Version 2 (modified by osg, 6 years ago)


(Wiki editing note: Feel free to add other OpenGL calls)
(Wiki editing note: Structure by functionality or by alphabetic order?)

Lookup table for helping people with converting OpenGL code to OpenSceneGraph code.

OpenGL function OpenSceneGraph implementation
glClear( GLbitfield mask ) osg::Camera::setClearMask(GLbitfield mask)
osg::GraphicsContext::setClearMask(GLbitfield mask)
osg::ClearNode::setClearMask(GLbitfield mask)
osg::RenderStage::setClearMask(GLbitfield mask)
glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) osg::Camera::setClearColor(const osg::Vec4& color)
osgUtil::SceneView::setClearColor(const osg::Vec4& color)
glClearDepth osg::Camera::setClearDepth(double depth)
glClearStencil osg::Camera::setClearStencil(int stencil)
State Attributes
glAlphaFunc( GLenum func, GLclampf ref ) osg::AlphaFunc?(ComparisonFunction? func, float ref)
glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) osg::BlendColor?(const osg::Vec4& constantColor)
glBlendFunc( GLenum sfactor, GLenum dfactor) osg::BlendFunc?(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha)
glBlendEquation(GLenum mode) osg::BlendEquation?(Equation equation)
glClampColor(GLenum target, GLenum mode) osg::ClampColor?(GLenum vertexMode, GLenum fragmentMode, GLenum readMode);
glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ) osg::ColorMask?(bool red, bool green, bool blue, bool alpha);
glMatrixMode( GL_COLOR ) osg::ColorMatrix?()
glCullFace(GLenum mode) osg::CullFace?(Mode mode)
glDepthFunc( GLenum func)
glDepthRange( GLclampd zNear, GLclampd zFar )
glDepthMask( GLboolean flag )
osg::Depth(Function func, double zNear, double zFar, bool writeMask)
glFog*( GLenum pname, GLfloat param )
glFog*v(GLenum pname, const GLfloat *params )
glFogf( GL_FOG_MODE, GLfloat param ) osg::Fog::setMode( Mode mode )
glFogf( GL_FOG_DENSITY, GLfloat param ) osg::Fog::setDensity( float density )
glFogf( GL_FOG_START, GLfloat param ) osg::Fog::setStart( float start )
glFogf( GL_FOG_END, GLfloat param ) osg::Fog::setEnd( float end )
glFogf( GL_FOG_INDEX, GLfloat param ) Color indexing not supported
glFogfv(GL_FOG_COLOR, const GLfloat *params ) osg::Fog::setColor( const Vec4 &color )
glFogi(GL_FOG_COORDINATE_SOURCE, GLenum mode) osg::Fog::setFogCoordinateSource(GLint source)
glFrontFace( GLenum mode ) osg::FrontFace?(Mode face)
glHint( GLenum target, GLenum mode ) osg::Hint(GLenum target, GLenum mode)
glLight*(GLenum light, GLenum pname, GLfloat param )
glLight*v( GLenum light, GLenum pname, const GLfloat *params)
osg::Light(unsigned int lightnum)
glLightfv( GLenum light, GL_AMBIENT, const GLfloat *params) osg::Light::setAmbient( const Vec4& ambient )
glLightfv( GLenum light, GL_DIFFUSE, const GLfloat *params) osg::Light::setDiffuse( const Vec4& diffuse )
glLightfv( GLenum light, GL_SPECULAR, const GLfloat *params) osg::Light::setSpecular( const Vec4& specular )
glLightfv( GLenum light, GL_POSITION, const GLfloat *params) osg::Light::setPosition( const Vec4& position )
glLightfv( GLenum light, GL_SPOT_DIRECTION, const GLfloat *params) osg::Light::setDirection( const Vec3& direction )
glLightf(GLenum light, GL_CONSTANT_ATTENUATION, GLfloat param ) osg::Light::setConstantAttenuation( float constant_attenuation )
glLightf(GLenum light, GL_LINEAR_ATTENUATION, GLfloat param ) osg::Light::setLinearAttenuation ( float linear_attenuation )
glLightf(GLenum light, GL_QUADRATIC_ATTENUATION, GLfloat param ) osg::Light::setQuadraticAttenuation ( float quadratic_attenuation )
glLightf(GLenum light, GL_SPOT_EXPONENT, GLfloat param ) osg::Light::setSpotExponent( float spot_exponent )
glLightf(GLenum light, GL_SPOT_CUTOFF, GLfloat param ) osg::Light::setSpotCutoff( float spot_cutoff )
glLightModel*( GLenum pname, GLfloat param )
glLightModel*v( GLenum pname, const GLfloat *params )
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::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 )
glTexEnvf( GLenum target, GLenum pname, GLfloat param) osg::TexEnv?(Mode mode)
osg::TexEnvFilter?(float lodBias)
glTexGen_( GLenum coord, GLenum pname, GLdouble param ) osg::TexGen?()
osg::TexMat?(const Matrix& matrix)
osg::Texture2D(Image* image)
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)