Nim/lib/wrappers/opengl/opengl.nim
2012-10-14 06:43:02 -05:00

9685 lines
531 KiB
Nim

#
#
# Nimrod's Runtime Library
# (c) Copyright 2012 Andreas Rumpf
#
# See the file "copying.txt", included in this
# distribution, for details about the copyright.
#
## This module is a wrapper around `opengl`:idx:. If you define the symbol
## ``useGlew`` this wrapper does not use Nimrod's ``dynlib`` mechanism,
## but `glew`:idx: instead. However, this shouldn't be necessary anymore; even
## extension loading for the different operating systems is handled here.
##
## You need to call ``loadExtensions`` after a rendering context has been
## created to load any extension proc that your code uses.
when defined(linux):
import X, XLib, XUtil
elif defined(windows):
import winlean, os
when defined(windows):
const
ogldll* = "OpenGL32.dll"
gludll* = "GLU32.dll"
elif defined(macosx):
const
ogldll* = "libGL.dylib"
gludll* = "libGLU.dylib"
else:
const
ogldll* = "libGL.so.1"
gludll* = "libGLU.so.1"
when defined(useGlew):
{.pragma: ogl, header: "<GL/glew.h>".}
{.pragma: oglx, header: "<GL/glxew.h>".}
{.pragma: wgl, header: "<GL/wglew.h>".}
{.pragma: glu, dynlib: gludll.}
else:
# quite complex ... thanks to extension support for various platforms:
import dynlib
let oglHandle = LoadLib(ogldll)
if isNil(oglHandle): quit("could not load: " & ogldll)
when defined(windows):
var wglGetProcAddress = cast[proc (s: cstring): pointer {.stdcall.}](
symAddr(oglHandle, "wglGetProcAddress"))
elif defined(linux):
var glXGetProcAddress = cast[proc (s: cstring): pointer {.cdecl.}](
symAddr(oglHandle, "glXGetProcAddress"))
var glXGetProcAddressARB = cast[proc (s: cstring): pointer {.cdecl.}](
symAddr(oglHandle, "glXGetProcAddressARB"))
proc glGetProc(h: TLibHandle; procName: cstring): pointer =
when defined(windows):
result = symAddr(h, procname)
if result != nil: return
if not isNil(wglGetProcAddress): result = wglGetProcAddress(ProcName)
elif defined(linux):
if not isNil(glXGetProcAddress): result = glXGetProcAddress(ProcName)
if result != nil: return
if not isNil(glXGetProcAddressARB):
result = glXGetProcAddressARB(ProcName)
if result != nil: return
result = symAddr(h, procname)
else:
result = symAddr(h, procName)
if result == nil: raiseInvalidLibrary(procName)
var gluHandle: TLibHandle
proc gluGetProc(procname: cstring): pointer =
if gluHandle == nil:
gluHandle = LoadLib(gludll)
if gluHandle == nil: quit("could not load: " & gludll)
result = glGetProc(gluHandle, procname)
# undocumented 'dynlib' feature: the string literal is replaced by
# the imported proc name:
{.pragma: ogl, dynlib: glGetProc(oglHandle, "0").}
{.pragma: oglx, dynlib: glGetProc(oglHandle, "0").}
{.pragma: wgl, dynlib: glGetProc(oglHandle, "0").}
{.pragma: glu, dynlib: gluGetProc("").}
proc nimLoadProcs0() {.importc.}
template loadExtensions*() =
## call this after your rendering context has been setup if you use
## extensions.
bind nimLoadProcs0
nimLoadProcs0()
#==============================================================================
#
# OpenGL 4.2 - Headertranslation
# Version 4.2a
# Date : 26.11.2011
#
# Works with :
# - Delphi 3 and up
# - FreePascal (1.9.3 and up)
#
#==============================================================================
#
# Containts the translations of glext.h, gl_1_1.h, glu.h and weglext.h.
# It also contains some helperfunctions that were inspired by those
# found in Mike Lischke's OpenGL12.pas.
#
# Copyright (C) DGL-OpenGL2-Portteam
# All Rights Reserved
#
# Obtained through:
# Delphi OpenGL Community(DGL) - www.delphigl.com
#
# Converted and maintained by DGL's GL2.0-Team :
# - Sascha Willems - http://www.saschawillems.de
# - Steffen Xonna (Lossy eX) - http://www.dev-center.de
# Additional input :
# - Andrey Gruzdev (Mac OS X patch for XE2 / FPC)
# - Lars Middendorf
# - Martin Waldegger (Mars)
# - Benjamin Rosseaux (BeRo) - http://www.0ok.de
# Additional thanks:
# sigsegv (libdl.so)
#
#
#==============================================================================
# You may retrieve the latest version of this file at the Delphi OpenGL
# Community home page, located at http://www.delphigl.com/
#
# The contents of this file are used with permission, subject to
# the Mozilla Public License Version 1.1 (the "License"); you may
# not use this file except in compliance with the License. You may
# obtain a copy of the License at
# http://www.mozilla.org/MPL/MPL-1.1.html
#
# Software distributed under the License is distributed on an
# "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or
# implied. See the License for the specific language governing
# rights and limitations under the License.
#
#==============================================================================
# History :
# Version 1.0 Initial Release
# Version 1.1 Added PPointer in Tpyessection for compatiblity with Delphi
# versions lower than 7 (SW)
# Added a function named RaiseLastOSError including a comment
# on how to make it run under Delphi versions lower than 7 (SW)
# Added some data types according to the GL-Syntax (SW)
# Version 1.2 Fixed some problems with getting the addresses of some
# Extensions (e.g. glTexImage3D) where the EXT/ARB did work
# but not the core-functions (SW)
# Version 1.3 A second call to ReadimplementationProperties won't
# revert to the default libs anymore (MW)
# Libraries now will be released if necessary (MW)
# Version 1.3a Small fixes for glSlang-functions (SW)
# Version 1.3b Fixed a small bug with GL_ARB_shader_objects, that lead
# lead to that extension not loaded correctly (SW)
# Version 1.3c more GL 1.5 compliance by FOG_COORD_xx and
# ARB less VBO and occlusion query routines (MW)
# Version 1.3d Fixed linebreaks (should now be corrected under D5) (SW)
# Version 1.4 Changed header to correspond to the OpenGL-Shading
# Language specification 1.10 :
# - Added new GL_SAMPLER*-Constants
# - Added Constant GL_SHADING_LANGUAGE_VERSION_ARB
# - Added Constant GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB
# - Added Constant GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB (SW)
# Version 1.4a Fixed a missing stdcall for glBindAttribLocationARB (SW)
# Version 1.4b Fixed declaration for glUniform*(f/i)vARB (added count) (MW)
# glCompileShaderARB changed from function to procedure (MW)
# Version 1.5 Added support for FreePascal (BR)
# Added type TGLVectorf3/TGLVector3f (SW)
# Version 1.6 Added Extension GL_EXT_framebuffer_object (SX)
# Version 1.7 Added Extension GL_ARB_fragment_program_shadow (SX)
# Added Extension GL_ARB_draw_buffers (SX)
# Added Extension GL_ARB_texture_rectangle (SX)
# Added Extension GL_ARB_color_buffer_float (SX)
# Added Extension GL_ARB_half_float_pixel (SX)
# Added Extension GL_ARB_texture_float (SX)
# Added Extension GL_ARB_pixel_buffer_object (SX)
# Added Extension GL_EXT_depth_bounds_test (SX)
# Added Extension GL_EXT_texture_mirror_clamp (SX)
# Added Extension GL_EXT_blend_equation_separate (SX)
# Added Extension GL_EXT_pixel_buffer_object (SX)
# Added Extension GL_EXT_texture_compression_dxt1 (SX)
# Added Extension GL_NV_fragment_program_option (SX)
# Added Extension GL_NV_fragment_program2 (SX)
# Added Extension GL_NV_vertex_program2_option (SX)
# Added Extension GL_NV_vertex_program3 (SX)
# Version 1.8 Added explicit delegate type definitions (LM)
# Added .Net 1.1 Support (LM)
# Added .Net overloaded functions (LM)
# Added delayed extension loading and stubs (LM)
# Added automatic InitOpenGL call in CreateRenderingContext(LM)
# Added extra Read* function (LM)
# Version 2.0 fixed some Problem with version string and damn drivers.
# String 1.15 identified as OpenGL 1.5 not as OpenGL 1.1 (SX)
# Removed unexisting extension GL_ARB_texture_mirror_repeat(SX)
# Added Extension WGL_ARB_pixel_format_float (SX)
# Added Extension GL_EXT_stencil_clear_tag (SX)
# Added Extension GL_EXT_texture_rectangle (SX)
# Added Extension GL_EXT_texture_edge_clamp (SX)
# Some 1.5 Core Consts added (now completed) (SX)
# gluProject need pointer for not .net (SX)
# gluUnProject need pointer for not .net (SX)
# wglUseFontOutlines* need pointer for not .net (SX)
# wglSwapMultipleBuffers need pointer for not .net (SX)
# Bug with wglGetExtensionsStringEXT removed
# different type for .net (SX)
# Added OpenGL 2.0 Core (SX)
# Version 2.0.1 fixed some problems with glGetActiveAttrib in 2.0 Core (SX)
# fixes some problems with gluProject (SX)
# fixes some problems with gluUnProject (SX)
# fixes some problems with gluTessVertex (SX)
# fixes some problems with gluLoadSamplingMatrices (SX)
# Version 2.1 Removed .NET Support (SX)
# Better support for Linux (SX)
# Better Codeformation (SX)
# Added some more Vector/Matrix types (SX)
# Added OpenGL 2.1 Core (SX)
# Added Extension GL_EXT_packed_depth_stencil (SX)
# Added Extension GL_EXT_texture_sRGB (SX)
# Added Extension GL_EXT_framebuffer_blit (SX)
# Added Extension GL_EXT_framebuffer_multisample (SX)
# Added Extension GL_EXT_timer_query (SX)
# Added Extension GL_EXT_gpu_program_parameters (SX)
# Added Extension GL_EXT_bindable_uniform (SX)
# Added Extension GL_EXT_draw_buffers2 (SX)
# Added Extension GL_EXT_draw_instanced (SX)
# Added Extension GL_EXT_framebuffer_sRGB (SX)
# Added Extension GL_EXT_geometry_shader4 (SX)
# Added Extension GL_EXT_gpu_shader4 (SX)
# Added Extension GL_EXT_packed_float (SX)
# Added Extension GL_EXT_texture_array (SX)
# Added Extension GL_EXT_texture_buffer_object (SX)
# Added Extension GL_EXT_texture_compression_latc (SX)
# Added Extension GL_EXT_texture_compression_rgtc (SX)
# Added Extension GL_EXT_texture_integer (SX)
# Added Extension GL_EXT_texture_shared_exponent (SX)
# Added Extension GL_NV_depth_buffer_float (SX)
# Added Extension GL_NV_fragment_program4 (SX)
# Added Extension GL_NV_framebuffer_multisample_coverage (SX)
# Added Extension GL_NV_geometry_program4 (SX)
# Added Extension GL_NV_gpu_program4 (SX)
# Added Extension GL_NV_parameter_buffer_object (SX)
# Added Extension GL_NV_transform_feedback (SX)
# Added Extension GL_NV_vertex_program4 (SX)
# Version 3.0 fixed some const of GL_EXT_texture_shared_exponent (SX)
# possible better support for mac (SX)
# Added OpenGL 3.0 Core (SX)
# Added Extension GL_ARB_depth_buffer_float (SX)
# Added Extension GL_ARB_draw_instanced (SX)
# Added Extension GL_ARB_framebuffer_object (SX)
# Added Extension GL_ARB_framebuffer_sRGB (SX)
# Added Extension GL_ARB_geometry_shader4 (SX)
# Added Extension GL_ARB_half_float_vertex (SX)
# Added Extension GL_ARB_instanced_arrays (SX)
# Added Extension GL_ARB_map_buffer_range (SX)
# Added Extension GL_ARB_texture_buffer_object (SX)
# Added Extension GL_ARB_texture_compression_rgtc (SX)
# Added Extension GL_ARB_texture_rg (SX)
# Added Extension GL_ARB_vertex_array_object (SX)
# Added Extension GL_NV_conditional_render (SX)
# Added Extension GL_NV_present_video (SX)
# Added Extension GL_EXT_transform_feedback (SX)
# Added Extension GL_EXT_direct_state_access (SX)
# Added Extension GL_EXT_vertex_array_bgra (SX)
# Added Extension GL_EXT_texture_swizzle (SX)
# Added Extension GL_NV_explicit_multisample (SX)
# Added Extension GL_NV_transform_feedback2 (SX)
# Added Extension WGL_ARB_create_context (SX)
# Added Extension WGL_NV_present_video (SX)
# Added Extension WGL_NV_video_out (SX)
# Added Extension WGL_NV_swap_group (SX)
# Added Extension WGL_NV_gpu_affinity (SX)
# Added define DGL_TINY_HEADER to suppress automatic
# function loading (SX)
# glProcedure renamed to dglGetProcAddress and now it's
# visible from outside the unit to custom load functions (SX)
# dglCheckExtension added to check if an extension exists (SX)
# Read_GL_ARB_buffer_object renamed to
# Read_GL_ARB_vertex_buffer_object (SX)
# Version 3.0.1 fixed an problem with fpc (SX)
# Version 3.0.2 fixed an problem with WGL_ARB_create_context (SX)
# Version 3.2 Functions from GL_VERSION_3_0 where updated (SX)
# Functions from GL_ARB_map_buffer_range where updated (SX)
# Functions from GL_NV_present_video where added (SX)
# Added consts of GL_ARB_instanced_arrays (SX)
# Defines to identify Delphi was changed (prevent for
# feature maintenance) (SX)
# Added Extension GL_ATI_meminfo (SX)
# Added Extension GL_AMD_performance_monitor (SX)
# Added Extension GL_AMD_texture_texture4 (SX)
# Added Extension GL_AMD_vertex_shader_tesselator (SX)
# Added Extension GL_EXT_provoking_vertex (SX)
# Added Extension WGL_AMD_gpu_association (SX)
# Added OpenGL 3.1 Core (SX)
# All deprecated stuff can be disabled if you undef the
# define DGL_DEPRECATED (SX)
# Added Extension GL_ARB_uniform_buffer_object (SX)
# Added Extension GL_ARB_compatibility (SX)
# Added Extension GL_ARB_copy_buffer (SX)
# Added Extension GL_ARB_shader_texture_lod (SX)
# Remove function from GL_NV_present_video (SX)
# Added Extension WGL_3DL_stereo_control (SX)
# Added Extension GL_EXT_texture_snorm (SX)
# Added Extension GL_AMD_draw_buffers_blend (SX)
# Added Extension GL_APPLE_texture_range (SX)
# Added Extension GL_APPLE_float_pixels (SX)
# Added Extension GL_APPLE_vertex_program_evaluators (SX)
# Added Extension GL_APPLE_aux_depth_stencil (SX)
# Added Extension GL_APPLE_object_purgeable (SX)
# Added Extension GL_APPLE_row_bytes (SX)
# Added OpenGL 3.2 Core (SX)
# Added Extension GL_ARB_depth_clamp (SX)
# Added Extension GL_ARB_draw_elements_base_vertex (SX)
# Added Extension GL_ARB_fragment_coord_conventions (SX)
# Added Extension GL_ARB_provoking_vertex (SX)
# Added Extension GL_ARB_seamless_cube_map (SX)
# Added Extension GL_ARB_sync (SX)
# Added Extension GL_ARB_texture_multisample (SX)
# Added Extension GL_ARB_vertex_array_bgra (SX)
# Added Extension GL_ARB_draw_buffers_blend (SX)
# Added Extension GL_ARB_sample_shading (SX)
# Added Extension GL_ARB_texture_cube_map_array (SX)
# Added Extension GL_ARB_texture_gather (SX)
# Added Extension GL_ARB_texture_query_lod (SX)
# Added Extension WGL_ARB_create_context_profile (SX)
# Added GLX Core up to Version 1.4 (SX)
# Added Extension GLX_ARB_multisample (SX)
# Added Extension GLX_ARB_fbconfig_float (SX)
# Added Extension GLX_ARB_get_proc_address (SX)
# Added Extension GLX_ARB_create_context (SX)
# Added Extension GLX_ARB_create_context_profile (SX)
# Added Extension GLX_EXT_visual_info (SX)
# Added Extension GLX_EXT_visual_rating (SX)
# Added Extension GLX_EXT_import_context (SX)
# Added Extension GLX_EXT_fbconfig_packed_float (SX)
# Added Extension GLX_EXT_framebuffer_sRGB (SX)
# Added Extension GLX_EXT_texture_from_pixmap (SX)
# Version 3.2.1 Fixed some problems with Delphi < 6 (SX)
# Version 3.2.2 Added Extension GL_APPLE_rgb_422 (SX)
# Added Extension GL_EXT_separate_shader_objects (SX)
# Added Extension GL_NV_video_capture (SX)
# Added Extension GL_NV_copy_image (SX)
# Added Extension GL_NV_parameter_buffer_object2 (SX)
# Added Extension GL_NV_shader_buffer_load (SX)
# Added Extension GL_NV_vertex_buffer_unified_memory (SX)
# Added Extension GL_NV_texture_barrier (SX)
# Variable GL_EXT_texture_snorm will be filled (SX)
# Variable GL_APPLE_row_bytes will be filled (SX)
# Added Extension WGL_NV_video_capture (SX)
# Added Extension WGL_NV_copy_image (SX)
# WGL_NV_video_out now named WGL_NV_video_output (SX)
# Added Extension GLX_EXT_swap_control (SX)
# Version 3.2.3 Fixed an Problem with glGetAttribLocation (SX)
# Added const GL_UNIFORM_BUFFER_EXT (SX)
# Functions of GL_NV_texture_barrier now will be loaded (SX)
# Version 4.0 Changes on Extension GL_ARB_texture_gather (SX)
# Changes on Extension GL_NV_shader_buffer_load (SX)
# Added OpenGL 3.3 Core (SX)
# Added OpenGL 4.0 Core (SX)
# Added Extension GL_AMD_shader_stencil_export (SX)
# Added Extension GL_AMD_seamless_cubemap_per_texture (SX)
# Added Extension GL_ARB_shading_language_include (SX)
# Added Extension GL_ARB_texture_compression_bptc (SX)
# Added Extension GL_ARB_blend_func_extended (SX)
# Added Extension GL_ARB_explicit_attrib_location (SX)
# Added Extension GL_ARB_occlusion_query2 (SX)
# Added Extension GL_ARB_sampler_objects (SX)
# Added Extension GL_ARB_shader_bit_encoding (SX)
# Added Extension GL_ARB_texture_rgb10_a2ui (SX)
# Added Extension GL_ARB_texture_swizzle (SX)
# Added Extension GL_ARB_timer_query (SX)
# Added Extension GL_ARB_vertextyp_2_10_10_10_rev (SX)
# Added Extension GL_ARB_draw_indirect (SX)
# Added Extension GL_ARB_gpu_shader5 (SX)
# Added Extension GL_ARB_gpu_shader_fp64 (SX)
# Added Extension GL_ARB_shader_subroutine (SX)
# Added Extension GL_ARB_tessellation_shader (SX)
# Added Extension GL_ARB_texture_buffer_object_rgb32 (SX)
# Added Extension GL_ARB_transform_feedback2 (SX)
# Added Extension GL_ARB_transform_feedback3 (SX)
# Version 4.1 Possible fix some strange linux behavior (SX)
# All function uses GL instead of TGL types (SX)
# GL_AMD_vertex_shader_tesselator will be read now (SX)
# GL_AMD_draw_buffers_blend will be read now (SX)
# Changes on glStencilFuncSeparate (GL_2_0) (SX)
# Changes on GL_VERSION_3_2 (SX)
# Changes on GL_VERSION_3_3 (SX)
# Changes on GL_VERSION_4_0 (SX)
# Changes on GL_ARB_sample_shading (SX)
# Changes on GL_ARB_texture_cube_map_array (SX)
# Changes on GL_ARB_gpu_shader5 (SX)
# Changes on GL_ARB_transform_feedback3 (SX)
# Changes on GL_ARB_sampler_objects (SX)
# Changes on GL_ARB_gpu_shader_fp64 (SX)
# Changes on GL_APPLE_element_array (SX)
# Changes on GL_APPLE_vertex_array_range (SX)
# Changes on GL_NV_transform_feedback (SX)
# Changes on GL_NV_vertex_buffer_unified_memory (SX)
# Changes on GL_EXT_multi_draw_arrays (SX)
# Changes on GL_EXT_direct_state_access (SX)
# Changes on GL_AMD_performance_monitor (SX)
# Changes on GL_AMD_seamless_cubemap_per_texture (SX)
# Changes on GL_EXT_geometry_shader4 (SX)
# Added OpenGL 4.1 Core (SX)
# Added Extension GL_ARB_ES2_compatibility (SX)
# Added Extension GL_ARB_get_program_binary (SX)
# Added Extension GL_ARB_separate_shader_objects (SX)
# Added Extension GL_ARB_shader_precision (SX)
# Added Extension GL_ARB_vertex_attrib_64bit (SX)
# Added Extension GL_ARB_viewport_array (SX)
# Added Extension GL_ARB_cl_event (SX)
# Added Extension GL_ARB_debug_output (SX)
# Added Extension GL_ARB_robustness (SX)
# Added Extension GL_ARB_shader_stencil_export (SX)
# Added Extension GL_AMD_conservative_depth (SX)
# Added Extension GL_EXT_shader_image_load_store (SX)
# Added Extension GL_EXT_vertex_attrib_64bit (SX)
# Added Extension GL_NV_gpu_program5 (SX)
# Added Extension GL_NV_gpu_shader5 (SX)
# Added Extension GL_NV_shader_buffer_store (SX)
# Added Extension GL_NV_tessellation_program5 (SX)
# Added Extension GL_NV_vertex_attrib_integer_64bit (SX)
# Added Extension GL_NV_multisample_coverage (SX)
# Added Extension GL_AMD_name_gen_delete (SX)
# Added Extension GL_AMD_debug_output (SX)
# Added Extension GL_NV_vdpau_interop (SX)
# Added Extension GL_AMD_transform_feedback3_lines_triangles (SX)
# Added Extension GL_AMD_depth_clamp_separate (SX)
# Added Extension GL_EXT_texture_sRGB_decode (SX)
# Added Extension WGL_ARB_framebuffer_sRGB (SX)
# Added Extension WGL_ARB_create_context_robustness (SX)
# Added Extension WGL_EXT_create_context_es2_profile (SX)
# Added Extension WGL_NV_multisample_coverage (SX)
# Added Extension GLX_ARB_vertex_buffer_object (SX)
# Added Extension GLX_ARB_framebuffer_sRGB (SX)
# Added Extension GLX_ARB_create_context_robustness (SX)
# Added Extension GLX_EXT_create_context_es2_profile (SX)
# Version 4.1a Fix for dglGetProcAddress with FPC and linux (def param) (SW)
# Version 4.2 Added OpenGL 4.2 Core (SW)
# Added Extension GL_ARB_base_instance (SW)
# Added Extension GL_ARB_shading_language_420pack (SW)
# Added Extension GL_ARB_transform_feedback_instanced (SW)
# Added Extension GL_ARB_compressed_texture_pixel_storage (SW)
# Added Extension GL_ARB_conservative_depth (SW)
# Added Extension GL_ARB_internalformat_query (SW)
# Added Extension GL_ARB_map_buffer_alignment (SW)
# Added Extension GL_ARB_shader_atomic_counters (SW)
# Added Extension GL_ARB_shader_image_load_store (SW)
# Added Extension GL_ARB_shading_language_packing (SW)
# Added Extension GL_ARB_texture_storage (SW)
# Added Extension WGL_NV_DX_interop (SW)
# Added Define for WGL_EXT_create_context_es2_profile (SW)
# Version 4.2a Added Mac OS X patch by Andrey Gruzdev (SW)
#==============================================================================
# Header based on glext.h rev 72 (2011/08/08)
# Header based on wglext.h rev 23 (2011/04/13)
# Header based on glxext.h rev 32 (2010/08/06) (only Core/ARB/EXT)
#
# This is an important notice for maintaining. Dont remove it. And make sure
# to keep it up to date
#==============================================================================
{.deadCodeElim: on.}
type
PPointer* = ptr Pointer
GLenum* = uint32
GLboolean* = bool
GLbitfield* = uint32
GLbyte* = int8
GLshort* = int16
GLint* = int32
GLsizei* = int32
GLubyte* = uint8
GLushort* = uint16
GLuint* = uint32
GLfloat* = float32
GLclampf* = float32
GLdouble* = float64
GLclampd* = float64
GLvoid* = Pointer
GLint64* = Int64
GLuint64* = uint64
TGLenum* = GLenum
TGLboolean* = GLboolean
TGLbitfield* = GLbitfield
TGLbyte* = GLbyte
TGLshort* = GLshort
TGLint* = GLint
TGLsizei* = GLsizei
TGLubyte* = GLubyte
TGLushort* = GLushort
TGLuint* = GLuint
TGLfloat* = GLfloat
TGLclampf* = GLclampf
TGLdouble* = GLdouble
TGLclampd* = GLclampd
TGLvoid* = GLvoid
TGLint64* = GLint64
TGLuint64* = GLuint64
PGLboolean* = ptr GLboolean
PGLbyte* = ptr GLbyte
PGLshort* = ptr GLshort
PGLint* = ptr GLint
PGLsizei* = ptr GLsizei
PGLubyte* = ptr GLubyte
PGLushort* = ptr GLushort
PGLuint* = ptr GLuint
PGLclampf* = ptr GLclampf
PGLfloat* = ptr GLfloat
PGLdouble* = ptr GLdouble
PGLclampd* = ptr GLclampd
PGLenum* = ptr GLenum
PGLvoid* = Pointer
PPGLvoid* = ptr PGLvoid
PGLint64* = ptr GLint64
PGLuint64* = ptr GLuint64 # GL_NV_half_float
GLhalfNV* = int16
TGLhalfNV* = GLhalfNV
PGLhalfNV* = ptr GLhalfNV # GL_ARB_shader_objects
PGLHandleARB* = ptr GLHandleARB
GLHandleARB* = int
GLcharARB* = Char
PGLcharARB* = cstring
PPGLcharARB* = ptr PGLcharARB # GL_VERSION_1_5
GLintptr* = GLint
GLsizeiptr* = GLsizei # GL_ARB_vertex_buffer_object
GLintptrARB* = GLint
GLsizeiptrARB* = GLsizei # GL_VERSION_2_0
GLHandle* = int
PGLchar* = cstring
PPGLchar* = ptr PGLChar # GL_EXT_timer_query
GLint64EXT* = Int64
TGLint64EXT* = GLint64EXT
PGLint64EXT* = ptr GLint64EXT
GLuint64EXT* = GLuint64
TGLuint64EXT* = GLuint64EXT
PGLuint64EXT* = ptr GLuint64EXT # WGL_ARB_pbuffer
GLsync* = Pointer # GL_ARB_cl_event
# These incomplete types let us declare types compatible with OpenCL's cl_context and cl_event
Tcl_context*{.final.} = object
Tcl_event*{.final.} = object
p_cl_context* = ptr Tcl_context
p_cl_event* = ptr Tcl_event # GL_ARB_debug_output
TglDebugProcARB* = proc (source: GLenum, typ: GLenum, id: GLuint,
severity: GLenum, len: GLsizei, message: PGLchar,
userParam: PGLvoid){.stdcall.} # GL_AMD_debug_output
TglDebugProcAMD* = proc (id: GLuint, category: GLenum, severity: GLenum,
len: GLsizei, message: PGLchar, userParam: PGLvoid){.
