OpenGL-3.0.2.0: A binding for the OpenGL graphics system

Copyright(c) Sven Panne 2002-2016
LicenseBSD3
MaintainerSven Panne <svenpanne@gmail.com>
Stabilitystable
Portabilityportable
Safe HaskellNone
LanguageHaskell2010

Graphics.Rendering.OpenGL.GL.VertexSpec

Contents

Description

This module corresponds to section 2.7 (Vertex Specification) of the OpenGL 2.1 specs.

Synopsis

Vertex Coordinates

class Vertex a where Source #

Specify the (x, y, z, w) coordinates of a four-dimensional vertex. This must only be done during renderPrimitive, otherwise the behaviour is unspecified. The current values of the auxiliary vertex attributes are associated with the vertex.

Note that there is no such thing as a "current vertex" which could be retrieved.

Minimal complete definition

vertex, vertexv

Methods

vertex :: a -> IO () Source #

vertexv :: Ptr a -> IO () Source #

Instances

VertexComponent a => Vertex (Vertex4 a) Source # 

Methods

vertex :: Vertex4 a -> IO () Source #

vertexv :: Ptr (Vertex4 a) -> IO () Source #

VertexComponent a => Vertex (Vertex3 a) Source # 

Methods

vertex :: Vertex3 a -> IO () Source #

vertexv :: Ptr (Vertex3 a) -> IO () Source #

VertexComponent a => Vertex (Vertex2 a) Source # 

Methods

vertex :: Vertex2 a -> IO () Source #

vertexv :: Ptr (Vertex2 a) -> IO () Source #

class VertexComponent a Source #

The class of all types which can be used as a vertex coordinate.

Minimal complete definition

vertex2, vertex3, vertex4, vertex2v, vertex3v, vertex4v

Auxiliary Vertex Attributes

Apart from its coordinates in four-dimensional space, every vertex has associated auxiliary attributes: Its texture coordinates, a normal, a fog coordinate, and a color plus a secondary color. For every attribute, the OpenGL state contains its current value, which can be changed at any time.

Every attribute has a "natural" format via which it can be manipulated directly as part of the OpenGL state, e.g. the current texture coordinates are internally handled as TexCoord4 GLfloat. Different formats are converted to this format, e.g. the s, r, and t coordinates of a TexCoord3 GLint are converted to floating point values and a q coordinate of 1.0 is implicitly assumed.

Consequently, the vast majority of classes, functions, and data types in this module are for convenience only and offer no additional functionality.

Texture Coordinates

currentTextureCoords :: StateVar (TexCoord4 GLfloat) Source #

The current texture coordinates (s, t, r, q) for the current texture unit (see activeTexture). The initial value is (0,0,0,1) for all texture units.

class TexCoord a where Source #

Change the current texture coordinates of the current or given texture unit.

Minimal complete definition

texCoord, texCoordv, multiTexCoord, multiTexCoordv

Methods

texCoord :: a -> IO () Source #

texCoordv :: Ptr a -> IO () Source #

multiTexCoord :: TextureUnit -> a -> IO () Source #

multiTexCoordv :: TextureUnit -> Ptr a -> IO () Source #

class TexCoordComponent a Source #

The class of all types which can be used as a texture coordinate.

Minimal complete definition

texCoord1, texCoord2, texCoord3, texCoord4, texCoord1v, texCoord2v, texCoord3v, texCoord4v, multiTexCoord1, multiTexCoord2, multiTexCoord3, multiTexCoord4, multiTexCoord1v, multiTexCoord2v, multiTexCoord3v, multiTexCoord4v

Instances

TexCoordComponent GLshort Source # 
TexCoordComponent GLint Source # 
TexCoordComponent GLfloat Source # 
TexCoordComponent GLdouble Source # 

newtype TexCoord1 a Source #

Texture coordinates with t=0, r=0, and q=1.

Constructors

TexCoord1 a 

Instances

Functor TexCoord1 Source # 

Methods

fmap :: (a -> b) -> TexCoord1 a -> TexCoord1 b #

(<$) :: a -> TexCoord1 b -> TexCoord1 a #

Applicative TexCoord1 Source # 

Methods

pure :: a -> TexCoord1 a #

(<*>) :: TexCoord1 (a -> b) -> TexCoord1 a -> TexCoord1 b #

(*>) :: TexCoord1 a -> TexCoord1 b -> TexCoord1 b #

(<*) :: TexCoord1 a -> TexCoord1 b -> TexCoord1 a #

Foldable TexCoord1 Source # 

Methods

fold :: Monoid m => TexCoord1 m -> m #

foldMap :: Monoid m => (a -> m) -> TexCoord1 a -> m #

foldr :: (a -> b -> b) -> b -> TexCoord1 a -> b #

foldr' :: (a -> b -> b) -> b -> TexCoord1 a -> b #

foldl :: (b -> a -> b) -> b -> TexCoord1 a -> b #

foldl' :: (b -> a -> b) -> b -> TexCoord1 a -> b #

foldr1 :: (a -> a -> a) -> TexCoord1 a -> a #

foldl1 :: (a -> a -> a) -> TexCoord1 a -> a #

toList :: TexCoord1 a -> [a] #

null :: TexCoord1 a -> Bool #

length :: TexCoord1 a -> Int #

elem :: Eq a => a -> TexCoord1 a -> Bool #

maximum :: Ord a => TexCoord1 a -> a #

minimum :: Ord a => TexCoord1 a -> a #

sum :: Num a => TexCoord1 a -> a #

product :: Num a => TexCoord1 a -> a #

Traversable TexCoord1 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> TexCoord1 a -> f (TexCoord1 b) #

sequenceA :: Applicative f => TexCoord1 (f a) -> f (TexCoord1 a) #

mapM :: Monad m => (a -> m b) -> TexCoord1 a -> m (TexCoord1 b) #

sequence :: Monad m => TexCoord1 (m a) -> m (TexCoord1 a) #

ControlPoint TexCoord1 Source # 
Bounded a => Bounded (TexCoord1 a) Source # 
Eq a => Eq (TexCoord1 a) Source # 

Methods

(==) :: TexCoord1 a -> TexCoord1 a -> Bool #

(/=) :: TexCoord1 a -> TexCoord1 a -> Bool #

Ord a => Ord (TexCoord1 a) Source # 
Read a => Read (TexCoord1 a) Source # 
Show a => Show (TexCoord1 a) Source # 
Ix a => Ix (TexCoord1 a) Source # 
Storable a => Storable (TexCoord1 a) Source # 

