glVertex2d, glVertex2f, glVertex2i, glVertex2s, glVertex3d,
	  glVertex3f, glVertex3i, glVertex3s, glVertex4d, glVertex4f,
	  glVertex4i, glVertex4s, glVertex2dv, glVertex2fv,
	  glVertex2iv, glVertex2sv, glVertex3dv, glVertex3fv,
	  glVertex3iv, glVertex3sv, glVertex4dv, glVertex4fv,
	  glVertex4iv, glVertex4sv - specify a vertex

	  void glVertex2d( GLdouble x,
			   GLdouble y )
	  void glVertex2f( GLfloat x,
			   GLfloat y )
	  void glVertex2i( GLint x,
			   GLint y )
	  void glVertex2s( GLshort x,
			   GLshort y )
	  void glVertex3d( GLdouble x,
			   GLdouble y,
			   GLdouble z )
	  void glVertex3f( GLfloat x,
			   GLfloat y,
			   GLfloat z )
	  void glVertex3i( GLint x,
			   GLint y,
			   GLint z )
	  void glVertex3s( GLshort x,
			   GLshort y,
			   GLshort z )
	  void glVertex4d( GLdouble x,
			   GLdouble y,
			   GLdouble z,
			   GLdouble w )
	  void glVertex4f( GLfloat x,
			   GLfloat y,
			   GLfloat z,
			   GLfloat w )
	  void glVertex4i( GLint x,
			   GLint y,
			   GLint z,
			   GLint w )
	  void glVertex4s( GLshort x,
			   GLshort y,
			   GLshort z,
			   GLshort w )

	  x, y,	z, w
		   Specify x, y, z, and	w coordinates of a vertex.
		   Not all parameters are present in all forms of the

	  void glVertex2dv( const GLdouble *v )
	  void glVertex2fv( const GLfloat *v )
	  void glVertex2iv( const GLint	*v )
	  void glVertex2sv( const GLshort *v )
	  void glVertex3dv( const GLdouble *v )
	  void glVertex3fv( const GLfloat *v )
	  void glVertex3iv( const GLint	*v )
	  void glVertex3sv( const GLshort *v )
	  void glVertex4dv( const GLdouble *v )
	  void glVertex4fv( const GLfloat *v )
	  void glVertex4iv( const GLint	*v )
	  void glVertex4sv( const GLshort *v )

	  v    Specifies a pointer to an array of two, three, or four
	       elements.  The elements of a two-element	array are x
	       and y; of a three-element array,	x, y, and z; and of a
	       four-element array, x, y, z, and	w.

	  glVertex commands are	used within glBegin/glEnd pairs	to
	  specify point, line, and polygon vertices.  The current
	  color, normal, and texture coordinates 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.

	  Invoking glVertex outside of a glBegin/glEnd pair results in
	  undefined behavior.

	  glBegin, glCallList, glColor,	glEdgeFlag, glEvalCoord,
	  glIndex, glMaterial,
	  glNormal, glRect, glTexCoord,	glVertexPointer