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<h1 id="DESCRIPTION">DESCRIPTION</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="DESCRIPTION_CONTENT">
-<p><cite>SDL::OpenGL</cite> is a perl module which when used by your application
+<p><a href="SDL-OpenGL.html">SDL::OpenGL</a> is a perl module which when used by your application
exports the gl* and glu* functions into your application's primary namespace.
Most of the functions described in the OpenGL 1.3 specification are currently
supported in this fashion. As the implementation of the OpenGL bindings that
numbers, the Perl equivalent only takes a list of numbers.</p>
<p>Note that this is slow, since it needs to allocate memory and construct a
list of numbers from the given scalars. For a faster version see
-<cite>glCallListsString</cite>.</p>
+<a href="http://search.cpan.org/perldoc?glCallListsString">glCallListsString</a>.</p>
</dd>
</dl>
<p>The following methods exist in addition to the normal OpenGL specification:</p>
<pre> glCallListsString($string);
</pre>
- <p>Works like <cite>glCallLists</cite>(), except that it needs only one parameter, a scalar
+ <p>Works like <a href="http://search.cpan.org/perldoc?glCallLists()">glCallLists()</a>, except that it needs only one parameter, a scalar
holding a string. The string is interpreted as a set of bytes, and each of
these will be passed to glCallLists as GL_BYTE. This is faster than
glCallLists, so you might want to pack your data like this:</p>
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<h1 id="SEE_ALSO">SEE ALSO</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="SEE_ALSO_CONTENT">
-<p><cite>perl</cite> <cite>SDL::App</cite></p>
+<p><a href="http://search.cpan.org/perldoc?perl">perl</a> <a href="SDL-App.html">SDL::App</a></p>
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