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

       rasterPos4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok

       rasterPos4sv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

              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.

              External documentation.

       readBuffer(Mode :: enum()) -> ok

              gl:readBuffer/1   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.

              External documentation.

       readPixels(X, Y, Width, Height, Format, Type, Pixels) -> ok

              Types:

                 X = Y = Width = Height = i()
                 Format = Type = enum()
                 Pixels = mem()

              gl:readPixels/7 and glReadnPixels return 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:pixelStore(). This reference page describes  the  effects
              on  gl:readPixels/7  and  glReadnPixels  of most, but not all of the parameters specified by these
              three commands.

              External documentation.

       rectd(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok

       rectdv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok

       rectf(X1 :: f(), Y1 :: f(), X2 :: f(), Y2 :: f()) -> ok

       rectfv(V1 :: {f(), f()}, V2 :: {f(), f()}) -> ok

       recti(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok

       rectiv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok

       rects(X1 :: i(), Y1 :: i(), X2 :: i(), Y2 :: i()) -> ok

       rectsv(V1 :: {i(), i()}, V2 :: {i(), i()}) -> ok

              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.

              External documentation.

       releaseShaderCompiler() -> ok

              gl:releaseShaderCompiler/0 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/0.

              External documentation.

       renderMode(Mode :: enum()) -> i()

              gl:renderMode/1  sets the rasterization mode. It takes one argument, Mode, which can assume one of
              three predefined values:

              External documentation.

       renderbufferStorage(Target :: enum(),
                           Internalformat :: enum(),
                           Width :: i(),
                           Height :: i()) ->
                              ok

              gl:renderbufferStorage/4 is equivalent to  calling  gl:renderbufferStorageMultisample/5  with  the
              Samples    set    to    zero,    and   glNamedRenderbufferStorage   is   equivalent   to   calling
              glNamedRenderbufferStorageMultisample with the samples set to zero.

              External documentation.

       renderbufferStorageMultisample(Target :: enum(),
                                      Samples :: i(),
                                      Internalformat :: enum(),
                                      Width :: i(),
                                      Height :: i()) ->
                                         ok

              gl:renderbufferStorageMultisample/5 and glNamedRenderbufferStorageMultisample establish  the  data
              storage, format, dimensions and number of samples of a renderbuffer object's image.

              External documentation.

       resetHistogram(Target :: enum()) -> ok

              gl:resetHistogram/1 resets all the elements of the current histogram table to zero.

              External documentation.

       resetMinmax(Target :: enum()) -> ok

              gl:resetMinmax/1  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.

              External documentation.

       resumeTransformFeedback() -> ok

              gl:resumeTransformFeedback/0  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.

              External documentation.

       rotated(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok

       rotatef(Angle :: f(), X :: f(), Y :: f(), Z :: f()) -> ok

              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:multMatrix() were called with the following matrix as its argument:

              External documentation.

       sampleCoverage(Value :: clamp(), Invert :: 0 | 1) -> ok

              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.

              External documentation.

       sampleMaski(MaskNumber :: i(), Mask :: i()) -> ok

              gl:sampleMaski/2 sets one 32-bit sub-word of the multi-word sample mask, ?GL_SAMPLE_MASK_VALUE.

              External documentation.

       samplerParameterIiv(Sampler :: i(),
                           Pname :: enum(),
                           Param :: [i()]) ->
                              ok

       samplerParameterIuiv(Sampler :: i(),
                            Pname :: enum(),
                            Param :: [i()]) ->
                               ok

       samplerParameterf(Sampler :: i(), Pname :: enum(), Param :: f()) ->
                            ok

       samplerParameterfv(Sampler :: i(),
                          Pname :: enum(),
                          Param :: [f()]) ->
                             ok

       samplerParameteri(Sampler :: i(), Pname :: enum(), Param :: i()) ->
                            ok

       samplerParameteriv(Sampler :: i(),
                          Pname :: enum(),
                          Param :: [i()]) ->
                             ok

              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:

              External documentation.

       scaled(X :: f(), Y :: f(), Z :: f()) -> ok

       scalef(X :: f(), Y :: f(), Z :: f()) -> ok

              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.

              External documentation.

       scissor(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok

              gl:scissor/4  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.

              External documentation.

       scissorArrayv(First :: i(), V :: [{i(), i(), i(), i()}]) -> ok

              gl:scissorArrayv/2  defines  rectangles,  called  scissor  boxes,  in  window coordinates for each
              viewport. First specifies the index of the first scissor box to modify  and  Count  specifies  the
              number  of  scissor  boxes  to modify. First must be less than the value of ?GL_MAX_VIEWPORTS, and
              First + Count must be less than or equal to  the  value  of  ?GL_MAX_VIEWPORTS.  V  specifies  the
              address of an array containing integers specifying the lower left corner of the scissor boxes, and
              the width and height of the scissor boxes, in that order.

              External documentation.

       scissorIndexed(Index :: i(),
                      Left :: i(),
                      Bottom :: i(),
                      Width :: i(),
                      Height :: i()) ->
                         ok

       scissorIndexedv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

              gl:scissorIndexed/5 defines the scissor box for a specified viewport. Index specifies the index of
              scissor   box   to   modify.  Index  must  be  less  than  the  value  of  ?GL_MAX_VIEWPORTS.  For
              gl:scissorIndexed/5, Left, Bottom, Width and Height specify the left, bottom, width and height  of
              the  scissor box, in pixels, respectively. For gl:scissorIndexedv/2, V specifies the address of an
              array containing integers specifying the lower left corner of the scissor box, and the  width  and
              height of the scissor box, in that order.

