| コマンド | 構文 |
| ADD MATRIX4 | ADD MATRIX4 Matrix4Result, Matrix4A, Matrix4B |
| ADD VECTOR2 | ADD VECTOR2 VectorResult, VectorA, VectorB |
| ADD VECTOR3 | ADD VECTOR3 VectorResult, VectorA, VectorB |
| ADD VECTOR4 | ADD VECTOR4 VectorResult, VectorA, VectorB |
| BUILD LOOKAT LHMATRIX4 | BUILD LOOKAT LHMATRIX4 Matrix4Result, Vector3Eye, Vector3At, Vector3Up |
| BUILD LOOKAT RHMATRIX4 | BUILD LOOKAT RHMATRIX4 Matrix4Result, Vector3Eye, Vector3At, Vector3Up |
| BUILD ORTHO LHMATRIX4 | BUILD ORTHO LHMATRIX4 Matrix4Result, Width, Height, Near, Far |
| BUILD ORTHO RHMATRIX4 | BUILD ORTHO RHMATRIX4 Matrix4Result, Width, Height, Near, Far |
| BUILD FOV LHMATRIX4 | BUILD FOV LHMATRIX4 Matrix4Result, FOV, Aspect, Near, Far |
| BUILD FOV RHMATRIX4 | BUILD FOV RHMATRIX4 Matrix4Result, FOV, Aspect, Near, Far |
| BUILD PERSPECTIVE LHMATRIX4 | BUILD PERSPECTIVE LHMATRIX4 Matrix4Result, Width, Height, Near, Far |
| BUILD PERSPECTIVE RHMATRIX4 | BUILD PERSPECTIVE RHMATRIX4 Matrix4Result, Width, Height, Near, Far |
| BUILD REFLECTION MATRIX4 | BUILD REFLECTION MATRIX4 Matrix4Result, PlaneA, PlaneB, PlaneC, PlaneD |
| BUILD ROTATION AXIS MATRIX4 | BUILD ROTATION AXIS MATRIX4 Matrix4Result, Vector3Axis, Angle |
| CATMULLROM VECTOR2 | CATMULLROM VECTOR2 VectorResult, VectorA, VectorB, VectorC, VectorD, Value |
| CATMULLROM VECTOR3 | CATMULLROM VECTOR3 VectorResult, VectorA, VectorB, VectorC, VectorD, Value |
| CATMULLROM VECTOR4 | CATMULLROM VECTOR4 VectorResult, VectorA, VectorB, VectorC, VectorD, Value |
| COPY MATRIX4 | COPY MATRIX4 Matrix4Result, Matrix4Source |
| COPY VECTOR2 | COPY VECTOR2 VectorResult, VectorSource |
| COPY VECTOR3 | COPY VECTOR3 VectorResult, VectorSource |
| COPY VECTOR4 | COPY VECTOR4 VectorResult, VectorSource |
| CROSS PRODUCT VECTOR3 | CROSS PRODUCT VECTOR3 VectorResult, VectorA, VectorB |
| DELETE MATRIX4 | Return Integer=DELETE MATRIX4(Matrix4Result) |
| DELETE VECTOR2 | Return Integer=DELETE VECTOR2(Vector) |
| DELETE VECTOR3 | Return Integer=DELETE VECTOR3(Vector) |
| DELETE VECTOR4 | Return Integer=DELETE VECTOR4(Vector) |
| DIVIDE MATRIX4 | DIVIDE MATRIX4 Matrix4Result, Value |
| DIVIDE VECTOR2 | DIVIDE VECTOR2 VectorResult, Value |
| DIVIDE VECTOR3 | DIVIDE VECTOR3 VectorResult, Value |
| DIVIDE VECTOR4 | DIVIDE VECTOR4 VectorResult, Value |
| DOT PRODUCT VECTOR2 | Return Float=DOT PRODUCT VECTOR2(VectorA, VectorB) |
| DOT PRODUCT VECTOR3 | Return Float=DOT PRODUCT VECTOR3(VectorA, VectorB) |
| BCC VECTOR2 | BCC VECTOR2 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue |
