= OpenGL to !OpenSceneGraph Lookup = [[TracNav(TracNav/SupportTOC)]] '''(Wiki editing note: Feel free to add other OpenGL calls)'''[[BR]] '''(Wiki editing note: Structure by functionality or by alphabetic order?)'''[[BR]] Lookup table for helping people with converting OpenGL code to !OpenSceneGraph code. ||'''OpenGL function''' || '''OpenSceneGraph implementation''' || || glClear( GLbitfield mask ) ||osg::Camera::setClearMask(GLbitfield mask)[[BR]]osg::GraphicsContext::setClearMask(GLbitfield mask)[[BR]]osg::ClearNode::setClearMask(GLbitfield mask)[[BR]]osg::RenderStage::setClearMask(GLbitfield mask) || || glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) ||osg::Camera::setClearColor(const osg::Vec4& color)[[BR]]osgUtil::SceneView::setClearColor(const osg::Vec4& color) || || glClearDepth || osg::Camera::setClearDepth(double depth) || glClearStencil || osg::Camera::setClearStencil(int stencil) || '''State Attributes''' || glAlphaFunc( GLenum func, GLclampf ref ) || osg::AlphaFunc(ComparisonFunction func, float ref) || glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) || osg::BlendColor(const osg::Vec4& constantColor) || glBlendFunc( GLenum sfactor, GLenum dfactor) || osg::BlendFunc(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha) || glBlendEquation(GLenum mode) || osg::BlendEquation(Equation equation) || glClampColor(GLenum target, GLenum mode) || osg::ClampColor(GLenum vertexMode, GLenum fragmentMode, GLenum readMode); || glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) || osg::ColorMask(bool red, bool green, bool blue, bool alpha); || glMatrixMode( GL_COLOR ) || osg::ColorMatrix() || glCullFace(GLenum mode) || osg::CullFace(Mode mode) || glDepthFunc( GLenum func)[[BR]]glDepthRange( GLclampd zNear, GLclampd zFar )[[BR]]glDepthMask( GLboolean flag ) || osg::Depth(Function func, double zNear, double zFar, bool writeMask) || glFog*( GLenum pname, GLfloat param )[[BR]]glFog*v(GLenum pname, const GLfloat *params ) || osg::Fog(); || glFogf( GL_FOG_MODE, GLfloat param ) || osg::Fog::setMode( Mode mode ) || glFogf( GL_FOG_DENSITY, GLfloat param ) || osg::Fog::setDensity( float density ) || glFogf( GL_FOG_START, GLfloat param ) || osg::Fog::setStart( float start ) || glFogf( GL_FOG_END, GLfloat param ) || osg::Fog::setEnd( float end ) || glFogf( GL_FOG_INDEX, GLfloat param ) || Color indexing not supported || glFogfv(GL_FOG_COLOR, const GLfloat *params ) || osg::Fog::setColor( const Vec4 &color ) || glFogi(GL_FOG_COORDINATE_SOURCE, GLenum mode) || osg::Fog::setFogCoordinateSource(GLint source) || glFrontFace( GLenum mode ) || osg::FrontFace(Mode face) || glHint( GLenum target, GLenum mode ) || osg::Hint(GLenum target, GLenum mode) || glLight*(GLenum light, GLenum pname, GLfloat param )[[BR]]glLight*v( GLenum light, GLenum pname, const GLfloat *params) || osg::Light(unsigned int lightnum) || glLightfv( GLenum light, GL_AMBIENT, const GLfloat *params) || osg::Light::setAmbient( const Vec4& ambient ) || glLightfv( GLenum light, GL_DIFFUSE, const GLfloat *params) || osg::Light::setDiffuse( const Vec4& diffuse ) || glLightfv( GLenum light, GL_SPECULAR, const GLfloat *params) || osg::Light::setSpecular( const Vec4& specular ) || glLightfv( GLenum light, GL_POSITION, const GLfloat *params) || osg::Light::setPosition( const Vec4& position ) || glLightfv( GLenum light, GL_SPOT_DIRECTION, const GLfloat *params) || osg::Light::setDirection( const Vec3& direction ) || glLightf(GLenum light, GL_CONSTANT_ATTENUATION, GLfloat param ) || osg::Light::setConstantAttenuation( float constant_attenuation ) || glLightf(GLenum light, GL_LINEAR_ATTENUATION, GLfloat param ) || osg::Light::setLinearAttenuation ( float linear_attenuation ) || glLightf(GLenum light, GL_QUADRATIC_ATTENUATION, GLfloat param ) || osg::Light::setQuadraticAttenuation ( float quadratic_attenuation ) || glLightf(GLenum light, GL_SPOT_EXPONENT, GLfloat param ) || osg::Light::setSpotExponent( float spot_exponent ) || glLightf(GLenum light, GL_SPOT_CUTOFF, GLfloat param ) || osg::Light::setSpotCutoff( float spot_cutoff ) || glLightModel*( GLenum pname, GLfloat param )[[BR]]glLightModel*v( GLenum pname, const GLfloat *params ) || osg::LightModel() || glLightModelfv( GL_LIGHT_MODEL_AMBIENT, const GLfloat *params ) || osg::LightModel::setAmbientIntensity(const osg::Vec4& ambient) || glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GLint param) || osg::LightModel::setColorControl(ColorControl cc) || glLightModeli( GL_LIGHT_MODEL_LOCAL_VIEWER, GLint param ) || osg::LightModel::setLocalViewer(bool localViewer) || glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GLint param ) || osg::LightModel::setTwoSided(bool twoSided) || glLineStipple( GLint factor, GLushort pattern ) || osg::LineStipple(GLint factor, GLushort pattern) || glLineWidth( GLfloat width ) || osg::LineWidth(float width=1.0f) || glLogicOp( GLenum opcode ) || osg::LogicOp(Opcode opcode) || glMaterialf(GLenum face, GLenum pname, GLfloat param ) || osg::Material() || || osg::Multisample() || || osg::PolygonMode(Face face,Mode mode) || || osg::PolygonOffset(float factor, float units) || || osg::PolygonStipple(const GLubyte* mask) || || osg::Scissor(int x,int y,int width,int height) || || osg::ShadeModel(Mode mode) || glStencilFunc( GLenum func, GLint ref, GLuint mask ) || osg::Stencil::setFunction(Function func,int ref,unsigned int mask) || glStencilMask( GLuint mask ) || osg::Stencil::setOperation(Operation sfail, Operation zfail, Operation zpass) || glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ) || || || osg::StencilTwoSided() || glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, ...)[[BR]]glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, ...) || osg::TexEnv(Mode mode) || glTexEnvi( GL_TEXTURE_ENV, ...)[[BR]]Texture combiners extension|| osg::TexEnvCombine() || glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, ...) || osg::TexEnvFilter(float lodBias) || glTexGen_( GLenum coord, GLenum pname, GLdouble param ) || osg::TexGen()[[BR]]osg::TexGenNode() || glMatrixMode( GL_TEXTURE ) || osg::TexMat(const Matrix& matrix) || glTexImage1D( GL_TEXTURE_1D, ...) || osg::Texture1D() || glTexImage2D( GL_TEXTURE_2D, ...) || osg::Texture2D(Image* image) || glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, ...) || osg::Texture2DArray() || glTexImage3D( GL_TEXTURE_3D, ...) || osg::Texture3D() || glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X, ...)[[BR]]glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, ...)[[BR]]glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, ...)[[BR]]glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, ...)[[BR]]glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, ...)[[BR]]glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, ...) || osg::TextureCubeMap() || glTexImage2D( GL_TEXTURE_RECTANGLE, ...) || osg::TextureRectangle(Image* image) || glViewport( GLint x, GLint y, GLsizei width, GLsizei height ) || osg::Viewport(value_type x,value_type y,value_type width,value_type height) || '''Drawables''' || TODO || TODO