              External documentation.

       secondaryColor3b(Red :: i(), Green :: i(), Blue :: i()) -> ok

       secondaryColor3bv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
                            ok

       secondaryColor3d(Red :: f(), Green :: f(), Blue :: f()) -> ok

       secondaryColor3dv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) ->
                            ok

       secondaryColor3f(Red :: f(), Green :: f(), Blue :: f()) -> ok

       secondaryColor3fv(X1 :: {Red :: f(), Green :: f(), Blue :: f()}) ->
                            ok

       secondaryColor3i(Red :: i(), Green :: i(), Blue :: i()) -> ok

       secondaryColor3iv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
                            ok

       secondaryColor3s(Red :: i(), Green :: i(), Blue :: i()) -> ok

       secondaryColor3sv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
                            ok

       secondaryColor3ub(Red :: i(), Green :: i(), Blue :: i()) -> ok

       secondaryColor3ubv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
                             ok

       secondaryColor3ui(Red :: i(), Green :: i(), Blue :: i()) -> ok

       secondaryColor3uiv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
                             ok

       secondaryColor3us(Red :: i(), Green :: i(), Blue :: i()) -> ok

       secondaryColor3usv(X1 :: {Red :: i(), Green :: i(), Blue :: i()}) ->
                             ok

              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.

              External documentation.

       secondaryColorPointer(Size :: i(),
                             Type :: enum(),
                             Stride :: i(),
                             Pointer :: offset() | mem()) ->
                                ok

              gl:secondaryColorPointer/4 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.

              External documentation.

       selectBuffer(Size :: i(), Buffer :: mem()) -> ok

              gl:selectBuffer/2 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/2  must be issued before selection mode is enabled, and it must
              not be issued while the rendering mode is ?GL_SELECT.

              External documentation.

       separableFilter2D(Target, Internalformat, Width, Height, Format,
                         Type, Row, Column) ->
                            ok

              Types:

                 Target = Internalformat = enum()
                 Width = Height = i()
                 Format = Type = enum()
                 Row = Column = offset() | mem()

              gl:separableFilter2D/8 builds a two-dimensional  separable  convolution  filter  kernel  from  two
              arrays of pixels.

              External documentation.

       shadeModel(Mode :: enum()) -> ok

              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.

              External documentation.

       shaderBinary(Shaders :: [i()],
                    Binaryformat :: enum(),
                    Binary :: binary()) ->
                       ok

              gl:shaderBinary/3 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.

              External documentation.

       shaderSource(Shader :: i(), String :: [unicode:chardata()]) -> ok

              gl:shaderSource/2  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.

              External documentation.

       shaderStorageBlockBinding(Program :: i(),
                                 StorageBlockIndex :: i(),
                                 StorageBlockBinding :: i()) ->
                                    ok

              gl:shaderStorageBlockBinding/3,  changes the active shader storage block with an assigned index of
              StorageBlockIndex in program object Program. StorageBlockIndex must be an  active  shader  storage
              block    index    in   Program.   StorageBlockBinding   must   be   less   than   the   value   of
              ?GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS. If  successful,  gl:shaderStorageBlockBinding/3  specifies
              that  Program  will  use  the  data  store  of  the  buffer  object  bound  to  the  binding point
              StorageBlockBinding to read and write the values of the buffer variables  in  the  shader  storage
              block identified by StorageBlockIndex.

              External documentation.

       stencilFunc(Func :: enum(), Ref :: i(), Mask :: i()) -> ok

              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.

              External documentation.

       stencilFuncSeparate(Face :: enum(),
                           Func :: enum(),
                           Ref :: i(),
                           Mask :: i()) ->
                              ok

              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.

              External documentation.

       stencilMask(Mask :: i()) -> ok

              gl:stencilMask/1  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.

              External documentation.

       stencilMaskSeparate(Face :: enum(), Mask :: i()) -> ok

              gl:stencilMaskSeparate/2  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.

              External documentation.

       stencilOp(Fail :: enum(), Zfail :: enum(), Zpass :: enum()) -> ok

              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.

              External documentation.

       stencilOpSeparate(Face :: enum(),
                         Sfail :: enum(),
                         Dpfail :: enum(),
                         Dppass :: enum()) ->
                            ok

              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.

              External documentation.

       texBuffer(Target :: enum(),
                 Internalformat :: enum(),
                 Buffer :: i()) ->
                    ok

       textureBuffer(Texture :: i(),
                     Internalformat :: enum(),
                     Buffer :: i()) ->
                        ok

              gl:texBuffer/3  and  gl:textureBuffer/3  attaches the data store of a specified buffer object to a
              specified texture object, and specify the storage format for the texture image found in the buffer
              object. The texture object must be a buffer texture.

              External documentation.

       texBufferRange(Target :: enum(),
                      Internalformat :: enum(),
                      Buffer :: i(),
                      Offset :: i(),
                      Size :: i()) ->
                         ok

       textureBufferRange(Texture :: i(),
                          Internalformat :: enum(),
                          Buffer :: i(),
                          Offset :: i(),
                          Size :: i()) ->
                             ok

              gl:texBufferRange/5 and gl:textureBufferRange/5 attach a range of the data store  of  a  specified
              buffer  object to a specified texture object, and specify the storage format for the texture image
              found in the buffer object. The texture object must be a buffer texture.