Methods

sizeOf :: TexCoord1 a -> Int #

alignment :: TexCoord1 a -> Int #

peekElemOff :: Ptr (TexCoord1 a) -> Int -> IO (TexCoord1 a) #

pokeElemOff :: Ptr (TexCoord1 a) -> Int -> TexCoord1 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (TexCoord1 a) #

pokeByteOff :: Ptr b -> Int -> TexCoord1 a -> IO () #

peek :: Ptr (TexCoord1 a) -> IO (TexCoord1 a) #

poke :: Ptr (TexCoord1 a) -> TexCoord1 a -> IO () #

VertexAttribComponent a => VertexAttrib (TexCoord1 a) Source # 
TexCoordComponent a => TexCoord (TexCoord1 a) Source # 
UniformComponent a => Uniform (TexCoord1 a) Source # 

data TexCoord2 a Source #

Texture coordinates with r=0 and q=1.

Constructors

TexCoord2 !a !a 

Instances

Functor TexCoord2 Source # 

Methods

fmap :: (a -> b) -> TexCoord2 a -> TexCoord2 b #

(<$) :: a -> TexCoord2 b -> TexCoord2 a #

Applicative TexCoord2 Source # 

Methods

pure :: a -> TexCoord2 a #

(<*>) :: TexCoord2 (a -> b) -> TexCoord2 a -> TexCoord2 b #

(*>) :: TexCoord2 a -> TexCoord2 b -> TexCoord2 b #

(<*) :: TexCoord2 a -> TexCoord2 b -> TexCoord2 a #

Foldable TexCoord2 Source # 

Methods

fold :: Monoid m => TexCoord2 m -> m #

foldMap :: Monoid m => (a -> m) -> TexCoord2 a -> m #

foldr :: (a -> b -> b) -> b -> TexCoord2 a -> b #

foldr' :: (a -> b -> b) -> b -> TexCoord2 a -> b #

foldl :: (b -> a -> b) -> b -> TexCoord2 a -> b #

foldl' :: (b -> a -> b) -> b -> TexCoord2 a -> b #

foldr1 :: (a -> a -> a) -> TexCoord2 a -> a #

foldl1 :: (a -> a -> a) -> TexCoord2 a -> a #

toList :: TexCoord2 a -> [a] #

null :: TexCoord2 a -> Bool #

length :: TexCoord2 a -> Int #

elem :: Eq a => a -> TexCoord2 a -> Bool #

maximum :: Ord a => TexCoord2 a -> a #

minimum :: Ord a => TexCoord2 a -> a #

sum :: Num a => TexCoord2 a -> a #

product :: Num a => TexCoord2 a -> a #

Traversable TexCoord2 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> TexCoord2 a -> f (TexCoord2 b) #

sequenceA :: Applicative f => TexCoord2 (f a) -> f (TexCoord2 a) #

mapM :: Monad m => (a -> m b) -> TexCoord2 a -> m (TexCoord2 b) #

sequence :: Monad m => TexCoord2 (m a) -> m (TexCoord2 a) #

ControlPoint TexCoord2 Source # 
Bounded a => Bounded (TexCoord2 a) Source # 
Eq a => Eq (TexCoord2 a) Source # 

Methods

(==) :: TexCoord2 a -> TexCoord2 a -> Bool #

(/=) :: TexCoord2 a -> TexCoord2 a -> Bool #

Ord a => Ord (TexCoord2 a) Source # 
Read a => Read (TexCoord2 a) Source # 
Show a => Show (TexCoord2 a) Source # 
Ix a => Ix (TexCoord2 a) Source # 
Storable a => Storable (TexCoord2 a) Source # 

Methods

sizeOf :: TexCoord2 a -> Int #

alignment :: TexCoord2 a -> Int #

peekElemOff :: Ptr (TexCoord2 a) -> Int -> IO (TexCoord2 a) #

pokeElemOff :: Ptr (TexCoord2 a) -> Int -> TexCoord2 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (TexCoord2 a) #

pokeByteOff :: Ptr b -> Int -> TexCoord2 a -> IO () #

peek :: Ptr (TexCoord2 a) -> IO (TexCoord2 a) #

poke :: Ptr (TexCoord2 a) -> TexCoord2 a -> IO () #

VertexAttribComponent a => VertexAttrib (TexCoord2 a) Source # 
TexCoordComponent a => TexCoord (TexCoord2 a) Source # 
UniformComponent a => Uniform (TexCoord2 a) Source # 

data TexCoord3 a Source #

Texture coordinates with q=1.

Constructors

TexCoord3 !a !a !a 

Instances

Functor TexCoord3 Source # 

Methods

fmap :: (a -> b) -> TexCoord3 a -> TexCoord3 b #

(<$) :: a -> TexCoord3 b -> TexCoord3 a #

Applicative TexCoord3 Source # 

Methods

pure :: a -> TexCoord3 a #

(<*>) :: TexCoord3 (a -> b) -> TexCoord3 a -> TexCoord3 b #

(*>) :: TexCoord3 a -> TexCoord3 b -> TexCoord3 b #

(<*) :: TexCoord3 a -> TexCoord3 b -> TexCoord3 a #

Foldable TexCoord3 Source # 

Methods

fold :: Monoid m => TexCoord3 m -> m #

foldMap :: Monoid m => (a -> m) -> TexCoord3 a -> m #

foldr :: (a -> b -> b) -> b -> TexCoord3 a -> b #

foldr' :: (a -> b -> b) -> b -> TexCoord3 a -> b #

foldl :: (b -> a -> b) -> b -> TexCoord3 a -> b #

foldl' :: (b -> a -> b) -> b -> TexCoord3 a -> b #

foldr1 :: (a -> a -> a) -> TexCoord3 a -> a #

foldl1 :: (a -> a -> a) -> TexCoord3 a -> a #

toList :: TexCoord3 a -> [a] #

null :: TexCoord3 a -> Bool #

length :: TexCoord3 a -> Int #

elem :: Eq a => a -> TexCoord3 a -> Bool #

maximum :: Ord a => TexCoord3 a -> a #

minimum :: Ord a => TexCoord3 a -> a #

sum :: Num a => TexCoord3 a -> a #

product :: Num a => TexCoord3 a -> a #

Traversable TexCoord3 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> TexCoord3 a -> f (TexCoord3 b) #

sequenceA :: Applicative f => TexCoord3 (f a) -> f (TexCoord3 a) #

mapM :: Monad m => (a -> m b) -> TexCoord3 a -> m (TexCoord3 b) #

sequence :: Monad m => TexCoord3 (m a) -> m (TexCoord3 a) #

ControlPoint TexCoord3 Source # 
Bounded a => Bounded (TexCoord3 a) Source # 
Eq a => Eq (TexCoord3 a) Source # 