| BCC VECTOR3 | BCC VECTOR3 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue |
| BCC VECTOR4 | BCC VECTOR4 VectorResult, VectorA, VectorB, VectorC, FValue, GBValue |
| CCW VECTOR2 | Return Float=CCW VECTOR2(VectorA, VectorB) |
| SQUARED LENGTH VECTOR2 | Return Float=SQUARED LENGTH VECTOR2(Vector) |
| SQUARED LENGTH VECTOR3 | Return Float=SQUARED LENGTH VECTOR3(Vector) |
| SQUARED LENGTH VECTOR4 | Return Float=SQUARED LENGTH VECTOR4(Vector) |
| LENGTH VECTOR2 | Return Float=LENGTH VECTOR2(Vector) |
| LENGTH VECTOR3 | Return Float=LENGTH VECTOR3(Vector) |
| LENGTH VECTOR4 | Return Float=LENGTH VECTOR4(Vector) |
| PROJECTION MATRIX4 | PROJECTION MATRIX4 Matrix4Result |
| VIEW MATRIX4 | VIEW MATRIX4 Matrix4Result |
| W VECTOR4 | Return Float=W VECTOR4(Vector) |
| WORLD MATRIX4 | WORLD MATRIX4 Matrix4Result |
| X VECTOR2 | Return Float=X VECTOR2(Vector) |
| X VECTOR3 | Return Float=X VECTOR3(Vector) |
| X VECTOR4 | Return Float=X VECTOR4(Vector) |
| Y VECTOR2 | Return Float=Y VECTOR2(Vector) |
| Y VECTOR3 | Return Float=Y VECTOR3(Vector) |
| Y VECTOR4 | Return Float=Y VECTOR4(Vector) |
| Z VECTOR3 | Return Float=Z VECTOR3(Vector) |
| Z VECTOR4 | Return Float=Z VECTOR4(Vector) |
| HERMITE VECTOR2 | HERMITE VECTOR2 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue |
| HERMITE VECTOR3 | HERMITE VECTOR3 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue |
| HERMITE VECTOR4 | HERMITE VECTOR4 VectorResult, VectorA, VectorB, VectorC, VectorD, SValue |
| INVERSE MATRIX4 | Return Float=INVERSE MATRIX4(Matrix4Result, Matrix4Source) |
| IS EQUAL MATRIX4 | Return Integer=IS EQUAL MATRIX4(Matrix4A, Matrix4B) |
| IS EQUAL VECTOR2 | Return Integer=IS EQUAL VECTOR2(VectorA, VectorB) |
| IS EQUAL VECTOR3 | Return Integer=IS EQUAL VECTOR3(VectorA, VectorB) |
| IS EQUAL VECTOR4 | Return Integer=IS EQUAL VECTOR4(VectorA, VectorB) |
| IS IDENTITY MATRIX4 | Return Integer=IS IDENTITY MATRIX4(Matrix4Result) |
| LINEAR INTERPOLATE VECTOR2 | LINEAR INTERPOLATE VECTOR2 VectorResult, VectorA, VectorB, SValue |
| LINEAR INTERPOLATE VECTOR3 | LINEAR INTERPOLATE VECTOR3 VectorResult, VectorA, VectorB, SValue |
| LINEAR INTERPOLATE VECTOR4 | LINEAR INTERPOLATE VECTOR4 VectorResult, VectorA, VectorB, SValue |
| MAKE MATRIX4 | Return Integer=MAKE MATRIX4(Matrix4) |
| MAKE VECTOR2 | Return Integer=MAKE VECTOR2(Vector) |
| MAKE VECTOR3 | Return Integer=MAKE VECTOR3(Vector) |
| MAKE VECTOR4 | Return Integer=MAKE VECTOR4(Vector) |