              External documentation.

       texCoord1d(S :: f()) -> ok

       texCoord1dv(X1 :: {S :: f()}) -> ok

       texCoord1f(S :: f()) -> ok

       texCoord1fv(X1 :: {S :: f()}) -> ok

       texCoord1i(S :: i()) -> ok

       texCoord1iv(X1 :: {S :: i()}) -> ok

       texCoord1s(S :: i()) -> ok

       texCoord1sv(X1 :: {S :: i()}) -> ok

       texCoord2d(S :: f(), T :: f()) -> ok

       texCoord2dv(X1 :: {S :: f(), T :: f()}) -> ok

       texCoord2f(S :: f(), T :: f()) -> ok

       texCoord2fv(X1 :: {S :: f(), T :: f()}) -> ok

       texCoord2i(S :: i(), T :: i()) -> ok

       texCoord2iv(X1 :: {S :: i(), T :: i()}) -> ok

       texCoord2s(S :: i(), T :: i()) -> ok

       texCoord2sv(X1 :: {S :: i(), T :: i()}) -> ok

       texCoord3d(S :: f(), T :: f(), R :: f()) -> ok

       texCoord3dv(X1 :: {S :: f(), T :: f(), R :: f()}) -> ok

       texCoord3f(S :: f(), T :: f(), R :: f()) -> ok

       texCoord3fv(X1 :: {S :: f(), T :: f(), R :: f()}) -> ok

       texCoord3i(S :: i(), T :: i(), R :: i()) -> ok

       texCoord3iv(X1 :: {S :: i(), T :: i(), R :: i()}) -> ok

       texCoord3s(S :: i(), T :: i(), R :: i()) -> ok

       texCoord3sv(X1 :: {S :: i(), T :: i(), R :: i()}) -> ok

       texCoord4d(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok

       texCoord4dv(X1 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok

       texCoord4f(S :: f(), T :: f(), R :: f(), Q :: f()) -> ok

       texCoord4fv(X1 :: {S :: f(), T :: f(), R :: f(), Q :: f()}) -> ok

       texCoord4i(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok

       texCoord4iv(X1 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok

       texCoord4s(S :: i(), T :: i(), R :: i(), Q :: i()) -> ok

       texCoord4sv(X1 :: {S :: i(), T :: i(), R :: i(), Q :: i()}) -> ok

              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).

              External documentation.

       texCoordPointer(Size :: i(),
                       Type :: enum(),
                       Stride :: i(),
                       Ptr :: offset() | mem()) ->
                          ok

              gl:texCoordPointer/4 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.)

              External documentation.

       texEnvf(Target :: enum(), Pname :: enum(), Param :: f()) -> ok

       texEnvfv(Target :: enum(), Pname :: enum(), Params :: tuple()) ->
                   ok

       texEnvi(Target :: enum(), Pname :: enum(), Param :: i()) -> ok

       texEnviv(Target :: enum(), Pname :: enum(), Params :: tuple()) ->
                   ok

              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.

              External documentation.

       texGend(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok

       texGendv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
                   ok

       texGenf(Coord :: enum(), Pname :: enum(), Param :: f()) -> ok

       texGenfv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
                   ok

       texGeni(Coord :: enum(), Pname :: enum(), Param :: i()) -> ok

       texGeniv(Coord :: enum(), Pname :: enum(), Params :: tuple()) ->
                   ok

              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.

              External documentation.

       texImage1D(Target, Level, InternalFormat, Width, Border, Format,
                  Type, Pixels) ->
                     ok

              Types:

                 Target = enum()
                 Level = InternalFormat = Width = Border = i()
                 Format = Type = enum()
                 Pixels = offset() | mem()

              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:disable/1 with argument ?GL_TEXTURE_1D.

              External documentation.

       texImage2D(Target, Level, InternalFormat, Width, Height, Border,
                  Format, Type, Pixels) ->
                     ok

              Types:

                 Target = enum()
                 Level = InternalFormat = Width = Height = Border = i()
                 Format = Type = enum()
                 Pixels = offset() | mem()

              Texturing allows elements of an image array to be read by shaders.

              External documentation.

       texImage2DMultisample(Target, Samples, Internalformat, Width,
                             Height, Fixedsamplelocations) ->
                                ok

              Types:

                 Target = enum()
                 Samples = i()
                 Internalformat = enum()
                 Width = Height = i()
                 Fixedsamplelocations = 0 | 1

              gl:texImage2DMultisample/6  establishes the data storage, format, dimensions and number of samples
              of a multisample texture's image.

              External documentation.

       texImage3D(Target, Level, InternalFormat, Width, Height, Depth,
                  Border, Format, Type, Pixels) ->
                     ok

              Types:

                 Target = enum()
                 Level = InternalFormat = Width = Height = Depth = Border = i()
                 Format = Type = enum()
                 Pixels = offset() | mem()

              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:disable/1 with argument ?GL_TEXTURE_3D.

              External documentation.

       texImage3DMultisample(Target, Samples, Internalformat, Width,
                             Height, Depth, Fixedsamplelocations) ->
                                ok

              Types:

                 Target = enum()
                 Samples = i()
                 Internalformat = enum()
                 Width = Height = Depth = i()
                 Fixedsamplelocations = 0 | 1

              gl:texImage3DMultisample/7 establishes the data storage, format, dimensions and number of  samples
              of a multisample texture's image.