Methods

(==) :: TexCoord3 a -> TexCoord3 a -> Bool #

(/=) :: TexCoord3 a -> TexCoord3 a -> Bool #

Ord a => Ord (TexCoord3 a) Source # 
Read a => Read (TexCoord3 a) Source # 
Show a => Show (TexCoord3 a) Source # 
Ix a => Ix (TexCoord3 a) Source # 
Storable a => Storable (TexCoord3 a) Source # 

Methods

sizeOf :: TexCoord3 a -> Int #

alignment :: TexCoord3 a -> Int #

peekElemOff :: Ptr (TexCoord3 a) -> Int -> IO (TexCoord3 a) #

pokeElemOff :: Ptr (TexCoord3 a) -> Int -> TexCoord3 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (TexCoord3 a) #

pokeByteOff :: Ptr b -> Int -> TexCoord3 a -> IO () #

peek :: Ptr (TexCoord3 a) -> IO (TexCoord3 a) #

poke :: Ptr (TexCoord3 a) -> TexCoord3 a -> IO () #

VertexAttribComponent a => VertexAttrib (TexCoord3 a) Source # 
TexCoordComponent a => TexCoord (TexCoord3 a) Source # 
UniformComponent a => Uniform (TexCoord3 a) Source # 

data TexCoord4 a Source #

Fully-fledged four-dimensional texture coordinates.

Constructors

TexCoord4 !a !a !a !a 

Instances

Functor TexCoord4 Source # 

Methods

fmap :: (a -> b) -> TexCoord4 a -> TexCoord4 b #

(<$) :: a -> TexCoord4 b -> TexCoord4 a #

Applicative TexCoord4 Source # 

Methods

pure :: a -> TexCoord4 a #

(<*>) :: TexCoord4 (a -> b) -> TexCoord4 a -> TexCoord4 b #

(*>) :: TexCoord4 a -> TexCoord4 b -> TexCoord4 b #

(<*) :: TexCoord4 a -> TexCoord4 b -> TexCoord4 a #

Foldable TexCoord4 Source # 

Methods

fold :: Monoid m => TexCoord4 m -> m #

foldMap :: Monoid m => (a -> m) -> TexCoord4 a -> m #

foldr :: (a -> b -> b) -> b -> TexCoord4 a -> b #

foldr' :: (a -> b -> b) -> b -> TexCoord4 a -> b #

foldl :: (b -> a -> b) -> b -> TexCoord4 a -> b #

foldl' :: (b -> a -> b) -> b -> TexCoord4 a -> b #

foldr1 :: (a -> a -> a) -> TexCoord4 a -> a #

foldl1 :: (a -> a -> a) -> TexCoord4 a -> a #

toList :: TexCoord4 a -> [a] #

null :: TexCoord4 a -> Bool #

length :: TexCoord4 a -> Int #

elem :: Eq a => a -> TexCoord4 a -> Bool #

maximum :: Ord a => TexCoord4 a -> a #

minimum :: Ord a => TexCoord4 a -> a #

sum :: Num a => TexCoord4 a -> a #

product :: Num a => TexCoord4 a -> a #

Traversable TexCoord4 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> TexCoord4 a -> f (TexCoord4 b) #

sequenceA :: Applicative f => TexCoord4 (f a) -> f (TexCoord4 a) #

mapM :: Monad m => (a -> m b) -> TexCoord4 a -> m (TexCoord4 b) #

sequence :: Monad m => TexCoord4 (m a) -> m (TexCoord4 a) #

ControlPoint TexCoord4 Source # 
Bounded a => Bounded (TexCoord4 a) Source # 
Eq a => Eq (TexCoord4 a) Source # 

Methods

(==) :: TexCoord4 a -> TexCoord4 a -> Bool #

(/=) :: TexCoord4 a -> TexCoord4 a -> Bool #

Ord a => Ord (TexCoord4 a) Source # 
Read a => Read (TexCoord4 a) Source # 
Show a => Show (TexCoord4 a) Source # 
Ix a => Ix (TexCoord4 a) Source # 
Storable a => Storable (TexCoord4 a) Source # 

Methods

sizeOf :: TexCoord4 a -> Int #

alignment :: TexCoord4 a -> Int #

peekElemOff :: Ptr (TexCoord4 a) -> Int -> IO (TexCoord4 a) #

pokeElemOff :: Ptr (TexCoord4 a) -> Int -> TexCoord4 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (TexCoord4 a) #

pokeByteOff :: Ptr b -> Int -> TexCoord4 a -> IO () #

peek :: Ptr (TexCoord4 a) -> IO (TexCoord4 a) #

poke :: Ptr (TexCoord4 a) -> TexCoord4 a -> IO () #

VertexAttribComponent a => VertexAttrib (TexCoord4 a) Source # 
TexCoordComponent a => TexCoord (TexCoord4 a) Source # 
UniformComponent a => Uniform (TexCoord4 a) Source # 

Normal

currentNormal :: StateVar (Normal3 GLfloat) Source #

The current normal (x, y, z). The initial value is the unit vector (0, 0, 1).

class Normal a where Source #

Change the current normal. Integral arguments are converted to floating-point 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.

Normals specified with normal or normalv need not have unit length. If normalize is enabled, then normals of any length specified with normal or normalv are normalized after transformation. If rescaleNormal is enabled, normals are scaled by a scaling factor derived from the modelview matrix. rescaleNormal requires that the originally specified normals were of unit length, and that the modelview matrix contains only uniform scales for proper results. Normalization is initially disabled.

Minimal complete definition

normal, normalv

Methods

normal :: a -> IO () Source #

normalv :: Ptr a -> IO () Source #

Instances

NormalComponent a => Normal (Normal3 a) Source # 

Methods

normal :: Normal3 a -> IO () Source #

normalv :: Ptr (Normal3 a) -> IO () Source #

class NormalComponent a Source #

The class of all types which can be used as a component of a normal.