stdcall.} # GL_NV_vdpau_interop
GLvdpauSurfaceNV* = GLintptr
PGLvdpauSurfaceNV* = ptr GLvdpauSurfaceNV # GLX
when defined(windows):
type
HPBUFFERARB* = THandle # WGL_EXT_pbuffer
HPBUFFEREXT* = THandle # WGL_NV_present_video
PHVIDEOOUTPUTDEVICENV* = ptr HVIDEOOUTPUTDEVICENV
HVIDEOOUTPUTDEVICENV* = THandle # WGL_NV_video_output
PHPVIDEODEV* = ptr HPVIDEODEV
HPVIDEODEV* = THandle # WGL_NV_gpu_affinity
PHPGPUNV* = ptr HPGPUNV
PHGPUNV* = ptr HGPUNV # WGL_NV_video_capture
HVIDEOINPUTDEVICENV* = THandle
PHVIDEOINPUTDEVICENV* = ptr HVIDEOINPUTDEVICENV
HPGPUNV* = THandle
HGPUNV* = THandle # GL_ARB_sync
when defined(LINUX):
type
GLXContext* = Pointer
GLXContextID* = TXID
GLXDrawable* = TXID
GLXFBConfig* = Pointer
GLXPbuffer* = TXID
GLXPixmap* = TXID
GLXWindow* = TXID
Window* = TXID
Colormap* = TXID
Pixmap* = TXID
Font* = TXID
type # Datatypes corresponding to GL's types TGL(name)(type)(count)
TGLVectorub2* = array[0..1, GLubyte]
TGLVectori2* = array[0..1, GLint]
TGLVectorf2* = array[0..1, GLfloat]
TGLVectord2* = array[0..1, GLdouble]
TGLVectorp2* = array[0..1, Pointer]
TGLVectorub3* = array[0..2, GLubyte]
TGLVectori3* = array[0..2, GLint]
TGLVectorf3* = array[0..2, GLfloat]
TGLVectord3* = array[0..2, GLdouble]
TGLVectorp3* = array[0..2, Pointer]
TGLVectorub4* = array[0..3, GLubyte]
TGLVectori4* = array[0..3, GLint]
TGLVectorf4* = array[0..3, GLfloat]
TGLVectord4* = array[0..3, GLdouble]
TGLVectorp4* = array[0..3, Pointer]
TGLArrayf4* = TGLVectorf4
TGLArrayf3* = TGLVectorf3
TGLArrayd3* = TGLVectord3
TGLArrayi4* = TGLVectori4
TGLArrayp4* = TGLVectorp4
TGlMatrixub3* = array[0..2, array[0..2, GLubyte]]
TGlMatrixi3* = array[0..2, array[0..2, GLint]]
TGLMatrixf3* = array[0..2, array[0..2, GLfloat]]
TGLMatrixd3* = array[0..2, array[0..2, GLdouble]]
TGlMatrixub4* = array[0..3, array[0..3, GLubyte]]
TGlMatrixi4* = array[0..3, array[0..3, GLint]]
TGLMatrixf4* = array[0..3, array[0..3, GLfloat]]
TGLMatrixd4* = array[0..3, array[0..3, GLdouble]]
TGLVector3f* = TGLVectorf3 # Datatypes corresponding to OpenGL12.pas for easy porting
TVector3d* = TGLVectord3
TVector4i* = TGLVectori4
TVector4f* = TGLVectorf4
TVector4p* = TGLVectorp4
TMatrix4f* = TGLMatrixf4
TMatrix4d* = TGLMatrixd4
PGLMatrixd4* = ptr TGLMatrixd4
PVector4i* = ptr TVector4i
TRect*{.final.} = object
Left*, Top*, Right*, Bottom*: int32
PGPU_DEVICE* = ptr GPU_DEVICE
GPU_DEVICE*{.final.} = object
cb*: int32
DeviceName*: array[0..31, Char]
DeviceString*: array[0..127, Char]
Flags*: int32
rcVirtualScreen*: TRect
when defined(windows):
type
PWGLSwap* = ptr TWGLSwap
TWGLSWAP*{.final.} = object
hdc*: HDC
uiFlags*: int32
type
TGLUNurbs*{.final.} = object
TGLUQuadric*{.final.} = object
TGLUTesselator*{.final.} = object
PGLUNurbs* = ptr TGLUNurbs
PGLUQuadric* = ptr TGLUQuadric
PGLUTesselator* = ptr TGLUTesselator # backwards compatibility
TGLUNurbsObj* = TGLUNurbs
TGLUQuadricObj* = TGLUQuadric
TGLUTesselatorObj* = TGLUTesselator
TGLUTriangulatorObj* = TGLUTesselator
PGLUNurbsObj* = PGLUNurbs
PGLUQuadricObj* = PGLUQuadric
PGLUTesselatorObj* = PGLUTesselator
PGLUTriangulatorObj* = PGLUTesselator # GLUQuadricCallback
TGLUQuadricErrorProc* = proc(errorCode: GLenum){.stdcall.}
TGLUTessBeginProc* = proc(AType: GLenum){.stdcall.}
TGLUTessEdgeFlagProc* = proc(Flag: GLboolean){.stdcall.}
TGLUTessVertexProc* = proc(VertexData: Pointer){.stdcall.}
TGLUTessEndProc* = proc(){.stdcall.}
TGLUTessErrorProc* = proc(ErrNo: GLenum){.stdcall.}
TGLUTessCombineProc* = proc(Coords: TGLArrayd3, VertexData: TGLArrayp4,
Weight: TGLArrayf4, OutData: PPointer){.stdcall.}
TGLUTessBeginDataProc* = proc(AType: GLenum, UserData: Pointer){.stdcall.}
TGLUTessEdgeFlagDataProc* = proc(Flag: GLboolean, UserData: Pointer){.stdcall.}
TGLUTessVertexDataProc* = proc(VertexData: Pointer, UserData: Pointer){.stdcall.}
TGLUTessEndDataProc* = proc(UserData: Pointer){.stdcall.}
TGLUTessErrorDataProc* = proc(ErrNo: GLenum, UserData: Pointer){.stdcall.}
TGLUTessCombineDataProc* = proc(Coords: TGLArrayd3, VertexData: TGLArrayp4,
Weight: TGLArrayf4, OutData: PPointer,
UserData: Pointer){.stdcall.}
# GLUNurbsCallback
TGLUNurbsErrorProc* = proc(ErrorCode: GLEnum){.stdcall.}
const # GL_VERSION_1_1
# AttribMask
GL_DEPTH_BUFFER_BIT* = 0x00000100
GL_STENCIL_BUFFER_BIT* = 0x00000400
GL_COLOR_BUFFER_BIT* = 0x00004000 # Boolean
GL_TRUE* = 1
GL_FALSE* = 0 # BeginMode
GL_POINTS* = 0x00000000
GL_LINES* = 0x00000001
GL_LINE_LOOP* = 0x00000002
GL_LINE_STRIP* = 0x00000003
GL_TRIANGLES* = 0x00000004
GL_TRIANGLE_STRIP* = 0x00000005
GL_TRIANGLE_FAN* = 0x00000006 # AlphaFunction
GL_NEVER* = 0x00000200
GL_LESS* = 0x00000201
GL_EQUAL* = 0x00000202
GL_LEQUAL* = 0x00000203
GL_GREATER* = 0x00000204
GL_NOTEQUAL* = 0x00000205
GL_GEQUAL* = 0x00000206
GL_ALWAYS* = 0x00000207 # BlendingFactorDest
GL_ZERO* = 0
GL_ONE* = 1
GL_SRC_COLOR* = 0x00000300
GL_ONE_MINUS_SRC_COLOR* = 0x00000301
GL_SRC_ALPHA* = 0x00000302
GL_ONE_MINUS_SRC_ALPHA* = 0x00000303
GL_DST_ALPHA* = 0x00000304
GL_ONE_MINUS_DST_ALPHA* = 0x00000305 # BlendingFactorSrc
GL_DST_COLOR* = 0x00000306
GL_ONE_MINUS_DST_COLOR* = 0x00000307
GL_SRC_ALPHA_SATURATE* = 0x00000308 # DrawBufferMode
GL_NONE* = 0
GL_FRONT_LEFT* = 0x00000400
GL_FRONT_RIGHT* = 0x00000401
GL_BACK_LEFT* = 0x00000402
GL_BACK_RIGHT* = 0x00000403
GL_FRONT* = 0x00000404
GL_BACK* = 0x00000405
GL_LEFT* = 0x00000406
GL_RIGHT* = 0x00000407
GL_FRONT_AND_BACK* = 0x00000408 # ErrorCode
GL_NO_ERROR* = 0
GL_INVALID_ENUM* = 0x00000500
GL_INVALID_VALUE* = 0x00000501
GL_INVALID_OPERATION* = 0x00000502
GL_OUT_OF_MEMORY* = 0x00000505 # FrontFaceDirection
GL_CW* = 0x00000900
GL_CCW* = 0x00000901 # GetPName
cGL_POINT_SIZE* = 0x00000B11
GL_POINT_SIZE_RANGE* = 0x00000B12
GL_POINT_SIZE_GRANULARITY* = 0x00000B13
GL_LINE_SMOOTH* = 0x00000B20
cGL_LINE_WIDTH* = 0x00000B21
GL_LINE_WIDTH_RANGE* = 0x00000B22
GL_LINE_WIDTH_GRANULARITY* = 0x00000B23
GL_POLYGON_SMOOTH* = 0x00000B41
cGL_CULL_FACE* = 0x00000B44
GL_CULL_FACE_MODE* = 0x00000B45
cGL_FRONT_FACE* = 0x00000B46
cGL_DEPTH_RANGE* = 0x00000B70
GL_DEPTH_TEST* = 0x00000B71
GL_DEPTH_WRITEMASK* = 0x00000B72
GL_DEPTH_CLEAR_VALUE* = 0x00000B73
cGL_DEPTH_FUNC* = 0x00000B74
GL_STENCIL_TEST* = 0x00000B90
GL_STENCIL_CLEAR_VALUE* = 0x00000B91
cGL_STENCIL_FUNC* = 0x00000B92
GL_STENCIL_VALUE_MASK* = 0x00000B93
GL_STENCIL_FAIL* = 0x00000B94
GL_STENCIL_PASS_DEPTH_FAIL* = 0x00000B95
GL_STENCIL_PASS_DEPTH_PASS* = 0x00000B96
GL_STENCIL_REF* = 0x00000B97
GL_STENCIL_WRITEMASK* = 0x00000B98
cGL_VIEWPORT* = 0x00000BA2
GL_DITHER* = 0x00000BD0
GL_BLEND_DST* = 0x00000BE0
GL_BLEND_SRC* = 0x00000BE1
GL_BLEND* = 0x00000BE2
GL_LOGIC_OP_MODE* = 0x00000BF0
GL_COLOR_LOGIC_OP* = 0x00000BF2
cGL_DRAW_BUFFER* = 0x00000C01
cGL_READ_BUFFER* = 0x00000C02
GL_SCISSOR_BOX* = 0x00000C10
GL_SCISSOR_TEST* = 0x00000C11
GL_COLOR_CLEAR_VALUE* = 0x00000C22
GL_COLOR_WRITEMASK* = 0x00000C23
GL_DOUBLEBUFFER* = 0x00000C32
GL_STEREO* = 0x00000C33
GL_LINE_SMOOTH_HINT* = 0x00000C52
GL_POLYGON_SMOOTH_HINT* = 0x00000C53
GL_UNPACK_SWAP_BYTES* = 0x00000CF0
GL_UNPACK_LSB_FIRST* = 0x00000CF1
GL_UNPACK_ROW_LENGTH* = 0x00000CF2
GL_UNPACK_SKIP_ROWS* = 0x00000CF3
GL_UNPACK_SKIP_PIXELS* = 0x00000CF4
GL_UNPACK_ALIGNMENT* = 0x00000CF5
GL_PACK_SWAP_BYTES* = 0x00000D00
GL_PACK_LSB_FIRST* = 0x00000D01
GL_PACK_ROW_LENGTH* = 0x00000D02
GL_PACK_SKIP_ROWS* = 0x00000D03
GL_PACK_SKIP_PIXELS* = 0x00000D04
GL_PACK_ALIGNMENT* = 0x00000D05
GL_MAX_TEXTURE_SIZE* = 0x00000D33
GL_MAX_VIEWPORT_DIMS* = 0x00000D3A
GL_SUBPIXEL_BITS* = 0x00000D50
GL_TEXTURE_1D* = 0x00000DE0
GL_TEXTURE_2D* = 0x00000DE1
GL_POLYGON_OFFSET_UNITS* = 0x00002A00
GL_POLYGON_OFFSET_POINT* = 0x00002A01
GL_POLYGON_OFFSET_LINE* = 0x00002A02
GL_POLYGON_OFFSET_FILL* = 0x00008037
GL_POLYGON_OFFSET_FACTOR* = 0x00008038
GL_TEXTURE_BINDING_1D* = 0x00008068
GL_TEXTURE_BINDING_2D* = 0x00008069 # GetTextureParameter
GL_TEXTURE_WIDTH* = 0x00001000
GL_TEXTURE_HEIGHT* = 0x00001001
GL_TEXTURE_INTERNAL_FORMAT* = 0x00001003
GL_TEXTURE_BORDER_COLOR* = 0x00001004
GL_TEXTURE_BORDER* = 0x00001005
GL_TEXTURE_RED_SIZE* = 0x0000805C
GL_TEXTURE_GREEN_SIZE* = 0x0000805D
GL_TEXTURE_BLUE_SIZE* = 0x0000805E
GL_TEXTURE_ALPHA_SIZE* = 0x0000805F # HintMode
GL_DONT_CARE* = 0x00001100
GL_FASTEST* = 0x00001101
GL_NICEST* = 0x00001102 # DataType
cGL_BYTE* = 0x00001400
cGL_UNSIGNED_BYTE* = 0x00001401
cGL_SHORT* = 0x00001402
cGL_UNSIGNED_SHORT* = 0x00001403
cGL_INT* = 0x00001404
cGL_UNSIGNED_INT* = 0x00001405
cGL_FLOAT* = 0x00001406
cGL_DOUBLE* = 0x0000140A # LogicOp
cGL_CLEAR* = 0x00001500
GL_AND* = 0x00001501
GL_AND_REVERSE* = 0x00001502
GL_COPY* = 0x00001503
GL_AND_INVERTED* = 0x00001504
GL_NOOP* = 0x00001505
GL_XOR* = 0x00001506
GL_OR* = 0x00001507
GL_NOR* = 0x00001508
GL_EQUIV* = 0x00001509
GL_INVERT* = 0x0000150A
GL_OR_REVERSE* = 0x0000150B
GL_COPY_INVERTED* = 0x0000150C
GL_OR_INVERTED* = 0x0000150D
GL_NAND* = 0x0000150E
GL_SET* = 0x0000150F # MatrixMode (for gl3.h, FBO attachment type)
GL_TEXTURE* = 0x00001702 # PixelCopyType
GL_COLOR* = 0x00001800
GL_DEPTH* = 0x00001801
GL_STENCIL* = 0x00001802 # PixelFormat
GL_STENCIL_INDEX* = 0x00001901
GL_DEPTH_COMPONENT* = 0x00001902
GL_RED* = 0x00001903
GL_GREEN* = 0x00001904
GL_BLUE* = 0x00001905
GL_ALPHA* = 0x00001906
GL_RGB* = 0x00001907
GL_RGBA* = 0x00001908 # PolygonMode
GL_POINT* = 0x00001B00
GL_LINE* = 0x00001B01
GL_FILL* = 0x00001B02 # StencilOp
GL_KEEP* = 0x00001E00
GL_REPLACE* = 0x00001E01
GL_INCR* = 0x00001E02
GL_DECR* = 0x00001E03 # StringName
GL_VENDOR* = 0x00001F00
GL_RENDERER* = 0x00001F01
GL_VERSION* = 0x00001F02
GL_EXTENSIONS* = 0x00001F03 # TextureMagFilter
GL_NEAREST* = 0x00002600
GL_LINEAR* = 0x00002601 # TextureMinFilter
GL_NEAREST_MIPMAP_NEAREST* = 0x00002700
GL_LINEAR_MIPMAP_NEAREST* = 0x00002701
GL_NEAREST_MIPMAP_LINEAR* = 0x00002702
GL_LINEAR_MIPMAP_LINEAR* = 0x00002703 # TextureParameterName
GL_TEXTURE_MAG_FILTER* = 0x00002800
GL_TEXTURE_MIN_FILTER* = 0x00002801
GL_TEXTURE_WRAP_S* = 0x00002802
GL_TEXTURE_WRAP_T* = 0x00002803 # TextureTarget
GL_PROXY_TEXTURE_1D* = 0x00008063
GL_PROXY_TEXTURE_2D* = 0x00008064 # TextureWrapMode
GL_REPEAT* = 0x00002901 # PixelInternalFormat
GL_R3_G3_B2* = 0x00002A10
GL_RGB4* = 0x0000804F
GL_RGB5* = 0x00008050
GL_RGB8* = 0x00008051
GL_RGB10* = 0x00008052
GL_RGB12* = 0x00008053
GL_RGB16* = 0x00008054
GL_RGBA2* = 0x00008055
GL_RGBA4* = 0x00008056
GL_RGB5_A1* = 0x00008057
GL_RGBA8* = 0x00008058
GL_RGB10_A2* = 0x00008059
GL_RGBA12* = 0x0000805A
GL_RGBA16* = 0x0000805B
cGL_ACCUM* = 0x00000100
GL_LOAD* = 0x00000101
GL_RETURN* = 0x00000102
GL_MULT* = 0x00000103
GL_ADD* = 0x00000104
GL_CURRENT_BIT* = 0x00000001
GL_POINT_BIT* = 0x00000002
GL_LINE_BIT* = 0x00000004
GL_POLYGON_BIT* = 0x00000008
GL_POLYGON_STIPPLE_BIT* = 0x00000010
GL_PIXEL_MODE_BIT* = 0x00000020
GL_LIGHTING_BIT* = 0x00000040
GL_FOG_BIT* = 0x00000080
GL_ACCUM_BUFFER_BIT* = 0x00000200
GL_VIEWPORT_BIT* = 0x00000800
GL_TRANSFORM_BIT* = 0x00001000
GL_ENABLE_BIT* = 0x00002000
GL_HINT_BIT* = 0x00008000
GL_EVAL_BIT* = 0x00010000
GL_LIST_BIT* = 0x00020000
GL_TEXTURE_BIT* = 0x00040000
GL_SCISSOR_BIT* = 0x00080000
GL_ALL_ATTRIB_BITS* = 0x000FFFFF
GL_QUADS* = 0x00000007
GL_QUAD_STRIP* = 0x00000008
GL_POLYGON* = 0x00000009
GL_CLIP_PLANE0* = 0x00003000
GL_CLIP_PLANE1* = 0x00003001
GL_CLIP_PLANE2* = 0x00003002
GL_CLIP_PLANE3* = 0x00003003
GL_CLIP_PLANE4* = 0x00003004
GL_CLIP_PLANE5* = 0x00003005
GL_2_BYTES* = 0x00001407
GL_3_BYTES* = 0x00001408
GL_4_BYTES* = 0x00001409
GL_AUX0* = 0x00000409
GL_AUX1* = 0x0000040A
GL_AUX2* = 0x0000040B
GL_AUX3* = 0x0000040C
GL_STACK_OVERFLOW* = 0x00000503
GL_STACK_UNDERFLOW* = 0x00000504
GL_2D* = 0x00000600
GL_3D* = 0x00000601
GL_3D_COLOR* = 0x00000602
GL_3D_COLOR_TEXTURE* = 0x00000603
GL_4D_COLOR_TEXTURE* = 0x00000604
GL_PASS_THROUGH_TOKEN* = 0x00000700
GL_POINT_TOKEN* = 0x00000701
GL_LINE_TOKEN* = 0x00000702
GL_POLYGON_TOKEN* = 0x00000703
GL_BITMAP_TOKEN* = 0x00000704
GL_DRAW_PIXEL_TOKEN* = 0x00000705
GL_COPY_PIXEL_TOKEN* = 0x00000706
GL_LINE_RESET_TOKEN* = 0x00000707
GL_EXP* = 0x00000800
GL_EXP2* = 0x00000801
GL_COEFF* = 0x00000A00
GL_ORDER* = 0x00000A01
GL_DOMAIN* = 0x00000A02
GL_CURRENT_COLOR* = 0x00000B00
GL_CURRENT_INDEX* = 0x00000B01
GL_CURRENT_NORMAL* = 0x00000B02
GL_CURRENT_TEXTURE_COORDS* = 0x00000B03
GL_CURRENT_RASTER_COLOR* = 0x00000B04
GL_CURRENT_RASTER_INDEX* = 0x00000B05
GL_CURRENT_RASTER_TEXTURE_COORDS* = 0x00000B06
GL_CURRENT_RASTER_POSITION* = 0x00000B07
GL_CURRENT_RASTER_POSITION_VALID* = 0x00000B08
GL_CURRENT_RASTER_DISTANCE* = 0x00000B09
GL_POINT_SMOOTH* = 0x00000B10
cGL_LINE_STIPPLE* = 0x00000B24
GL_LINE_STIPPLE_PATTERN* = 0x00000B25
GL_LINE_STIPPLE_REPEAT* = 0x00000B26
GL_LIST_MODE* = 0x00000B30
GL_MAX_LIST_NESTING* = 0x00000B31
cGL_LIST_BASE* = 0x00000B32
GL_LIST_INDEX* = 0x00000B33
cGL_POLYGON_MODE* = 0x00000B40
cGL_POLYGON_STIPPLE* = 0x00000B42
cGL_EDGE_FLAG* = 0x00000B43
GL_LIGHTING* = 0x00000B50
GL_LIGHT_MODEL_LOCAL_VIEWER* = 0x00000B51
GL_LIGHT_MODEL_TWO_SIDE* = 0x00000B52
GL_LIGHT_MODEL_AMBIENT* = 0x00000B53
cGL_SHADE_MODEL* = 0x00000B54
GL_COLOR_MATERIAL_FACE* = 0x00000B55
GL_COLOR_MATERIAL_PARAMETER* = 0x00000B56
cGL_COLOR_MATERIAL* = 0x00000B57
GL_FOG* = 0x00000B60
GL_FOG_INDEX* = 0x00000B61
GL_FOG_DENSITY* = 0x00000B62
GL_FOG_START* = 0x00000B63
GL_FOG_END* = 0x00000B64
GL_FOG_MODE* = 0x00000B65
GL_FOG_COLOR* = 0x00000B66
GL_ACCUM_CLEAR_VALUE* = 0x00000B80
cGL_MATRIX_MODE* = 0x00000BA0
GL_NORMALIZE* = 0x00000BA1
GL_MODELVIEW_STACK_DEPTH* = 0x00000BA3
GL_PROJECTION_STACK_DEPTH* = 0x00000BA4
GL_TEXTURE_STACK_DEPTH* = 0x00000BA5
GL_MODELVIEW_MATRIX* = 0x00000BA6
GL_PROJECTION_MATRIX* = 0x00000BA7
GL_TEXTURE_MATRIX* = 0x00000BA8
GL_ATTRIB_STACK_DEPTH* = 0x00000BB0
GL_CLIENT_ATTRIB_STACK_DEPTH* = 0x00000BB1
GL_ALPHA_TEST* = 0x00000BC0
GL_ALPHA_TEST_FUNC* = 0x00000BC1
GL_ALPHA_TEST_REF* = 0x00000BC2
GL_INDEX_LOGIC_OP* = 0x00000BF1
GL_AUX_BUFFERS* = 0x00000C00
GL_INDEX_CLEAR_VALUE* = 0x00000C20
GL_INDEX_WRITEMASK* = 0x00000C21
GL_INDEX_MODE* = 0x00000C30
GL_RGBA_MODE* = 0x00000C31
cGL_RENDER_MODE* = 0x00000C40
GL_PERSPECTIVE_CORRECTION_HINT* = 0x00000C50
GL_POINT_SMOOTH_HINT* = 0x00000C51
GL_FOG_HINT* = 0x00000C54
GL_TEXTURE_GEN_S* = 0x00000C60
GL_TEXTURE_GEN_T* = 0x00000C61
GL_TEXTURE_GEN_R* = 0x00000C62
GL_TEXTURE_GEN_Q* = 0x00000C63
GL_PIXEL_MAP_I_TO_I* = 0x00000C70
GL_PIXEL_MAP_S_TO_S* = 0x00000C71
GL_PIXEL_MAP_I_TO_R* = 0x00000C72
GL_PIXEL_MAP_I_TO_G* = 0x00000C73
GL_PIXEL_MAP_I_TO_B* = 0x00000C74
GL_PIXEL_MAP_I_TO_A* = 0x00000C75
GL_PIXEL_MAP_R_TO_R* = 0x00000C76
GL_PIXEL_MAP_G_TO_G* = 0x00000C77
GL_PIXEL_MAP_B_TO_B* = 0x00000C78
GL_PIXEL_MAP_A_TO_A* = 0x00000C79
GL_PIXEL_MAP_I_TO_I_SIZE* = 0x00000CB0
GL_PIXEL_MAP_S_TO_S_SIZE* = 0x00000CB1
GL_PIXEL_MAP_I_TO_R_SIZE* = 0x00000CB2
GL_PIXEL_MAP_I_TO_G_SIZE* = 0x00000CB3
GL_PIXEL_MAP_I_TO_B_SIZE* = 0x00000CB4
GL_PIXEL_MAP_I_TO_A_SIZE* = 0x00000CB5
GL_PIXEL_MAP_R_TO_R_SIZE* = 0x00000CB6
GL_PIXEL_MAP_G_TO_G_SIZE* = 0x00000CB7
GL_PIXEL_MAP_B_TO_B_SIZE* = 0x00000CB8
GL_PIXEL_MAP_A_TO_A_SIZE* = 0x00000CB9
GL_MAP_COLOR* = 0x00000D10
GL_MAP_STENCIL* = 0x00000D11
GL_INDEX_SHIFT* = 0x00000D12
GL_INDEX_OFFSET* = 0x00000D13
GL_RED_SCALE* = 0x00000D14
GL_RED_BIAS* = 0x00000D15
GL_ZOOM_X* = 0x00000D16
GL_ZOOM_Y* = 0x00000D17
GL_GREEN_SCALE* = 0x00000D18
GL_GREEN_BIAS* = 0x00000D19
GL_BLUE_SCALE* = 0x00000D1A
GL_BLUE_BIAS* = 0x00000D1B
GL_ALPHA_SCALE* = 0x00000D1C
GL_ALPHA_BIAS* = 0x00000D1D
GL_DEPTH_SCALE* = 0x00000D1E
GL_DEPTH_BIAS* = 0x00000D1F
GL_MAX_EVAL_ORDER* = 0x00000D30
GL_MAX_LIGHTS* = 0x00000D31
GL_MAX_CLIP_PLANES* = 0x00000D32
GL_MAX_PIXEL_MAP_TABLE* = 0x00000D34
GL_MAX_ATTRIB_STACK_DEPTH* = 0x00000D35
GL_MAX_MODELVIEW_STACK_DEPTH* = 0x00000D36
GL_MAX_NAME_STACK_DEPTH* = 0x00000D37
GL_MAX_PROJECTION_STACK_DEPTH* = 0x00000D38
GL_MAX_TEXTURE_STACK_DEPTH* = 0x00000D39
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH* = 0x00000D3B
GL_INDEX_BITS* = 0x00000D51
GL_RED_BITS* = 0x00000D52
GL_GREEN_BITS* = 0x00000D53
GL_BLUE_BITS* = 0x00000D54
GL_ALPHA_BITS* = 0x00000D55
GL_DEPTH_BITS* = 0x00000D56
GL_STENCIL_BITS* = 0x00000D57
GL_ACCUM_RED_BITS* = 0x00000D58
GL_ACCUM_GREEN_BITS* = 0x00000D59
GL_ACCUM_BLUE_BITS* = 0x00000D5A
GL_ACCUM_ALPHA_BITS* = 0x00000D5B
GL_NAME_STACK_DEPTH* = 0x00000D70
GL_AUTO_NORMAL* = 0x00000D80
GL_MAP1_COLOR_4* = 0x00000D90
GL_MAP1_INDEX* = 0x00000D91
GL_MAP1_NORMAL* = 0x00000D92
GL_MAP1_TEXTURE_COORD_1* = 0x00000D93
GL_MAP1_TEXTURE_COORD_2* = 0x00000D94
GL_MAP1_TEXTURE_COORD_3* = 0x00000D95
GL_MAP1_TEXTURE_COORD_4* = 0x00000D96
GL_MAP1_VERTEX_3* = 0x00000D97
GL_MAP1_VERTEX_4* = 0x00000D98
GL_MAP2_COLOR_4* = 0x00000DB0
GL_MAP2_INDEX* = 0x00000DB1
GL_MAP2_NORMAL* = 0x00000DB2
GL_MAP2_TEXTURE_COORD_1* = 0x00000DB3
GL_MAP2_TEXTURE_COORD_2* = 0x00000DB4
GL_MAP2_TEXTURE_COORD_3* = 0x00000DB5
GL_MAP2_TEXTURE_COORD_4* = 0x00000DB6
GL_MAP2_VERTEX_3* = 0x00000DB7
GL_MAP2_VERTEX_4* = 0x00000DB8
GL_MAP1_GRID_DOMAIN* = 0x00000DD0
GL_MAP1_GRID_SEGMENTS* = 0x00000DD1
GL_MAP2_GRID_DOMAIN* = 0x00000DD2
GL_MAP2_GRID_SEGMENTS* = 0x00000DD3
GL_FEEDBACK_BUFFER_POINTER* = 0x00000DF0
GL_FEEDBACK_BUFFER_SIZE* = 0x00000DF1
GL_FEEDBACK_BUFFERtyp* = 0x00000DF2
GL_SELECTION_BUFFER_POINTER* = 0x00000DF3
GL_SELECTION_BUFFER_SIZE* = 0x00000DF4
GL_LIGHT0* = 0x00004000
GL_LIGHT1* = 0x00004001
GL_LIGHT2* = 0x00004002
GL_LIGHT3* = 0x00004003
GL_LIGHT4* = 0x00004004
GL_LIGHT5* = 0x00004005
GL_LIGHT6* = 0x00004006
GL_LIGHT7* = 0x00004007
GL_AMBIENT* = 0x00001200
GL_DIFFUSE* = 0x00001201
GL_SPECULAR* = 0x00001202
GL_POSITION* = 0x00001203
GL_SPOT_DIRECTION* = 0x00001204
GL_SPOT_EXPONENT* = 0x00001205
GL_SPOT_CUTOFF* = 0x00001206
GL_CONSTANT_ATTENUATION* = 0x00001207
GL_LINEAR_ATTENUATION* = 0x00001208
GL_QUADRATIC_ATTENUATION* = 0x00001209
GL_COMPILE* = 0x00001300
GL_COMPILE_AND_EXECUTE* = 0x00001301
GL_EMISSION* = 0x00001600
GL_SHININESS* = 0x00001601
GL_AMBIENT_AND_DIFFUSE* = 0x00001602
GL_COLOR_INDEXES* = 0x00001603
GL_MODELVIEW* = 0x00001700
GL_PROJECTION* = 0x00001701
GL_COLOR_INDEX* = 0x00001900
GL_LUMINANCE* = 0x00001909
GL_LUMINANCE_ALPHA* = 0x0000190A
cGL_BITMAP* = 0x00001A00
GL_RENDER* = 0x00001C00
GL_FEEDBACK* = 0x00001C01
GL_SELECT* = 0x00001C02
GL_FLAT* = 0x00001D00
GL_SMOOTH* = 0x00001D01
GL_S* = 0x00002000
GL_T* = 0x00002001
GL_R* = 0x00002002
GL_Q* = 0x00002003
GL_MODULATE* = 0x00002100
GL_DECAL* = 0x00002101
GL_TEXTURE_ENV_MODE* = 0x00002200
GL_TEXTURE_ENV_COLOR* = 0x00002201
GL_TEXTURE_ENV* = 0x00002300
GL_EYE_LINEAR* = 0x00002400
GL_OBJECT_LINEAR* = 0x00002401
GL_SPHERE_MAP* = 0x00002402
GL_TEXTURE_GEN_MODE* = 0x00002500
GL_OBJECT_PLANE* = 0x00002501
GL_EYE_PLANE* = 0x00002502
GL_CLAMP* = 0x00002900
GL_CLIENT_PIXEL_STORE_BIT* = 0x00000001
GL_CLIENT_VERTEX_ARRAY_BIT* = 0x00000002
GL_CLIENT_ALL_ATTRIB_BITS* = 0xFFFFFFFF
GL_ALPHA4* = 0x0000803B
GL_ALPHA8* = 0x0000803C
GL_ALPHA12* = 0x0000803D
GL_ALPHA16* = 0x0000803E
GL_LUMINANCE4* = 0x0000803F
GL_LUMINANCE8* = 0x00008040
GL_LUMINANCE12* = 0x00008041
GL_LUMINANCE16* = 0x00008042
GL_LUMINANCE4_ALPHA4* = 0x00008043
GL_LUMINANCE6_ALPHA2* = 0x00008044
GL_LUMINANCE8_ALPHA8* = 0x00008045
GL_LUMINANCE12_ALPHA4* = 0x00008046
GL_LUMINANCE12_ALPHA12* = 0x00008047
GL_LUMINANCE16_ALPHA16* = 0x00008048
GL_INTENSITY* = 0x00008049
GL_INTENSITY4* = 0x0000804A
GL_INTENSITY8* = 0x0000804B
GL_INTENSITY12* = 0x0000804C
GL_INTENSITY16* = 0x0000804D
GL_TEXTURE_LUMINANCE_SIZE* = 0x00008060
GL_TEXTURE_INTENSITY_SIZE* = 0x00008061
GL_TEXTURE_PRIORITY* = 0x00008066
GL_TEXTURE_RESIDENT* = 0x00008067
GL_VERTEX_ARRAY* = 0x00008074
GL_NORMAL_ARRAY* = 0x00008075
GL_COLOR_ARRAY* = 0x00008076
GL_INDEX_ARRAY* = 0x00008077
GL_TEXTURE_COORD_ARRAY* = 0x00008078
GL_EDGE_FLAG_ARRAY* = 0x00008079
GL_VERTEX_ARRAY_SIZE* = 0x0000807A
GL_VERTEX_ARRAYtyp* = 0x0000807B
GL_VERTEX_ARRAY_STRIDE* = 0x0000807C
GL_NORMAL_ARRAYtyp* = 0x0000807E
GL_NORMAL_ARRAY_STRIDE* = 0x0000807F
GL_COLOR_ARRAY_SIZE* = 0x00008081
GL_COLOR_ARRAYtyp* = 0x00008082
GL_COLOR_ARRAY_STRIDE* = 0x00008083