              External documentation.

       texParameterIiv(Target :: enum(),
                       Pname :: enum(),
                       Params :: tuple()) ->
                          ok

       texParameterIuiv(Target :: enum(),
                        Pname :: enum(),
                        Params :: tuple()) ->
                           ok

       texParameterf(Target :: enum(), Pname :: enum(), Param :: f()) ->
                        ok

       texParameterfv(Target :: enum(),
                      Pname :: enum(),
                      Params :: tuple()) ->
                         ok

       texParameteri(Target :: enum(), Pname :: enum(), Param :: i()) ->
                        ok

       texParameteriv(Target :: enum(),
                      Pname :: enum(),
                      Params :: tuple()) ->
                         ok

              gl:texParameter()  and  gl:textureParameter()  assign the value or values in Params to the texture
              parameter specified as Pname. For gl:texParameter(), Target defines  the  target  texture,  either
              ?GL_TEXTURE_1D,         ?GL_TEXTURE_1D_ARRAY,         ?GL_TEXTURE_2D,        ?GL_TEXTURE_2D_ARRAY,
              ?GL_TEXTURE_2D_MULTISAMPLE,           ?GL_TEXTURE_2D_MULTISAMPLE_ARRAY,            ?GL_TEXTURE_3D,
              ?GL_TEXTURE_CUBE_MAP,  ?GL_TEXTURE_CUBE_MAP_ARRAY, or ?GL_TEXTURE_RECTANGLE. The following symbols
              are accepted in Pname:

              External documentation.

       texStorage1D(Target :: enum(),
                    Levels :: i(),
                    Internalformat :: enum(),
                    Width :: i()) ->
                       ok

              gl:texStorage1D/4 and gl:textureStorage1D() specify 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.

              External documentation.

       texStorage2D(Target :: enum(),
                    Levels :: i(),
                    Internalformat :: enum(),
                    Width :: i(),
                    Height :: i()) ->
                       ok

              gl:texStorage2D/5 and gl:textureStorage2D() specify 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.

              External documentation.

       texStorage2DMultisample(Target, Samples, Internalformat, Width,
                               Height, Fixedsamplelocations) ->
                                  ok

              Types:

                 Target = enum()
                 Samples = i()
                 Internalformat = enum()
                 Width = Height = i()
                 Fixedsamplelocations = 0 | 1

              gl:texStorage2DMultisample/6 and gl:textureStorage2DMultisample() specify the storage requirements
              for  a  two-dimensional  multisample  texture.  Once a texture is specified with this command, its
              format and dimensions 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.

              External documentation.

       texStorage3D(Target, Levels, Internalformat, Width, Height, Depth) ->
                       ok

              Types:

                 Target = enum()
                 Levels = i()
                 Internalformat = enum()
                 Width = Height = Depth = i()

              gl:texStorage3D/6 and gl:textureStorage3D() specify 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.

              External documentation.

       texStorage3DMultisample(Target, Samples, Internalformat, Width,
                               Height, Depth, Fixedsamplelocations) ->
                                  ok

              Types:

                 Target = enum()
                 Samples = i()
                 Internalformat = enum()
                 Width = Height = Depth = i()
                 Fixedsamplelocations = 0 | 1

              gl:texStorage3DMultisample/7 and gl:textureStorage3DMultisample() specify the storage requirements
              for  a  two-dimensional  multisample array texture. Once a texture is specified with this command,
              its format and dimensions 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.

              External documentation.

       texSubImage1D(Target, Level, Xoffset, Width, Format, Type, Pixels) ->
                        ok

              Types:

                 Target = enum()
                 Level = Xoffset = Width = i()
                 Format = Type = enum()
                 Pixels = offset() | mem()

              Texturing  maps  a  portion  of  a specified texture image onto each graphical primitive for which
              texturing is enabled. To  enable  or  disable  one-dimensional  texturing,  call  gl:enable/1  and
              gl:disable/1 with argument ?GL_TEXTURE_1D.

              External documentation.

       texSubImage2D(Target, Level, Xoffset, Yoffset, Width, Height,
                     Format, Type, Pixels) ->
                        ok

              Types:

                 Target = enum()
                 Level = Xoffset = Yoffset = Width = Height = i()
                 Format = Type = enum()
                 Pixels = offset() | mem()

              Texturing  maps  a  portion  of  a specified texture image onto each graphical primitive for which
              texturing is enabled.

              External documentation.

       texSubImage3D(Target, Level, Xoffset, Yoffset, Zoffset, Width,
                     Height, Depth, Format, Type, Pixels) ->
                        ok

              Types:

                 Target = enum()
                 Level = Xoffset = Yoffset = Zoffset = Width = Height = Depth = i()
                 Format = Type = enum()
                 Pixels = offset() | mem()

              Texturing maps a portion of a specified texture image onto  each  graphical  primitive  for  which
              texturing is enabled.

              External documentation.

       textureBarrier() -> ok

              The  values  of  rendered  fragments are undefined when a shader stage fetches texels and the same
              texels are written via fragment shader outputs, even if the reads and writes are not in  the  same
              drawing  command.  To  safely read the result of a written texel via a texel fetch in a subsequent
              drawing command, call gl:textureBarrier/0 between the  two  drawing  commands  to  guarantee  that
              writes  have  completed  and  caches  have been invalidated before subsequent drawing commands are
              executed.