Minimal complete definition

normal3, normal3v

data Normal3 a Source #

Constructors

Normal3 !a !a !a 

Instances

Functor Normal3 Source # 

Methods

fmap :: (a -> b) -> Normal3 a -> Normal3 b #

(<$) :: a -> Normal3 b -> Normal3 a #

Applicative Normal3 Source # 

Methods

pure :: a -> Normal3 a #

(<*>) :: Normal3 (a -> b) -> Normal3 a -> Normal3 b #

(*>) :: Normal3 a -> Normal3 b -> Normal3 b #

(<*) :: Normal3 a -> Normal3 b -> Normal3 a #

Foldable Normal3 Source # 

Methods

fold :: Monoid m => Normal3 m -> m #

foldMap :: Monoid m => (a -> m) -> Normal3 a -> m #

foldr :: (a -> b -> b) -> b -> Normal3 a -> b #

foldr' :: (a -> b -> b) -> b -> Normal3 a -> b #

foldl :: (b -> a -> b) -> b -> Normal3 a -> b #

foldl' :: (b -> a -> b) -> b -> Normal3 a -> b #

foldr1 :: (a -> a -> a) -> Normal3 a -> a #

foldl1 :: (a -> a -> a) -> Normal3 a -> a #

toList :: Normal3 a -> [a] #

null :: Normal3 a -> Bool #

length :: Normal3 a -> Int #

elem :: Eq a => a -> Normal3 a -> Bool #

maximum :: Ord a => Normal3 a -> a #

minimum :: Ord a => Normal3 a -> a #

sum :: Num a => Normal3 a -> a #

product :: Num a => Normal3 a -> a #

Traversable Normal3 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> Normal3 a -> f (Normal3 b) #

sequenceA :: Applicative f => Normal3 (f a) -> f (Normal3 a) #

mapM :: Monad m => (a -> m b) -> Normal3 a -> m (Normal3 b) #

sequence :: Monad m => Normal3 (m a) -> m (Normal3 a) #

ControlPoint Normal3 Source # 

Methods

map1Target :: Domain d => Normal3 d -> GLenum

map2Target :: Domain d => Normal3 d -> GLenum

enableCap1 :: Domain d => Normal3 d -> EnableCap

enableCap2 :: Domain d => Normal3 d -> EnableCap

numComponents :: Domain d => Normal3 d -> Stride

peekControlPoint :: Domain d => Ptr (Normal3 d) -> IO (Normal3 d)

pokeControlPoint :: Domain d => Ptr (Normal3 d) -> Normal3 d -> IO ()

Bounded a => Bounded (Normal3 a) Source # 
Eq a => Eq (Normal3 a) Source # 

Methods

(==) :: Normal3 a -> Normal3 a -> Bool #

(/=) :: Normal3 a -> Normal3 a -> Bool #

Ord a => Ord (Normal3 a) Source # 

Methods

compare :: Normal3 a -> Normal3 a -> Ordering #

(<) :: Normal3 a -> Normal3 a -> Bool #

(<=) :: Normal3 a -> Normal3 a -> Bool #

(>) :: Normal3 a -> Normal3 a -> Bool #

(>=) :: Normal3 a -> Normal3 a -> Bool #

max :: Normal3 a -> Normal3 a -> Normal3 a #

min :: Normal3 a -> Normal3 a -> Normal3 a #

Read a => Read (Normal3 a) Source # 
Show a => Show (Normal3 a) Source # 

Methods

showsPrec :: Int -> Normal3 a -> ShowS #

show :: Normal3 a -> String #

showList :: [Normal3 a] -> ShowS #

Ix a => Ix (Normal3 a) Source # 

Methods

range :: (Normal3 a, Normal3 a) -> [Normal3 a] #

index :: (Normal3 a, Normal3 a) -> Normal3 a -> Int #

unsafeIndex :: (Normal3 a, Normal3 a) -> Normal3 a -> Int

inRange :: (Normal3 a, Normal3 a) -> Normal3 a -> Bool #

rangeSize :: (Normal3 a, Normal3 a) -> Int #

unsafeRangeSize :: (Normal3 a, Normal3 a) -> Int

Storable a => Storable (Normal3 a) Source # 

Methods

sizeOf :: Normal3 a -> Int #

alignment :: Normal3 a -> Int #

peekElemOff :: Ptr (Normal3 a) -> Int -> IO (Normal3 a) #

pokeElemOff :: Ptr (Normal3 a) -> Int -> Normal3 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (Normal3 a) #

pokeByteOff :: Ptr b -> Int -> Normal3 a -> IO () #

peek :: Ptr (Normal3 a) -> IO (Normal3 a) #

poke :: Ptr (Normal3 a) -> Normal3 a -> IO () #

VertexAttribComponent a => VertexAttrib (Normal3 a) Source # 
NormalComponent a => Normal (Normal3 a) Source # 

Methods

normal :: Normal3 a -> IO () Source #

normalv :: Ptr (Normal3 a) -> IO () Source #

UniformComponent a => Uniform (Normal3 a) Source # 

Fog Coordinate

currentFogCoord :: StateVar (FogCoord1 GLfloat) Source #

The current fog coordinate. The initial value is 0.

class FogCoord a where Source #

Change the current fog coordinate.

Minimal complete definition

fogCoord, fogCoordv

Methods

fogCoord :: a -> IO () Source #

fogCoordv :: Ptr a -> IO () Source #

Instances

class FogCoordComponent a Source #

The class of all types which can be used as the fog coordinate.

Minimal complete definition

fogCoord1, fogCoord1v

newtype FogCoord1 a Source #

A fog coordinate.

Constructors

FogCoord1 a 

Instances

Functor FogCoord1 Source # 

Methods

fmap :: (a -> b) -> FogCoord1 a -> FogCoord1 b #

(<$) :: a -> FogCoord1 b -> FogCoord1 a #

Applicative FogCoord1 Source # 

Methods

pure :: a -> FogCoord1 a #

(<*>) :: FogCoord1 (a -> b) -> FogCoord1 a -> FogCoord1 b #

(*>) :: FogCoord1 a -> FogCoord1 b -> FogCoord1 b #

(<*) :: FogCoord1 a -> FogCoord1 b -> FogCoord1 a #

Foldable FogCoord1 Source # 

Methods

fold :: Monoid m => FogCoord1 m -> m #

foldMap :: Monoid m => (a -> m) -> FogCoord1 a -> m #

foldr :: (a -> b -> b) -> b -> FogCoord1 a -> b #

foldr' :: (a -> b -> b) -> b -> FogCoord1 a -> b #

foldl :: (b -> a -> b) -> b -> FogCoord1 a -> b #

foldl' :: (b -> a -> b) -> b -> FogCoord1 a -> b #

foldr1 :: (a -> a -> a) -> FogCoord1 a -> a #

foldl1 :: (a -> a -> a) -> FogCoord1 a -> a #

toList :: FogCoord1 a -> [a] #

null :: FogCoord1 a -> Bool #

length :: FogCoord1 a -> Int #

elem :: Eq a => a -> FogCoord1 a -> Bool #

maximum :: Ord a => FogCoord1 a -> a #

minimum :: Ord a => FogCoord1 a -> a #

sum :: Num a => FogCoord1 a -> a #

product :: Num a => FogCoord1 a -> a #

Traversable FogCoord1 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> FogCoord1 a -> f (FogCoord1 b) #