| MAXIMIZE VECTOR2 | MAXIMIZE VECTOR2 VectorResult, VectorA, VectorB |
| MAXIMIZE VECTOR3 | MAXIMIZE VECTOR3 VectorResult, VectorA, VectorB |
| MAXIMIZE VECTOR4 | MAXIMIZE VECTOR4 VectorResult, VectorA, VectorB |
| MINIMIZE VECTOR2 | MINIMIZE VECTOR2 VectorResult, VectorA, VectorB |
| MINIMIZE VECTOR3 | MINIMIZE VECTOR3 VectorResult, VectorA, VectorB |
| MINIMIZE VECTOR4 | MINIMIZE VECTOR4 VectorResult, VectorA, VectorB |
| MULTIPLY MATRIX4 | MULTIPLY MATRIX4 Matrix4Result, Matrix4A, Matrix4B |
| MULTIPLY VECTOR2 | MULTIPLY VECTOR2 VectorResult, Value |
| MULTIPLY VECTOR3 | MULTIPLY VECTOR3 VectorResult, Value |
| MULTIPLY VECTOR4 | MULTIPLY VECTOR4 VectorResult, Value |
| NORMALIZE VECTOR2 | NORMALIZE VECTOR2 VectorResult, VectorSource |
| NORMALIZE VECTOR3 | NORMALIZE VECTOR3 VectorResult, VectorSource |
| NORMALIZE VECTOR4 | NORMALIZE VECTOR4 VectorResult, VectorSource |
| PROJECT VECTOR3 | PROJECT VECTOR3 VectorResult, VectorSource, Matrix4Projection, Matrix4View, Matrix4World |
| ROTATE X MATRIX4 | ROTATE X MATRIX4 Matrix4Result, Angle |
| ROTATE Y MATRIX4 | ROTATE Y MATRIX4 Matrix4Result, Angle |
| ROTATE YPR MATRIX4 | ROTATE YPR MATRIX4 Matrix4Result, Yaw, Pitch, Roll |
| ROTATE Z MATRIX4 | ROTATE Z MATRIX4 Matrix4Result, Angle |
| SCALE MATRIX4 | SCALE MATRIX4 Matrix4Result, X, Y, Z |
| SCALE VECTOR2 | SCALE VECTOR2 VectorResult, VectorSource, Value |
| SCALE VECTOR3 | SCALE VECTOR3 VectorResult, VectorSource, Value |
| SCALE VECTOR4 | SCALE VECTOR4 VectorResult, VectorSource, Value |
| SET IDENTITY MATRIX4 | SET IDENTITY MATRIX4 Matrix4Result |
| SET VECTOR2 | SET VECTOR2 VectorResult, X, Y |
| SET VECTOR3 | SET VECTOR3 VectorResult, X, Y, Z |
| SET VECTOR4 | SET VECTOR4 VectorResult, X, Y, Z, W |
| SUBTRACT MATRIX4 | SUBTRACT MATRIX4 Matrix4Result, Matrix4A, Matrix4B |
| SUBTRACT VECTOR2 | SUBTRACT VECTOR2 VectorResult, VectorA, VectorB |
| SUBTRACT VECTOR3 | SUBTRACT VECTOR3 VectorResult, VectorA, VectorB |
| SUBTRACT VECTOR4 | SUBTRACT VECTOR4 VectorResult, VectorA, VectorB |
| TRANSFORM VECTOR4 | TRANSFORM VECTOR4 VectorResult, VectorSource, Matrix4Source |
| TRANSFORM COORDS VECTOR2 | TRANSFORM COORDS VECTOR2 VectorResult, VectorSource, Matrix4Source |
| TRANSFORM COORDS VECTOR3 | TRANSFORM COORDS VECTOR3 VectorResult, VectorSource, Matrix4Source |
| TRANSFORM NORMALS VECTOR3 | TRANSFORM NORMALS VECTOR3 VectorResult, VectorSource, Matrix4Source |
| TRANSLATE MATRIX4 | TRANSLATE MATRIX4 Matrix4Result, X, Y, Z |
| TRANSPOSE MATRIX4 | TRANSPOSE MATRIX4 Matrix4Result, Matrix4Source |