              External documentation.

       textureView(Texture, Target, Origtexture, Internalformat,
                   Minlevel, Numlevels, Minlayer, Numlayers) ->
                      ok

              Types:

                 Texture = i()
                 Target = enum()
                 Origtexture = i()
                 Internalformat = enum()
                 Minlevel = Numlevels = Minlayer = Numlayers = i()

              gl:textureView/8 initializes a texture object as an alias, or  view  of  another  texture  object,
              sharing  some  or  all  of  the  parent texture's data store with the initialized texture. Texture
              specifies a name previously reserved by a successful call to gl:genTextures/1 but that has not yet
              been bound or given a target. Target specifies the target for the newly  initialized  texture  and
              must be compatible with the target of the parent texture, given in Origtexture as specified in the
              following table:

              External documentation.

       transformFeedbackBufferBase(Xfb :: i(),
                                   Index :: i(),
                                   Buffer :: i()) ->
                                      ok

              gl:transformFeedbackBufferBase/3  binds  the  buffer  object  Buffer to the binding point at index
              Index of the transform feedback object Xfb.

              External documentation.

       transformFeedbackBufferRange(Xfb :: i(),
                                    Index :: i(),
                                    Buffer :: i(),
                                    Offset :: i(),
                                    Size :: i()) ->
                                       ok

              gl:transformFeedbackBufferRange/5 binds a range of the buffer object Buffer represented by  Offset
              and Size to the binding point at index Index of the transform feedback object Xfb.

              External documentation.

       transformFeedbackVaryings(Program :: i(),
                                 Varyings :: [unicode:chardata()],
                                 BufferMode :: enum()) ->
                                    ok

              The  names  of the vertex or geometry shader outputs to be recorded in transform feedback mode are
              specified using gl:transformFeedbackVaryings/3.  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.

              External documentation.

       translated(X :: f(), Y :: f(), Z :: f()) -> ok

       translatef(X :: f(), Y :: f(), Z :: f()) -> ok

              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:multMatrix() were called with the following matrix for its argument:

              External documentation.

       uniform1d(Location :: i(), X :: f()) -> ok

       uniform1dv(Location :: i(), Value :: [f()]) -> ok

       uniform1f(Location :: i(), V0 :: f()) -> ok

       uniform1fv(Location :: i(), Value :: [f()]) -> ok

       uniform1i(Location :: i(), V0 :: i()) -> ok

       uniform1iv(Location :: i(), Value :: [i()]) -> ok

       uniform1ui(Location :: i(), V0 :: i()) -> ok

       uniform1uiv(Location :: i(), Value :: [i()]) -> ok

       uniform2d(Location :: i(), X :: f(), Y :: f()) -> ok

       uniform2dv(Location :: i(), Value :: [{f(), f()}]) -> ok

       uniform2f(Location :: i(), V0 :: f(), V1 :: f()) -> ok

       uniform2fv(Location :: i(), Value :: [{f(), f()}]) -> ok

       uniform2i(Location :: i(), V0 :: i(), V1 :: i()) -> ok

       uniform2iv(Location :: i(), Value :: [{i(), i()}]) -> ok

       uniform2ui(Location :: i(), V0 :: i(), V1 :: i()) -> ok

       uniform2uiv(Location :: i(), Value :: [{i(), i()}]) -> ok

       uniform3d(Location :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

       uniform3dv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok

       uniform3f(Location :: i(), V0 :: f(), V1 :: f(), V2 :: f()) -> ok

       uniform3fv(Location :: i(), Value :: [{f(), f(), f()}]) -> ok

       uniform3i(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok

       uniform3iv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok

       uniform3ui(Location :: i(), V0 :: i(), V1 :: i(), V2 :: i()) -> ok

       uniform3uiv(Location :: i(), Value :: [{i(), i(), i()}]) -> ok

       uniform4d(Location :: i(), X :: f(), Y :: f(), Z :: f(), W :: f()) ->
                    ok

       uniform4dv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok

       uniform4f(Location :: i(),
                 V0 :: f(),
                 V1 :: f(),
                 V2 :: f(),
                 V3 :: f()) ->
                    ok

       uniform4fv(Location :: i(), Value :: [{f(), f(), f(), f()}]) -> ok

       uniform4i(Location :: i(),
                 V0 :: i(),
                 V1 :: i(),
                 V2 :: i(),
                 V3 :: i()) ->
                    ok

       uniform4iv(Location :: i(), Value :: [{i(), i(), i(), i()}]) -> ok

       uniform4ui(Location :: i(),
                  V0 :: i(),
                  V1 :: i(),
                  V2 :: i(),
                  V3 :: i()) ->
                     ok

       uniform4uiv(Location :: i(), Value :: [{i(), i(), i(), i()}]) ->
                      ok

       uniformMatrix2dv(Location :: i(),
                        Transpose :: 0 | 1,
                        Value :: [{f(), f(), f(), f()}]) ->
                           ok

       uniformMatrix2fv(Location :: i(),
                        Transpose :: 0 | 1,
                        Value :: [{f(), f(), f(), f()}]) ->
                           ok

       uniformMatrix2x3dv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix2x3fv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix2x4dv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix2x4fv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix3dv(Location :: i(),
                        Transpose :: 0 | 1,
                        Value ::
                            [{f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f()}]) ->
                           ok