sequenceA :: Applicative f => FogCoord1 (f a) -> f (FogCoord1 a) #

mapM :: Monad m => (a -> m b) -> FogCoord1 a -> m (FogCoord1 b) #

sequence :: Monad m => FogCoord1 (m a) -> m (FogCoord1 a) #

Bounded a => Bounded (FogCoord1 a) Source # 
Eq a => Eq (FogCoord1 a) Source # 

Methods

(==) :: FogCoord1 a -> FogCoord1 a -> Bool #

(/=) :: FogCoord1 a -> FogCoord1 a -> Bool #

Ord a => Ord (FogCoord1 a) Source # 
Read a => Read (FogCoord1 a) Source # 
Show a => Show (FogCoord1 a) Source # 
Ix a => Ix (FogCoord1 a) Source # 
Storable a => Storable (FogCoord1 a) Source # 

Methods

sizeOf :: FogCoord1 a -> Int #

alignment :: FogCoord1 a -> Int #

peekElemOff :: Ptr (FogCoord1 a) -> Int -> IO (FogCoord1 a) #

pokeElemOff :: Ptr (FogCoord1 a) -> Int -> FogCoord1 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (FogCoord1 a) #

pokeByteOff :: Ptr b -> Int -> FogCoord1 a -> IO () #

peek :: Ptr (FogCoord1 a) -> IO (FogCoord1 a) #

poke :: Ptr (FogCoord1 a) -> FogCoord1 a -> IO () #

VertexAttribComponent a => VertexAttrib (FogCoord1 a) Source # 
FogCoordComponent a => FogCoord (FogCoord1 a) Source # 

Methods

fogCoord :: FogCoord1 a -> IO () Source #

fogCoordv :: Ptr (FogCoord1 a) -> IO () Source #

UniformComponent a => Uniform (FogCoord1 a) Source # 

Color and Secondary Color

rgbaMode :: GettableStateVar Bool Source #

If rgbaMode contains True, the color buffers store RGBA value. If color indexes are stored, it contains False.

class Color a where Source #

Change the current color.

Minimal complete definition

color, colorv

Methods

color :: a -> IO () Source #

colorv :: Ptr a -> IO () Source #

Instances

ColorComponent a => Color (Color4 a) Source # 

Methods

color :: Color4 a -> IO () Source #

colorv :: Ptr (Color4 a) -> IO () Source #

ColorComponent a => Color (Color3 a) Source # 

Methods

color :: Color3 a -> IO () Source #

colorv :: Ptr (Color3 a) -> IO () Source #

class SecondaryColor a where Source #

Change the current secondary color.

Minimal complete definition

secondaryColor, secondaryColorv

Methods

secondaryColor :: a -> IO () Source #

secondaryColorv :: Ptr a -> IO () Source #

class ColorComponent a Source #

The class of all types which can be used as a color component.

Minimal complete definition

color3, color4, color3v, color4v, secondaryColor3, secondaryColor3v

Instances

ColorComponent GLbyte Source # 

Methods

color3 :: GLbyte -> GLbyte -> GLbyte -> IO ()

color4 :: GLbyte -> GLbyte -> GLbyte -> GLbyte -> IO ()

color3v :: Ptr GLbyte -> IO ()

color4v :: Ptr GLbyte -> IO ()

secondaryColor3 :: GLbyte -> GLbyte -> GLbyte -> IO ()

secondaryColor3v :: Ptr GLbyte -> IO ()

ColorComponent GLubyte Source # 
ColorComponent GLshort Source # 
ColorComponent GLushort Source # 
ColorComponent GLint Source # 

Methods

color3 :: GLint -> GLint -> GLint -> IO ()

color4 :: GLint -> GLint -> GLint -> GLint -> IO ()

color3v :: Ptr GLint -> IO ()

color4v :: Ptr GLint -> IO ()

secondaryColor3 :: GLint -> GLint -> GLint -> IO ()

secondaryColor3v :: Ptr GLint -> IO ()

ColorComponent GLuint Source # 

Methods

color3 :: GLuint -> GLuint -> GLuint -> IO ()

color4 :: GLuint -> GLuint -> GLuint -> GLuint -> IO ()

color3v :: Ptr GLuint -> IO ()

color4v :: Ptr GLuint -> IO ()

secondaryColor3 :: GLuint -> GLuint -> GLuint -> IO ()

secondaryColor3v :: Ptr GLuint -> IO ()

ColorComponent GLfloat Source # 
ColorComponent GLdouble Source # 

data Color3 a Source #

Constructors

Color3 !a !a !a 

Instances

Functor Color3 Source # 

Methods

fmap :: (a -> b) -> Color3 a -> Color3 b #

(<$) :: a -> Color3 b -> Color3 a #

Applicative Color3 Source # 

Methods

pure :: a -> Color3 a #

(<*>) :: Color3 (a -> b) -> Color3 a -> Color3 b #

(*>) :: Color3 a -> Color3 b -> Color3 b #

(<*) :: Color3 a -> Color3 b -> Color3 a #

Foldable Color3 Source # 

Methods

fold :: Monoid m => Color3 m -> m #

foldMap :: Monoid m => (a -> m) -> Color3 a -> m #

foldr :: (a -> b -> b) -> b -> Color3 a -> b #

foldr' :: (a -> b -> b) -> b -> Color3 a -> b #

foldl :: (b -> a -> b) -> b -> Color3 a -> b #

foldl' :: (b -> a -> b) -> b -> Color3 a -> b #

foldr1 :: (a -> a -> a) -> Color3 a -> a #

foldl1 :: (a -> a -> a) -> Color3 a -> a #

toList :: Color3 a -> [a] #

null :: Color3 a -> Bool #

length :: Color3 a -> Int #

elem :: Eq a => a -> Color3 a -> Bool #

maximum :: Ord a => Color3 a -> a #

minimum :: Ord a => Color3 a -> a #

sum :: Num a => Color3 a -> a #

product :: Num a => Color3 a -> a #

Traversable Color3 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> Color3 a -> f (Color3 b) #