GL_INDEX_ARRAYtyp* = 0x00008085
GL_INDEX_ARRAY_STRIDE* = 0x00008086
GL_TEXTURE_COORD_ARRAY_SIZE* = 0x00008088
GL_TEXTURE_COORD_ARRAYtyp* = 0x00008089
GL_TEXTURE_COORD_ARRAY_STRIDE* = 0x0000808A
GL_EDGE_FLAG_ARRAY_STRIDE* = 0x0000808C
GL_VERTEX_ARRAY_POINTER* = 0x0000808E
GL_NORMAL_ARRAY_POINTER* = 0x0000808F
GL_COLOR_ARRAY_POINTER* = 0x00008090
GL_INDEX_ARRAY_POINTER* = 0x00008091
GL_TEXTURE_COORD_ARRAY_POINTER* = 0x00008092
GL_EDGE_FLAG_ARRAY_POINTER* = 0x00008093
GL_V2F* = 0x00002A20
GL_V3F* = 0x00002A21
GL_C4UB_V2F* = 0x00002A22
GL_C4UB_V3F* = 0x00002A23
GL_C3F_V3F* = 0x00002A24
GL_N3F_V3F* = 0x00002A25
GL_C4F_N3F_V3F* = 0x00002A26
GL_T2F_V3F* = 0x00002A27
GL_T4F_V4F* = 0x00002A28
GL_T2F_C4UB_V3F* = 0x00002A29
GL_T2F_C3F_V3F* = 0x00002A2A
GL_T2F_N3F_V3F* = 0x00002A2B
GL_T2F_C4F_N3F_V3F* = 0x00002A2C
GL_T4F_C4F_N3F_V4F* = 0x00002A2D
GL_COLOR_TABLE_FORMAT_EXT* = 0x000080D8
GL_COLOR_TABLE_WIDTH_EXT* = 0x000080D9
GL_COLOR_TABLE_RED_SIZE_EXT* = 0x000080DA
GL_COLOR_TABLE_GREEN_SIZE_EXT* = 0x000080DB
GL_COLOR_TABLE_BLUE_SIZE_EXT* = 0x000080DC
GL_COLOR_TABLE_ALPHA_SIZE_EXT* = 0x000080DD
GL_COLOR_TABLE_LUMINANCE_SIZE_EXT* = 0x000080DE
GL_COLOR_TABLE_INTENSITY_SIZE_EXT* = 0x000080DF
cGL_LOGIC_OP* = GL_INDEX_LOGIC_OP
GL_TEXTURE_COMPONENTS* = GL_TEXTURE_INTERNAL_FORMAT # GL_VERSION_1_2
GL_UNSIGNED_BYTE_3_3_2* = 0x00008032
GL_UNSIGNED_SHORT_4_4_4_4* = 0x00008033
GL_UNSIGNED_SHORT_5_5_5_1* = 0x00008034
GL_UNSIGNED_INT_8_8_8_8* = 0x00008035
GL_UNSIGNED_INT_10_10_10_2* = 0x00008036
GL_TEXTURE_BINDING_3D* = 0x0000806A
GL_PACK_SKIP_IMAGES* = 0x0000806B
GL_PACK_IMAGE_HEIGHT* = 0x0000806C
GL_UNPACK_SKIP_IMAGES* = 0x0000806D
GL_UNPACK_IMAGE_HEIGHT* = 0x0000806E
GL_TEXTURE_3D* = 0x0000806F
GL_PROXY_TEXTURE_3D* = 0x00008070
GL_TEXTURE_DEPTH* = 0x00008071
GL_TEXTURE_WRAP_R* = 0x00008072
GL_MAX_3D_TEXTURE_SIZE* = 0x00008073
GL_UNSIGNED_BYTE_2_3_3_REV* = 0x00008362
GL_UNSIGNED_SHORT_5_6_5* = 0x00008363
GL_UNSIGNED_SHORT_5_6_5_REV* = 0x00008364
GL_UNSIGNED_SHORT_4_4_4_4_REV* = 0x00008365
GL_UNSIGNED_SHORT_1_5_5_5_REV* = 0x00008366
GL_UNSIGNED_INT_8_8_8_8_REV* = 0x00008367
GL_UNSIGNED_INT_2_10_10_10_REV* = 0x00008368
GL_BGR* = 0x000080E0
GL_BGRA* = 0x000080E1
GL_MAX_ELEMENTS_VERTICES* = 0x000080E8
GL_MAX_ELEMENTS_INDICES* = 0x000080E9
GL_CLAMP_TO_EDGE* = 0x0000812F
GL_TEXTURE_MIN_LOD* = 0x0000813A
GL_TEXTURE_MAX_LOD* = 0x0000813B
GL_TEXTURE_BASE_LEVEL* = 0x0000813C
GL_TEXTURE_MAX_LEVEL* = 0x0000813D
GL_SMOOTH_POINT_SIZE_RANGE* = 0x00000B12
GL_SMOOTH_POINT_SIZE_GRANULARITY* = 0x00000B13
GL_SMOOTH_LINE_WIDTH_RANGE* = 0x00000B22
GL_SMOOTH_LINE_WIDTH_GRANULARITY* = 0x00000B23
GL_ALIASED_LINE_WIDTH_RANGE* = 0x0000846E
GL_RESCALE_NORMAL* = 0x0000803A
GL_LIGHT_MODEL_COLOR_CONTROL* = 0x000081F8
GL_SINGLE_COLOR* = 0x000081F9
GL_SEPARATE_SPECULAR_COLOR* = 0x000081FA
GL_ALIASED_POINT_SIZE_RANGE* = 0x0000846D # GL_VERSION_1_3
GL_TEXTURE0* = 0x000084C0
GL_TEXTURE1* = 0x000084C1
GL_TEXTURE2* = 0x000084C2
GL_TEXTURE3* = 0x000084C3
GL_TEXTURE4* = 0x000084C4
GL_TEXTURE5* = 0x000084C5
GL_TEXTURE6* = 0x000084C6
GL_TEXTURE7* = 0x000084C7
GL_TEXTURE8* = 0x000084C8
GL_TEXTURE9* = 0x000084C9
GL_TEXTURE10* = 0x000084CA
GL_TEXTURE11* = 0x000084CB
GL_TEXTURE12* = 0x000084CC
GL_TEXTURE13* = 0x000084CD
GL_TEXTURE14* = 0x000084CE
GL_TEXTURE15* = 0x000084CF
GL_TEXTURE16* = 0x000084D0
GL_TEXTURE17* = 0x000084D1
GL_TEXTURE18* = 0x000084D2
GL_TEXTURE19* = 0x000084D3
GL_TEXTURE20* = 0x000084D4
GL_TEXTURE21* = 0x000084D5
GL_TEXTURE22* = 0x000084D6
GL_TEXTURE23* = 0x000084D7
GL_TEXTURE24* = 0x000084D8
GL_TEXTURE25* = 0x000084D9
GL_TEXTURE26* = 0x000084DA
GL_TEXTURE27* = 0x000084DB
GL_TEXTURE28* = 0x000084DC
GL_TEXTURE29* = 0x000084DD
GL_TEXTURE30* = 0x000084DE
GL_TEXTURE31* = 0x000084DF
cGL_ACTIVE_TEXTURE* = 0x000084E0
GL_MULTISAMPLE* = 0x0000809D
GL_SAMPLE_ALPHA_TO_COVERAGE* = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE* = 0x0000809F
cGL_SAMPLE_COVERAGE* = 0x000080A0
GL_SAMPLE_BUFFERS* = 0x000080A8
GL_SAMPLES* = 0x000080A9
GL_SAMPLE_COVERAGE_VALUE* = 0x000080AA
GL_SAMPLE_COVERAGE_INVERT* = 0x000080AB
GL_TEXTURE_CUBE_MAP* = 0x00008513
GL_TEXTURE_BINDING_CUBE_MAP* = 0x00008514
GL_TEXTURE_CUBE_MAP_POSITIVE_X* = 0x00008515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X* = 0x00008516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y* = 0x00008517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y* = 0x00008518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z* = 0x00008519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z* = 0x0000851A
GL_PROXY_TEXTURE_CUBE_MAP* = 0x0000851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE* = 0x0000851C
GL_COMPRESSED_RGB* = 0x000084ED
GL_COMPRESSED_RGBA* = 0x000084EE
GL_TEXTURE_COMPRESSION_HINT* = 0x000084EF
GL_TEXTURE_COMPRESSED_IMAGE_SIZE* = 0x000086A0
GL_TEXTURE_COMPRESSED* = 0x000086A1
GL_NUM_COMPRESSED_TEXTURE_FORMATS* = 0x000086A2
GL_COMPRESSED_TEXTURE_FORMATS* = 0x000086A3
GL_CLAMP_TO_BORDER* = 0x0000812D
cGL_CLIENT_ACTIVE_TEXTURE* = 0x000084E1
GL_MAX_TEXTURE_UNITS* = 0x000084E2
GL_TRANSPOSE_MODELVIEW_MATRIX* = 0x000084E3
GL_TRANSPOSE_PROJECTION_MATRIX* = 0x000084E4
GL_TRANSPOSE_TEXTURE_MATRIX* = 0x000084E5
GL_TRANSPOSE_COLOR_MATRIX* = 0x000084E6
GL_MULTISAMPLE_BIT* = 0x20000000
GL_NORMAL_MAP* = 0x00008511
GL_REFLECTION_MAP* = 0x00008512
GL_COMPRESSED_ALPHA* = 0x000084E9
GL_COMPRESSED_LUMINANCE* = 0x000084EA
GL_COMPRESSED_LUMINANCE_ALPHA* = 0x000084EB
GL_COMPRESSED_INTENSITY* = 0x000084EC
GL_COMBINE* = 0x00008570
GL_COMBINE_RGB* = 0x00008571
GL_COMBINE_ALPHA* = 0x00008572
GL_SOURCE0_RGB* = 0x00008580
GL_SOURCE1_RGB* = 0x00008581
GL_SOURCE2_RGB* = 0x00008582
GL_SOURCE0_ALPHA* = 0x00008588
GL_SOURCE1_ALPHA* = 0x00008589
GL_SOURCE2_ALPHA* = 0x0000858A
GL_OPERAND0_RGB* = 0x00008590
GL_OPERAND1_RGB* = 0x00008591
GL_OPERAND2_RGB* = 0x00008592
GL_OPERAND0_ALPHA* = 0x00008598
GL_OPERAND1_ALPHA* = 0x00008599
GL_OPERAND2_ALPHA* = 0x0000859A
GL_RGB_SCALE* = 0x00008573
GL_ADD_SIGNED* = 0x00008574
GL_INTERPOLATE* = 0x00008575
GL_SUBTRACT* = 0x000084E7
GL_CONSTANT* = 0x00008576
GL_PRIMARY_COLOR* = 0x00008577
GL_PREVIOUS* = 0x00008578
GL_DOT3_RGB* = 0x000086AE
GL_DOT3_RGBA* = 0x000086AF # GL_VERSION_1_4
GL_BLEND_DST_RGB* = 0x000080C8
GL_BLEND_SRC_RGB* = 0x000080C9
GL_BLEND_DST_ALPHA* = 0x000080CA
GL_BLEND_SRC_ALPHA* = 0x000080CB
GL_POINT_FADE_THRESHOLD_SIZE* = 0x00008128
GL_DEPTH_COMPONENT16* = 0x000081A5
GL_DEPTH_COMPONENT24* = 0x000081A6
GL_DEPTH_COMPONENT32* = 0x000081A7
GL_MIRRORED_REPEAT* = 0x00008370
GL_MAX_TEXTURE_LOD_BIAS* = 0x000084FD
GL_TEXTURE_LOD_BIAS* = 0x00008501
GL_INCR_WRAP* = 0x00008507
GL_DECR_WRAP* = 0x00008508
GL_TEXTURE_DEPTH_SIZE* = 0x0000884A
GL_TEXTURE_COMPARE_MODE* = 0x0000884C
GL_TEXTURE_COMPARE_FUNC* = 0x0000884D
GL_POINT_SIZE_MIN* = 0x00008126
GL_POINT_SIZE_MAX* = 0x00008127
GL_POINT_DISTANCE_ATTENUATION* = 0x00008129
cGL_GENERATE_MIPMAP* = 0x00008191
GL_GENERATE_MIPMAP_HINT* = 0x00008192
GL_FOG_COORDINATE_SOURCE* = 0x00008450
GL_FOG_COORDINATE* = 0x00008451
GL_FRAGMENT_DEPTH* = 0x00008452
GL_CURRENT_FOG_COORDINATE* = 0x00008453
GL_FOG_COORDINATE_ARRAYtyp* = 0x00008454
GL_FOG_COORDINATE_ARRAY_STRIDE* = 0x00008455
GL_FOG_COORDINATE_ARRAY_POINTER* = 0x00008456
GL_FOG_COORDINATE_ARRAY* = 0x00008457
GL_COLOR_SUM* = 0x00008458
GL_CURRENT_SECONDARY_COLOR* = 0x00008459
GL_SECONDARY_COLOR_ARRAY_SIZE* = 0x0000845A
GL_SECONDARY_COLOR_ARRAYtyp* = 0x0000845B
GL_SECONDARY_COLOR_ARRAY_STRIDE* = 0x0000845C
GL_SECONDARY_COLOR_ARRAY_POINTER* = 0x0000845D
GL_SECONDARY_COLOR_ARRAY* = 0x0000845E
GL_TEXTURE_FILTER_CONTROL* = 0x00008500
GL_DEPTH_TEXTURE_MODE* = 0x0000884B
GL_COMPARE_R_TO_TEXTURE* = 0x0000884E # GL_VERSION_1_5
GL_BUFFER_SIZE* = 0x00008764
GL_BUFFER_USAGE* = 0x00008765
GL_QUERY_COUNTER_BITS* = 0x00008864
GL_CURRENT_QUERY* = 0x00008865
GL_QUERY_RESULT* = 0x00008866
GL_QUERY_RESULT_AVAILABLE* = 0x00008867
GL_ARRAY_BUFFER* = 0x00008892
GL_ELEMENT_ARRAY_BUFFER* = 0x00008893
GL_ARRAY_BUFFER_BINDING* = 0x00008894
GL_ELEMENT_ARRAY_BUFFER_BINDING* = 0x00008895
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING* = 0x0000889F
GL_READ_ONLY* = 0x000088B8
GL_WRITE_ONLY* = 0x000088B9
GL_READ_WRITE* = 0x000088BA
GL_BUFFER_ACCESS* = 0x000088BB
GL_BUFFER_MAPPED* = 0x000088BC
GL_BUFFER_MAP_POINTER* = 0x000088BD
GL_STREAM_DRAW* = 0x000088E0
GL_STREAM_READ* = 0x000088E1
GL_STREAM_COPY* = 0x000088E2
GL_STATIC_DRAW* = 0x000088E4
GL_STATIC_READ* = 0x000088E5
GL_STATIC_COPY* = 0x000088E6
GL_DYNAMIC_DRAW* = 0x000088E8
GL_DYNAMIC_READ* = 0x000088E9
GL_DYNAMIC_COPY* = 0x000088EA
GL_SAMPLES_PASSED* = 0x00008914
GL_VERTEX_ARRAY_BUFFER_BINDING* = 0x00008896
GL_NORMAL_ARRAY_BUFFER_BINDING* = 0x00008897
GL_COLOR_ARRAY_BUFFER_BINDING* = 0x00008898
GL_INDEX_ARRAY_BUFFER_BINDING* = 0x00008899
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING* = 0x0000889A
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING* = 0x0000889B
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING* = 0x0000889C
GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING* = 0x0000889D
GL_WEIGHT_ARRAY_BUFFER_BINDING* = 0x0000889E
GL_FOG_COORD_SRC* = 0x00008450
GL_FOG_COORD* = 0x00008451
GL_CURRENT_FOG_COORD* = 0x00008453
GL_FOG_COORD_ARRAYtyp* = 0x00008454
GL_FOG_COORD_ARRAY_STRIDE* = 0x00008455
GL_FOG_COORD_ARRAY_POINTER* = 0x00008456
GL_FOG_COORD_ARRAY* = 0x00008457
GL_FOG_COORD_ARRAY_BUFFER_BINDING* = 0x0000889D
GL_SRC0_RGB* = 0x00008580
GL_SRC1_RGB* = 0x00008581
GL_SRC2_RGB* = 0x00008582
GL_SRC0_ALPHA* = 0x00008588
GL_SRC1_ALPHA* = 0x00008589
GL_SRC2_ALPHA* = 0x0000858A # GL_VERSION_2_0
GL_BLEND_EQUATION_RGB* = 0x00008009
GL_VERTEX_ATTRIB_ARRAY_ENABLED* = 0x00008622
GL_VERTEX_ATTRIB_ARRAY_SIZE* = 0x00008623
GL_VERTEX_ATTRIB_ARRAY_STRIDE* = 0x00008624
GL_VERTEX_ATTRIB_ARRAYtyp* = 0x00008625
GL_CURRENT_VERTEX_ATTRIB* = 0x00008626
GL_VERTEX_PROGRAM_POINT_SIZE* = 0x00008642
GL_VERTEX_ATTRIB_ARRAY_POINTER* = 0x00008645
GL_STENCIL_BACK_FUNC* = 0x00008800
GL_STENCIL_BACK_FAIL* = 0x00008801
GL_STENCIL_BACK_PASS_DEPTH_FAIL* = 0x00008802
GL_STENCIL_BACK_PASS_DEPTH_PASS* = 0x00008803
GL_MAX_DRAW_BUFFERS* = 0x00008824
GL_DRAW_BUFFER0* = 0x00008825
GL_DRAW_BUFFER1* = 0x00008826
GL_DRAW_BUFFER2* = 0x00008827
GL_DRAW_BUFFER3* = 0x00008828
GL_DRAW_BUFFER4* = 0x00008829
GL_DRAW_BUFFER5* = 0x0000882A
GL_DRAW_BUFFER6* = 0x0000882B
GL_DRAW_BUFFER7* = 0x0000882C
GL_DRAW_BUFFER8* = 0x0000882D
GL_DRAW_BUFFER9* = 0x0000882E
GL_DRAW_BUFFER10* = 0x0000882F
GL_DRAW_BUFFER11* = 0x00008830
GL_DRAW_BUFFER12* = 0x00008831
GL_DRAW_BUFFER13* = 0x00008832
GL_DRAW_BUFFER14* = 0x00008833
GL_DRAW_BUFFER15* = 0x00008834
GL_BLEND_EQUATION_ALPHA* = 0x0000883D
GL_MAX_VERTEX_ATTRIBS* = 0x00008869
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED* = 0x0000886A
GL_MAX_TEXTURE_IMAGE_UNITS* = 0x00008872
GL_FRAGMENT_SHADER* = 0x00008B30
GL_VERTEX_SHADER* = 0x00008B31
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS* = 0x00008B49
GL_MAX_VERTEX_UNIFORM_COMPONENTS* = 0x00008B4A
GL_MAX_VARYING_FLOATS* = 0x00008B4B
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS* = 0x00008B4C
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS* = 0x00008B4D
GL_SHADERtyp* = 0x00008B4F
GL_FLOAT_VEC2* = 0x00008B50
GL_FLOAT_VEC3* = 0x00008B51
GL_FLOAT_VEC4* = 0x00008B52
GL_INT_VEC2* = 0x00008B53
GL_INT_VEC3* = 0x00008B54
GL_INT_VEC4* = 0x00008B55
GL_BOOL* = 0x00008B56
GL_BOOL_VEC2* = 0x00008B57
GL_BOOL_VEC3* = 0x00008B58
GL_BOOL_VEC4* = 0x00008B59
GL_FLOAT_MAT2* = 0x00008B5A
GL_FLOAT_MAT3* = 0x00008B5B
GL_FLOAT_MAT4* = 0x00008B5C
GL_SAMPLER_1D* = 0x00008B5D
GL_SAMPLER_2D* = 0x00008B5E
GL_SAMPLER_3D* = 0x00008B5F
GL_SAMPLER_CUBE* = 0x00008B60
GL_SAMPLER_1D_SHADOW* = 0x00008B61
GL_SAMPLER_2D_SHADOW* = 0x00008B62
GL_DELETE_STATUS* = 0x00008B80
GL_COMPILE_STATUS* = 0x00008B81
GL_LINK_STATUS* = 0x00008B82
GL_VALIDATE_STATUS* = 0x00008B83
GL_INFO_LOG_LENGTH* = 0x00008B84
GL_ATTACHED_SHADERS* = 0x00008B85
GL_ACTIVE_UNIFORMS* = 0x00008B86
GL_ACTIVE_UNIFORM_MAX_LENGTH* = 0x00008B87
GL_SHADER_SOURCE_LENGTH* = 0x00008B88
GL_ACTIVE_ATTRIBUTES* = 0x00008B89
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH* = 0x00008B8A
GL_FRAGMENT_SHADER_DERIVATIVE_HINT* = 0x00008B8B
GL_SHADING_LANGUAGE_VERSION* = 0x00008B8C
GL_CURRENT_PROGRAM* = 0x00008B8D
GL_POINT_SPRITE_COORD_ORIGIN* = 0x00008CA0
GL_LOWER_LEFT* = 0x00008CA1
GL_UPPER_LEFT* = 0x00008CA2
GL_STENCIL_BACK_REF* = 0x00008CA3
GL_STENCIL_BACK_VALUE_MASK* = 0x00008CA4
GL_STENCIL_BACK_WRITEMASK* = 0x00008CA5
GL_VERTEX_PROGRAM_TWO_SIDE* = 0x00008643
GL_POINT_SPRITE* = 0x00008861
GL_COORD_REPLACE* = 0x00008862
GL_MAX_TEXTURE_COORDS* = 0x00008871 # GL_VERSION_2_1
GL_PIXEL_PACK_BUFFER* = 0x000088EB
GL_PIXEL_UNPACK_BUFFER* = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING* = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING* = 0x000088EF
GL_FLOAT_MAT2x3* = 0x00008B65
GL_FLOAT_MAT2x4* = 0x00008B66
GL_FLOAT_MAT3x2* = 0x00008B67
GL_FLOAT_MAT3x4* = 0x00008B68
GL_FLOAT_MAT4x2* = 0x00008B69
GL_FLOAT_MAT4x3* = 0x00008B6A
GL_SRGB* = 0x00008C40
GL_SRGB8* = 0x00008C41
GL_SRGB_ALPHA* = 0x00008C42
GL_SRGB8_ALPHA8* = 0x00008C43
GL_COMPRESSED_SRGB* = 0x00008C48
GL_COMPRESSED_SRGB_ALPHA* = 0x00008C49
GL_CURRENT_RASTER_SECONDARY_COLOR* = 0x0000845F
GL_SLUMINANCE_ALPHA* = 0x00008C44
GL_SLUMINANCE8_ALPHA8* = 0x00008C45
GL_SLUMINANCE* = 0x00008C46
GL_SLUMINANCE8* = 0x00008C47
GL_COMPRESSED_SLUMINANCE* = 0x00008C4A
GL_COMPRESSED_SLUMINANCE_ALPHA* = 0x00008C4B # GL_VERSION_3_0
GL_COMPARE_REF_TO_TEXTURE* = 0x0000884E
GL_CLIP_DISTANCE0* = 0x00003000
GL_CLIP_DISTANCE1* = 0x00003001
GL_CLIP_DISTANCE2* = 0x00003002
GL_CLIP_DISTANCE3* = 0x00003003
GL_CLIP_DISTANCE4* = 0x00003004
GL_CLIP_DISTANCE5* = 0x00003005
GL_CLIP_DISTANCE6* = 0x00003006
GL_CLIP_DISTANCE7* = 0x00003007
GL_MAX_CLIP_DISTANCES* = 0x00000D32
GL_MAJOR_VERSION* = 0x0000821B
GL_MINOR_VERSION* = 0x0000821C
GL_NUM_EXTENSIONS* = 0x0000821D
GL_CONTEXT_FLAGS* = 0x0000821E
GL_DEPTH_BUFFER* = 0x00008223
GL_STENCIL_BUFFER* = 0x00008224
GL_COMPRESSED_RED* = 0x00008225
GL_COMPRESSED_RG* = 0x00008226
GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT* = 0x00000001
GL_RGBA32F* = 0x00008814
GL_RGB32F* = 0x00008815
GL_RGBA16F* = 0x0000881A
GL_RGB16F* = 0x0000881B
GL_VERTEX_ATTRIB_ARRAY_INTEGER* = 0x000088FD
GL_MAX_ARRAY_TEXTURE_LAYERS* = 0x000088FF
GL_MIN_PROGRAM_TEXEL_OFFSET* = 0x00008904
GL_MAX_PROGRAM_TEXEL_OFFSET* = 0x00008905
GL_CLAMP_READ_COLOR* = 0x0000891C
GL_FIXED_ONLY* = 0x0000891D
GL_MAX_VARYING_COMPONENTS* = 0x00008B4B
GL_TEXTURE_1D_ARRAY* = 0x00008C18
GL_PROXY_TEXTURE_1D_ARRAY* = 0x00008C19
GL_TEXTURE_2D_ARRAY* = 0x00008C1A
GL_PROXY_TEXTURE_2D_ARRAY* = 0x00008C1B
GL_TEXTURE_BINDING_1D_ARRAY* = 0x00008C1C
GL_TEXTURE_BINDING_2D_ARRAY* = 0x00008C1D
GL_R11F_G11F_B10F* = 0x00008C3A
GL_UNSIGNED_INT_10F_11F_11F_REV* = 0x00008C3B
GL_RGB9_E5* = 0x00008C3D
GL_UNSIGNED_INT_5_9_9_9_REV* = 0x00008C3E
GL_TEXTURE_SHARED_SIZE* = 0x00008C3F
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH* = 0x00008C76
GL_TRANSFORM_FEEDBACK_BUFFER_MODE* = 0x00008C7F
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS* = 0x00008C80
cGL_TRANSFORM_FEEDBACK_VARYINGS* = 0x00008C83
GL_TRANSFORM_FEEDBACK_BUFFER_START* = 0x00008C84
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE* = 0x00008C85
GL_PRIMITIVES_GENERATED* = 0x00008C87
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN* = 0x00008C88
GL_RASTERIZER_DISCARD* = 0x00008C89
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS* = 0x00008C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS* = 0x00008C8B
GL_INTERLEAVED_ATTRIBS* = 0x00008C8C
GL_SEPARATE_ATTRIBS* = 0x00008C8D
GL_TRANSFORM_FEEDBACK_BUFFER* = 0x00008C8E
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING* = 0x00008C8F
GL_RGBA32UI* = 0x00008D70
GL_RGB32UI* = 0x00008D71
GL_RGBA16UI* = 0x00008D76
GL_RGB16UI* = 0x00008D77
GL_RGBA8UI* = 0x00008D7C
GL_RGB8UI* = 0x00008D7D
GL_RGBA32I* = 0x00008D82
GL_RGB32I* = 0x00008D83
GL_RGBA16I* = 0x00008D88
GL_RGB16I* = 0x00008D89
GL_RGBA8I* = 0x00008D8E
GL_RGB8I* = 0x00008D8F
GL_RED_INTEGER* = 0x00008D94
GL_GREEN_INTEGER* = 0x00008D95
GL_BLUE_INTEGER* = 0x00008D96
GL_RGB_INTEGER* = 0x00008D98
GL_RGBA_INTEGER* = 0x00008D99
GL_BGR_INTEGER* = 0x00008D9A
GL_BGRA_INTEGER* = 0x00008D9B
GL_SAMPLER_1D_ARRAY* = 0x00008DC0
GL_SAMPLER_2D_ARRAY* = 0x00008DC1
GL_SAMPLER_1D_ARRAY_SHADOW* = 0x00008DC3
GL_SAMPLER_2D_ARRAY_SHADOW* = 0x00008DC4
GL_SAMPLER_CUBE_SHADOW* = 0x00008DC5
GL_UNSIGNED_INT_VEC2* = 0x00008DC6
GL_UNSIGNED_INT_VEC3* = 0x00008DC7
GL_UNSIGNED_INT_VEC4* = 0x00008DC8
GL_INT_SAMPLER_1D* = 0x00008DC9
GL_INT_SAMPLER_2D* = 0x00008DCA
GL_INT_SAMPLER_3D* = 0x00008DCB
GL_INT_SAMPLER_CUBE* = 0x00008DCC
GL_INT_SAMPLER_1D_ARRAY* = 0x00008DCE
GL_INT_SAMPLER_2D_ARRAY* = 0x00008DCF
GL_UNSIGNED_INT_SAMPLER_1D* = 0x00008DD1
GL_UNSIGNED_INT_SAMPLER_2D* = 0x00008DD2
GL_UNSIGNED_INT_SAMPLER_3D* = 0x00008DD3
GL_UNSIGNED_INT_SAMPLER_CUBE* = 0x00008DD4
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY* = 0x00008DD6
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY* = 0x00008DD7
GL_QUERY_WAIT* = 0x00008E13
GL_QUERY_NO_WAIT* = 0x00008E14
GL_QUERY_BY_REGION_WAIT* = 0x00008E15
GL_QUERY_BY_REGION_NO_WAIT* = 0x00008E16
GL_BUFFER_ACCESS_FLAGS* = 0x0000911F
GL_BUFFER_MAP_LENGTH* = 0x00009120
GL_BUFFER_MAP_OFFSET* = 0x00009121
GL_CLAMP_VERTEX_COLOR* = 0x0000891A
GL_CLAMP_FRAGMENT_COLOR* = 0x0000891B
GL_ALPHA_INTEGER* = 0x00008D97 # GL_VERSION_3_1
GL_SAMPLER_2D_RECT* = 0x00008B63
GL_SAMPLER_2D_RECT_SHADOW* = 0x00008B64
GL_SAMPLER_BUFFER* = 0x00008DC2
GL_INT_SAMPLER_2D_RECT* = 0x00008DCD
GL_INT_SAMPLER_BUFFER* = 0x00008DD0
GL_UNSIGNED_INT_SAMPLER_2D_RECT* = 0x00008DD5
GL_UNSIGNED_INT_SAMPLER_BUFFER* = 0x00008DD8
GL_TEXTURE_BUFFER* = 0x00008C2A
GL_MAX_TEXTURE_BUFFER_SIZE* = 0x00008C2B
GL_TEXTURE_BINDING_BUFFER* = 0x00008C2C
GL_TEXTURE_BUFFER_DATA_STORE_BINDING* = 0x00008C2D
GL_TEXTURE_BUFFER_FORMAT* = 0x00008C2E
GL_TEXTURE_RECTANGLE* = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE* = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE* = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE* = 0x000084F8
GL_RED_SNORM* = 0x00008F90
GL_RG_SNORM* = 0x00008F91
GL_RGB_SNORM* = 0x00008F92
GL_RGBA_SNORM* = 0x00008F93
GL_R8_SNORM* = 0x00008F94
GL_RG8_SNORM* = 0x00008F95
GL_RGB8_SNORM* = 0x00008F96
GL_RGBA8_SNORM* = 0x00008F97
GL_R16_SNORM* = 0x00008F98
GL_RG16_SNORM* = 0x00008F99
GL_RGB16_SNORM* = 0x00008F9A
GL_RGBA16_SNORM* = 0x00008F9B
GL_SIGNED_NORMALIZED* = 0x00008F9C
GL_PRIMITIVE_RESTART* = 0x00008F9D
cGL_PRIMITIVE_RESTART_INDEX* = 0x00008F9E
GL_CONTEXT_CORE_PROFILE_BIT* = 0x00000001
GL_CONTEXT_COMPATIBILITY_PROFILE_BIT* = 0x00000002
GL_LINES_ADJACENCY* = 0x0000000A
GL_LINE_STRIP_ADJACENCY* = 0x0000000B
GL_TRIANGLES_ADJACENCY* = 0x0000000C
GL_TRIANGLE_STRIP_ADJACENCY* = 0x0000000D
GL_PROGRAM_POINT_SIZE* = 0x00008642
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS* = 0x00008C29
GL_FRAMEBUFFER_ATTACHMENT_LAYERED* = 0x00008DA7
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS* = 0x00008DA8
GL_GEOMETRY_SHADER* = 0x00008DD9
GL_GEOMETRY_VERTICES_OUT* = 0x00008916
GL_GEOMETRY_INPUTtyp* = 0x00008917
GL_GEOMETRY_OUTPUTtyp* = 0x00008918
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS* = 0x00008DDF
GL_MAX_GEOMETRY_OUTPUT_VERTICES* = 0x00008DE0
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS* = 0x00008DE1
GL_MAX_VERTEX_OUTPUT_COMPONENTS* = 0x00009122
GL_MAX_GEOMETRY_INPUT_COMPONENTS* = 0x00009123
GL_MAX_GEOMETRY_OUTPUT_COMPONENTS* = 0x00009124
GL_MAX_FRAGMENT_INPUT_COMPONENTS* = 0x00009125
GL_CONTEXT_PROFILE_MASK* = 0x00009126 # GL_VERSION_3_3
GL_VERTEX_ATTRIB_ARRAY_DIVISOR* = 0x000088FE # GL_VERSION_4_0
GL_SAMPLE_SHADING* = 0x00008C36
GL_MIN_SAMPLE_SHADING_VALUE* = 0x00008C37
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET* = 0x00008E5E
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET* = 0x00008E5F
GL_TEXTURE_CUBE_MAP_ARRAY* = 0x00009009
