void glVertex2s( GLshort x, GLshort y); void glVertex2i( GLint x, GLint y); void glVertex2f( GLfloat x, GLfloat y); void glVertex2d( GLdouble x, GLdouble y); void glVertex3s( GLshort x, GLshort y, GLshort z); void glVertex3i( GLint x, GLint y, GLint z); void glVertex3f( GLfloat x, GLfloat y, GLfloat z); void glVertex3d( GLdouble x, GLdouble y, GLdouble z); void glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w); void glVertex4i( GLint x, GLint y, GLint z, GLint w); void glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glVertex2sv(const GLshort* v); void glVertex2iv(const GLint* v); void glVertex2fv(const GLfloat* v); void glVertex2dv(const GLdouble* v); void glVertex3sv(const GLshort* v); void glVertex3iv(const GLint* v); void glVertex3fv(const GLfloat* v); void glVertex3dv(const GLdouble* v); void glVertex4sv(const GLshort* v); void glVertex4iv(const GLint* v); void glVertex4fv(const GLfloat* v); void glVertex4dv(const GLdouble* v);
glVertex commands are used within glBegin()/glEnd() pairs to specify point, line, and polygon vertices. The current color, normal, texture coordinates, and fog coordinate are associated with the vertex when glVertex is called.
When only x and y are specified, z defaults to 0 and w defaults to 1. When x, y, and z are specified, w defaults to 1.