sequenceA :: Applicative f => Color3 (f a) -> f (Color3 a) #

mapM :: Monad m => (a -> m b) -> Color3 a -> m (Color3 b) #

sequence :: Monad m => Color3 (m a) -> m (Color3 a) #

Bounded a => Bounded (Color3 a) Source # 

Methods

minBound :: Color3 a #

maxBound :: Color3 a #

Eq a => Eq (Color3 a) Source # 

Methods

(==) :: Color3 a -> Color3 a -> Bool #

(/=) :: Color3 a -> Color3 a -> Bool #

Ord a => Ord (Color3 a) Source # 

Methods

compare :: Color3 a -> Color3 a -> Ordering #

(<) :: Color3 a -> Color3 a -> Bool #

(<=) :: Color3 a -> Color3 a -> Bool #

(>) :: Color3 a -> Color3 a -> Bool #

(>=) :: Color3 a -> Color3 a -> Bool #

max :: Color3 a -> Color3 a -> Color3 a #

min :: Color3 a -> Color3 a -> Color3 a #

Read a => Read (Color3 a) Source # 
Show a => Show (Color3 a) Source # 

Methods

showsPrec :: Int -> Color3 a -> ShowS #

show :: Color3 a -> String #

showList :: [Color3 a] -> ShowS #

Ix a => Ix (Color3 a) Source # 

Methods

range :: (Color3 a, Color3 a) -> [Color3 a] #

index :: (Color3 a, Color3 a) -> Color3 a -> Int #

unsafeIndex :: (Color3 a, Color3 a) -> Color3 a -> Int

inRange :: (Color3 a, Color3 a) -> Color3 a -> Bool #

rangeSize :: (Color3 a, Color3 a) -> Int #

unsafeRangeSize :: (Color3 a, Color3 a) -> Int

Storable a => Storable (Color3 a) Source # 

Methods

sizeOf :: Color3 a -> Int #

alignment :: Color3 a -> Int #

peekElemOff :: Ptr (Color3 a) -> Int -> IO (Color3 a) #

pokeElemOff :: Ptr (Color3 a) -> Int -> Color3 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (Color3 a) #

pokeByteOff :: Ptr b -> Int -> Color3 a -> IO () #

peek :: Ptr (Color3 a) -> IO (Color3 a) #

poke :: Ptr (Color3 a) -> Color3 a -> IO () #

VertexAttribComponent a => VertexAttrib (Color3 a) Source # 
ColorComponent a => SecondaryColor (Color3 a) Source # 
ColorComponent a => Color (Color3 a) Source # 

Methods

color :: Color3 a -> IO () Source #

colorv :: Ptr (Color3 a) -> IO () Source #

UniformComponent a => Uniform (Color3 a) Source # 

data Color4 a Source #

A fully-fledged RGBA color.

Constructors

Color4 !a !a !a !a 

Instances

Functor Color4 Source # 

Methods

fmap :: (a -> b) -> Color4 a -> Color4 b #

(<$) :: a -> Color4 b -> Color4 a #

Applicative Color4 Source # 

Methods

pure :: a -> Color4 a #

(<*>) :: Color4 (a -> b) -> Color4 a -> Color4 b #

(*>) :: Color4 a -> Color4 b -> Color4 b #

(<*) :: Color4 a -> Color4 b -> Color4 a #

Foldable Color4 Source # 

Methods

fold :: Monoid m => Color4 m -> m #

foldMap :: Monoid m => (a -> m) -> Color4 a -> m #

foldr :: (a -> b -> b) -> b -> Color4 a -> b #

foldr' :: (a -> b -> b) -> b -> Color4 a -> b #

foldl :: (b -> a -> b) -> b -> Color4 a -> b #

foldl' :: (b -> a -> b) -> b -> Color4 a -> b #

foldr1 :: (a -> a -> a) -> Color4 a -> a #

foldl1 :: (a -> a -> a) -> Color4 a -> a #

toList :: Color4 a -> [a] #

null :: Color4 a -> Bool #

length :: Color4 a -> Int #

elem :: Eq a => a -> Color4 a -> Bool #

maximum :: Ord a => Color4 a -> a #

minimum :: Ord a => Color4 a -> a #

sum :: Num a => Color4 a -> a #

product :: Num a => Color4 a -> a #

Traversable Color4 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> Color4 a -> f (Color4 b) #

sequenceA :: Applicative f => Color4 (f a) -> f (Color4 a) #

mapM :: Monad m => (a -> m b) -> Color4 a -> m (Color4 b) #

sequence :: Monad m => Color4 (m a) -> m (Color4 a) #

ControlPoint Color4 Source # 

Methods

map1Target :: Domain d => Color4 d -> GLenum

map2Target :: Domain d => Color4 d -> GLenum

enableCap1 :: Domain d => Color4 d -> EnableCap

enableCap2 :: Domain d => Color4 d -> EnableCap

numComponents :: Domain d => Color4 d -> Stride

peekControlPoint :: Domain d => Ptr (Color4 d) -> IO (Color4 d)

pokeControlPoint :: Domain d => Ptr (Color4 d) -> Color4 d -> IO ()