       uniformMatrix3fv(Location :: i(),
                        Transpose :: 0 | 1,
                        Value ::
                            [{f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f(),
                              f()}]) ->
                           ok

       uniformMatrix3x2dv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix3x2fv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value :: [{f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix3x4dv(Location, Transpose, Value) -> ok

       uniformMatrix3x4fv(Location, Transpose, Value) -> ok

       uniformMatrix4dv(Location, Transpose, Value) -> ok

       uniformMatrix4fv(Location, Transpose, Value) -> ok

       uniformMatrix4x2dv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix4x2fv(Location :: i(),
                          Transpose :: 0 | 1,
                          Value ::
                              [{f(), f(), f(), f(), f(), f(), f(), f()}]) ->
                             ok

       uniformMatrix4x3dv(Location, Transpose, Value) -> ok

       uniformMatrix4x3fv(Location, Transpose, Value) -> ok

              Types:

                 Location = i()
                 Transpose = 0 | 1
                 Value =
                     [{f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f(), f()}]

              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.

              External documentation.

       uniformBlockBinding(Program :: i(),
                           UniformBlockIndex :: i(),
                           UniformBlockBinding :: i()) ->
                              ok

              Binding  points  for  active uniform blocks are assigned using gl:uniformBlockBinding/3. 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.

              External documentation.

       uniformSubroutinesuiv(Shadertype :: enum(), Indices :: [i()]) ->
                                ok

              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.

              External documentation.

       useProgram(Program :: i()) -> ok

              gl:useProgram/1  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.

              External documentation.

       useProgramStages(Pipeline :: i(), Stages :: i(), Program :: i()) ->
                           ok

              gl:useProgramStages/3 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,      ?GL_FRAGMENT_SHADER_BIT     and
              ?GL_COMPUTE_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.

              External documentation.

       validateProgram(Program :: i()) -> ok

              gl:validateProgram/1  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.

              External documentation.

       validateProgramPipeline(Pipeline :: i()) -> ok

              gl:validateProgramPipeline/1 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.

              External documentation.

       vertex2d(X :: f(), Y :: f()) -> ok

       vertex2dv(X1 :: {X :: f(), Y :: f()}) -> ok

       vertex2f(X :: f(), Y :: f()) -> ok

       vertex2fv(X1 :: {X :: f(), Y :: f()}) -> ok

       vertex2i(X :: i(), Y :: i()) -> ok

       vertex2iv(X1 :: {X :: i(), Y :: i()}) -> ok

       vertex2s(X :: i(), Y :: i()) -> ok

       vertex2sv(X1 :: {X :: i(), Y :: i()}) -> ok

       vertex3d(X :: f(), Y :: f(), Z :: f()) -> ok

       vertex3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

       vertex3f(X :: f(), Y :: f(), Z :: f()) -> ok

       vertex3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

       vertex3i(X :: i(), Y :: i(), Z :: i()) -> ok

       vertex3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

       vertex3s(X :: i(), Y :: i(), Z :: i()) -> ok

       vertex3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

       vertex4d(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok

       vertex4dv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok

       vertex4f(X :: f(), Y :: f(), Z :: f(), W :: f()) -> ok

       vertex4fv(X1 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) -> ok

       vertex4i(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok

       vertex4iv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

       vertex4s(X :: i(), Y :: i(), Z :: i(), W :: i()) -> ok

       vertex4sv(X1 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) -> ok

              gl:vertex()  commands  are  used  within gl:'begin'/1/gl:'end'/0 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.

              External documentation.

       vertexArrayElementBuffer(Vaobj :: i(), Buffer :: i()) -> ok

              gl:vertexArrayElementBuffer/2  binds  a  buffer  object with id Buffer to the element array buffer
              bind point of a vertex array object with id Vaobj. If Buffer is zero, any existing  element  array
              buffer binding to Vaobj is removed.

              External documentation.

       vertexAttrib1d(Index :: i(), X :: f()) -> ok

       vertexAttrib1dv(Index :: i(), X2 :: {X :: f()}) -> ok

       vertexAttrib1f(Index :: i(), X :: f()) -> ok

       vertexAttrib1fv(Index :: i(), X2 :: {X :: f()}) -> ok

       vertexAttrib1s(Index :: i(), X :: i()) -> ok

       vertexAttrib1sv(Index :: i(), X2 :: {X :: i()}) -> ok

       vertexAttrib2d(Index :: i(), X :: f(), Y :: f()) -> ok

       vertexAttrib2dv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok

       vertexAttrib2f(Index :: i(), X :: f(), Y :: f()) -> ok

       vertexAttrib2fv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok

       vertexAttrib2s(Index :: i(), X :: i(), Y :: i()) -> ok

       vertexAttrib2sv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok

       vertexAttrib3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

       vertexAttrib3dv(Index :: i(),
                       X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
                          ok

       vertexAttrib3f(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

       vertexAttrib3fv(Index :: i(),
                       X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
                          ok

       vertexAttrib3s(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok

       vertexAttrib3sv(Index :: i(),
                       X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
                          ok

       vertexAttrib4Nbv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Niv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Nsv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Nub(Index :: i(),
                        X :: i(),
                        Y :: i(),
                        Z :: i(),
                        W :: i()) ->
                           ok