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY* = 0x0000900A
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY* = 0x0000900B
GL_SAMPLER_CUBE_MAP_ARRAY* = 0x0000900C
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW* = 0x0000900D
GL_INT_SAMPLER_CUBE_MAP_ARRAY* = 0x0000900E
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY* = 0x0000900F # GL_3DFX_multisample
GL_MULTISAMPLE_3DFX* = 0x000086B2
GL_SAMPLE_BUFFERS_3DFX* = 0x000086B3
GL_SAMPLES_3DFX* = 0x000086B4
GL_MULTISAMPLE_BIT_3DFX* = 0x20000000 # GL_3DFX_texture_compression_FXT1
GL_COMPRESSED_RGB_FXT1_3DFX* = 0x000086B0
GL_COMPRESSED_RGBA_FXT1_3DFX* = 0x000086B1 # GL_APPLE_client_storage
GL_UNPACK_CLIENT_STORAGE_APPLE* = 0x000085B2 # GL_APPLE_element_array
GL_ELEMENT_ARRAY_APPLE* = 0x00008A0C
GL_ELEMENT_ARRAYtyp_APPLE* = 0x00008A0D
GL_ELEMENT_ARRAY_POINTER_APPLE* = 0x00008A0E # GL_APPLE_fence
GL_DRAW_PIXELS_APPLE* = 0x00008A0A
GL_FENCE_APPLE* = 0x00008A0B # GL_APPLE_specular_vector
GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE* = 0x000085B0 # GL_APPLE_transform_hint
GL_TRANSFORM_HINT_APPLE* = 0x000085B1 # GL_APPLE_vertex_array_object
GL_VERTEX_ARRAY_BINDING_APPLE* = 0x000085B5 # GL_APPLE_vertex_array_range
cGL_VERTEX_ARRAY_RANGE_APPLE* = 0x0000851D
GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE* = 0x0000851E
GL_VERTEX_ARRAY_STORAGE_HINT_APPLE* = 0x0000851F
GL_VERTEX_ARRAY_RANGE_POINTER_APPLE* = 0x00008521
GL_STORAGE_CLIENT_APPLE* = 0x000085B4
GL_STORAGE_CACHED_APPLE* = 0x000085BE
GL_STORAGE_SHARED_APPLE* = 0x000085BF # GL_APPLE_ycbcr_422
GL_YCBCR_422_APPLE* = 0x000085B9
GL_UNSIGNED_SHORT_8_8_APPLE* = 0x000085BA
GL_UNSIGNED_SHORT_8_8_REV_APPLE* = 0x000085BB # GL_APPLE_texture_range
GL_TEXTURE_RANGE_LENGTH_APPLE* = 0x000085B7
GL_TEXTURE_RANGE_POINTER_APPLE* = 0x000085B8
GL_TEXTURE_STORAGE_HINT_APPLE* = 0x000085BC
GL_STORAGE_PRIVATE_APPLE* = 0x000085BD # reuse GL_STORAGE_CACHED_APPLE
# reuse GL_STORAGE_SHARED_APPLE
# GL_APPLE_float_pixels
GL_HALF_APPLE* = 0x0000140B
GL_RGBA_FLOAT32_APPLE* = 0x00008814
GL_RGB_FLOAT32_APPLE* = 0x00008815
GL_ALPHA_FLOAT32_APPLE* = 0x00008816
GL_INTENSITY_FLOAT32_APPLE* = 0x00008817
GL_LUMINANCE_FLOAT32_APPLE* = 0x00008818
GL_LUMINANCE_ALPHA_FLOAT32_APPLE* = 0x00008819
GL_RGBA_FLOAT16_APPLE* = 0x0000881A
GL_RGB_FLOAT16_APPLE* = 0x0000881B
GL_ALPHA_FLOAT16_APPLE* = 0x0000881C
GL_INTENSITY_FLOAT16_APPLE* = 0x0000881D
GL_LUMINANCE_FLOAT16_APPLE* = 0x0000881E
GL_LUMINANCE_ALPHA_FLOAT16_APPLE* = 0x0000881F
GL_COLOR_FLOAT_APPLE* = 0x00008A0F # GL_APPLE_vertex_program_evaluators
GL_VERTEX_ATTRIB_MAP1_APPLE* = 0x00008A00
GL_VERTEX_ATTRIB_MAP2_APPLE* = 0x00008A01
GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE* = 0x00008A02
GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE* = 0x00008A03
GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE* = 0x00008A04
GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE* = 0x00008A05
GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE* = 0x00008A06
GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE* = 0x00008A07
GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE* = 0x00008A08
GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE* = 0x00008A09 # GL_APPLE_aux_depth_stencil
GL_AUX_DEPTH_STENCIL_APPLE* = 0x00008A14 # GL_APPLE_object_purgeable
GL_BUFFER_OBJECT_APPLE* = 0x000085B3
GL_RELEASED_APPLE* = 0x00008A19
GL_VOLATILE_APPLE* = 0x00008A1A
GL_RETAINED_APPLE* = 0x00008A1B
GL_UNDEFINED_APPLE* = 0x00008A1C
GL_PURGEABLE_APPLE* = 0x00008A1D # GL_APPLE_row_bytes
GL_PACK_ROW_BYTES_APPLE* = 0x00008A15
GL_UNPACK_ROW_BYTES_APPLE* = 0x00008A16 # GL_APPLE_rgb_422
# reuse GL_UNSIGNED_SHORT_8_8_APPLE
# reuse GL_UNSIGNED_SHORT_8_8_REV_APPLE
# GL_ARB_depth_texture
GL_DEPTH_COMPONENT16_ARB* = 0x000081A5
GL_DEPTH_COMPONENT24_ARB* = 0x000081A6
GL_DEPTH_COMPONENT32_ARB* = 0x000081A7
GL_TEXTURE_DEPTH_SIZE_ARB* = 0x0000884A
GL_DEPTH_TEXTURE_MODE_ARB* = 0x0000884B # GL_ARB_fragment_program
GL_FRAGMENT_PROGRAM_ARB* = 0x00008804
GL_PROGRAM_ALU_INSTRUCTIONS_ARB* = 0x00008805
GL_PROGRAM_TEX_INSTRUCTIONS_ARB* = 0x00008806
GL_PROGRAM_TEX_INDIRECTIONS_ARB* = 0x00008807
GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB* = 0x00008808
GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB* = 0x00008809
GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB* = 0x0000880A
GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB* = 0x0000880B
GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB* = 0x0000880C
GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB* = 0x0000880D
GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB* = 0x0000880E
GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB* = 0x0000880F
GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB* = 0x00008810
GL_MAX_TEXTURE_COORDS_ARB* = 0x00008871
GL_MAX_TEXTURE_IMAGE_UNITS_ARB* = 0x00008872 # GL_ARB_imaging
GL_CONSTANT_COLOR_ARB* = 0x00008001
GL_ONE_MINUS_CONSTANT_COLOR* = 0x00008002
GL_CONSTANT_ALPHA* = 0x00008003
GL_ONE_MINUS_CONSTANT_ALPHA* = 0x00008004
cGL_BLEND_COLOR* = 0x00008005
GL_FUNC_ADD* = 0x00008006
GL_MIN* = 0x00008007
GL_MAX* = 0x00008008
cGL_BLEND_EQUATION* = 0x00008009
GL_FUNC_SUBTRACT* = 0x0000800A
GL_FUNC_REVERSE_SUBTRACT* = 0x0000800B
GL_CONVOLUTION_1D* = 0x00008010
GL_CONVOLUTION_2D* = 0x00008011
GL_SEPARABLE_2D* = 0x00008012
GL_CONVOLUTION_BORDER_MODE* = 0x00008013
GL_CONVOLUTION_FILTER_SCALE* = 0x00008014
GL_CONVOLUTION_FILTER_BIAS* = 0x00008015
GL_REDUCE* = 0x00008016
GL_CONVOLUTION_FORMAT* = 0x00008017
GL_CONVOLUTION_WIDTH* = 0x00008018
GL_CONVOLUTION_HEIGHT* = 0x00008019
GL_MAX_CONVOLUTION_WIDTH* = 0x0000801A
GL_MAX_CONVOLUTION_HEIGHT* = 0x0000801B
GL_POST_CONVOLUTION_RED_SCALE* = 0x0000801C
GL_POST_CONVOLUTION_GREEN_SCALE* = 0x0000801D
GL_POST_CONVOLUTION_BLUE_SCALE* = 0x0000801E
GL_POST_CONVOLUTION_ALPHA_SCALE* = 0x0000801F
GL_POST_CONVOLUTION_RED_BIAS* = 0x00008020
GL_POST_CONVOLUTION_GREEN_BIAS* = 0x00008021
GL_POST_CONVOLUTION_BLUE_BIAS* = 0x00008022
GL_POST_CONVOLUTION_ALPHA_BIAS* = 0x00008023
cGL_HISTOGRAM* = 0x00008024
GL_PROXY_HISTOGRAM* = 0x00008025
GL_HISTOGRAM_WIDTH* = 0x00008026
GL_HISTOGRAM_FORMAT* = 0x00008027
GL_HISTOGRAM_RED_SIZE* = 0x00008028
GL_HISTOGRAM_GREEN_SIZE* = 0x00008029
GL_HISTOGRAM_BLUE_SIZE* = 0x0000802A
GL_HISTOGRAM_ALPHA_SIZE* = 0x0000802B
GL_HISTOGRAM_LUMINANCE_SIZE* = 0x0000802C
GL_HISTOGRAM_SINK* = 0x0000802D
cGL_MINMAX* = 0x0000802E
GL_MINMAX_FORMAT* = 0x0000802F
GL_MINMAX_SINK* = 0x00008030
GL_TABLE_TOO_LARGE* = 0x00008031
GL_COLOR_MATRIX* = 0x000080B1
GL_COLOR_MATRIX_STACK_DEPTH* = 0x000080B2
GL_MAX_COLOR_MATRIX_STACK_DEPTH* = 0x000080B3
GL_POST_COLOR_MATRIX_RED_SCALE* = 0x000080B4
GL_POST_COLOR_MATRIX_GREEN_SCALE* = 0x000080B5
GL_POST_COLOR_MATRIX_BLUE_SCALE* = 0x000080B6
GL_POST_COLOR_MATRIX_ALPHA_SCALE* = 0x000080B7
GL_POST_COLOR_MATRIX_RED_BIAS* = 0x000080B8
GL_POST_COLOR_MATRIX_GREEN_BIAS* = 0x000080B9
GL_POST_COLOR_MATRIX_BLUE_BIAS* = 0x000080BA
GL_POST_COLOR_MATRIX_ALPHA_BIAS* = 0x000080BB
cGL_COLOR_TABLE* = 0x000080D0
GL_POST_CONVOLUTION_COLOR_TABLE* = 0x000080D1
GL_POST_COLOR_MATRIX_COLOR_TABLE* = 0x000080D2
GL_PROXY_COLOR_TABLE* = 0x000080D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE* = 0x000080D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE* = 0x000080D5
GL_COLOR_TABLE_SCALE* = 0x000080D6
GL_COLOR_TABLE_BIAS* = 0x000080D7
GL_COLOR_TABLE_FORMAT* = 0x000080D8
GL_COLOR_TABLE_WIDTH* = 0x000080D9
GL_COLOR_TABLE_RED_SIZE* = 0x000080DA
GL_COLOR_TABLE_GREEN_SIZE* = 0x000080DB
GL_COLOR_TABLE_BLUE_SIZE* = 0x000080DC
GL_COLOR_TABLE_ALPHA_SIZE* = 0x000080DD
GL_COLOR_TABLE_LUMINANCE_SIZE* = 0x000080DE
GL_COLOR_TABLE_INTENSITY_SIZE* = 0x000080DF
GL_CONSTANT_BORDER* = 0x00008151
GL_REPLICATE_BORDER* = 0x00008153
GL_CONVOLUTION_BORDER_COLOR* = 0x00008154 # GL_ARB_matrix_palette
GL_MATRIX_PALETTE_ARB* = 0x00008840
GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB* = 0x00008841
GL_MAX_PALETTE_MATRICES_ARB* = 0x00008842
cGL_CURRENT_PALETTE_MATRIX_ARB* = 0x00008843
GL_MATRIX_INDEX_ARRAY_ARB* = 0x00008844
GL_CURRENT_MATRIX_INDEX_ARB* = 0x00008845
GL_MATRIX_INDEX_ARRAY_SIZE_ARB* = 0x00008846
GL_MATRIX_INDEX_ARRAYtyp_ARB* = 0x00008847
GL_MATRIX_INDEX_ARRAY_STRIDE_ARB* = 0x00008848
GL_MATRIX_INDEX_ARRAY_POINTER_ARB* = 0x00008849 # GL_ARB_multisample
GL_MULTISAMPLE_ARB* = 0x0000809D
GL_SAMPLE_ALPHA_TO_COVERAGE_ARB* = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE_ARB* = 0x0000809F
cGL_SAMPLE_COVERAGE_ARB* = 0x000080A0
GL_SAMPLE_BUFFERS_ARB* = 0x000080A8
GL_SAMPLES_ARB* = 0x000080A9
GL_SAMPLE_COVERAGE_VALUE_ARB* = 0x000080AA
GL_SAMPLE_COVERAGE_INVERT_ARB* = 0x000080AB
GL_MULTISAMPLE_BIT_ARB* = 0x20000000 # GL_ARB_multitexture
GL_TEXTURE0_ARB* = 0x000084C0
GL_TEXTURE1_ARB* = 0x000084C1
GL_TEXTURE2_ARB* = 0x000084C2
GL_TEXTURE3_ARB* = 0x000084C3
GL_TEXTURE4_ARB* = 0x000084C4
GL_TEXTURE5_ARB* = 0x000084C5
GL_TEXTURE6_ARB* = 0x000084C6
GL_TEXTURE7_ARB* = 0x000084C7
GL_TEXTURE8_ARB* = 0x000084C8
GL_TEXTURE9_ARB* = 0x000084C9
GL_TEXTURE10_ARB* = 0x000084CA
GL_TEXTURE11_ARB* = 0x000084CB
GL_TEXTURE12_ARB* = 0x000084CC
GL_TEXTURE13_ARB* = 0x000084CD
GL_TEXTURE14_ARB* = 0x000084CE
GL_TEXTURE15_ARB* = 0x000084CF
GL_TEXTURE16_ARB* = 0x000084D0
GL_TEXTURE17_ARB* = 0x000084D1
GL_TEXTURE18_ARB* = 0x000084D2
GL_TEXTURE19_ARB* = 0x000084D3
GL_TEXTURE20_ARB* = 0x000084D4
GL_TEXTURE21_ARB* = 0x000084D5
GL_TEXTURE22_ARB* = 0x000084D6
GL_TEXTURE23_ARB* = 0x000084D7
GL_TEXTURE24_ARB* = 0x000084D8
GL_TEXTURE25_ARB* = 0x000084D9
GL_TEXTURE26_ARB* = 0x000084DA
GL_TEXTURE27_ARB* = 0x000084DB
GL_TEXTURE28_ARB* = 0x000084DC
GL_TEXTURE29_ARB* = 0x000084DD
GL_TEXTURE30_ARB* = 0x000084DE
GL_TEXTURE31_ARB* = 0x000084DF
cGL_ACTIVE_TEXTURE_ARB* = 0x000084E0
cGL_CLIENT_ACTIVE_TEXTURE_ARB* = 0x000084E1
GL_MAX_TEXTURE_UNITS_ARB* = 0x000084E2 # GL_ARB_point_parameters
GL_POINT_SIZE_MIN_ARB* = 0x00008126
GL_POINT_SIZE_MAX_ARB* = 0x00008127
GL_POINT_FADE_THRESHOLD_SIZE_ARB* = 0x00008128
GL_POINT_DISTANCE_ATTENUATION_ARB* = 0x00008129 # GL_ARB_shadow
GL_TEXTURE_COMPARE_MODE_ARB* = 0x0000884C
GL_TEXTURE_COMPARE_FUNC_ARB* = 0x0000884D
GL_COMPARE_R_TO_TEXTURE_ARB* = 0x0000884E # GL_ARB_shadow_ambient
GL_TEXTURE_COMPARE_FAIL_VALUE_ARB* = 0x000080BF # GL_ARB_texture_border_clamp
GL_CLAMP_TO_BORDER_ARB* = 0x0000812D # GL_ARB_texture_compression
GL_COMPRESSED_ALPHA_ARB* = 0x000084E9
GL_COMPRESSED_LUMINANCE_ARB* = 0x000084EA
GL_COMPRESSED_LUMINANCE_ALPHA_ARB* = 0x000084EB
GL_COMPRESSED_INTENSITY_ARB* = 0x000084EC
GL_COMPRESSED_RGB_ARB* = 0x000084ED
GL_COMPRESSED_RGBA_ARB* = 0x000084EE
GL_TEXTURE_COMPRESSION_HINT_ARB* = 0x000084EF
GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB* = 0x000086A0
GL_TEXTURE_COMPRESSED_ARB* = 0x000086A1
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB* = 0x000086A2
GL_COMPRESSED_TEXTURE_FORMATS_ARB* = 0x000086A3 # GL_ARB_texture_cube_map
GL_NORMAL_MAP_ARB* = 0x00008511
GL_REFLECTION_MAP_ARB* = 0x00008512
GL_TEXTURE_CUBE_MAP_ARB* = 0x00008513
GL_TEXTURE_BINDING_CUBE_MAP_ARB* = 0x00008514
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB* = 0x00008515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB* = 0x00008516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB* = 0x00008517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB* = 0x00008518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB* = 0x00008519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB* = 0x0000851A
GL_PROXY_TEXTURE_CUBE_MAP_ARB* = 0x0000851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB* = 0x0000851C # GL_ARB_texture_env_combine
GL_COMBINE_ARB* = 0x00008570
GL_COMBINE_RGB_ARB* = 0x00008571
GL_COMBINE_ALPHA_ARB* = 0x00008572
GL_SOURCE0_RGB_ARB* = 0x00008580
GL_SOURCE1_RGB_ARB* = 0x00008581
GL_SOURCE2_RGB_ARB* = 0x00008582
GL_SOURCE0_ALPHA_ARB* = 0x00008588
GL_SOURCE1_ALPHA_ARB* = 0x00008589
GL_SOURCE2_ALPHA_ARB* = 0x0000858A
GL_OPERAND0_RGB_ARB* = 0x00008590
GL_OPERAND1_RGB_ARB* = 0x00008591
GL_OPERAND2_RGB_ARB* = 0x00008592
GL_OPERAND0_ALPHA_ARB* = 0x00008598
GL_OPERAND1_ALPHA_ARB* = 0x00008599
GL_OPERAND2_ALPHA_ARB* = 0x0000859A
GL_RGB_SCALE_ARB* = 0x00008573
GL_ADD_SIGNED_ARB* = 0x00008574
GL_INTERPOLATE_ARB* = 0x00008575
GL_SUBTRACT_ARB* = 0x000084E7
GL_CONSTANT_ARB* = 0x00008576
GL_PRIMARY_COLOR_ARB* = 0x00008577
GL_PREVIOUS_ARB* = 0x00008578 # GL_ARB_texture_env_dot3
GL_DOT3_RGB_ARB* = 0x000086AE
GL_DOT3_RGBA_ARB* = 0x000086AF # GL_ARB_texture_mirrored_repeat
GL_MIRRORED_REPEAT_ARB* = 0x00008370 # GL_ARB_transpose_matrix
GL_TRANSPOSE_MODELVIEW_MATRIX_ARB* = 0x000084E3
GL_TRANSPOSE_PROJECTION_MATRIX_ARB* = 0x000084E4
GL_TRANSPOSE_TEXTURE_MATRIX_ARB* = 0x000084E5
GL_TRANSPOSE_COLOR_MATRIX_ARB* = 0x000084E6 # GL_ARB_vertex_blend
GL_MAX_VERTEX_UNITS_ARB* = 0x000086A4
GL_ACTIVE_VERTEX_UNITS_ARB* = 0x000086A5
GL_WEIGHT_SUM_UNITY_ARB* = 0x000086A6
cGL_VERTEX_BLEND_ARB* = 0x000086A7
GL_CURRENT_WEIGHT_ARB* = 0x000086A8
GL_WEIGHT_ARRAYtyp_ARB* = 0x000086A9
GL_WEIGHT_ARRAY_STRIDE_ARB* = 0x000086AA
GL_WEIGHT_ARRAY_SIZE_ARB* = 0x000086AB
GL_WEIGHT_ARRAY_POINTER_ARB* = 0x000086AC
GL_WEIGHT_ARRAY_ARB* = 0x000086AD
GL_MODELVIEW0_ARB* = 0x00001700
GL_MODELVIEW1_ARB* = 0x0000850A
GL_MODELVIEW2_ARB* = 0x00008722
GL_MODELVIEW3_ARB* = 0x00008723
GL_MODELVIEW4_ARB* = 0x00008724
GL_MODELVIEW5_ARB* = 0x00008725
GL_MODELVIEW6_ARB* = 0x00008726
GL_MODELVIEW7_ARB* = 0x00008727
GL_MODELVIEW8_ARB* = 0x00008728
GL_MODELVIEW9_ARB* = 0x00008729
GL_MODELVIEW10_ARB* = 0x0000872A
GL_MODELVIEW11_ARB* = 0x0000872B
GL_MODELVIEW12_ARB* = 0x0000872C
GL_MODELVIEW13_ARB* = 0x0000872D
GL_MODELVIEW14_ARB* = 0x0000872E
GL_MODELVIEW15_ARB* = 0x0000872F
GL_MODELVIEW16_ARB* = 0x00008730
GL_MODELVIEW17_ARB* = 0x00008731
GL_MODELVIEW18_ARB* = 0x00008732
GL_MODELVIEW19_ARB* = 0x00008733
GL_MODELVIEW20_ARB* = 0x00008734
GL_MODELVIEW21_ARB* = 0x00008735
GL_MODELVIEW22_ARB* = 0x00008736
GL_MODELVIEW23_ARB* = 0x00008737
GL_MODELVIEW24_ARB* = 0x00008738
GL_MODELVIEW25_ARB* = 0x00008739
GL_MODELVIEW26_ARB* = 0x0000873A
GL_MODELVIEW27_ARB* = 0x0000873B
GL_MODELVIEW28_ARB* = 0x0000873C
GL_MODELVIEW29_ARB* = 0x0000873D
GL_MODELVIEW30_ARB* = 0x0000873E
GL_MODELVIEW31_ARB* = 0x0000873F # GL_ARB_vertex_buffer_object
GL_BUFFER_SIZE_ARB* = 0x00008764
GL_BUFFER_USAGE_ARB* = 0x00008765
GL_ARRAY_BUFFER_ARB* = 0x00008892
GL_ELEMENT_ARRAY_BUFFER_ARB* = 0x00008893
GL_ARRAY_BUFFER_BINDING_ARB* = 0x00008894
GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB* = 0x00008895
GL_VERTEX_ARRAY_BUFFER_BINDING_ARB* = 0x00008896
GL_NORMAL_ARRAY_BUFFER_BINDING_ARB* = 0x00008897
GL_COLOR_ARRAY_BUFFER_BINDING_ARB* = 0x00008898
GL_INDEX_ARRAY_BUFFER_BINDING_ARB* = 0x00008899
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB* = 0x0000889A
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB* = 0x0000889B
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB* = 0x0000889C
GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB* = 0x0000889D
GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB* = 0x0000889E
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB* = 0x0000889F
GL_READ_ONLY_ARB* = 0x000088B8
GL_WRITE_ONLY_ARB* = 0x000088B9
GL_READ_WRITE_ARB* = 0x000088BA
GL_BUFFER_ACCESS_ARB* = 0x000088BB
GL_BUFFER_MAPPED_ARB* = 0x000088BC
GL_BUFFER_MAP_POINTER_ARB* = 0x000088BD
GL_STREAM_DRAW_ARB* = 0x000088E0
GL_STREAM_READ_ARB* = 0x000088E1
GL_STREAM_COPY_ARB* = 0x000088E2
GL_STATIC_DRAW_ARB* = 0x000088E4
GL_STATIC_READ_ARB* = 0x000088E5
GL_STATIC_COPY_ARB* = 0x000088E6
GL_DYNAMIC_DRAW_ARB* = 0x000088E8
GL_DYNAMIC_READ_ARB* = 0x000088E9
GL_DYNAMIC_COPY_ARB* = 0x000088EA # GL_ARB_vertex_program
GL_COLOR_SUM_ARB* = 0x00008458
GL_VERTEX_PROGRAM_ARB* = 0x00008620
GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB* = 0x00008622
GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB* = 0x00008623
GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB* = 0x00008624
GL_VERTEX_ATTRIB_ARRAYtyp_ARB* = 0x00008625
GL_CURRENT_VERTEX_ATTRIB_ARB* = 0x00008626
GL_PROGRAM_LENGTH_ARB* = 0x00008627
cGL_PROGRAM_STRING_ARB* = 0x00008628
GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB* = 0x0000862E
GL_MAX_PROGRAM_MATRICES_ARB* = 0x0000862F
GL_CURRENT_MATRIX_STACK_DEPTH_ARB* = 0x00008640
GL_CURRENT_MATRIX_ARB* = 0x00008641
GL_VERTEX_PROGRAM_POINT_SIZE_ARB* = 0x00008642
GL_VERTEX_PROGRAM_TWO_SIDE_ARB* = 0x00008643
GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB* = 0x00008645
GL_PROGRAM_ERROR_POSITION_ARB* = 0x0000864B
GL_PROGRAM_BINDING_ARB* = 0x00008677
GL_MAX_VERTEX_ATTRIBS_ARB* = 0x00008869
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB* = 0x0000886A
GL_PROGRAM_ERROR_STRING_ARB* = 0x00008874
GL_PROGRAM_FORMAT_ASCII_ARB* = 0x00008875
GL_PROGRAM_FORMAT_ARB* = 0x00008876
GL_PROGRAM_INSTRUCTIONS_ARB* = 0x000088A0
GL_MAX_PROGRAM_INSTRUCTIONS_ARB* = 0x000088A1
GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB* = 0x000088A2
GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB* = 0x000088A3
GL_PROGRAM_TEMPORARIES_ARB* = 0x000088A4
GL_MAX_PROGRAM_TEMPORARIES_ARB* = 0x000088A5
GL_PROGRAM_NATIVE_TEMPORARIES_ARB* = 0x000088A6
GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB* = 0x000088A7
GL_PROGRAM_PARAMETERS_ARB* = 0x000088A8
GL_MAX_PROGRAM_PARAMETERS_ARB* = 0x000088A9
GL_PROGRAM_NATIVE_PARAMETERS_ARB* = 0x000088AA
GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB* = 0x000088AB
GL_PROGRAM_ATTRIBS_ARB* = 0x000088AC
GL_MAX_PROGRAM_ATTRIBS_ARB* = 0x000088AD
GL_PROGRAM_NATIVE_ATTRIBS_ARB* = 0x000088AE
GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB* = 0x000088AF
GL_PROGRAM_ADDRESS_REGISTERS_ARB* = 0x000088B0
GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB* = 0x000088B1
GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB* = 0x000088B2
GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB* = 0x000088B3
GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB* = 0x000088B4
GL_MAX_PROGRAM_ENV_PARAMETERS_ARB* = 0x000088B5
GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB* = 0x000088B6
GL_TRANSPOSE_CURRENT_MATRIX_ARB* = 0x000088B7
GL_MATRIX0_ARB* = 0x000088C0
GL_MATRIX1_ARB* = 0x000088C1
GL_MATRIX2_ARB* = 0x000088C2
GL_MATRIX3_ARB* = 0x000088C3
GL_MATRIX4_ARB* = 0x000088C4
GL_MATRIX5_ARB* = 0x000088C5
GL_MATRIX6_ARB* = 0x000088C6
GL_MATRIX7_ARB* = 0x000088C7
GL_MATRIX8_ARB* = 0x000088C8
GL_MATRIX9_ARB* = 0x000088C9
GL_MATRIX10_ARB* = 0x000088CA
GL_MATRIX11_ARB* = 0x000088CB
GL_MATRIX12_ARB* = 0x000088CC
GL_MATRIX13_ARB* = 0x000088CD
GL_MATRIX14_ARB* = 0x000088CE
GL_MATRIX15_ARB* = 0x000088CF
GL_MATRIX16_ARB* = 0x000088D0
GL_MATRIX17_ARB* = 0x000088D1
GL_MATRIX18_ARB* = 0x000088D2
GL_MATRIX19_ARB* = 0x000088D3
GL_MATRIX20_ARB* = 0x000088D4
GL_MATRIX21_ARB* = 0x000088D5
GL_MATRIX22_ARB* = 0x000088D6
GL_MATRIX23_ARB* = 0x000088D7
GL_MATRIX24_ARB* = 0x000088D8
GL_MATRIX25_ARB* = 0x000088D9
GL_MATRIX26_ARB* = 0x000088DA
GL_MATRIX27_ARB* = 0x000088DB
GL_MATRIX28_ARB* = 0x000088DC
GL_MATRIX29_ARB* = 0x000088DD
GL_MATRIX30_ARB* = 0x000088DE
GL_MATRIX31_ARB* = 0x000088DF # GL_ARB_draw_buffers
GL_MAX_DRAW_BUFFERS_ARB* = 0x00008824
GL_DRAW_BUFFER0_ARB* = 0x00008825
GL_DRAW_BUFFER1_ARB* = 0x00008826
GL_DRAW_BUFFER2_ARB* = 0x00008827
GL_DRAW_BUFFER3_ARB* = 0x00008828
GL_DRAW_BUFFER4_ARB* = 0x00008829
GL_DRAW_BUFFER5_ARB* = 0x0000882A
GL_DRAW_BUFFER6_ARB* = 0x0000882B
GL_DRAW_BUFFER7_ARB* = 0x0000882C
GL_DRAW_BUFFER8_ARB* = 0x0000882D
GL_DRAW_BUFFER9_ARB* = 0x0000882E
GL_DRAW_BUFFER10_ARB* = 0x0000882F
GL_DRAW_BUFFER11_ARB* = 0x00008830
GL_DRAW_BUFFER12_ARB* = 0x00008831
GL_DRAW_BUFFER13_ARB* = 0x00008832
GL_DRAW_BUFFER14_ARB* = 0x00008833
GL_DRAW_BUFFER15_ARB* = 0x00008834 # GL_ARB_texture_rectangle
GL_TEXTURE_RECTANGLE_ARB* = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE_ARB* = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE_ARB* = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB* = 0x000084F8 # GL_ARB_color_buffer_float