Bounded a => Bounded (Color4 a) Source # 

Methods

minBound :: Color4 a #

maxBound :: Color4 a #

Eq a => Eq (Color4 a) Source # 

Methods

(==) :: Color4 a -> Color4 a -> Bool #

(/=) :: Color4 a -> Color4 a -> Bool #

Ord a => Ord (Color4 a) Source # 

Methods

compare :: Color4 a -> Color4 a -> Ordering #

(<) :: Color4 a -> Color4 a -> Bool #

(<=) :: Color4 a -> Color4 a -> Bool #

(>) :: Color4 a -> Color4 a -> Bool #

(>=) :: Color4 a -> Color4 a -> Bool #

max :: Color4 a -> Color4 a -> Color4 a #

min :: Color4 a -> Color4 a -> Color4 a #

Read a => Read (Color4 a) Source # 
Show a => Show (Color4 a) Source # 

Methods

showsPrec :: Int -> Color4 a -> ShowS #

show :: Color4 a -> String #

showList :: [Color4 a] -> ShowS #

Ix a => Ix (Color4 a) Source # 

Methods

range :: (Color4 a, Color4 a) -> [Color4 a] #

index :: (Color4 a, Color4 a) -> Color4 a -> Int #

unsafeIndex :: (Color4 a, Color4 a) -> Color4 a -> Int

inRange :: (Color4 a, Color4 a) -> Color4 a -> Bool #

rangeSize :: (Color4 a, Color4 a) -> Int #

unsafeRangeSize :: (Color4 a, Color4 a) -> Int

Storable a => Storable (Color4 a) Source # 

Methods

sizeOf :: Color4 a -> Int #

alignment :: Color4 a -> Int #

peekElemOff :: Ptr (Color4 a) -> Int -> IO (Color4 a) #

pokeElemOff :: Ptr (Color4 a) -> Int -> Color4 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (Color4 a) #

pokeByteOff :: Ptr b -> Int -> Color4 a -> IO () #

peek :: Ptr (Color4 a) -> IO (Color4 a) #

poke :: Ptr (Color4 a) -> Color4 a -> IO () #

VertexAttribComponent a => VertexAttrib (Color4 a) Source # 
ColorComponent a => Color (Color4 a) Source # 

Methods

color :: Color4 a -> IO () Source #

colorv :: Ptr (Color4 a) -> IO () Source #

UniformComponent a => Uniform (Color4 a) Source # 

class Index a where Source #

Change the current color index.

Minimal complete definition

index, indexv

Methods

index :: a -> IO () Source #

indexv :: Ptr a -> IO () Source #

Instances

IndexComponent a => Index (Index1 a) Source # 

Methods

index :: Index1 a -> IO () Source #

indexv :: Ptr (Index1 a) -> IO () Source #

class IndexComponent a Source #

The class of all types which can be used as a color index.

Minimal complete definition

index1, index1v

newtype Index1 a Source #

A color index.

Constructors

Index1 a 

Instances

Functor Index1 Source # 

Methods

fmap :: (a -> b) -> Index1 a -> Index1 b #

(<$) :: a -> Index1 b -> Index1 a #

Applicative Index1 Source # 

Methods

pure :: a -> Index1 a #

(<*>) :: Index1 (a -> b) -> Index1 a -> Index1 b #

(*>) :: Index1 a -> Index1 b -> Index1 b #

(<*) :: Index1 a -> Index1 b -> Index1 a #

Foldable Index1 Source # 

Methods

fold :: Monoid m => Index1 m -> m #

foldMap :: Monoid m => (a -> m) -> Index1 a -> m #

foldr :: (a -> b -> b) -> b -> Index1 a -> b #

foldr' :: (a -> b -> b) -> b -> Index1 a -> b #

foldl :: (b -> a -> b) -> b -> Index1 a -> b #

foldl' :: (b -> a -> b) -> b -> Index1 a -> b #

foldr1 :: (a -> a -> a) -> Index1 a -> a #

foldl1 :: (a -> a -> a) -> Index1 a -> a #

toList :: Index1 a -> [a] #

null :: Index1 a -> Bool #

length :: Index1 a -> Int #

elem :: Eq a => a -> Index1 a -> Bool #

maximum :: Ord a => Index1 a -> a #

minimum :: Ord a => Index1 a -> a #

sum :: Num a => Index1 a -> a #

product :: Num a => Index1 a -> a #

Traversable Index1 Source # 

Methods

traverse :: Applicative f => (a -> f b) -> Index1 a -> f (Index1 b) #

sequenceA :: Applicative f => Index1 (f a) -> f (Index1 a) #

mapM :: Monad m => (a -> m b) -> Index1 a -> m (Index1 b) #

sequence :: Monad m => Index1 (m a) -> m (Index1 a) #

ControlPoint Index1 Source # 

Methods

map1Target :: Domain d => Index1 d -> GLenum

map2Target :: Domain d => Index1 d -> GLenum

enableCap1 :: Domain d => Index1 d -> EnableCap

enableCap2 :: Domain d => Index1 d -> EnableCap

numComponents :: Domain d => Index1 d -> Stride

peekControlPoint :: Domain d => Ptr (Index1 d) -> IO (Index1 d)

pokeControlPoint :: Domain d => Ptr (Index1 d) -> Index1 d -> IO ()

Bounded a => Bounded (Index1 a) Source # 

Methods

minBound :: Index1 a #

maxBound :: Index1 a #

Eq a => Eq (Index1 a) Source # 

Methods

(==) :: Index1 a -> Index1 a -> Bool #

(/=) :: Index1 a -> Index1 a -> Bool #

Ord a => Ord (Index1 a) Source # 

Methods

compare :: Index1 a -> Index1 a -> Ordering #

(<) :: Index1 a -> Index1 a -> Bool #

(<=) :: Index1 a -> Index1 a -> Bool #

(>) :: Index1 a -> Index1 a -> Bool #

(>=) :: Index1 a -> Index1 a -> Bool #

max :: Index1 a -> Index1 a -> Index1 a #

min :: Index1 a -> Index1 a -> Index1 a #

Read a => Read (Index1 a) Source # 
Show a => Show (Index1 a) Source # 

Methods

showsPrec :: Int -> Index1 a -> ShowS #

show :: Index1 a -> String #

showList :: [Index1 a] -> ShowS #

Ix a => Ix (Index1 a) Source # 

Methods

range :: (Index1 a, Index1 a) -> [Index1 a] #

index :: (Index1 a, Index1 a) -> Index1 a -> Int #

unsafeIndex :: (Index1 a, Index1 a) -> Index1 a -> Int

inRange :: (Index1 a, Index1 a) -> Index1 a -> Bool #

rangeSize :: (Index1 a, Index1 a) -> Int #

unsafeRangeSize :: (Index1 a, Index1 a) -> Int

Storable a => Storable (Index1 a) Source # 

Methods

sizeOf :: Index1 a -> Int #

alignment :: Index1 a -> Int #

peekElemOff :: Ptr (Index1 a) -> Int -> IO (Index1 a) #

pokeElemOff :: Ptr (Index1 a) -> Int -> Index1 a -> IO () #

peekByteOff :: Ptr b -> Int -> IO (Index1 a) #

pokeByteOff :: Ptr b -> Int -> Index1 a -> IO () #

peek :: Ptr (Index1 a) -> IO (Index1 a) #

poke :: Ptr (Index1 a) -> Index1 a -> IO () #

VertexAttribComponent a => VertexAttrib (Index1 a) Source # 
IndexComponent a => Index (Index1 a) Source # 