       vertexAttrib4Nubv(Index :: i(),
                         X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                            ok

       vertexAttrib4Nuiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4Nusv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4d(Index :: i(),
                      X :: f(),
                      Y :: f(),
                      Z :: f(),
                      W :: f()) ->
                         ok

       vertexAttrib4dv(Index :: i(),
                       X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
                          ok

       vertexAttrib4f(Index :: i(),
                      X :: f(),
                      Y :: f(),
                      Z :: f(),
                      W :: f()) ->
                         ok

       vertexAttrib4fv(Index :: i(),
                       X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
                          ok

       vertexAttrib4iv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4s(Index :: i(),
                      X :: i(),
                      Y :: i(),
                      Z :: i(),
                      W :: i()) ->
                         ok

       vertexAttrib4sv(Index :: i(),
                       X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                          ok

       vertexAttrib4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4uiv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttrib4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI1i(Index :: i(), X :: i()) -> ok

       vertexAttribI1iv(Index :: i(), X2 :: {X :: i()}) -> ok

       vertexAttribI1ui(Index :: i(), X :: i()) -> ok

       vertexAttribI1uiv(Index :: i(), X2 :: {X :: i()}) -> ok

       vertexAttribI2i(Index :: i(), X :: i(), Y :: i()) -> ok

       vertexAttribI2iv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok

       vertexAttribI2ui(Index :: i(), X :: i(), Y :: i()) -> ok

       vertexAttribI2uiv(Index :: i(), X2 :: {X :: i(), Y :: i()}) -> ok

       vertexAttribI3i(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok

       vertexAttribI3iv(Index :: i(),
                        X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
                           ok

       vertexAttribI3ui(Index :: i(), X :: i(), Y :: i(), Z :: i()) -> ok

       vertexAttribI3uiv(Index :: i(),
                         X2 :: {X :: i(), Y :: i(), Z :: i()}) ->
                            ok

       vertexAttribI4bv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI4i(Index :: i(),
                       X :: i(),
                       Y :: i(),
                       Z :: i(),
                       W :: i()) ->
                          ok

       vertexAttribI4iv(Index :: i(),
                        X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                           ok

       vertexAttribI4sv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI4ubv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribI4ui(Index :: i(),
                        X :: i(),
                        Y :: i(),
                        Z :: i(),
                        W :: i()) ->
                           ok

       vertexAttribI4uiv(Index :: i(),
                         X2 :: {X :: i(), Y :: i(), Z :: i(), W :: i()}) ->
                            ok

       vertexAttribI4usv(Index :: i(), V :: {i(), i(), i(), i()}) -> ok

       vertexAttribL1d(Index :: i(), X :: f()) -> ok

       vertexAttribL1dv(Index :: i(), X2 :: {X :: f()}) -> ok

       vertexAttribL2d(Index :: i(), X :: f(), Y :: f()) -> ok

       vertexAttribL2dv(Index :: i(), X2 :: {X :: f(), Y :: f()}) -> ok

       vertexAttribL3d(Index :: i(), X :: f(), Y :: f(), Z :: f()) -> ok

       vertexAttribL3dv(Index :: i(),
                        X2 :: {X :: f(), Y :: f(), Z :: f()}) ->
                           ok

       vertexAttribL4d(Index :: i(),
                       X :: f(),
                       Y :: f(),
                       Z :: f(),
                       W :: f()) ->
                          ok

       vertexAttribL4dv(Index :: i(),
                        X2 :: {X :: f(), Y :: f(), Z :: f(), W :: f()}) ->
                           ok

              The  gl:vertexAttrib()  family  of  entry  points  allows  an  application  to pass generic vertex
              attributes in numbered locations.

              External documentation.

       vertexArrayAttribBinding(Vaobj :: i(),
                                Attribindex :: i(),
                                Bindingindex :: i()) ->
                                   ok

       vertexAttribBinding(Attribindex :: i(), Bindingindex :: i()) -> ok

              gl:vertexAttribBinding/2 and gl:vertexArrayAttribBinding/3 establishes an association between  the
              generic  vertex  attribute  of  a  vertex  array object whose index is given by Attribindex, and a
              vertex buffer binding whose index is given  by  Bindingindex.  For  gl:vertexAttribBinding/2,  the
              vertex  array object affected is that currently bound. For gl:vertexArrayAttribBinding/3, Vaobj is
              the name of the vertex array object.

              External documentation.

       vertexAttribDivisor(Index :: i(), Divisor :: i()) -> ok

              gl:vertexAttribDivisor/2 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.

              External documentation.

       vertexArrayAttribFormat(Vaobj, Attribindex, Size, Type,
                               Normalized, Relativeoffset) ->
                                  ok

       vertexArrayAttribIFormat(Vaobj :: i(),
                                Attribindex :: i(),
                                Size :: i(),
                                Type :: enum(),
                                Relativeoffset :: i()) ->
                                   ok

       vertexArrayAttribLFormat(Vaobj :: i(),
                                Attribindex :: i(),
                                Size :: i(),
                                Type :: enum(),
                                Relativeoffset :: i()) ->
                                   ok

       vertexAttribFormat(Attribindex :: i(),
                          Size :: i(),
                          Type :: enum(),
                          Normalized :: 0 | 1,
                          Relativeoffset :: i()) ->
                             ok

       vertexAttribIFormat(Attribindex :: i(),
                           Size :: i(),
                           Type :: enum(),
                           Relativeoffset :: i()) ->
                              ok