GL_RGBA_FLOAT_MODE_ARB* = 0x00008820
GL_CLAMP_VERTEX_COLOR_ARB* = 0x0000891A
GL_CLAMP_FRAGMENT_COLOR_ARB* = 0x0000891B
GL_CLAMP_READ_COLOR_ARB* = 0x0000891C
GL_FIXED_ONLY_ARB* = 0x0000891D
WGLtyp_RGBA_FLOAT_ARB* = 0x000021A0
GLX_RGBA_FLOATtyp* = 0x000020B9
GLX_RGBA_FLOAT_BIT* = 0x00000004 # GL_ARB_half_float_pixel
GL_HALF_FLOAT_ARB* = 0x0000140B # GL_ARB_texture_float
GL_TEXTURE_REDtyp_ARB* = 0x00008C10
GL_TEXTURE_GREENtyp_ARB* = 0x00008C11
GL_TEXTURE_BLUEtyp_ARB* = 0x00008C12
GL_TEXTURE_ALPHAtyp_ARB* = 0x00008C13
GL_TEXTURE_LUMINANCEtyp_ARB* = 0x00008C14
GL_TEXTURE_INTENSITYtyp_ARB* = 0x00008C15
GL_TEXTURE_DEPTHtyp_ARB* = 0x00008C16
GL_UNSIGNED_NORMALIZED_ARB* = 0x00008C17
GL_RGBA32F_ARB* = 0x00008814
GL_RGB32F_ARB* = 0x00008815
GL_ALPHA32F_ARB* = 0x00008816
GL_INTENSITY32F_ARB* = 0x00008817
GL_LUMINANCE32F_ARB* = 0x00008818
GL_LUMINANCE_ALPHA32F_ARB* = 0x00008819
GL_RGBA16F_ARB* = 0x0000881A
GL_RGB16F_ARB* = 0x0000881B
GL_ALPHA16F_ARB* = 0x0000881C
GL_INTENSITY16F_ARB* = 0x0000881D
GL_LUMINANCE16F_ARB* = 0x0000881E
GL_LUMINANCE_ALPHA16F_ARB* = 0x0000881F # GL_ARB_pixel_buffer_object
GL_PIXEL_PACK_BUFFER_ARB* = 0x000088EB
GL_PIXEL_UNPACK_BUFFER_ARB* = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING_ARB* = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING_ARB* = 0x000088EF # GL_ARB_depth_buffer_float
GL_DEPTH_COMPONENT32F* = 0x00008CAC
GL_DEPTH32F_STENCIL8* = 0x00008CAD
GL_FLOAT_32_UNSIGNED_INT_24_8_REV* = 0x00008DAD # GL_ARB_framebuffer_object
GL_INVALID_FRAMEBUFFER_OPERATION* = 0x00000506
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING* = 0x00008210
GL_FRAMEBUFFER_ATTACHMENT_COMPONENTtyp* = 0x00008211
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE* = 0x00008212
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE* = 0x00008213
GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE* = 0x00008214
GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE* = 0x00008215
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE* = 0x00008216
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE* = 0x00008217
GL_FRAMEBUFFER_DEFAULT* = 0x00008218
GL_FRAMEBUFFER_UNDEFINED* = 0x00008219
GL_DEPTH_STENCIL_ATTACHMENT* = 0x0000821A
GL_MAX_RENDERBUFFER_SIZE* = 0x000084E8
GL_DEPTH_STENCIL* = 0x000084F9
GL_UNSIGNED_INT_24_8* = 0x000084FA
GL_DEPTH24_STENCIL8* = 0x000088F0
GL_TEXTURE_STENCIL_SIZE* = 0x000088F1
GL_TEXTURE_REDtyp* = 0x00008C10
GL_TEXTURE_GREENtyp* = 0x00008C11
GL_TEXTURE_BLUEtyp* = 0x00008C12
GL_TEXTURE_ALPHAtyp* = 0x00008C13
GL_TEXTURE_DEPTHtyp* = 0x00008C16
GL_UNSIGNED_NORMALIZED* = 0x00008C17
GL_FRAMEBUFFER_BINDING* = 0x00008CA6
GL_DRAW_FRAMEBUFFER_BINDING* = GL_FRAMEBUFFER_BINDING
GL_RENDERBUFFER_BINDING* = 0x00008CA7
GL_READ_FRAMEBUFFER* = 0x00008CA8
GL_DRAW_FRAMEBUFFER* = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING* = 0x00008CAA
GL_RENDERBUFFER_SAMPLES* = 0x00008CAB
GL_FRAMEBUFFER_ATTACHMENT_OBJECTtyp* = 0x00008CD0
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME* = 0x00008CD1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL* = 0x00008CD2
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE* = 0x00008CD3
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER* = 0x00008CD4
GL_FRAMEBUFFER_COMPLETE* = 0x00008CD5
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT* = 0x00008CD6
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT* = 0x00008CD7
GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER* = 0x00008CDB
GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER* = 0x00008CDC
GL_FRAMEBUFFER_UNSUPPORTED* = 0x00008CDD
GL_MAX_COLOR_ATTACHMENTS* = 0x00008CDF
GL_COLOR_ATTACHMENT0* = 0x00008CE0
GL_COLOR_ATTACHMENT1* = 0x00008CE1
GL_COLOR_ATTACHMENT2* = 0x00008CE2
GL_COLOR_ATTACHMENT3* = 0x00008CE3
GL_COLOR_ATTACHMENT4* = 0x00008CE4
GL_COLOR_ATTACHMENT5* = 0x00008CE5
GL_COLOR_ATTACHMENT6* = 0x00008CE6
GL_COLOR_ATTACHMENT7* = 0x00008CE7
GL_COLOR_ATTACHMENT8* = 0x00008CE8
GL_COLOR_ATTACHMENT9* = 0x00008CE9
GL_COLOR_ATTACHMENT10* = 0x00008CEA
GL_COLOR_ATTACHMENT11* = 0x00008CEB
GL_COLOR_ATTACHMENT12* = 0x00008CEC
GL_COLOR_ATTACHMENT13* = 0x00008CED
GL_COLOR_ATTACHMENT14* = 0x00008CEE
GL_COLOR_ATTACHMENT15* = 0x00008CEF
GL_DEPTH_ATTACHMENT* = 0x00008D00
GL_STENCIL_ATTACHMENT* = 0x00008D20
GL_FRAMEBUFFER* = 0x00008D40
GL_RENDERBUFFER* = 0x00008D41
GL_RENDERBUFFER_WIDTH* = 0x00008D42
GL_RENDERBUFFER_HEIGHT* = 0x00008D43
GL_RENDERBUFFER_INTERNAL_FORMAT* = 0x00008D44
GL_STENCIL_INDEX1* = 0x00008D46
GL_STENCIL_INDEX4* = 0x00008D47
GL_STENCIL_INDEX8* = 0x00008D48
GL_STENCIL_INDEX16* = 0x00008D49
GL_RENDERBUFFER_RED_SIZE* = 0x00008D50
GL_RENDERBUFFER_GREEN_SIZE* = 0x00008D51
GL_RENDERBUFFER_BLUE_SIZE* = 0x00008D52
GL_RENDERBUFFER_ALPHA_SIZE* = 0x00008D53
GL_RENDERBUFFER_DEPTH_SIZE* = 0x00008D54
GL_RENDERBUFFER_STENCIL_SIZE* = 0x00008D55
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE* = 0x00008D56
GL_MAX_SAMPLES* = 0x00008D57
GL_INDEX* = 0x00008222
GL_TEXTURE_LUMINANCEtyp* = 0x00008C14
GL_TEXTURE_INTENSITYtyp* = 0x00008C15 # GL_ARB_framebuffer_sRGB
GL_FRAMEBUFFER_SRGB* = 0x00008DB9 # GL_ARB_geometry_shader4
GL_LINES_ADJACENCY_ARB* = 0x0000000A
GL_LINE_STRIP_ADJACENCY_ARB* = 0x0000000B
GL_TRIANGLES_ADJACENCY_ARB* = 0x0000000C
GL_TRIANGLE_STRIP_ADJACENCY_ARB* = 0x0000000D
GL_PROGRAM_POINT_SIZE_ARB* = 0x00008642
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB* = 0x00008C29
GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB* = 0x00008DA7
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB* = 0x00008DA8
GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB* = 0x00008DA9
GL_GEOMETRY_SHADER_ARB* = 0x00008DD9
GL_GEOMETRY_VERTICES_OUT_ARB* = 0x00008DDA
GL_GEOMETRY_INPUTtyp_ARB* = 0x00008DDB
GL_GEOMETRY_OUTPUTtyp_ARB* = 0x00008DDC
GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB* = 0x00008DDD
GL_MAX_VERTEX_VARYING_COMPONENTS_ARB* = 0x00008DDE
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB* = 0x00008DDF
GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB* = 0x00008DE0
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB* = 0x00008DE1 # reuse
# GL_MAX_VARYING_COMPONENTS
# reuse
# GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER
#
# GL_ARB_half_float_vertex
GL_HALF_FLOAT* = 0x0000140B # GL_ARB_instanced_arrays
GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB* = 0x000088FE # GL_ARB_map_buffer_range
GL_MAP_READ_BIT* = 0x00000001
GL_MAP_WRITE_BIT* = 0x00000002
GL_MAP_INVALIDATE_RANGE_BIT* = 0x00000004
GL_MAP_INVALIDATE_BUFFER_BIT* = 0x00000008
GL_MAP_FLUSH_EXPLICIT_BIT* = 0x00000010
GL_MAP_UNSYNCHRONIZED_BIT* = 0x00000020 # GL_ARB_texture_buffer_object
GL_TEXTURE_BUFFER_ARB* = 0x00008C2A
GL_MAX_TEXTURE_BUFFER_SIZE_ARB* = 0x00008C2B
GL_TEXTURE_BINDING_BUFFER_ARB* = 0x00008C2C
GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB* = 0x00008C2D
GL_TEXTURE_BUFFER_FORMAT_ARB* = 0x00008C2E # GL_ARB_texture_compression_rgtc
GL_COMPRESSED_RED_RGTC1* = 0x00008DBB
GL_COMPRESSED_SIGNED_RED_RGTC1* = 0x00008DBC
GL_COMPRESSED_RG_RGTC2* = 0x00008DBD
GL_COMPRESSED_SIGNED_RG_RGTC2* = 0x00008DBE # GL_ARB_texture_rg
GL_RG* = 0x00008227
GL_RG_INTEGER* = 0x00008228
GL_R8* = 0x00008229
GL_R16* = 0x0000822A
GL_RG8* = 0x0000822B
GL_RG16* = 0x0000822C
GL_R16F* = 0x0000822D
GL_R32F* = 0x0000822E
GL_RG16F* = 0x0000822F
GL_RG32F* = 0x00008230
GL_R8I* = 0x00008231
GL_R8UI* = 0x00008232
GL_R16I* = 0x00008233
GL_R16UI* = 0x00008234
GL_R32I* = 0x00008235
GL_R32UI* = 0x00008236
GL_RG8I* = 0x00008237
GL_RG8UI* = 0x00008238
GL_RG16I* = 0x00008239
GL_RG16UI* = 0x0000823A
GL_RG32I* = 0x0000823B
GL_RG32UI* = 0x0000823C # GL_ARB_vertex_array_object
GL_VERTEX_ARRAY_BINDING* = 0x000085B5 # GL_ARB_uniform_buffer_object
GL_UNIFORM_BUFFER* = 0x00008A11
GL_UNIFORM_BUFFER_BINDING* = 0x00008A28
GL_UNIFORM_BUFFER_START* = 0x00008A29
GL_UNIFORM_BUFFER_SIZE* = 0x00008A2A
GL_MAX_VERTEX_UNIFORM_BLOCKS* = 0x00008A2B
GL_MAX_GEOMETRY_UNIFORM_BLOCKS* = 0x00008A2C
GL_MAX_FRAGMENT_UNIFORM_BLOCKS* = 0x00008A2D
GL_MAX_COMBINED_UNIFORM_BLOCKS* = 0x00008A2E
GL_MAX_UNIFORM_BUFFER_BINDINGS* = 0x00008A2F
GL_MAX_UNIFORM_BLOCK_SIZE* = 0x00008A30
GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS* = 0x00008A31
GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS* = 0x00008A32
GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS* = 0x00008A33
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT* = 0x00008A34
GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH* = 0x00008A35
GL_ACTIVE_UNIFORM_BLOCKS* = 0x00008A36
GL_UNIFORMtyp* = 0x00008A37
GL_UNIFORM_SIZE* = 0x00008A38
GL_UNIFORM_NAME_LENGTH* = 0x00008A39
GL_UNIFORM_BLOCK_INDEX* = 0x00008A3A
GL_UNIFORM_OFFSET* = 0x00008A3B
GL_UNIFORM_ARRAY_STRIDE* = 0x00008A3C
GL_UNIFORM_MATRIX_STRIDE* = 0x00008A3D
GL_UNIFORM_IS_ROW_MAJOR* = 0x00008A3E
cGL_UNIFORM_BLOCK_BINDING* = 0x00008A3F
GL_UNIFORM_BLOCK_DATA_SIZE* = 0x00008A40
GL_UNIFORM_BLOCK_NAME_LENGTH* = 0x00008A41
GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS* = 0x00008A42
GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES* = 0x00008A43
GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER* = 0x00008A44
GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER* = 0x00008A45
GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER* = 0x00008A46
GL_INVALID_INDEX* = 0xFFFFFFFF # GL_ARB_compatibility
# ARB_compatibility just defines tokens from core 3.0
# GL_ARB_copy_buffer
GL_COPY_READ_BUFFER* = 0x00008F36
GL_COPY_WRITE_BUFFER* = 0x00008F37 # GL_ARB_depth_clamp
GL_DEPTH_CLAMP* = 0x0000864F # GL_ARB_provoking_vertex
GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION* = 0x00008E4C
GL_FIRST_VERTEX_CONVENTION* = 0x00008E4D
GL_LAST_VERTEX_CONVENTION* = 0x00008E4E
cGL_PROVOKING_VERTEX* = 0x00008E4F # GL_ARB_seamless_cube_map
GL_TEXTURE_CUBE_MAP_SEAMLESS* = 0x0000884F # GL_ARB_sync
GL_MAX_SERVER_WAIT_TIMEOUT* = 0x00009111
GL_OBJECTtyp* = 0x00009112
GL_SYNC_CONDITION* = 0x00009113
GL_SYNC_STATUS* = 0x00009114
GL_SYNC_FLAGS* = 0x00009115
GL_SYNC_FENCE* = 0x00009116
GL_SYNC_GPU_COMMANDS_COMPLETE* = 0x00009117
GL_UNSIGNALED* = 0x00009118
GL_SIGNALED* = 0x00009119
GL_ALREADY_SIGNALED* = 0x0000911A
GL_TIMEOUT_EXPIRED* = 0x0000911B
GL_CONDITION_SATISFIED* = 0x0000911C
GL_WAIT_FAILED* = 0x0000911D
GL_SYNC_FLUSH_COMMANDS_BIT* = 0x00000001
GL_TIMEOUT_IGNORED* = int64(- 1) # GL_ARB_texture_multisample
GL_SAMPLE_POSITION* = 0x00008E50
GL_SAMPLE_MASK* = 0x00008E51
GL_SAMPLE_MASK_VALUE* = 0x00008E52
GL_MAX_SAMPLE_MASK_WORDS* = 0x00008E59
GL_TEXTURE_2D_MULTISAMPLE* = 0x00009100
GL_PROXY_TEXTURE_2D_MULTISAMPLE* = 0x00009101
GL_TEXTURE_2D_MULTISAMPLE_ARRAY* = 0x00009102
GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY* = 0x00009103
GL_TEXTURE_BINDING_2D_MULTISAMPLE* = 0x00009104
GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY* = 0x00009105
GL_TEXTURE_SAMPLES* = 0x00009106
GL_TEXTURE_FIXED_SAMPLE_LOCATIONS* = 0x00009107
GL_SAMPLER_2D_MULTISAMPLE* = 0x00009108
GL_INT_SAMPLER_2D_MULTISAMPLE* = 0x00009109
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE* = 0x0000910A
GL_SAMPLER_2D_MULTISAMPLE_ARRAY* = 0x0000910B
GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY* = 0x0000910C
GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY* = 0x0000910D
GL_MAX_COLOR_TEXTURE_SAMPLES* = 0x0000910E
GL_MAX_DEPTH_TEXTURE_SAMPLES* = 0x0000910F
GL_MAX_INTEGER_SAMPLES* = 0x00009110 # GL_ARB_vertex_array_bgra
# reuse GL_BGRA
# GL_ARB_sample_shading
GL_SAMPLE_SHADING_ARB* = 0x00008C36
GL_MIN_SAMPLE_SHADING_VALUE_ARB* = 0x00008C37 # GL_ARB_texture_cube_map_array
GL_TEXTURE_CUBE_MAP_ARRAY_ARB* = 0x00009009
GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB* = 0x0000900A
GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB* = 0x0000900B
GL_SAMPLER_CUBE_MAP_ARRAY_ARB* = 0x0000900C
GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB* = 0x0000900D
GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB* = 0x0000900E
GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB* = 0x0000900F # GL_ARB_texture_gather
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB* = 0x00008E5E
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB* = 0x00008E5F #
# GL_ARB_shading_language_include
GL_SHADER_INCLUDE_ARB* = 0x00008DAE
GL_NAMED_STRING_LENGTH_ARB* = 0x00008DE9
GL_NAMED_STRINGtyp_ARB* = 0x00008DEA # GL_ARB_texture_compression_bptc
GL_COMPRESSED_RGBA_BPTC_UNORM_ARB* = 0x00008E8C
GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB* = 0x00008E8D
GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB* = 0x00008E8E
GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB* = 0x00008E8F #
# GL_ARB_blend_func_extended
GL_SRC1_COLOR* = 0x000088F9 # reuse GL_SRC1_ALPHA
GL_ONE_MINUS_SRC1_COLOR* = 0x000088FA
GL_ONE_MINUS_SRC1_ALPHA* = 0x000088FB
GL_MAX_DUAL_SOURCE_DRAW_BUFFERS* = 0x000088FC # GL_ARB_occlusion_query2
GL_ANY_SAMPLES_PASSED* = 0x00008C2F # GL_ARB_sampler_objects
GL_SAMPLER_BINDING* = 0x00008919 # GL_ARB_texture_rgb10_a2ui
GL_RGB10_A2UI* = 0x0000906F # GL_ARB_texture_swizzle
GL_TEXTURE_SWIZZLE_R* = 0x00008E42
GL_TEXTURE_SWIZZLE_G* = 0x00008E43
GL_TEXTURE_SWIZZLE_B* = 0x00008E44
GL_TEXTURE_SWIZZLE_A* = 0x00008E45
GL_TEXTURE_SWIZZLE_RGBA* = 0x00008E46 # GL_ARB_timer_query
GL_TIME_ELAPSED* = 0x000088BF
GL_TIMESTAMP* = 0x00008E28 # GL_ARB_vertextyp_2_10_10_10_rev
# reuse GL_UNSIGNED_INT_2_10_10_10_REV
GL_INT_2_10_10_10_REV* = 0x00008D9F # GL_ARB_draw_indirect
GL_DRAW_INDIRECT_BUFFER* = 0x00008F3F
GL_DRAW_INDIRECT_BUFFER_BINDING* = 0x00008F43 # GL_ARB_gpu_shader5
GL_GEOMETRY_SHADER_INVOCATIONS* = 0x0000887F
GL_MAX_GEOMETRY_SHADER_INVOCATIONS* = 0x00008E5A
GL_MIN_FRAGMENT_INTERPOLATION_OFFSET* = 0x00008E5B
GL_MAX_FRAGMENT_INTERPOLATION_OFFSET* = 0x00008E5C
GL_FRAGMENT_INTERPOLATION_OFFSET_BITS* = 0x00008E5D # reuse GL_MAX_VERTEX_STREAMS
# GL_ARB_gpu_shader_fp64
# reuse GL_DOUBLE
GL_DOUBLE_VEC2* = 0x00008FFC
GL_DOUBLE_VEC3* = 0x00008FFD
GL_DOUBLE_VEC4* = 0x00008FFE
GL_DOUBLE_MAT2* = 0x00008F46
GL_DOUBLE_MAT3* = 0x00008F47
GL_DOUBLE_MAT4* = 0x00008F48
GL_DOUBLE_MAT2x3* = 0x00008F49
GL_DOUBLE_MAT2x4* = 0x00008F4A
GL_DOUBLE_MAT3x2* = 0x00008F4B
GL_DOUBLE_MAT3x4* = 0x00008F4C
GL_DOUBLE_MAT4x2* = 0x00008F4D
GL_DOUBLE_MAT4x3* = 0x00008F4E # GL_ARB_shader_subroutine
GL_ACTIVE_SUBROUTINES* = 0x00008DE5
GL_ACTIVE_SUBROUTINE_UNIFORMS* = 0x00008DE6
GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS* = 0x00008E47
GL_ACTIVE_SUBROUTINE_MAX_LENGTH* = 0x00008E48
GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH* = 0x00008E49
GL_MAX_SUBROUTINES* = 0x00008DE7
GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS* = 0x00008DE8
GL_NUM_COMPATIBLE_SUBROUTINES* = 0x00008E4A
GL_COMPATIBLE_SUBROUTINES* = 0x00008E4B # GL_ARB_tessellation_shader
GL_PATCHES* = 0x0000000E
GL_PATCH_VERTICES* = 0x00008E72
GL_PATCH_DEFAULT_INNER_LEVEL* = 0x00008E73
GL_PATCH_DEFAULT_OUTER_LEVEL* = 0x00008E74
GL_TESS_CONTROL_OUTPUT_VERTICES* = 0x00008E75
GL_TESS_GEN_MODE* = 0x00008E76
GL_TESS_GEN_SPACING* = 0x00008E77
GL_TESS_GEN_VERTEX_ORDER* = 0x00008E78
GL_TESS_GEN_POINT_MODE* = 0x00008E79
GL_ISOLINES* = 0x00008E7A # reuse GL_EQUAL
GL_FRACTIONAL_ODD* = 0x00008E7B
GL_FRACTIONAL_EVEN* = 0x00008E7C
GL_MAX_PATCH_VERTICES* = 0x00008E7D
GL_MAX_TESS_GEN_LEVEL* = 0x00008E7E
GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS* = 0x00008E7F
GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS* = 0x00008E80
GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS* = 0x00008E81
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS* = 0x00008E82
GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS* = 0x00008E83
GL_MAX_TESS_PATCH_COMPONENTS* = 0x00008E84
GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS* = 0x00008E85
GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS* = 0x00008E86
GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS* = 0x00008E89
GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS* = 0x00008E8A
GL_MAX_TESS_CONTROL_INPUT_COMPONENTS* = 0x0000886C
GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS* = 0x0000886D
GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS* = 0x00008E1E
GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS* = 0x00008E1F
GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER* = 0x000084F0
GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER* = 0x000084F1
GL_TESS_EVALUATION_SHADER* = 0x00008E87
GL_TESS_CONTROL_SHADER* = 0x00008E88 # GL_ARB_texture_buffer_object_rgb32
# GL_ARB_transform_feedback2
GL_TRANSFORM_FEEDBACK* = 0x00008E22
GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED* = 0x00008E23
GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE* = 0x00008E24
GL_TRANSFORM_FEEDBACK_BINDING* = 0x00008E25 # GL_ARB_transform_feedback3
GL_MAX_TRANSFORM_FEEDBACK_BUFFERS* = 0x00008E70
GL_MAX_VERTEX_STREAMS* = 0x00008E71 # GL_ARB_ES2_compatibility
GL_FIXED* = 0x0000140C
GL_IMPLEMENTATION_COLOR_READtyp* = 0x00008B9A
GL_IMPLEMENTATION_COLOR_READ_FORMAT* = 0x00008B9B
GL_LOW_FLOAT* = 0x00008DF0
GL_MEDIUM_FLOAT* = 0x00008DF1
GL_HIGH_FLOAT* = 0x00008DF2
GL_LOW_INT* = 0x00008DF3
GL_MEDIUM_INT* = 0x00008DF4
GL_HIGH_INT* = 0x00008DF5
GL_SHADER_COMPILER* = 0x00008DFA
GL_NUM_SHADER_BINARY_FORMATS* = 0x00008DF9
GL_MAX_VERTEX_UNIFORM_VECTORS* = 0x00008DFB
GL_MAX_VARYING_VECTORS* = 0x00008DFC
GL_MAX_FRAGMENT_UNIFORM_VECTORS* = 0x00008DFD # GL_ARB_get_program_binary
GL_PROGRAM_BINARY_RETRIEVABLE_HINT* = 0x00008257
GL_PROGRAM_BINARY_LENGTH* = 0x00008741
GL_NUM_PROGRAM_BINARY_FORMATS* = 0x000087FE
GL_PROGRAM_BINARY_FORMATS* = 0x000087FF # GL_ARB_separate_shader_objects
GL_VERTEX_SHADER_BIT* = 0x00000001
GL_FRAGMENT_SHADER_BIT* = 0x00000002
GL_GEOMETRY_SHADER_BIT* = 0x00000004
GL_TESS_CONTROL_SHADER_BIT* = 0x00000008
GL_TESS_EVALUATION_SHADER_BIT* = 0x00000010
GL_ALL_SHADER_BITS* = 0xFFFFFFFF
GL_PROGRAM_SEPARABLE* = 0x00008258
GL_ACTIVE_PROGRAM* = 0x00008259
GL_PROGRAM_PIPELINE_BINDING* = 0x0000825A # GL_ARB_vertex_attrib_64bit
GL_MAX_VIEWPORTS* = 0x0000825B
GL_VIEWPORT_SUBPIXEL_BITS* = 0x0000825C
GL_VIEWPORT_BOUNDS_RANGE* = 0x0000825D
GL_LAYER_PROVOKING_VERTEX* = 0x0000825E
GL_VIEWPORT_INDEX_PROVOKING_VERTEX* = 0x0000825F
GL_UNDEFINED_VERTEX* = 0x00008260 # GL_ARB_cl_event
GL_SYNC_CL_EVENT_ARB* = 0x00008240
GL_SYNC_CL_EVENT_COMPLETE_ARB* = 0x00008241 # GL_ARB_debug_output
GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB* = 0x00008242
GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB* = 0x00008243
GL_DEBUG_CALLBACK_FUNCTION_ARB* = 0x00008244
GL_DEBUG_CALLBACK_USER_PARAM_ARB* = 0x00008245
GL_DEBUG_SOURCE_API_ARB* = 0x00008246
GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB* = 0x00008247
GL_DEBUG_SOURCE_SHADER_COMPILER_ARB* = 0x00008248
GL_DEBUG_SOURCE_THIRD_PARTY_ARB* = 0x00008249
GL_DEBUG_SOURCE_APPLICATION_ARB* = 0x0000824A
GL_DEBUG_SOURCE_OTHER_ARB* = 0x0000824B
GL_DEBUGtyp_ERROR_ARB* = 0x0000824C
GL_DEBUGtyp_DEPRECATED_BEHAVIOR_ARB* = 0x0000824D
GL_DEBUGtyp_UNDEFINED_BEHAVIOR_ARB* = 0x0000824E
GL_DEBUGtyp_PORTABILITY_ARB* = 0x0000824F
GL_DEBUGtyp_PERFORMANCE_ARB* = 0x00008250
GL_DEBUGtyp_OTHER_ARB* = 0x00008251
GL_MAX_DEBUG_MESSAGE_LENGTH_ARB* = 0x00009143
GL_MAX_DEBUG_LOGGED_MESSAGES_ARB* = 0x00009144
GL_DEBUG_LOGGED_MESSAGES_ARB* = 0x00009145
GL_DEBUG_SEVERITY_HIGH_ARB* = 0x00009146
GL_DEBUG_SEVERITY_MEDIUM_ARB* = 0x00009147
GL_DEBUG_SEVERITY_LOW_ARB* = 0x00009148 # GL_ARB_robustness
# reuse GL_NO_ERROR
GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB* = 0x00000004
GL_LOSE_CONTEXT_ON_RESET_ARB* = 0x00008252
GL_GUILTY_CONTEXT_RESET_ARB* = 0x00008253
GL_INNOCENT_CONTEXT_RESET_ARB* = 0x00008254
GL_UNKNOWN_CONTEXT_RESET_ARB* = 0x00008255
GL_RESET_NOTIFICATION_STRATEGY_ARB* = 0x00008256
GL_NO_RESET_NOTIFICATION_ARB* = 0x00008261 #
# GL_ARB_compressed_texture_pixel_storage
GL_UNPACK_COMPRESSED_BLOCK_WIDTH* = 0x00009127
GL_UNPACK_COMPRESSED_BLOCK_HEIGHT* = 0x00009128