Methods

index :: Index1 a -> IO () Source #

indexv :: Ptr (Index1 a) -> IO () Source #

UniformComponent a => Uniform (Index1 a) Source # 

Generic Vertex Attributes

class VertexAttrib a where Source #

Minimal complete definition

vertexAttrib, vertexAttribv

Instances

VertexAttribComponent a => VertexAttrib (Index1 a) Source # 
VertexAttribComponent a => VertexAttrib (Color4 a) Source # 
VertexAttribComponent a => VertexAttrib (Color3 a) Source # 
VertexAttribComponent a => VertexAttrib (FogCoord1 a) Source # 
VertexAttribComponent a => VertexAttrib (Normal3 a) Source # 
VertexAttribComponent a => VertexAttrib (TexCoord4 a) Source # 
VertexAttribComponent a => VertexAttrib (TexCoord3 a) Source # 
VertexAttribComponent a => VertexAttrib (TexCoord2 a) Source # 
VertexAttribComponent a => VertexAttrib (TexCoord1 a) Source # 
VertexAttribComponent a => VertexAttrib (Vector4 a) Source # 
VertexAttribComponent a => VertexAttrib (Vector3 a) Source # 
VertexAttribComponent a => VertexAttrib (Vector2 a) Source # 
VertexAttribComponent a => VertexAttrib (Vector1 a) Source # 
VertexAttribComponent a => VertexAttrib (Vertex4 a) Source # 
VertexAttribComponent a => VertexAttrib (Vertex3 a) Source # 
VertexAttribComponent a => VertexAttrib (Vertex2 a) Source # 
VertexAttribComponent a => VertexAttrib (Vertex1 a) Source # 

class (Storable a, Num a) => VertexAttribComponent a where Source #

The class of all types which can be used as a generic vertex attribute. NOTE: Do not use the methods of this class directly, they were only exported by accident and will be hidden in future versions of this package.

Minimal complete definition

vertexAttrib4v, vertexAttrib4Nv, vertexAttrib4Iv

Instances

VertexAttribComponent GLbyte Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLbyte -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLbyte -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLbyte -> GLbyte -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLbyte -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLbyte -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLbyte -> GLbyte -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLbyte -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLbyte -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLbyte -> GLbyte -> GLbyte -> GLbyte -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLbyte -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLbyte -> IO () Source #

VertexAttribComponent GLubyte Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLubyte -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLubyte -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLubyte -> GLubyte -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLubyte -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLubyte -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLubyte -> GLubyte -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLubyte -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLubyte -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLubyte -> GLubyte -> GLubyte -> GLubyte -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLubyte -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLubyte -> IO () Source #

VertexAttribComponent GLshort Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLshort -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLshort -> GLshort -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLshort -> GLshort -> GLshort -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLshort -> GLshort -> GLshort -> GLshort -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLshort -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLshort -> GLshort -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLshort -> GLshort -> GLshort -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLshort -> GLshort -> GLshort -> GLshort -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLshort -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLshort -> GLshort -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLshort -> GLshort -> GLshort -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLshort -> GLshort -> GLshort -> GLshort -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLshort -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLshort -> IO () Source #

VertexAttribComponent GLushort Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLushort -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLushort -> GLushort -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLushort -> GLushort -> GLushort -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLushort -> GLushort -> GLushort -> GLushort -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLushort -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLushort -> GLushort -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLushort -> GLushort -> GLushort -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLushort -> GLushort -> GLushort -> GLushort -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLushort -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLushort -> GLushort -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLushort -> GLushort -> GLushort -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLushort -> GLushort -> GLushort -> GLushort -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLushort -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLushort -> IO () Source #

VertexAttribComponent GLint Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLint -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLint -> GLint -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLint -> GLint -> GLint -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLint -> GLint -> GLint -> GLint -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLint -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLint -> GLint -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLint -> GLint -> GLint -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLint -> GLint -> GLint -> GLint -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLint -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLint -> GLint -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLint -> GLint -> GLint -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLint -> GLint -> GLint -> GLint -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLint -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLint -> IO () Source #

VertexAttribComponent GLuint Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLuint -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLuint -> GLuint -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLuint -> GLuint -> GLuint -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLuint -> GLuint -> GLuint -> GLuint -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLuint -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLuint -> GLuint -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLuint -> GLuint -> GLuint -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLuint -> GLuint -> GLuint -> GLuint -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLuint -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLuint -> GLuint -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLuint -> GLuint -> GLuint -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLuint -> GLuint -> GLuint -> GLuint -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLuint -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLuint -> IO () Source #

VertexAttribComponent GLfloat Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLfloat -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLfloat -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLfloat -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLfloat -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLfloat -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLfloat -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLfloat -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLfloat -> IO () Source #

VertexAttribComponent GLdouble Source # 

Methods

vertexAttrib1 :: AttribLocation -> GLdouble -> IO () Source #

vertexAttrib2 :: AttribLocation -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib3 :: AttribLocation -> GLdouble -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib4 :: AttribLocation -> GLdouble -> GLdouble -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib1N :: AttribLocation -> GLdouble -> IO () Source #

vertexAttrib2N :: AttribLocation -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib3N :: AttribLocation -> GLdouble -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib4N :: AttribLocation -> GLdouble -> GLdouble -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib1I :: AttribLocation -> GLdouble -> IO () Source #

vertexAttrib2I :: AttribLocation -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib3I :: AttribLocation -> GLdouble -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib4I :: AttribLocation -> GLdouble -> GLdouble -> GLdouble -> GLdouble -> IO () Source #

vertexAttrib1v :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib2v :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib3v :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib4v :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib1Nv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib2Nv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib3Nv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib4Nv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib1Iv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib2Iv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib3Iv :: AttribLocation -> Ptr GLdouble -> IO () Source #

vertexAttrib4Iv :: AttribLocation -> Ptr GLdouble -> IO () Source #

Texture Units

maxTextureUnit :: GettableStateVar TextureUnit Source #

An implementation must support at least 2 texture units, but it may support up to 32 ones. This state variable can be used to query the actual implementation limit.