       vertexAttribIPointer(Index :: i(),
                            Size :: i(),
                            Type :: enum(),
                            Stride :: i(),
                            Pointer :: offset() | mem()) ->
                               ok

       vertexAttribLFormat(Attribindex :: i(),
                           Size :: i(),
                           Type :: enum(),
                           Relativeoffset :: i()) ->
                              ok

       vertexAttribLPointer(Index :: i(),
                            Size :: i(),
                            Type :: enum(),
                            Stride :: i(),
                            Pointer :: offset() | mem()) ->
                               ok

              gl:vertexAttribFormat/5,  gl:vertexAttribIFormat/4  and  gl:vertexAttribLFormat/4,  as   well   as
              gl:vertexArrayAttribFormat/6,   gl:vertexArrayAttribIFormat/5   and  gl:vertexArrayAttribLFormat/5
              specify the organization of data in vertex arrays. The first three  calls  operate  on  the  bound
              vertex array object, whereas the last three ones modify the state of a vertex array object with ID
              Vaobj.  Attribindex specifies the index of the generic vertex attribute array whose data layout is
              being described, and must be less than the value of ?GL_MAX_VERTEX_ATTRIBS.

              External documentation.

       vertexAttribPointer(Index, Size, Type, Normalized, Stride,
                           Pointer) ->
                              ok

              Types:

                 Index = Size = i()
                 Type = enum()
                 Normalized = 0 | 1
                 Stride = i()
                 Pointer = offset() | mem()

              gl:vertexAttribPointer/6,  gl:vertexAttribIPointer/5  and  gl:vertexAttribLPointer/5  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.

              External documentation.

       vertexArrayBindingDivisor(Vaobj :: i(),
                                 Bindingindex :: i(),
                                 Divisor :: i()) ->
                                    ok

       vertexBindingDivisor(Bindingindex :: i(), Divisor :: i()) -> ok

              gl:vertexBindingDivisor/2  and  gl:vertexArrayBindingDivisor/3  modify  the  rate at which generic
              vertex attributes advance when rendering  multiple  instances  of  primitives  in  a  single  draw
              command.  If  Divisor  is zero, the attributes using the buffer bound to Bindingindex advance once
              per vertex. If Divisor is non-zero, the attributes advance  once  per  Divisor  instances  of  the
              set(s)  of  vertices being rendered. An attribute is referred to as instanced if the corresponding
              Divisor value is non-zero.

              External documentation.

       vertexPointer(Size :: i(),
                     Type :: enum(),
                     Stride :: i(),
                     Ptr :: offset() | mem()) ->
                        ok

              gl:vertexPointer/4 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.)

              External documentation.

       viewport(X :: i(), Y :: i(), Width :: i(), Height :: i()) -> ok

              gl:viewport/4 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:

              External documentation.

       viewportArrayv(First :: i(), V :: [{f(), f(), f(), f()}]) -> ok

              gl:viewportArrayv/2  specifies  the  parameters  for  multiple  viewports  simulataneously.  First
              specifies the index of the first viewport to modify and Count specifies the number of viewports to
              modify. First must be less than the value of ?GL_MAX_VIEWPORTS, and First +  Count  must  be  less
              than  or  equal  to  the value of ?GL_MAX_VIEWPORTS. Viewports whose indices lie outside the range
              [First, First + Count) are not modified. 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:

              External documentation.

       viewportIndexedf(Index :: i(),
                        X :: f(),
                        Y :: f(),
                        W :: f(),
                        H :: f()) ->
                           ok

       viewportIndexedfv(Index :: i(), V :: {f(), f(), f(), f()}) -> ok

              gl:viewportIndexedf/5 and gl:viewportIndexedfv/2 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/5, X, Y, W, and H specify the left, bottom,  width  and
              height of the viewport in pixels, respectively. For gl:viewportIndexedfv/2, 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:

              External documentation.

       waitSync(Sync :: i(), Flags :: i(), Timeout :: i()) -> ok

              gl:waitSync/3 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/3 operate
              properly in the presence of such extensions.

              External documentation.

       windowPos2d(X :: f(), Y :: f()) -> ok

       windowPos2dv(X1 :: {X :: f(), Y :: f()}) -> ok

       windowPos2f(X :: f(), Y :: f()) -> ok

       windowPos2fv(X1 :: {X :: f(), Y :: f()}) -> ok

       windowPos2i(X :: i(), Y :: i()) -> ok

       windowPos2iv(X1 :: {X :: i(), Y :: i()}) -> ok

       windowPos2s(X :: i(), Y :: i()) -> ok

       windowPos2sv(X1 :: {X :: i(), Y :: i()}) -> ok

       windowPos3d(X :: f(), Y :: f(), Z :: f()) -> ok

       windowPos3dv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

       windowPos3f(X :: f(), Y :: f(), Z :: f()) -> ok

       windowPos3fv(X1 :: {X :: f(), Y :: f(), Z :: f()}) -> ok

       windowPos3i(X :: i(), Y :: i(), Z :: i()) -> ok

       windowPos3iv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

       windowPos3s(X :: i(), Y :: i(), Z :: i()) -> ok

       windowPos3sv(X1 :: {X :: i(), Y :: i(), Z :: i()}) -> ok

              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.

              External documentation.

Ericsson AB                                        wx 2.2.2.1                                           gl(3erl)