GL_UNPACK_COMPRESSED_BLOCK_DEPTH* = 0x00009129
GL_UNPACK_COMPRESSED_BLOCK_SIZE* = 0x0000912A
GL_PACK_COMPRESSED_BLOCK_WIDTH* = 0x0000912B
GL_PACK_COMPRESSED_BLOCK_HEIGHT* = 0x0000912C
GL_PACK_COMPRESSED_BLOCK_DEPTH* = 0x0000912D
GL_PACK_COMPRESSED_BLOCK_SIZE* = 0x0000912E # GL_ARB_internalformat_query
GL_NUM_SAMPLE_COUNTS* = 0x00009380 # GL_ARB_map_buffer_alignment
GL_MIN_MAP_BUFFER_ALIGNMENT* = 0x000090BC # GL_ARB_shader_atomic_counters
GL_ATOMIC_COUNTER_BUFFER* = 0x000092C0
GL_ATOMIC_COUNTER_BUFFER_BINDING* = 0x000092C1
GL_ATOMIC_COUNTER_BUFFER_START* = 0x000092C2
GL_ATOMIC_COUNTER_BUFFER_SIZE* = 0x000092C3
GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE* = 0x000092C4
GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS* = 0x000092C5
GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES* = 0x000092C6
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER* = 0x000092C7
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER* = 0x000092C8
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER* = 0x000092C9
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER* = 0x000092CA
GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER* = 0x000092CB
GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS* = 0x000092CC
GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS* = 0x000092CD
GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS* = 0x000092CE
GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS* = 0x000092CF
GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS* = 0x000092D0
GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS* = 0x000092D1
GL_MAX_VERTEX_ATOMIC_COUNTERS* = 0x000092D2
GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS* = 0x000092D3
GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS* = 0x000092D4
GL_MAX_GEOMETRY_ATOMIC_COUNTERS* = 0x000092D5
GL_MAX_FRAGMENT_ATOMIC_COUNTERS* = 0x000092D6
GL_MAX_COMBINED_ATOMIC_COUNTERS* = 0x000092D7
GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE* = 0x000092D8
GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS* = 0x000092DC
GL_ACTIVE_ATOMIC_COUNTER_BUFFERS* = 0x000092D9
GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX* = 0x000092DA
GL_UNSIGNED_INT_ATOMIC_COUNTER* = 0x000092DB # GL_ARB_shader_image_load_store
GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT* = 0x00000001
GL_ELEMENT_ARRAY_BARRIER_BIT* = 0x00000002
GL_UNIFORM_BARRIER_BIT* = 0x00000004
GL_TEXTURE_FETCH_BARRIER_BIT* = 0x00000008
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT* = 0x00000020
GL_COMMAND_BARRIER_BIT* = 0x00000040
GL_PIXEL_BUFFER_BARRIER_BIT* = 0x00000080
GL_TEXTURE_UPDATE_BARRIER_BIT* = 0x00000100
GL_BUFFER_UPDATE_BARRIER_BIT* = 0x00000200
GL_FRAMEBUFFER_BARRIER_BIT* = 0x00000400
GL_TRANSFORM_FEEDBACK_BARRIER_BIT* = 0x00000800
GL_ATOMIC_COUNTER_BARRIER_BIT* = 0x00001000
GL_ALL_BARRIER_BITS* = 0xFFFFFFFF
GL_MAX_IMAGE_UNITS* = 0x00008F38
GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS* = 0x00008F39
GL_IMAGE_BINDING_NAME* = 0x00008F3A
GL_IMAGE_BINDING_LEVEL* = 0x00008F3B
GL_IMAGE_BINDING_LAYERED* = 0x00008F3C
GL_IMAGE_BINDING_LAYER* = 0x00008F3D
GL_IMAGE_BINDING_ACCESS* = 0x00008F3E
GL_IMAGE_1D* = 0x0000904C
GL_IMAGE_2D* = 0x0000904D
GL_IMAGE_3D* = 0x0000904E
GL_IMAGE_2D_RECT* = 0x0000904F
GL_IMAGE_CUBE* = 0x00009050
GL_IMAGE_BUFFER* = 0x00009051
GL_IMAGE_1D_ARRAY* = 0x00009052
GL_IMAGE_2D_ARRAY* = 0x00009053
GL_IMAGE_CUBE_MAP_ARRAY* = 0x00009054
GL_IMAGE_2D_MULTISAMPLE* = 0x00009055
GL_IMAGE_2D_MULTISAMPLE_ARRAY* = 0x00009056
GL_INT_IMAGE_1D* = 0x00009057
GL_INT_IMAGE_2D* = 0x00009058
GL_INT_IMAGE_3D* = 0x00009059
GL_INT_IMAGE_2D_RECT* = 0x0000905A
GL_INT_IMAGE_CUBE* = 0x0000905B
GL_INT_IMAGE_BUFFER* = 0x0000905C
GL_INT_IMAGE_1D_ARRAY* = 0x0000905D
GL_INT_IMAGE_2D_ARRAY* = 0x0000905E
GL_INT_IMAGE_CUBE_MAP_ARRAY* = 0x0000905F
GL_INT_IMAGE_2D_MULTISAMPLE* = 0x00009060
GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY* = 0x00009061
GL_UNSIGNED_INT_IMAGE_1D* = 0x00009062
GL_UNSIGNED_INT_IMAGE_2D* = 0x00009063
GL_UNSIGNED_INT_IMAGE_3D* = 0x00009064
GL_UNSIGNED_INT_IMAGE_2D_RECT* = 0x00009065
GL_UNSIGNED_INT_IMAGE_CUBE* = 0x00009066
GL_UNSIGNED_INT_IMAGE_BUFFER* = 0x00009067
GL_UNSIGNED_INT_IMAGE_1D_ARRAY* = 0x00009068
GL_UNSIGNED_INT_IMAGE_2D_ARRAY* = 0x00009069
GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY* = 0x0000906A
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE* = 0x0000906B
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY* = 0x0000906C
GL_MAX_IMAGE_SAMPLES* = 0x0000906D
GL_IMAGE_BINDING_FORMAT* = 0x0000906E
GL_IMAGE_FORMAT_COMPATIBILITYtyp* = 0x000090C7
GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE* = 0x000090C8
GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS* = 0x000090C9
GL_MAX_VERTEX_IMAGE_UNIFORMS* = 0x000090CA
GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS* = 0x000090CB
GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS* = 0x000090CC
GL_MAX_GEOMETRY_IMAGE_UNIFORMS* = 0x000090CD
GL_MAX_FRAGMENT_IMAGE_UNIFORMS* = 0x000090CE
GL_MAX_COMBINED_IMAGE_UNIFORMS* = 0x000090CF # GL_ARB_texture_storage
GL_TEXTURE_IMMUTABLE_FORMAT* = 0x0000912F # GL_ATI_draw_buffers
GL_MAX_DRAW_BUFFERS_ATI* = 0x00008824
GL_DRAW_BUFFER0_ATI* = 0x00008825
GL_DRAW_BUFFER1_ATI* = 0x00008826
GL_DRAW_BUFFER2_ATI* = 0x00008827
GL_DRAW_BUFFER3_ATI* = 0x00008828
GL_DRAW_BUFFER4_ATI* = 0x00008829
GL_DRAW_BUFFER5_ATI* = 0x0000882A
GL_DRAW_BUFFER6_ATI* = 0x0000882B
GL_DRAW_BUFFER7_ATI* = 0x0000882C
GL_DRAW_BUFFER8_ATI* = 0x0000882D
GL_DRAW_BUFFER9_ATI* = 0x0000882E
GL_DRAW_BUFFER10_ATI* = 0x0000882F
GL_DRAW_BUFFER11_ATI* = 0x00008830
GL_DRAW_BUFFER12_ATI* = 0x00008831
GL_DRAW_BUFFER13_ATI* = 0x00008832
GL_DRAW_BUFFER14_ATI* = 0x00008833
GL_DRAW_BUFFER15_ATI* = 0x00008834 # GL_ATI_element_array
GL_ELEMENT_ARRAY_ATI* = 0x00008768
GL_ELEMENT_ARRAYtyp_ATI* = 0x00008769
GL_ELEMENT_ARRAY_POINTER_ATI* = 0x0000876A # GL_ATI_envmap_bumpmap
GL_BUMP_ROT_MATRIX_ATI* = 0x00008775
GL_BUMP_ROT_MATRIX_SIZE_ATI* = 0x00008776
GL_BUMP_NUM_TEX_UNITS_ATI* = 0x00008777
GL_BUMP_TEX_UNITS_ATI* = 0x00008778
GL_DUDV_ATI* = 0x00008779
GL_DU8DV8_ATI* = 0x0000877A
GL_BUMP_ENVMAP_ATI* = 0x0000877B
GL_BUMP_TARGET_ATI* = 0x0000877C # GL_ATI_fragment_shader
GL_FRAGMENT_SHADER_ATI* = 0x00008920
GL_REG_0_ATI* = 0x00008921
GL_REG_1_ATI* = 0x00008922
GL_REG_2_ATI* = 0x00008923
GL_REG_3_ATI* = 0x00008924
GL_REG_4_ATI* = 0x00008925
GL_REG_5_ATI* = 0x00008926
GL_REG_6_ATI* = 0x00008927
GL_REG_7_ATI* = 0x00008928
GL_REG_8_ATI* = 0x00008929
GL_REG_9_ATI* = 0x0000892A
GL_REG_10_ATI* = 0x0000892B
GL_REG_11_ATI* = 0x0000892C
GL_REG_12_ATI* = 0x0000892D
GL_REG_13_ATI* = 0x0000892E
GL_REG_14_ATI* = 0x0000892F
GL_REG_15_ATI* = 0x00008930
GL_REG_16_ATI* = 0x00008931
GL_REG_17_ATI* = 0x00008932
GL_REG_18_ATI* = 0x00008933
GL_REG_19_ATI* = 0x00008934
GL_REG_20_ATI* = 0x00008935
GL_REG_21_ATI* = 0x00008936
GL_REG_22_ATI* = 0x00008937
GL_REG_23_ATI* = 0x00008938
GL_REG_24_ATI* = 0x00008939
GL_REG_25_ATI* = 0x0000893A
GL_REG_26_ATI* = 0x0000893B
GL_REG_27_ATI* = 0x0000893C
GL_REG_28_ATI* = 0x0000893D
GL_REG_29_ATI* = 0x0000893E
GL_REG_30_ATI* = 0x0000893F
GL_REG_31_ATI* = 0x00008940
GL_CON_0_ATI* = 0x00008941
GL_CON_1_ATI* = 0x00008942
GL_CON_2_ATI* = 0x00008943
GL_CON_3_ATI* = 0x00008944
GL_CON_4_ATI* = 0x00008945
GL_CON_5_ATI* = 0x00008946
GL_CON_6_ATI* = 0x00008947
GL_CON_7_ATI* = 0x00008948
GL_CON_8_ATI* = 0x00008949
GL_CON_9_ATI* = 0x0000894A
GL_CON_10_ATI* = 0x0000894B
GL_CON_11_ATI* = 0x0000894C
GL_CON_12_ATI* = 0x0000894D
GL_CON_13_ATI* = 0x0000894E
GL_CON_14_ATI* = 0x0000894F
GL_CON_15_ATI* = 0x00008950
GL_CON_16_ATI* = 0x00008951
GL_CON_17_ATI* = 0x00008952
GL_CON_18_ATI* = 0x00008953
GL_CON_19_ATI* = 0x00008954
GL_CON_20_ATI* = 0x00008955
GL_CON_21_ATI* = 0x00008956
GL_CON_22_ATI* = 0x00008957
GL_CON_23_ATI* = 0x00008958
GL_CON_24_ATI* = 0x00008959
GL_CON_25_ATI* = 0x0000895A
GL_CON_26_ATI* = 0x0000895B
GL_CON_27_ATI* = 0x0000895C
GL_CON_28_ATI* = 0x0000895D
GL_CON_29_ATI* = 0x0000895E
GL_CON_30_ATI* = 0x0000895F
GL_CON_31_ATI* = 0x00008960
GL_MOV_ATI* = 0x00008961
GL_ADD_ATI* = 0x00008963
GL_MUL_ATI* = 0x00008964
GL_SUB_ATI* = 0x00008965
GL_DOT3_ATI* = 0x00008966
GL_DOT4_ATI* = 0x00008967
GL_MAD_ATI* = 0x00008968
GL_LERP_ATI* = 0x00008969
GL_CND_ATI* = 0x0000896A
GL_CND0_ATI* = 0x0000896B
GL_DOT2_ADD_ATI* = 0x0000896C
GL_SECONDARY_INTERPOLATOR_ATI* = 0x0000896D
GL_NUM_FRAGMENT_REGISTERS_ATI* = 0x0000896E
GL_NUM_FRAGMENT_CONSTANTS_ATI* = 0x0000896F
GL_NUM_PASSES_ATI* = 0x00008970
GL_NUM_INSTRUCTIONS_PER_PASS_ATI* = 0x00008971
GL_NUM_INSTRUCTIONS_TOTAL_ATI* = 0x00008972
GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI* = 0x00008973
GL_NUM_LOOPBACK_COMPONENTS_ATI* = 0x00008974
GL_COLOR_ALPHA_PAIRING_ATI* = 0x00008975
GL_SWIZZLE_STR_ATI* = 0x00008976
GL_SWIZZLE_STQ_ATI* = 0x00008977
GL_SWIZZLE_STR_DR_ATI* = 0x00008978
GL_SWIZZLE_STQ_DQ_ATI* = 0x00008979
GL_SWIZZLE_STRQ_ATI* = 0x0000897A
GL_SWIZZLE_STRQ_DQ_ATI* = 0x0000897B
GL_RED_BIT_ATI* = 0x00000001
GL_GREEN_BIT_ATI* = 0x00000002
GL_BLUE_BIT_ATI* = 0x00000004
GL_2X_BIT_ATI* = 0x00000001
GL_4X_BIT_ATI* = 0x00000002
GL_8X_BIT_ATI* = 0x00000004
GL_HALF_BIT_ATI* = 0x00000008
GL_QUARTER_BIT_ATI* = 0x00000010
GL_EIGHTH_BIT_ATI* = 0x00000020
GL_SATURATE_BIT_ATI* = 0x00000040
GL_COMP_BIT_ATI* = 0x00000002
GL_NEGATE_BIT_ATI* = 0x00000004
GL_BIAS_BIT_ATI* = 0x00000008 # GL_ATI_pn_triangles
GL_PN_TRIANGLES_ATI* = 0x000087F0
GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI* = 0x000087F1
GL_PN_TRIANGLES_POINT_MODE_ATI* = 0x000087F2
GL_PN_TRIANGLES_NORMAL_MODE_ATI* = 0x000087F3
GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI* = 0x000087F4
GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI* = 0x000087F5
GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI* = 0x000087F6
GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI* = 0x000087F7
GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI* = 0x000087F8 #
# GL_ATI_separate_stencil
GL_STENCIL_BACK_FUNC_ATI* = 0x00008800
GL_STENCIL_BACK_FAIL_ATI* = 0x00008801
GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI* = 0x00008802
GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI* = 0x00008803 # GL_ATI_text_fragment_shader
GL_TEXT_FRAGMENT_SHADER_ATI* = 0x00008200 # GL_ATI_texture_env_combine3
GL_MODULATE_ADD_ATI* = 0x00008744
GL_MODULATE_SIGNED_ADD_ATI* = 0x00008745
GL_MODULATE_SUBTRACT_ATI* = 0x00008746 # GL_ATI_texture_float
GL_RGBA_FLOAT32_ATI* = 0x00008814
GL_RGB_FLOAT32_ATI* = 0x00008815
GL_ALPHA_FLOAT32_ATI* = 0x00008816
GL_INTENSITY_FLOAT32_ATI* = 0x00008817
GL_LUMINANCE_FLOAT32_ATI* = 0x00008818
GL_LUMINANCE_ALPHA_FLOAT32_ATI* = 0x00008819
GL_RGBA_FLOAT16_ATI* = 0x0000881A
GL_RGB_FLOAT16_ATI* = 0x0000881B
GL_ALPHA_FLOAT16_ATI* = 0x0000881C
GL_INTENSITY_FLOAT16_ATI* = 0x0000881D
GL_LUMINANCE_FLOAT16_ATI* = 0x0000881E
GL_LUMINANCE_ALPHA_FLOAT16_ATI* = 0x0000881F # GL_ATI_texture_mirror_once
GL_MIRROR_CLAMP_ATI* = 0x00008742
GL_MIRROR_CLAMP_TO_EDGE_ATI* = 0x00008743 # GL_ATI_vertex_array_object
GL_STATIC_ATI* = 0x00008760
GL_DYNAMIC_ATI* = 0x00008761
GL_PRESERVE_ATI* = 0x00008762
GL_DISCARD_ATI* = 0x00008763
GL_OBJECT_BUFFER_SIZE_ATI* = 0x00008764
GL_OBJECT_BUFFER_USAGE_ATI* = 0x00008765
GL_ARRAY_OBJECT_BUFFER_ATI* = 0x00008766
GL_ARRAY_OBJECT_OFFSET_ATI* = 0x00008767 # GL_ATI_vertex_streams
GL_MAX_VERTEX_STREAMS_ATI* = 0x0000876B
GL_VERTEX_STREAM0_ATI* = 0x0000876C
GL_VERTEX_STREAM1_ATI* = 0x0000876D
GL_VERTEX_STREAM2_ATI* = 0x0000876E
GL_VERTEX_STREAM3_ATI* = 0x0000876F
GL_VERTEX_STREAM4_ATI* = 0x00008770
GL_VERTEX_STREAM5_ATI* = 0x00008771
GL_VERTEX_STREAM6_ATI* = 0x00008772
GL_VERTEX_STREAM7_ATI* = 0x00008773
GL_VERTEX_SOURCE_ATI* = 0x00008774 # GL_ATI_meminfo
GL_VBO_FREE_MEMORY_ATI* = 0x000087FB
GL_TEXTURE_FREE_MEMORY_ATI* = 0x000087FC
GL_RENDERBUFFER_FREE_MEMORY_ATI* = 0x000087FD # GL_AMD_performance_monitor
GL_COUNTERtyp_AMD* = 0x00008BC0
GL_COUNTER_RANGE_AMD* = 0x00008BC1
GL_UNSIGNED_INT64_AMD* = 0x00008BC2
GL_PERCENTAGE_AMD* = 0x00008BC3
GL_PERFMON_RESULT_AVAILABLE_AMD* = 0x00008BC4
GL_PERFMON_RESULT_SIZE_AMD* = 0x00008BC5
GL_PERFMON_RESULT_AMD* = 0x00008BC6 # GL_AMD_vertex_shader_tesselator
GL_SAMPLER_BUFFER_AMD* = 0x00009001
GL_INT_SAMPLER_BUFFER_AMD* = 0x00009002
GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD* = 0x00009003
cGL_TESSELLATION_MODE_AMD* = 0x00009004
cGL_TESSELLATION_FACTOR_AMD* = 0x00009005
GL_DISCRETE_AMD* = 0x00009006
GL_CONTINUOUS_AMD* = 0x00009007 # GL_AMD_seamless_cubemap_per_texture
# reuse GL_TEXTURE_CUBE_MAP_SEAMLESS
# GL_AMD_name_gen_delete
GL_DATA_BUFFER_AMD* = 0x00009151
GL_PERFORMANCE_MONITOR_AMD* = 0x00009152
GL_QUERY_OBJECT_AMD* = 0x00009153
GL_VERTEX_ARRAY_OBJECT_AMD* = 0x00009154
GL_SAMPLER_OBJECT_AMD* = 0x00009155 # GL_AMD_debug_output
GL_MAX_DEBUG_LOGGED_MESSAGES_AMD* = 0x00009144
GL_DEBUG_LOGGED_MESSAGES_AMD* = 0x00009145
GL_DEBUG_SEVERITY_HIGH_AMD* = 0x00009146
GL_DEBUG_SEVERITY_MEDIUM_AMD* = 0x00009147
GL_DEBUG_SEVERITY_LOW_AMD* = 0x00009148
GL_DEBUG_CATEGORY_API_ERROR_AMD* = 0x00009149
GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD* = 0x0000914A
GL_DEBUG_CATEGORY_DEPRECATION_AMD* = 0x0000914B
GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD* = 0x0000914C
GL_DEBUG_CATEGORY_PERFORMANCE_AMD* = 0x0000914D
GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD* = 0x0000914E
GL_DEBUG_CATEGORY_APPLICATION_AMD* = 0x0000914F
GL_DEBUG_CATEGORY_OTHER_AMD* = 0x00009150 # GL_AMD_depth_clamp_separate
GL_DEPTH_CLAMP_NEAR_AMD* = 0x0000901E
GL_DEPTH_CLAMP_FAR_AMD* = 0x0000901F # GL_EXT_422_pixels
GL_422_EXT* = 0x000080CC
GL_422_REV_EXT* = 0x000080CD
GL_422_AVERAGE_EXT* = 0x000080CE
GL_422_REV_AVERAGE_EXT* = 0x000080CF # GL_EXT_abgr
GL_ABGR_EXT* = 0x00008000 # GL_EXT_bgra
GL_BGR_EXT* = 0x000080E0
GL_BGRA_EXT* = 0x000080E1 # GL_EXT_blend_color
GL_CONSTANT_COLOR_EXT* = 0x00008001
GL_ONE_MINUS_CONSTANT_COLOR_EXT* = 0x00008002
GL_CONSTANT_ALPHA_EXT* = 0x00008003
GL_ONE_MINUS_CONSTANT_ALPHA_EXT* = 0x00008004
cGL_BLEND_COLOR_EXT* = 0x00008005 # GL_EXT_blend_func_separate
GL_BLEND_DST_RGB_EXT* = 0x000080C8
GL_BLEND_SRC_RGB_EXT* = 0x000080C9
GL_BLEND_DST_ALPHA_EXT* = 0x000080CA
GL_BLEND_SRC_ALPHA_EXT* = 0x000080CB # GL_EXT_blend_minmax
GL_FUNC_ADD_EXT* = 0x00008006
GL_MIN_EXT* = 0x00008007
GL_MAX_EXT* = 0x00008008
cGL_BLEND_EQUATION_EXT* = 0x00008009 # GL_EXT_blend_subtract
GL_FUNC_SUBTRACT_EXT* = 0x0000800A
GL_FUNC_REVERSE_SUBTRACT_EXT* = 0x0000800B # GL_EXT_clip_volume_hint
GL_CLIP_VOLUME_CLIPPING_HINT_EXT* = 0x000080F0 # GL_EXT_cmyka
GL_CMYK_EXT* = 0x0000800C
GL_CMYKA_EXT* = 0x0000800D
GL_PACK_CMYK_HINT_EXT* = 0x0000800E
GL_UNPACK_CMYK_HINT_EXT* = 0x0000800F # GL_EXT_compiled_vertex_array
GL_ARRAY_ELEMENT_LOCK_FIRST_EXT* = 0x000081A8
GL_ARRAY_ELEMENT_LOCK_COUNT_EXT* = 0x000081A9 # GL_EXT_convolution
GL_CONVOLUTION_1D_EXT* = 0x00008010
GL_CONVOLUTION_2D_EXT* = 0x00008011
GL_SEPARABLE_2D_EXT* = 0x00008012
GL_CONVOLUTION_BORDER_MODE_EXT* = 0x00008013
GL_CONVOLUTION_FILTER_SCALE_EXT* = 0x00008014
GL_CONVOLUTION_FILTER_BIAS_EXT* = 0x00008015
GL_REDUCE_EXT* = 0x00008016
GL_CONVOLUTION_FORMAT_EXT* = 0x00008017
GL_CONVOLUTION_WIDTH_EXT* = 0x00008018
GL_CONVOLUTION_HEIGHT_EXT* = 0x00008019
GL_MAX_CONVOLUTION_WIDTH_EXT* = 0x0000801A
GL_MAX_CONVOLUTION_HEIGHT_EXT* = 0x0000801B
GL_POST_CONVOLUTION_RED_SCALE_EXT* = 0x0000801C
GL_POST_CONVOLUTION_GREEN_SCALE_EXT* = 0x0000801D
GL_POST_CONVOLUTION_BLUE_SCALE_EXT* = 0x0000801E
GL_POST_CONVOLUTION_ALPHA_SCALE_EXT* = 0x0000801F
GL_POST_CONVOLUTION_RED_BIAS_EXT* = 0x00008020
GL_POST_CONVOLUTION_GREEN_BIAS_EXT* = 0x00008021
GL_POST_CONVOLUTION_BLUE_BIAS_EXT* = 0x00008022
GL_POST_CONVOLUTION_ALPHA_BIAS_EXT* = 0x00008023 # GL_EXT_coordinate_frame
GL_TANGENT_ARRAY_EXT* = 0x00008439
GL_BINORMAL_ARRAY_EXT* = 0x0000843A
GL_CURRENT_TANGENT_EXT* = 0x0000843B
GL_CURRENT_BINORMAL_EXT* = 0x0000843C
GL_TANGENT_ARRAYtyp_EXT* = 0x0000843E
GL_TANGENT_ARRAY_STRIDE_EXT* = 0x0000843F
GL_BINORMAL_ARRAYtyp_EXT* = 0x00008440
GL_BINORMAL_ARRAY_STRIDE_EXT* = 0x00008441
GL_TANGENT_ARRAY_POINTER_EXT* = 0x00008442
GL_BINORMAL_ARRAY_POINTER_EXT* = 0x00008443
GL_MAP1_TANGENT_EXT* = 0x00008444
GL_MAP2_TANGENT_EXT* = 0x00008445
GL_MAP1_BINORMAL_EXT* = 0x00008446
GL_MAP2_BINORMAL_EXT* = 0x00008447 # GL_EXT_cull_vertex
GL_CULL_VERTEX_EXT* = 0x000081AA
GL_CULL_VERTEX_EYE_POSITION_EXT* = 0x000081AB
GL_CULL_VERTEX_OBJECT_POSITION_EXT* = 0x000081AC # GL_EXT_draw_range_elements
GL_MAX_ELEMENTS_VERTICES_EXT* = 0x000080E8
GL_MAX_ELEMENTS_INDICES_EXT* = 0x000080E9 # GL_EXT_fog_coord
GL_FOG_COORDINATE_SOURCE_EXT* = 0x00008450
GL_FOG_COORDINATE_EXT* = 0x00008451
GL_FRAGMENT_DEPTH_EXT* = 0x00008452
GL_CURRENT_FOG_COORDINATE_EXT* = 0x00008453
GL_FOG_COORDINATE_ARRAYtyp_EXT* = 0x00008454
GL_FOG_COORDINATE_ARRAY_STRIDE_EXT* = 0x00008455
GL_FOG_COORDINATE_ARRAY_POINTER_EXT* = 0x00008456
GL_FOG_COORDINATE_ARRAY_EXT* = 0x00008457 # GL_EXT_framebuffer_object
GL_FRAMEBUFFER_EXT* = 0x00008D40
GL_RENDERBUFFER_EXT* = 0x00008D41
GL_STENCIL_INDEX_EXT* = 0x00008D45
GL_STENCIL_INDEX1_EXT* = 0x00008D46
GL_STENCIL_INDEX4_EXT* = 0x00008D47
GL_STENCIL_INDEX8_EXT* = 0x00008D48
GL_STENCIL_INDEX16_EXT* = 0x00008D49
GL_RENDERBUFFER_WIDTH_EXT* = 0x00008D42
GL_RENDERBUFFER_HEIGHT_EXT* = 0x00008D43
GL_RENDERBUFFER_INTERNAL_FORMAT_EXT* = 0x00008D44
GL_FRAMEBUFFER_ATTACHMENT_OBJECTtyp_EXT* = 0x00008CD0
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT* = 0x00008CD1
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT* = 0x00008CD2
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT* = 0x00008CD3
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT* = 0x00008CD4
GL_COLOR_ATTACHMENT0_EXT* = 0x00008CE0
GL_COLOR_ATTACHMENT1_EXT* = 0x00008CE1
GL_COLOR_ATTACHMENT2_EXT* = 0x00008CE2
GL_COLOR_ATTACHMENT3_EXT* = 0x00008CE3
GL_COLOR_ATTACHMENT4_EXT* = 0x00008CE4
GL_COLOR_ATTACHMENT5_EXT* = 0x00008CE5
GL_COLOR_ATTACHMENT6_EXT* = 0x00008CE6
GL_COLOR_ATTACHMENT7_EXT* = 0x00008CE7
GL_COLOR_ATTACHMENT8_EXT* = 0x00008CE8
GL_COLOR_ATTACHMENT9_EXT* = 0x00008CE9
GL_COLOR_ATTACHMENT10_EXT* = 0x00008CEA
GL_COLOR_ATTACHMENT11_EXT* = 0x00008CEB
GL_COLOR_ATTACHMENT12_EXT* = 0x00008CEC
GL_COLOR_ATTACHMENT13_EXT* = 0x00008CED
GL_COLOR_ATTACHMENT14_EXT* = 0x00008CEE
GL_COLOR_ATTACHMENT15_EXT* = 0x00008CEF
GL_DEPTH_ATTACHMENT_EXT* = 0x00008D00
GL_STENCIL_ATTACHMENT_EXT* = 0x00008D20
GL_FRAMEBUFFER_COMPLETE_EXT* = 0x00008CD5
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT* = 0x00008CD6
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT* = 0x00008CD7
GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT* = 0x00008CD8
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT* = 0x00008CD9
GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT* = 0x00008CDA
GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT* = 0x00008CDB
GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT* = 0x00008CDC
GL_FRAMEBUFFER_UNSUPPORTED_EXT* = 0x00008CDD
GL_FRAMEBUFFER_STATUS_ERROR_EXT* = 0x00008CDE
GL_FRAMEBUFFER_BINDING_EXT* = 0x00008CA6
GL_RENDERBUFFER_BINDING_EXT* = 0x00008CA7
GL_MAX_COLOR_ATTACHMENTS_EXT* = 0x00008CDF
GL_MAX_RENDERBUFFER_SIZE_EXT* = 0x000084E8
GL_INVALID_FRAMEBUFFER_OPERATION_EXT* = 0x00000506 # GL_EXT_histogram
cGL_HISTOGRAM_EXT* = 0x00008024
GL_PROXY_HISTOGRAM_EXT* = 0x00008025
GL_HISTOGRAM_WIDTH_EXT* = 0x00008026
GL_HISTOGRAM_FORMAT_EXT* = 0x00008027
GL_HISTOGRAM_RED_SIZE_EXT* = 0x00008028
GL_HISTOGRAM_GREEN_SIZE_EXT* = 0x00008029
GL_HISTOGRAM_BLUE_SIZE_EXT* = 0x0000802A
GL_HISTOGRAM_ALPHA_SIZE_EXT* = 0x0000802B
GL_HISTOGRAM_LUMINANCE_SIZE_EXT* = 0x0000802C
GL_HISTOGRAM_SINK_EXT* = 0x0000802D
cGL_MINMAX_EXT* = 0x0000802E
GL_MINMAX_FORMAT_EXT* = 0x0000802F
GL_MINMAX_SINK_EXT* = 0x00008030
GL_TABLE_TOO_LARGE_EXT* = 0x00008031 # GL_EXT_index_array_formats
GL_IUI_V2F_EXT* = 0x000081AD
GL_IUI_V3F_EXT* = 0x000081AE
GL_IUI_N3F_V2F_EXT* = 0x000081AF
GL_IUI_N3F_V3F_EXT* = 0x000081B0
GL_T2F_IUI_V2F_EXT* = 0x000081B1
GL_T2F_IUI_V3F_EXT* = 0x000081B2
GL_T2F_IUI_N3F_V2F_EXT* = 0x000081B3
GL_T2F_IUI_N3F_V3F_EXT* = 0x000081B4 # GL_EXT_index_func
GL_INDEX_TEST_EXT* = 0x000081B5
GL_INDEX_TEST_FUNC_EXT* = 0x000081B6
GL_INDEX_TEST_REF_EXT* = 0x000081B7 # GL_EXT_index_material
cGL_INDEX_MATERIAL_EXT* = 0x000081B8
GL_INDEX_MATERIAL_PARAMETER_EXT* = 0x000081B9
GL_INDEX_MATERIAL_FACE_EXT* = 0x000081BA # GL_EXT_light_texture
GL_FRAGMENT_MATERIAL_EXT* = 0x00008349
GL_FRAGMENT_NORMAL_EXT* = 0x0000834A
GL_FRAGMENT_COLOR_EXT* = 0x0000834C
GL_ATTENUATION_EXT* = 0x0000834D
GL_SHADOW_ATTENUATION_EXT* = 0x0000834E
GL_TEXTURE_APPLICATION_MODE_EXT* = 0x0000834F
cGL_TEXTURE_LIGHT_EXT* = 0x00008350
GL_TEXTURE_MATERIAL_FACE_EXT* = 0x00008351
GL_TEXTURE_MATERIAL_PARAMETER_EXT* = 0x00008352 # GL_EXT_multisample
GL_MULTISAMPLE_EXT* = 0x0000809D
GL_SAMPLE_ALPHA_TO_MASK_EXT* = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE_EXT* = 0x0000809F
cGL_SAMPLE_MASK_EXT* = 0x000080A0
GL_1PASS_EXT* = 0x000080A1
GL_2PASS_0_EXT* = 0x000080A2
GL_2PASS_1_EXT* = 0x000080A3
GL_4PASS_0_EXT* = 0x000080A4
GL_4PASS_1_EXT* = 0x000080A5
GL_4PASS_2_EXT* = 0x000080A6
GL_4PASS_3_EXT* = 0x000080A7
GL_SAMPLE_BUFFERS_EXT* = 0x000080A8
GL_SAMPLES_EXT* = 0x000080A9
GL_SAMPLE_MASK_VALUE_EXT* = 0x000080AA
GL_SAMPLE_MASK_INVERT_EXT* = 0x000080AB
cGL_SAMPLE_PATTERN_EXT* = 0x000080AC
GL_MULTISAMPLE_BIT_EXT* = 0x20000000 # GL_EXT_packed_pixels
GL_UNSIGNED_BYTE_3_3_2_EXT* = 0x00008032
GL_UNSIGNED_SHORT_4_4_4_4_EXT* = 0x00008033
GL_UNSIGNED_SHORT_5_5_5_1_EXT* = 0x00008034
GL_UNSIGNED_INT_8_8_8_8_EXT* = 0x00008035
GL_UNSIGNED_INT_10_10_10_2_EXT* = 0x00008036 # GL_EXT_paletted_texture
GL_COLOR_INDEX1_EXT* = 0x000080E2
GL_COLOR_INDEX2_EXT* = 0x000080E3
GL_COLOR_INDEX4_EXT* = 0x000080E4
GL_COLOR_INDEX8_EXT* = 0x000080E5
GL_COLOR_INDEX12_EXT* = 0x000080E6
GL_COLOR_INDEX16_EXT* = 0x000080E7
GL_TEXTURE_INDEX_SIZE_EXT* = 0x000080ED # GL_EXT_pixel_transform
GL_PIXEL_TRANSFORM_2D_EXT* = 0x00008330
GL_PIXEL_MAG_FILTER_EXT* = 0x00008331
GL_PIXEL_MIN_FILTER_EXT* = 0x00008332
GL_PIXEL_CUBIC_WEIGHT_EXT* = 0x00008333
GL_CUBIC_EXT* = 0x00008334
GL_AVERAGE_EXT* = 0x00008335
GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT* = 0x00008336
GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT* = 0x00008337
GL_PIXEL_TRANSFORM_2D_MATRIX_EXT* = 0x00008338 # GL_EXT_point_parameters
GL_POINT_SIZE_MIN_EXT* = 0x00008126
GL_POINT_SIZE_MAX_EXT* = 0x00008127
GL_POINT_FADE_THRESHOLD_SIZE_EXT* = 0x00008128
GL_DISTANCE_ATTENUATION_EXT* = 0x00008129 # GL_EXT_polygon_offset
cGL_POLYGON_OFFSET_EXT* = 0x00008037
GL_POLYGON_OFFSET_FACTOR_EXT* = 0x00008038
GL_POLYGON_OFFSET_BIAS_EXT* = 0x00008039 # GL_EXT_rescale_normal
GL_RESCALE_NORMAL_EXT* = 0x0000803A # GL_EXT_secondary_color
GL_COLOR_SUM_EXT* = 0x00008458
GL_CURRENT_SECONDARY_COLOR_EXT* = 0x00008459
GL_SECONDARY_COLOR_ARRAY_SIZE_EXT* = 0x0000845A
GL_SECONDARY_COLOR_ARRAYtyp_EXT* = 0x0000845B
GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT* = 0x0000845C
GL_SECONDARY_COLOR_ARRAY_POINTER_EXT* = 0x0000845D
GL_SECONDARY_COLOR_ARRAY_EXT* = 0x0000845E # GL_EXT_separate_specular_color
GL_LIGHT_MODEL_COLOR_CONTROL_EXT* = 0x000081F8
GL_SINGLE_COLOR_EXT* = 0x000081F9
GL_SEPARATE_SPECULAR_COLOR_EXT* = 0x000081FA # GL_EXT_shared_texture_palette
GL_SHARED_TEXTURE_PALETTE_EXT* = 0x000081FB # GL_EXT_stencil_two_side
GL_STENCIL_TEST_TWO_SIDE_EXT* = 0x00008910
cGL_ACTIVE_STENCIL_FACE_EXT* = 0x00008911 # GL_EXT_stencil_wrap
GL_INCR_WRAP_EXT* = 0x00008507
GL_DECR_WRAP_EXT* = 0x00008508 # GL_EXT_texture
GL_ALPHA4_EXT* = 0x0000803B
GL_ALPHA8_EXT* = 0x0000803C
GL_ALPHA12_EXT* = 0x0000803D
GL_ALPHA16_EXT* = 0x0000803E
GL_LUMINANCE4_EXT* = 0x0000803F
GL_LUMINANCE8_EXT* = 0x00008040
GL_LUMINANCE12_EXT* = 0x00008041
GL_LUMINANCE16_EXT* = 0x00008042
GL_LUMINANCE4_ALPHA4_EXT* = 0x00008043
GL_LUMINANCE6_ALPHA2_EXT* = 0x00008044
GL_LUMINANCE8_ALPHA8_EXT* = 0x00008045
GL_LUMINANCE12_ALPHA4_EXT* = 0x00008046
GL_LUMINANCE12_ALPHA12_EXT* = 0x00008047
GL_LUMINANCE16_ALPHA16_EXT* = 0x00008048
GL_INTENSITY_EXT* = 0x00008049
GL_INTENSITY4_EXT* = 0x0000804A
GL_INTENSITY8_EXT* = 0x0000804B
GL_INTENSITY12_EXT* = 0x0000804C
GL_INTENSITY16_EXT* = 0x0000804D
GL_RGB2_EXT* = 0x0000804E
GL_RGB4_EXT* = 0x0000804F
GL_RGB5_EXT* = 0x00008050
GL_RGB8_EXT* = 0x00008051
GL_RGB10_EXT* = 0x00008052
GL_RGB12_EXT* = 0x00008053
GL_RGB16_EXT* = 0x00008054
GL_RGBA2_EXT* = 0x00008055
GL_RGBA4_EXT* = 0x00008056
GL_RGB5_A1_EXT* = 0x00008057
GL_RGBA8_EXT* = 0x00008058
GL_RGB10_A2_EXT* = 0x00008059
GL_RGBA12_EXT* = 0x0000805A
GL_RGBA16_EXT* = 0x0000805B
GL_TEXTURE_RED_SIZE_EXT* = 0x0000805C
GL_TEXTURE_GREEN_SIZE_EXT* = 0x0000805D
GL_TEXTURE_BLUE_SIZE_EXT* = 0x0000805E
GL_TEXTURE_ALPHA_SIZE_EXT* = 0x0000805F
GL_TEXTURE_LUMINANCE_SIZE_EXT* = 0x00008060
GL_TEXTURE_INTENSITY_SIZE_EXT* = 0x00008061
GL_REPLACE_EXT* = 0x00008062
GL_PROXY_TEXTURE_1D_EXT* = 0x00008063
GL_PROXY_TEXTURE_2D_EXT* = 0x00008064
GL_TEXTURE_TOO_LARGE_EXT* = 0x00008065 # GL_EXT_texture3D
GL_PACK_SKIP_IMAGES_EXT* = 0x0000806B
GL_PACK_IMAGE_HEIGHT_EXT* = 0x0000806C
GL_UNPACK_SKIP_IMAGES_EXT* = 0x0000806D
GL_UNPACK_IMAGE_HEIGHT_EXT* = 0x0000806E
GL_TEXTURE_3D_EXT* = 0x0000806F
GL_PROXY_TEXTURE_3D_EXT* = 0x00008070
GL_TEXTURE_DEPTH_EXT* = 0x00008071
GL_TEXTURE_WRAP_R_EXT* = 0x00008072
GL_MAX_3D_TEXTURE_SIZE_EXT* = 0x00008073 # GL_EXT_texture_compression_s3tc
GL_COMPRESSED_RGB_S3TC_DXT1_EXT* = 0x000083F0
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT* = 0x000083F1
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT* = 0x000083F2
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT* = 0x000083F3 # GL_EXT_texture_cube_map
GL_NORMAL_MAP_EXT* = 0x00008511
GL_REFLECTION_MAP_EXT* = 0x00008512
GL_TEXTURE_CUBE_MAP_EXT* = 0x00008513
GL_TEXTURE_BINDING_CUBE_MAP_EXT* = 0x00008514
GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT* = 0x00008515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT* = 0x00008516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT* = 0x00008517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT* = 0x00008518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT* = 0x00008519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT* = 0x0000851A
GL_PROXY_TEXTURE_CUBE_MAP_EXT* = 0x0000851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT* = 0x0000851C # GL_EXT_texture_edge_clamp
GL_CLAMP_TO_EDGE_EXT* = 0x0000812F # GL_EXT_texture_env_combine
GL_COMBINE_EXT* = 0x00008570
GL_COMBINE_RGB_EXT* = 0x00008571
GL_COMBINE_ALPHA_EXT* = 0x00008572
GL_RGB_SCALE_EXT* = 0x00008573
GL_ADD_SIGNED_EXT* = 0x00008574
GL_INTERPOLATE_EXT* = 0x00008575
GL_CONSTANT_EXT* = 0x00008576
GL_PRIMARY_COLOR_EXT* = 0x00008577
GL_PREVIOUS_EXT* = 0x00008578
GL_SOURCE0_RGB_EXT* = 0x00008580
GL_SOURCE1_RGB_EXT* = 0x00008581
GL_SOURCE2_RGB_EXT* = 0x00008582
GL_SOURCE0_ALPHA_EXT* = 0x00008588
GL_SOURCE1_ALPHA_EXT* = 0x00008589
GL_SOURCE2_ALPHA_EXT* = 0x0000858A
GL_OPERAND0_RGB_EXT* = 0x00008590
GL_OPERAND1_RGB_EXT* = 0x00008591
GL_OPERAND2_RGB_EXT* = 0x00008592
GL_OPERAND0_ALPHA_EXT* = 0x00008598
GL_OPERAND1_ALPHA_EXT* = 0x00008599
GL_OPERAND2_ALPHA_EXT* = 0x0000859A # GL_EXT_texture_env_dot3
GL_DOT3_RGB_EXT* = 0x00008740
GL_DOT3_RGBA_EXT* = 0x00008741 # GL_EXT_texture_filter_anisotropic
GL_TEXTURE_MAX_ANISOTROPY_EXT* = 0x000084FE
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT* = 0x000084FF # GL_EXT_texture_lod_bias
GL_MAX_TEXTURE_LOD_BIAS_EXT* = 0x000084FD
GL_TEXTURE_FILTER_CONTROL_EXT* = 0x00008500
GL_TEXTURE_LOD_BIAS_EXT* = 0x00008501 # GL_EXT_texture_object
GL_TEXTURE_PRIORITY_EXT* = 0x00008066
GL_TEXTURE_RESIDENT_EXT* = 0x00008067
GL_TEXTURE_1D_BINDING_EXT* = 0x00008068
GL_TEXTURE_2D_BINDING_EXT* = 0x00008069
GL_TEXTURE_3D_BINDING_EXT* = 0x0000806A # GL_EXT_texture_perturb_normal
GL_PERTURB_EXT* = 0x000085AE
cGL_TEXTURE_NORMAL_EXT* = 0x000085AF # GL_EXT_texture_rectangle
GL_TEXTURE_RECTANGLE_EXT* = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE_EXT* = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE_EXT* = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT* = 0x000084F8 # GL_EXT_vertex_array
GL_VERTEX_ARRAY_EXT* = 0x00008074
GL_NORMAL_ARRAY_EXT* = 0x00008075
GL_COLOR_ARRAY_EXT* = 0x00008076
GL_INDEX_ARRAY_EXT* = 0x00008077
GL_TEXTURE_COORD_ARRAY_EXT* = 0x00008078
GL_EDGE_FLAG_ARRAY_EXT* = 0x00008079
GL_VERTEX_ARRAY_SIZE_EXT* = 0x0000807A
GL_VERTEX_ARRAYtyp_EXT* = 0x0000807B
GL_VERTEX_ARRAY_STRIDE_EXT* = 0x0000807C
GL_VERTEX_ARRAY_COUNT_EXT* = 0x0000807D
GL_NORMAL_ARRAYtyp_EXT* = 0x0000807E
GL_NORMAL_ARRAY_STRIDE_EXT* = 0x0000807F
GL_NORMAL_ARRAY_COUNT_EXT* = 0x00008080
GL_COLOR_ARRAY_SIZE_EXT* = 0x00008081
GL_COLOR_ARRAYtyp_EXT* = 0x00008082
GL_COLOR_ARRAY_STRIDE_EXT* = 0x00008083
GL_COLOR_ARRAY_COUNT_EXT* = 0x00008084
GL_INDEX_ARRAYtyp_EXT* = 0x00008085
GL_INDEX_ARRAY_STRIDE_EXT* = 0x00008086
GL_INDEX_ARRAY_COUNT_EXT* = 0x00008087
GL_TEXTURE_COORD_ARRAY_SIZE_EXT* = 0x00008088
GL_TEXTURE_COORD_ARRAYtyp_EXT* = 0x00008089
GL_TEXTURE_COORD_ARRAY_STRIDE_EXT* = 0x0000808A
GL_TEXTURE_COORD_ARRAY_COUNT_EXT* = 0x0000808B
GL_EDGE_FLAG_ARRAY_STRIDE_EXT* = 0x0000808C
GL_EDGE_FLAG_ARRAY_COUNT_EXT* = 0x0000808D
GL_VERTEX_ARRAY_POINTER_EXT* = 0x0000808E
GL_NORMAL_ARRAY_POINTER_EXT* = 0x0000808F
GL_COLOR_ARRAY_POINTER_EXT* = 0x00008090
GL_INDEX_ARRAY_POINTER_EXT* = 0x00008091
GL_TEXTURE_COORD_ARRAY_POINTER_EXT* = 0x00008092
GL_EDGE_FLAG_ARRAY_POINTER_EXT* = 0x00008093 # GL_EXT_vertex_shader
GL_VERTEX_SHADER_EXT* = 0x00008780
GL_VERTEX_SHADER_BINDING_EXT* = 0x00008781
GL_OP_INDEX_EXT* = 0x00008782
GL_OP_NEGATE_EXT* = 0x00008783
GL_OP_DOT3_EXT* = 0x00008784
GL_OP_DOT4_EXT* = 0x00008785
GL_OP_MUL_EXT* = 0x00008786
GL_OP_ADD_EXT* = 0x00008787
GL_OP_MADD_EXT* = 0x00008788
GL_OP_FRAC_EXT* = 0x00008789
GL_OP_MAX_EXT* = 0x0000878A
GL_OP_MIN_EXT* = 0x0000878B
GL_OP_SET_GE_EXT* = 0x0000878C
GL_OP_SET_LT_EXT* = 0x0000878D
GL_OP_CLAMP_EXT* = 0x0000878E
GL_OP_FLOOR_EXT* = 0x0000878F
GL_OP_ROUND_EXT* = 0x00008790
GL_OP_EXP_BASE_2_EXT* = 0x00008791
GL_OP_LOG_BASE_2_EXT* = 0x00008792
GL_OP_POWER_EXT* = 0x00008793
GL_OP_RECIP_EXT* = 0x00008794
GL_OP_RECIP_SQRT_EXT* = 0x00008795
GL_OP_SUB_EXT* = 0x00008796
GL_OP_CROSS_PRODUCT_EXT* = 0x00008797
GL_OP_MULTIPLY_MATRIX_EXT* = 0x00008798
GL_OP_MOV_EXT* = 0x00008799
GL_OUTPUT_VERTEX_EXT* = 0x0000879A
GL_OUTPUT_COLOR0_EXT* = 0x0000879B
GL_OUTPUT_COLOR1_EXT* = 0x0000879C
GL_OUTPUT_TEXTURE_COORD0_EXT* = 0x0000879D
GL_OUTPUT_TEXTURE_COORD1_EXT* = 0x0000879E
GL_OUTPUT_TEXTURE_COORD2_EXT* = 0x0000879F
GL_OUTPUT_TEXTURE_COORD3_EXT* = 0x000087A0
GL_OUTPUT_TEXTURE_COORD4_EXT* = 0x000087A1
GL_OUTPUT_TEXTURE_COORD5_EXT* = 0x000087A2
GL_OUTPUT_TEXTURE_COORD6_EXT* = 0x000087A3
GL_OUTPUT_TEXTURE_COORD7_EXT* = 0x000087A4
GL_OUTPUT_TEXTURE_COORD8_EXT* = 0x000087A5
GL_OUTPUT_TEXTURE_COORD9_EXT* = 0x000087A6
GL_OUTPUT_TEXTURE_COORD10_EXT* = 0x000087A7
GL_OUTPUT_TEXTURE_COORD11_EXT* = 0x000087A8
GL_OUTPUT_TEXTURE_COORD12_EXT* = 0x000087A9
GL_OUTPUT_TEXTURE_COORD13_EXT* = 0x000087AA
GL_OUTPUT_TEXTURE_COORD14_EXT* = 0x000087AB
GL_OUTPUT_TEXTURE_COORD15_EXT* = 0x000087AC
GL_OUTPUT_TEXTURE_COORD16_EXT* = 0x000087AD
GL_OUTPUT_TEXTURE_COORD17_EXT* = 0x000087AE
GL_OUTPUT_TEXTURE_COORD18_EXT* = 0x000087AF
GL_OUTPUT_TEXTURE_COORD19_EXT* = 0x000087B0
GL_OUTPUT_TEXTURE_COORD20_EXT* = 0x000087B1
GL_OUTPUT_TEXTURE_COORD21_EXT* = 0x000087B2
GL_OUTPUT_TEXTURE_COORD22_EXT* = 0x000087B3
GL_OUTPUT_TEXTURE_COORD23_EXT* = 0x000087B4
GL_OUTPUT_TEXTURE_COORD24_EXT* = 0x000087B5
GL_OUTPUT_TEXTURE_COORD25_EXT* = 0x000087B6
GL_OUTPUT_TEXTURE_COORD26_EXT* = 0x000087B7
GL_OUTPUT_TEXTURE_COORD27_EXT* = 0x000087B8
GL_OUTPUT_TEXTURE_COORD28_EXT* = 0x000087B9
GL_OUTPUT_TEXTURE_COORD29_EXT* = 0x000087BA
GL_OUTPUT_TEXTURE_COORD30_EXT* = 0x000087BB
GL_OUTPUT_TEXTURE_COORD31_EXT* = 0x000087BC
GL_OUTPUT_FOG_EXT* = 0x000087BD
GL_SCALAR_EXT* = 0x000087BE
GL_VECTOR_EXT* = 0x000087BF
GL_MATRIX_EXT* = 0x000087C0
GL_VARIANT_EXT* = 0x000087C1
GL_INVARIANT_EXT* = 0x000087C2
GL_LOCAL_CONSTANT_EXT* = 0x000087C3
GL_LOCAL_EXT* = 0x000087C4
GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT* = 0x000087C5
GL_MAX_VERTEX_SHADER_VARIANTS_EXT* = 0x000087C6
GL_MAX_VERTEX_SHADER_INVARIANTS_EXT* = 0x000087C7
GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT* = 0x000087C8
GL_MAX_VERTEX_SHADER_LOCALS_EXT* = 0x000087C9
GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT* = 0x000087CA
GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT* = 0x000087CB
GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT* = 0x000087CC
GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT* = 0x000087CD
GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT* = 0x000087CE
GL_VERTEX_SHADER_INSTRUCTIONS_EXT* = 0x000087CF
GL_VERTEX_SHADER_VARIANTS_EXT* = 0x000087D0
GL_VERTEX_SHADER_INVARIANTS_EXT* = 0x000087D1
GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT* = 0x000087D2
GL_VERTEX_SHADER_LOCALS_EXT* = 0x000087D3
GL_VERTEX_SHADER_OPTIMIZED_EXT* = 0x000087D4
GL_X_EXT* = 0x000087D5
GL_Y_EXT* = 0x000087D6
GL_Z_EXT* = 0x000087D7
GL_W_EXT* = 0x000087D8
GL_NEGATIVE_X_EXT* = 0x000087D9
GL_NEGATIVE_Y_EXT* = 0x000087DA
GL_NEGATIVE_Z_EXT* = 0x000087DB
GL_NEGATIVE_W_EXT* = 0x000087DC
GL_ZERO_EXT* = 0x000087DD
GL_ONE_EXT* = 0x000087DE
GL_NEGATIVE_ONE_EXT* = 0x000087DF
GL_NORMALIZED_RANGE_EXT* = 0x000087E0
GL_FULL_RANGE_EXT* = 0x000087E1
GL_CURRENT_VERTEX_EXT* = 0x000087E2
GL_MVP_MATRIX_EXT* = 0x000087E3
GL_VARIANT_VALUE_EXT* = 0x000087E4
GL_VARIANT_DATAtypEXT* = 0x000087E5
GL_VARIANT_ARRAY_STRIDE_EXT* = 0x000087E6
GL_VARIANT_ARRAYtyp_EXT* = 0x000087E7
GL_VARIANT_ARRAY_EXT* = 0x000087E8
GL_VARIANT_ARRAY_POINTER_EXT* = 0x000087E9
GL_INVARIANT_VALUE_EXT* = 0x000087EA
GL_INVARIANT_DATAtypEXT* = 0x000087EB
GL_LOCAL_CONSTANT_VALUE_EXT* = 0x000087EC
GL_LOCAL_CONSTANT_DATAtypEXT* = 0x000087ED # GL_EXT_vertex_weighting
GL_MODELVIEW0_STACK_DEPTH_EXT* = 0x00000BA3
GL_MODELVIEW1_STACK_DEPTH_EXT* = 0x00008502
GL_MODELVIEW0_MATRIX_EXT* = 0x00000BA6
GL_MODELVIEW1_MATRIX_EXT* = 0x00008506
GL_VERTEX_WEIGHTING_EXT* = 0x00008509
GL_MODELVIEW0_EXT* = 0x00001700
GL_MODELVIEW1_EXT* = 0x0000850A
GL_CURRENT_VERTEX_WEIGHT_EXT* = 0x0000850B
GL_VERTEX_WEIGHT_ARRAY_EXT* = 0x0000850C
GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT* = 0x0000850D
GL_VERTEX_WEIGHT_ARRAYtyp_EXT* = 0x0000850E
GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT* = 0x0000850F
GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT* = 0x00008510 # GL_EXT_depth_bounds_test
GL_DEPTH_BOUNDS_TEST_EXT* = 0x00008890
cGL_DEPTH_BOUNDS_EXT* = 0x00008891 # GL_EXT_texture_mirror_clamp
GL_MIRROR_CLAMP_EXT* = 0x00008742
GL_MIRROR_CLAMP_TO_EDGE_EXT* = 0x00008743
GL_MIRROR_CLAMP_TO_BORDER_EXT* = 0x00008912 # GL_EXT_blend_equation_separate
GL_BLEND_EQUATION_RGB_EXT* = 0x00008009
GL_BLEND_EQUATION_ALPHA_EXT* = 0x0000883D # GL_EXT_pixel_buffer_object
GL_PIXEL_PACK_BUFFER_EXT* = 0x000088EB
GL_PIXEL_UNPACK_BUFFER_EXT* = 0x000088EC
GL_PIXEL_PACK_BUFFER_BINDING_EXT* = 0x000088ED
GL_PIXEL_UNPACK_BUFFER_BINDING_EXT* = 0x000088EF # GL_EXT_stencil_clear_tag
GL_STENCIL_TAG_BITS_EXT* = 0x000088F2
GL_STENCIL_CLEAR_TAG_VALUE_EXT* = 0x000088F3 # GL_EXT_packed_depth_stencil
GL_DEPTH_STENCIL_EXT* = 0x000084F9
GL_UNSIGNED_INT_24_8_EXT* = 0x000084FA
GL_DEPTH24_STENCIL8_EXT* = 0x000088F0
GL_TEXTURE_STENCIL_SIZE_EXT* = 0x000088F1 # GL_EXT_texture_sRGB
GL_SRGB_EXT* = 0x00008C40
GL_SRGB8_EXT* = 0x00008C41
GL_SRGB_ALPHA_EXT* = 0x00008C42
GL_SRGB8_ALPHA8_EXT* = 0x00008C43
GL_SLUMINANCE_ALPHA_EXT* = 0x00008C44
GL_SLUMINANCE8_ALPHA8_EXT* = 0x00008C45
GL_SLUMINANCE_EXT* = 0x00008C46
GL_SLUMINANCE8_EXT* = 0x00008C47
GL_COMPRESSED_SRGB_EXT* = 0x00008C48
GL_COMPRESSED_SRGB_ALPHA_EXT* = 0x00008C49
GL_COMPRESSED_SLUMINANCE_EXT* = 0x00008C4A
GL_COMPRESSED_SLUMINANCE_ALPHA_EXT* = 0x00008C4B
GL_COMPRESSED_SRGB_S3TC_DXT1_EXT* = 0x00008C4C
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT* = 0x00008C4D
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT* = 0x00008C4E
GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT* = 0x00008C4F # GL_EXT_framebuffer_blit
GL_READ_FRAMEBUFFER_EXT* = 0x00008CA8
GL_DRAW_FRAMEBUFFER_EXT* = 0x00008CA9
GL_READ_FRAMEBUFFER_BINDING_EXT* = GL_FRAMEBUFFER_BINDING_EXT
GL_DRAW_FRAMEBUFFER_BINDING_EXT* = 0x00008CAA # GL_EXT_framebuffer_multisample
GL_RENDERBUFFER_SAMPLES_EXT* = 0x00008CAB
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT* = 0x00008D56
GL_MAX_SAMPLES_EXT* = 0x00008D57 # GL_EXT_timer_query
GL_TIME_ELAPSED_EXT* = 0x000088BF # GL_EXT_bindable_uniform
GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT* = 0x00008DE2
GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT* = 0x00008DE3
GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT* = 0x00008DE4
GL_MAX_BINDABLE_UNIFORM_SIZE_EXT* = 0x00008DED
cGL_UNIFORM_BUFFER_EXT* = 0x00008DEE
GL_UNIFORM_BUFFER_BINDING_EXT* = 0x00008DEF # GL_EXT_framebuffer_sRGB
GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT* = 0x000020B2
WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT* = 0x000020A9
GL_FRAMEBUFFER_SRGB_EXT* = 0x00008DB9
GL_FRAMEBUFFER_SRGB_CAPABLE_EXT* = 0x00008DBA # GL_EXT_geometry_shader4
GL_GEOMETRY_SHADER_EXT* = 0x00008DD9
GL_GEOMETRY_VERTICES_OUT_EXT* = 0x00008DDA
GL_GEOMETRY_INPUTtyp_EXT* = 0x00008DDB
GL_GEOMETRY_OUTPUTtyp_EXT* = 0x00008DDC
GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT* = 0x00008C29
GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT* = 0x00008DDD
GL_MAX_VERTEX_VARYING_COMPONENTS_EXT* = 0x00008DDE
GL_MAX_VARYING_COMPONENTS_EXT* = 0x00008B4B
GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT* = 0x00008DDF
GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT* = 0x00008DE0
GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT* = 0x00008DE1
GL_LINES_ADJACENCY_EXT* = 0x0000000A
GL_LINE_STRIP_ADJACENCY_EXT* = 0x0000000B
GL_TRIANGLES_ADJACENCY_EXT* = 0x0000000C
GL_TRIANGLE_STRIP_ADJACENCY_EXT* = 0x0000000D
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT* = 0x00008DA8
GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT* = 0x00008DA9
GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT* = 0x00008DA7
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT* = 0x00008CD4
GL_PROGRAM_POINT_SIZE_EXT* = 0x00008642 # GL_EXT_gpu_shader4
GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT* = 0x000088FD
GL_SAMPLER_1D_ARRAY_EXT* = 0x00008DC0
GL_SAMPLER_2D_ARRAY_EXT* = 0x00008DC1
GL_SAMPLER_BUFFER_EXT* = 0x00008DC2
GL_SAMPLER_1D_ARRAY_SHADOW_EXT* = 0x00008DC3
GL_SAMPLER_2D_ARRAY_SHADOW_EXT* = 0x00008DC4
GL_SAMPLER_CUBE_SHADOW_EXT* = 0x00008DC5
GL_UNSIGNED_INT_VEC2_EXT* = 0x00008DC6
GL_UNSIGNED_INT_VEC3_EXT* = 0x00008DC7
GL_UNSIGNED_INT_VEC4_EXT* = 0x00008DC8
GL_INT_SAMPLER_1D_EXT* = 0x00008DC9
GL_INT_SAMPLER_2D_EXT* = 0x00008DCA
GL_INT_SAMPLER_3D_EXT* = 0x00008DCB
GL_INT_SAMPLER_CUBE_EXT* = 0x00008DCC
GL_INT_SAMPLER_2D_RECT_EXT* = 0x00008DCD
GL_INT_SAMPLER_1D_ARRAY_EXT* = 0x00008DCE
GL_INT_SAMPLER_2D_ARRAY_EXT* = 0x00008DCF
GL_INT_SAMPLER_BUFFER_EXT* = 0x00008DD0
GL_UNSIGNED_INT_SAMPLER_1D_EXT* = 0x00008DD1
GL_UNSIGNED_INT_SAMPLER_2D_EXT* = 0x00008DD2
GL_UNSIGNED_INT_SAMPLER_3D_EXT* = 0x00008DD3
GL_UNSIGNED_INT_SAMPLER_CUBE_EXT* = 0x00008DD4
GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT* = 0x00008DD5
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT* = 0x00008DD6
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT* = 0x00008DD7
GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT* = 0x00008DD8
GL_MIN_PROGRAM_TEXEL_OFFSET_EXT* = 0x00008904
GL_MAX_PROGRAM_TEXEL_OFFSET_EXT* = 0x00008905 # GL_EXT_packed_float
GL_R11F_G11F_B10F_EXT* = 0x00008C3A
GL_UNSIGNED_INT_10F_11F_11F_REV_EXT* = 0x00008C3B
RGBA_SIGNED_COMPONENTS_EXT* = 0x00008C3C
WGLtyp_RGBA_UNSIGNED_FLOAT_EXT* = 0x000020A8
GLX_RGBA_UNSIGNED_FLOATtyp_EXT* = 0x000020B1
GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT* = 0x00000008 # GL_EXT_texture_array
GL_TEXTURE_1D_ARRAY_EXT* = 0x00008C18
GL_TEXTURE_2D_ARRAY_EXT* = 0x00008C1A
GL_PROXY_TEXTURE_2D_ARRAY_EXT* = 0x00008C1B
GL_PROXY_TEXTURE_1D_ARRAY_EXT* = 0x00008C19
GL_TEXTURE_BINDING_1D_ARRAY_EXT* = 0x00008C1C
GL_TEXTURE_BINDING_2D_ARRAY_EXT* = 0x00008C1D
GL_MAX_ARRAY_TEXTURE_LAYERS_EXT* = 0x000088FF
GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT* = 0x0000884E # GL_EXT_texture_buffer_object
cGL_TEXTURE_BUFFER_EXT* = 0x00008C2A
GL_MAX_TEXTURE_BUFFER_SIZE_EXT* = 0x00008C2B
GL_TEXTURE_BINDING_BUFFER_EXT* = 0x00008C2C
GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT* = 0x00008C2D
GL_TEXTURE_BUFFER_FORMAT_EXT* = 0x00008C2E # GL_EXT_texture_compression_latc
GL_COMPRESSED_LUMINANCE_LATC1_EXT* = 0x00008C70
GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT* = 0x00008C71
GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT* = 0x00008C72
GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT* = 0x00008C73 #
# GL_EXT_texture_compression_rgtc
GL_COMPRESSED_RED_RGTC1_EXT* = 0x00008DBB
GL_COMPRESSED_SIGNED_RED_RGTC1_EXT* = 0x00008DBC
GL_COMPRESSED_RED_GREEN_RGTC2_EXT* = 0x00008DBD
GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT* = 0x00008DBE # GL_EXT_texture_integer
GL_RGBA_INTEGER_MODE_EXT* = 0x00008D9E
GL_RGBA32UI_EXT* = 0x00008D70
GL_RGB32UI_EXT* = 0x00008D71
GL_ALPHA32UI_EXT* = 0x00008D72
GL_INTENSITY32UI_EXT* = 0x00008D73
GL_LUMINANCE32UI_EXT* = 0x00008D74
GL_LUMINANCE_ALPHA32UI_EXT* = 0x00008D75
GL_RGBA16UI_EXT* = 0x00008D76
GL_RGB16UI_EXT* = 0x00008D77
GL_ALPHA16UI_EXT* = 0x00008D78
GL_INTENSITY16UI_EXT* = 0x00008D79
GL_LUMINANCE16UI_EXT* = 0x00008D7A
GL_LUMINANCE_ALPHA16UI_EXT* = 0x00008D7B
GL_RGBA8UI_EXT* = 0x00008D7C
GL_RGB8UI_EXT* = 0x00008D7D
GL_ALPHA8UI_EXT* = 0x00008D7E
GL_INTENSITY8UI_EXT* = 0x00008D7F
GL_LUMINANCE8UI_EXT* = 0x00008D80
GL_LUMINANCE_ALPHA8UI_EXT* = 0x00008D81
GL_RGBA32I_EXT* = 0x00008D82
GL_RGB32I_EXT* = 0x00008D83
GL_ALPHA32I_EXT* = 0x00008D84
GL_INTENSITY32I_EXT* = 0x00008D85
GL_LUMINANCE32I_EXT* = 0x00008D86
GL_LUMINANCE_ALPHA32I_EXT* = 0x00008D87
GL_RGBA16I_EXT* = 0x00008D88
GL_RGB16I_EXT* = 0x00008D89
GL_ALPHA16I_EXT* = 0x00008D8A
GL_INTENSITY16I_EXT* = 0x00008D8B
GL_LUMINANCE16I_EXT* = 0x00008D8C
GL_LUMINANCE_ALPHA16I_EXT* = 0x00008D8D
GL_RGBA8I_EXT* = 0x00008D8E
GL_RGB8I_EXT* = 0x00008D8F
GL_ALPHA8I_EXT* = 0x00008D90
GL_INTENSITY8I_EXT* = 0x00008D91
GL_LUMINANCE8I_EXT* = 0x00008D92
GL_LUMINANCE_ALPHA8I_EXT* = 0x00008D93
GL_RED_INTEGER_EXT* = 0x00008D94
GL_GREEN_INTEGER_EXT* = 0x00008D95
GL_BLUE_INTEGER_EXT* = 0x00008D96
GL_ALPHA_INTEGER_EXT* = 0x00008D97
GL_RGB_INTEGER_EXT* = 0x00008D98
GL_RGBA_INTEGER_EXT* = 0x00008D99
GL_BGR_INTEGER_EXT* = 0x00008D9A
GL_BGRA_INTEGER_EXT* = 0x00008D9B
GL_LUMINANCE_INTEGER_EXT* = 0x00008D9C
GL_LUMINANCE_ALPHA_INTEGER_EXT* = 0x00008D9D # GL_EXT_texture_shared_exponent
GL_RGB9_E5_EXT* = 0x00008C3D
GL_UNSIGNED_INT_5_9_9_9_REV_EXT* = 0x00008C3E
GL_TEXTURE_SHARED_SIZE_EXT* = 0x00008C3F # GL_EXT_transform_feedback
GL_TRANSFORM_FEEDBACK_BUFFER_EXT* = 0x00008C8E
GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT* = 0x00008C84
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT* = 0x00008C85
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT* = 0x00008C8F
GL_INTERLEAVED_ATTRIBS_EXT* = 0x00008C8C
GL_SEPARATE_ATTRIBS_EXT* = 0x00008C8D
GL_PRIMITIVES_GENERATED_EXT* = 0x00008C87
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT* = 0x00008C88
GL_RASTERIZER_DISCARD_EXT* = 0x00008C89
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT* = 0x00008C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT* = 0x00008C8B
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT* = 0x00008C80
cGL_TRANSFORM_FEEDBACK_VARYINGS_EXT* = 0x00008C83
GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT* = 0x00008C7F
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT* = 0x00008C76 #
# GL_EXT_direct_state_access
GL_PROGRAM_MATRIX_EXT* = 0x00008E2D
GL_TRANSPOSE_PROGRAM_MATRIX_EXT* = 0x00008E2E
GL_PROGRAM_MATRIX_STACK_DEPTH_EXT* = 0x00008E2F # GL_EXT_texture_swizzle
GL_TEXTURE_SWIZZLE_R_EXT* = 0x00008E42
GL_TEXTURE_SWIZZLE_G_EXT* = 0x00008E43
GL_TEXTURE_SWIZZLE_B_EXT* = 0x00008E44
GL_TEXTURE_SWIZZLE_A_EXT* = 0x00008E45
GL_TEXTURE_SWIZZLE_RGBA_EXT* = 0x00008E46 # GL_EXT_provoking_vertex
GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT* = 0x00008E4C
GL_FIRST_VERTEX_CONVENTION_EXT* = 0x00008E4D
GL_LAST_VERTEX_CONVENTION_EXT* = 0x00008E4E
GL_PROVOKING_VERTEX_EXT* = 0x00008E4F # GL_EXT_texture_snorm
GL_ALPHA_SNORM* = 0x00009010
GL_LUMINANCE_SNORM* = 0x00009011
GL_LUMINANCE_ALPHA_SNORM* = 0x00009012
GL_INTENSITY_SNORM* = 0x00009013
GL_ALPHA8_SNORM* = 0x00009014
GL_LUMINANCE8_SNORM* = 0x00009015
GL_LUMINANCE8_ALPHA8_SNORM* = 0x00009016
GL_INTENSITY8_SNORM* = 0x00009017
GL_ALPHA16_SNORM* = 0x00009018
GL_LUMINANCE16_SNORM* = 0x00009019
GL_LUMINANCE16_ALPHA16_SNORM* = 0x0000901A
GL_INTENSITY16_SNORM* = 0x0000901B # GL_EXT_separate_shader_objects
cGL_ACTIVE_PROGRAM_EXT* = 0x00008B8D # GL_EXT_shader_image_load_store
GL_MAX_IMAGE_UNITS_EXT* = 0x00008F38
GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT* = 0x00008F39
GL_IMAGE_BINDING_NAME_EXT* = 0x00008F3A
GL_IMAGE_BINDING_LEVEL_EXT* = 0x00008F3B
GL_IMAGE_BINDING_LAYERED_EXT* = 0x00008F3C
GL_IMAGE_BINDING_LAYER_EXT* = 0x00008F3D
GL_IMAGE_BINDING_ACCESS_EXT* = 0x00008F3E
GL_IMAGE_1D_EXT* = 0x0000904C
GL_IMAGE_2D_EXT* = 0x0000904D
GL_IMAGE_3D_EXT* = 0x0000904E
GL_IMAGE_2D_RECT_EXT* = 0x0000904F
GL_IMAGE_CUBE_EXT* = 0x00009050
GL_IMAGE_BUFFER_EXT* = 0x00009051
GL_IMAGE_1D_ARRAY_EXT* = 0x00009052
GL_IMAGE_2D_ARRAY_EXT* = 0x00009053
GL_IMAGE_CUBE_MAP_ARRAY_EXT* = 0x00009054
GL_IMAGE_2D_MULTISAMPLE_EXT* = 0x00009055
GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT* = 0x00009056
GL_INT_IMAGE_1D_EXT* = 0x00009057
GL_INT_IMAGE_2D_EXT* = 0x00009058
GL_INT_IMAGE_3D_EXT* = 0x00009059
GL_INT_IMAGE_2D_RECT_EXT* = 0x0000905A
GL_INT_IMAGE_CUBE_EXT* = 0x0000905B
GL_INT_IMAGE_BUFFER_EXT* = 0x0000905C
GL_INT_IMAGE_1D_ARRAY_EXT* = 0x0000905D
GL_INT_IMAGE_2D_ARRAY_EXT* = 0x0000905E
GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT* = 0x0000905F
GL_INT_IMAGE_2D_MULTISAMPLE_EXT* = 0x00009060
GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT* = 0x00009061
GL_UNSIGNED_INT_IMAGE_1D_EXT* = 0x00009062
GL_UNSIGNED_INT_IMAGE_2D_EXT* = 0x00009063
GL_UNSIGNED_INT_IMAGE_3D_EXT* = 0x00009064
GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT* = 0x00009065
GL_UNSIGNED_INT_IMAGE_CUBE_EXT* = 0x00009066
GL_UNSIGNED_INT_IMAGE_BUFFER_EXT* = 0x00009067
GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT* = 0x00009068
GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT* = 0x00009069
GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT* = 0x0000906A
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT* = 0x0000906B
GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT* = 0x0000906C
GL_MAX_IMAGE_SAMPLES_EXT* = 0x0000906D
GL_IMAGE_BINDING_FORMAT_EXT* = 0x0000906E
GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT* = 0x00000001
GL_ELEMENT_ARRAY_BARRIER_BIT_EXT* = 0x00000002
GL_UNIFORM_BARRIER_BIT_EXT* = 0x00000004
GL_TEXTURE_FETCH_BARRIER_BIT_EXT* = 0x00000008
GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT* = 0x00000020
GL_COMMAND_BARRIER_BIT_EXT* = 0x00000040
GL_PIXEL_BUFFER_BARRIER_BIT_EXT* = 0x00000080
GL_TEXTURE_UPDATE_BARRIER_BIT_EXT* = 0x00000100
GL_BUFFER_UPDATE_BARRIER_BIT_EXT* = 0x00000200
GL_FRAMEBUFFER_BARRIER_BIT_EXT* = 0x00000400
GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT* = 0x00000800
GL_ATOMIC_COUNTER_BARRIER_BIT_EXT* = 0x00001000
GL_ALL_BARRIER_BITS_EXT* = 0xFFFFFFFF # GL_EXT_vertex_attrib_64bit
# reuse GL_DOUBLE
GL_DOUBLE_VEC2_EXT* = 0x00008FFC
GL_DOUBLE_VEC3_EXT* = 0x00008FFD
GL_DOUBLE_VEC4_EXT* = 0x00008FFE
GL_DOUBLE_MAT2_EXT* = 0x00008F46
GL_DOUBLE_MAT3_EXT* = 0x00008F47
GL_DOUBLE_MAT4_EXT* = 0x00008F48
GL_DOUBLE_MAT2x3_EXT* = 0x00008F49
GL_DOUBLE_MAT2x4_EXT* = 0x00008F4A
GL_DOUBLE_MAT3x2_EXT* = 0x00008F4B
GL_DOUBLE_MAT3x4_EXT* = 0x00008F4C
GL_DOUBLE_MAT4x2_EXT* = 0x00008F4D
GL_DOUBLE_MAT4x3_EXT* = 0x00008F4E # GL_EXT_texture_sRGB_decode
GL_TEXTURE_SRGB_DECODE_EXT* = 0x00008A48
GL_DECODE_EXT* = 0x00008A49
GL_SKIP_DECODE_EXT* = 0x00008A4A # GL_NV_texture_multisample
GL_TEXTURE_COVERAGE_SAMPLES_NV* = 0x00009045
GL_TEXTURE_COLOR_SAMPLES_NV* = 0x00009046 # GL_AMD_blend_minmax_factor
GL_FACTOR_MIN_AMD* = 0x0000901C
GL_FACTOR_MAX_AMD* = 0x0000901D # GL_AMD_sample_positions
GL_SUBSAMPLE_DISTANCE_AMD* = 0x0000883F # GL_EXT_x11_sync_object
GL_SYNC_X11_FENCE_EXT* = 0x000090E1 # GL_EXT_framebuffer_multisample_blit_scaled
GL_SCALED_RESOLVE_FASTEST_EXT* = 0x000090BA
GL_SCALED_RESOLVE_NICEST_EXT* = 0x000090BB # GL_FfdMaskSGIX
GL_TEXTURE_DEFORMATION_BIT_SGIX* = 0x00000001
GL_GEOMETRY_DEFORMATION_BIT_SGIX* = 0x00000002 # GL_HP_convolution_border_modes
GL_IGNORE_BORDER_HP* = 0x00008150
GL_CONSTANT_BORDER_HP* = 0x00008151
GL_REPLICATE_BORDER_HP* = 0x00008153
GL_CONVOLUTION_BORDER_COLOR_HP* = 0x00008154 # GL_HP_image_transform
GL_IMAGE_SCALE_X_HP* = 0x00008155
GL_IMAGE_SCALE_Y_HP* = 0x00008156
GL_IMAGE_TRANSLATE_X_HP* = 0x00008157
GL_IMAGE_TRANSLATE_Y_HP* = 0x00008158
GL_IMAGE_ROTATE_ANGLE_HP* = 0x00008159
GL_IMAGE_ROTATE_ORIGIN_X_HP* = 0x0000815A
GL_IMAGE_ROTATE_ORIGIN_Y_HP* = 0x0000815B
GL_IMAGE_MAG_FILTER_HP* = 0x0000815C
GL_IMAGE_MIN_FILTER_HP* = 0x0000815D
GL_IMAGE_CUBIC_WEIGHT_HP* = 0x0000815E
GL_CUBIC_HP* = 0x0000815F
GL_AVERAGE_HP* = 0x00008160
GL_IMAGE_TRANSFORM_2D_HP* = 0x00008161
GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP* = 0x00008162
GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP* = 0x00008163 #
# GL_HP_occlusion_test
GL_OCCLUSION_TEST_HP* = 0x00008165
GL_OCCLUSION_TEST_RESULT_HP* = 0x00008166 # GL_HP_texture_lighting
GL_TEXTURE_LIGHTING_MODE_HP* = 0x00008167
GL_TEXTURE_POST_SPECULAR_HP* = 0x00008168
GL_TEXTURE_PRE_SPECULAR_HP* = 0x00008169 # GL_IBM_cull_vertex
GL_CULL_VERTEX_IBM* = 103050 # GL_IBM_rasterpos_clip
GL_RASTER_POSITION_UNCLIPPED_IBM* = 0x00019262 # GL_IBM_texture_mirrored_repeat
GL_MIRRORED_REPEAT_IBM* = 0x00008370 # GL_IBM_vertex_array_lists
GL_VERTEX_ARRAY_LIST_IBM* = 103070
GL_NORMAL_ARRAY_LIST_IBM* = 103071
GL_COLOR_ARRAY_LIST_IBM* = 103072
GL_INDEX_ARRAY_LIST_IBM* = 103073
GL_TEXTURE_COORD_ARRAY_LIST_IBM* = 103074
GL_EDGE_FLAG_ARRAY_LIST_IBM* = 103075
GL_FOG_COORDINATE_ARRAY_LIST_IBM* = 103076
GL_SECONDARY_COLOR_ARRAY_LIST_IBM* = 103077
GL_VERTEX_ARRAY_LIST_STRIDE_IBM* = 103080
GL_NORMAL_ARRAY_LIST_STRIDE_IBM* = 103081
GL_COLOR_ARRAY_LIST_STRIDE_IBM* = 103082
GL_INDEX_ARRAY_LIST_STRIDE_IBM* = 103083
GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM* = 103084
GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM* = 103085
GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM* = 103086
GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM* = 103087 # GL_INGR_color_clamp
GL_RED_MIN_CLAMP_INGR* = 0x00008560
GL_GREEN_MIN_CLAMP_INGR* = 0x00008561
GL_BLUE_MIN_CLAMP_INGR* = 0x00008562
GL_ALPHA_MIN_CLAMP_INGR* = 0x00008563
GL_RED_MAX_CLAMP_INGR* = 0x00008564
GL_GREEN_MAX_CLAMP_INGR* = 0x00008565
GL_BLUE_MAX_CLAMP_INGR* = 0x00008566
GL_ALPHA_MAX_CLAMP_INGR* = 0x00008567 # GL_INGR_interlace_read
GL_INTERLACE_READ_INGR* = 0x00008568 # GL_INTEL_parallel_arrays
GL_PARALLEL_ARRAYS_INTEL* = 0x000083F4
GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL* = 0x000083F5
GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL* = 0x000083F6
GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL* = 0x000083F7
GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL* = 0x000083F8 #
# GL_NV_copy_depth_to_color
GL_DEPTH_STENCIL_TO_RGBA_NV* = 0x0000886E
GL_DEPTH_STENCIL_TO_BGRA_NV* = 0x0000886F # GL_NV_depth_clamp
GL_DEPTH_CLAMP_NV* = 0x0000864F # GL_NV_evaluators
GL_EVAL_2D_NV* = 0x000086C0
GL_EVAL_TRIANGULAR_2D_NV* = 0x000086C1
GL_MAP_TESSELLATION_NV* = 0x000086C2
GL_MAP_ATTRIB_U_ORDER_NV* = 0x000086C3
GL_MAP_ATTRIB_V_ORDER_NV* = 0x000086C4
GL_EVAL_FRACTIONAL_TESSELLATION_NV* = 0x000086C5
GL_EVAL_VERTEX_ATTRIB0_NV* = 0x000086C6
GL_EVAL_VERTEX_ATTRIB1_NV* = 0x000086C7
GL_EVAL_VERTEX_ATTRIB2_NV* = 0x000086C8
GL_EVAL_VERTEX_ATTRIB3_NV* = 0x000086C9
GL_EVAL_VERTEX_ATTRIB4_NV* = 0x000086CA
GL_EVAL_VERTEX_ATTRIB5_NV* = 0x000086CB
GL_EVAL_VERTEX_ATTRIB6_NV* = 0x000086CC
GL_EVAL_VERTEX_ATTRIB7_NV* = 0x000086CD
GL_EVAL_VERTEX_ATTRIB8_NV* = 0x000086CE
GL_EVAL_VERTEX_ATTRIB9_NV* = 0x000086CF
GL_EVAL_VERTEX_ATTRIB10_NV* = 0x000086D0
GL_EVAL_VERTEX_ATTRIB11_NV* = 0x000086D1
GL_EVAL_VERTEX_ATTRIB12_NV* = 0x000086D2
GL_EVAL_VERTEX_ATTRIB13_NV* = 0x000086D3
GL_EVAL_VERTEX_ATTRIB14_NV* = 0x000086D4
GL_EVAL_VERTEX_ATTRIB15_NV* = 0x000086D5
GL_MAX_MAP_TESSELLATION_NV* = 0x000086D6
GL_MAX_RATIONAL_EVAL_ORDER_NV* = 0x000086D7 # GL_NV_fence
GL_ALL_COMPLETED_NV* = 0x000084F2
GL_FENCE_STATUS_NV* = 0x000084F3
GL_FENCE_CONDITION_NV* = 0x000084F4 # GL_NV_float_buffer
GL_FLOAT_R_NV* = 0x00008880
GL_FLOAT_RG_NV* = 0x00008881
GL_FLOAT_RGB_NV* = 0x00008882
GL_FLOAT_RGBA_NV* = 0x00008883
GL_FLOAT_R16_NV* = 0x00008884
GL_FLOAT_R32_NV* = 0x00008885
GL_FLOAT_RG16_NV* = 0x00008886
GL_FLOAT_RG32_NV* = 0x00008887
GL_FLOAT_RGB16_NV* = 0x00008888
GL_FLOAT_RGB32_NV* = 0x00008889
GL_FLOAT_RGBA16_NV* = 0x0000888A
GL_FLOAT_RGBA32_NV* = 0x0000888B
GL_TEXTURE_FLOAT_COMPONENTS_NV* = 0x0000888C
GL_FLOAT_CLEAR_COLOR_VALUE_NV* = 0x0000888D
GL_FLOAT_RGBA_MODE_NV* = 0x0000888E # GL_NV_fog_distance
GL_FOG_DISTANCE_MODE_NV* = 0x0000855A
GL_EYE_RADIAL_NV* = 0x0000855B
GL_EYE_PLANE_ABSOLUTE_NV* = 0x0000855C # GL_NV_fragment_program
GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV* = 0x00008868
GL_FRAGMENT_PROGRAM_NV* = 0x00008870
GL_MAX_TEXTURE_COORDS_NV* = 0x00008871
GL_MAX_TEXTURE_IMAGE_UNITS_NV* = 0x00008872
GL_FRAGMENT_PROGRAM_BINDING_NV* = 0x00008873
GL_PROGRAM_ERROR_STRING_NV* = 0x00008874 # GL_NV_half_float
GL_HALF_FLOAT_NV* = 0x0000140B # GL_NV_light_max_exponent
GL_MAX_SHININESS_NV* = 0x00008504
GL_MAX_SPOT_EXPONENT_NV* = 0x00008505 # GL_NV_multisample_filter_hint
GL_MULTISAMPLE_FILTER_HINT_NV* = 0x00008534 # GL_NV_occlusion_query
GL_PIXEL_COUNTER_BITS_NV* = 0x00008864
GL_CURRENT_OCCLUSION_QUERY_ID_NV* = 0x00008865
GL_PIXEL_COUNT_NV* = 0x00008866
GL_PIXEL_COUNT_AVAILABLE_NV* = 0x00008867 # GL_NV_packed_depth_stencil
GL_DEPTH_STENCIL_NV* = 0x000084F9
GL_UNSIGNED_INT_24_8_NV* = 0x000084FA # GL_NV_pixel_data_range
GL_WRITE_PIXEL_DATA_RANGE_NV* = 0x00008878
GL_READ_PIXEL_DATA_RANGE_NV* = 0x00008879
GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV* = 0x0000887A
GL_READ_PIXEL_DATA_RANGE_LENGTH_NV* = 0x0000887B
GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV* = 0x0000887C
GL_READ_PIXEL_DATA_RANGE_POINTER_NV* = 0x0000887D # GL_NV_point_sprite
GL_POINT_SPRITE_NV* = 0x00008861
GL_COORD_REPLACE_NV* = 0x00008862
GL_POINT_SPRITE_R_MODE_NV* = 0x00008863 # GL_NV_primitive_restart
cGL_PRIMITIVE_RESTART_NV* = 0x00008558
cGL_PRIMITIVE_RESTART_INDEX_NV* = 0x00008559 # GL_NV_register_combiners
GL_REGISTER_COMBINERS_NV* = 0x00008522
GL_VARIABLE_A_NV* = 0x00008523
GL_VARIABLE_B_NV* = 0x00008524
GL_VARIABLE_C_NV* = 0x00008525
GL_VARIABLE_D_NV* = 0x00008526
GL_VARIABLE_E_NV* = 0x00008527
GL_VARIABLE_F_NV* = 0x00008528
GL_VARIABLE_G_NV* = 0x00008529
GL_CONSTANT_COLOR0_NV* = 0x0000852A
GL_CONSTANT_COLOR1_NV* = 0x0000852B
GL_PRIMARY_COLOR_NV* = 0x0000852C
GL_SECONDARY_COLOR_NV* = 0x0000852D
GL_SPARE0_NV* = 0x0000852E
GL_SPARE1_NV* = 0x0000852F
GL_DISCARD_NV* = 0x00008530
GL_E_TIMES_F_NV* = 0x00008531
GL_SPARE0_PLUS_SECONDARY_COLOR_NV* = 0x00008532
GL_UNSIGNED_IDENTITY_NV* = 0x00008536
GL_UNSIGNED_INVERT_NV* = 0x00008537
GL_EXPAND_NORMAL_NV* = 0x00008538
GL_EXPAND_NEGATE_NV* = 0x00008539
GL_HALF_BIAS_NORMAL_NV* = 0x0000853A
GL_HALF_BIAS_NEGATE_NV* = 0x0000853B
GL_SIGNED_IDENTITY_NV* = 0x0000853C
GL_SIGNED_NEGATE_NV* = 0x0000853D
GL_SCALE_BY_TWO_NV* = 0x0000853E
GL_SCALE_BY_FOUR_NV* = 0x0000853F
GL_SCALE_BY_ONE_HALF_NV* = 0x00008540
GL_BIAS_BY_NEGATIVE_ONE_HALF_NV* = 0x00008541
cGL_COMBINER_INPUT_NV* = 0x00008542
GL_COMBINER_MAPPING_NV* = 0x00008543
GL_COMBINER_COMPONENT_USAGE_NV* = 0x00008544
GL_COMBINER_AB_DOT_PRODUCT_NV* = 0x00008545
GL_COMBINER_CD_DOT_PRODUCT_NV* = 0x00008546
GL_COMBINER_MUX_SUM_NV* = 0x00008547
GL_COMBINER_SCALE_NV* = 0x00008548
GL_COMBINER_BIAS_NV* = 0x00008549
GL_COMBINER_AB_OUTPUT_NV* = 0x0000854A
GL_COMBINER_CD_OUTPUT_NV* = 0x0000854B
GL_COMBINER_SUM_OUTPUT_NV* = 0x0000854C
GL_MAX_GENERAL_COMBINERS_NV* = 0x0000854D
GL_NUM_GENERAL_COMBINERS_NV* = 0x0000854E
GL_COLOR_SUM_CLAMP_NV* = 0x0000854F
GL_COMBINER0_NV* = 0x00008550
GL_COMBINER1_NV* = 0x00008551
GL_COMBINER2_NV* = 0x00008552
GL_COMBINER3_NV* = 0x00008553
GL_COMBINER4_NV* = 0x00008554
GL_COMBINER5_NV* = 0x00008555
GL_COMBINER6_NV* = 0x00008556
GL_COMBINER7_NV* = 0x00008557 # GL_NV_register_combiners2
GL_PER_STAGE_CONSTANTS_NV* = 0x00008535 # GL_NV_texgen_emboss
GL_EMBOSS_LIGHT_NV* = 0x0000855D
GL_EMBOSS_CONSTANT_NV* = 0x0000855E
GL_EMBOSS_MAP_NV* = 0x0000855F # GL_NV_texgen_reflection
GL_NORMAL_MAP_NV* = 0x00008511
GL_REFLECTION_MAP_NV* = 0x00008512 # GL_NV_texture_env_combine4
GL_COMBINE4_NV* = 0x00008503
GL_SOURCE3_RGB_NV* = 0x00008583
GL_SOURCE3_ALPHA_NV* = 0x0000858B
GL_OPERAND3_RGB_NV* = 0x00008593
GL_OPERAND3_ALPHA_NV* = 0x0000859B # GL_NV_texture_expand_normal
GL_TEXTURE_UNSIGNED_REMAP_MODE_NV* = 0x0000888F # GL_NV_texture_rectangle
GL_TEXTURE_RECTANGLE_NV* = 0x000084F5
GL_TEXTURE_BINDING_RECTANGLE_NV* = 0x000084F6
GL_PROXY_TEXTURE_RECTANGLE_NV* = 0x000084F7
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV* = 0x000084F8 # GL_NV_texture_shader
GL_OFFSET_TEXTURE_RECTANGLE_NV* = 0x0000864C
GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV* = 0x0000864D
GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV* = 0x0000864E
GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV* = 0x000086D9
GL_UNSIGNED_INT_S8_S8_8_8_NV* = 0x000086DA
GL_UNSIGNED_INT_8_8_S8_S8_REV_NV* = 0x000086DB
GL_DSDT_MAG_INTENSITY_NV* = 0x000086DC
GL_SHADER_CONSISTENT_NV* = 0x000086DD
GL_TEXTURE_SHADER_NV* = 0x000086DE
GL_SHADER_OPERATION_NV* = 0x000086DF
GL_CULL_MODES_NV* = 0x000086E0
GL_OFFSET_TEXTURE_MATRIX_NV* = 0x000086E1
GL_OFFSET_TEXTURE_SCALE_NV* = 0x000086E2
GL_OFFSET_TEXTURE_BIAS_NV* = 0x000086E3
GL_OFFSET_TEXTURE_2D_MATRIX_NV* = GL_OFFSET_TEXTURE_MATRIX_NV
GL_OFFSET_TEXTURE_2D_SCALE_NV* = GL_OFFSET_TEXTURE_SCALE_NV
GL_OFFSET_TEXTURE_2D_BIAS_NV* = GL_OFFSET_TEXTURE_BIAS_NV
GL_PREVIOUS_TEXTURE_INPUT_NV* = 0x000086E4
GL_CONST_EYE_NV* = 0x000086E5
GL_PASS_THROUGH_NV* = 0x000086E6
GL_CULL_FRAGMENT_NV* = 0x000086E7
GL_OFFSET_TEXTURE_2D_NV* = 0x000086E8
GL_DEPENDENT_AR_TEXTURE_2D_NV* = 0x000086E9
GL_DEPENDENT_GB_TEXTURE_2D_NV* = 0x000086EA
GL_DOT_PRODUCT_NV* = 0x000086EC
GL_DOT_PRODUCT_DEPTH_REPLACE_NV* = 0x000086ED
GL_DOT_PRODUCT_TEXTURE_2D_NV* = 0x000086EE
GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV* = 0x000086F0
GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV* = 0x000086F1
GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV* = 0x000086F2
GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV* = 0x000086F3
GL_HILO_NV* = 0x000086F4
GL_DSDT_NV* = 0x000086F5
GL_DSDT_MAG_NV* = 0x000086F6
GL_DSDT_MAG_VIB_NV* = 0x000086F7
GL_HILO16_NV* = 0x000086F8
GL_SIGNED_HILO_NV* = 0x000086F9
GL_SIGNED_HILO16_NV* = 0x000086FA
GL_SIGNED_RGBA_NV* = 0x000086FB
GL_SIGNED_RGBA8_NV* = 0x000086FC
GL_SIGNED_RGB_NV* = 0x000086FE
GL_SIGNED_RGB8_NV* = 0x000086FF
GL_SIGNED_LUMINANCE_NV* = 0x00008701
GL_SIGNED_LUMINANCE8_NV* = 0x00008702
GL_SIGNED_LUMINANCE_ALPHA_NV* = 0x00008703
GL_SIGNED_LUMINANCE8_ALPHA8_NV* = 0x00008704
GL_SIGNED_ALPHA_NV* = 0x00008705
GL_SIGNED_ALPHA8_NV* = 0x00008706
GL_SIGNED_INTENSITY_NV* = 0x00008707
GL_SIGNED_INTENSITY8_NV* = 0x00008708
GL_DSDT8_NV* = 0x00008709
GL_DSDT8_MAG8_NV* = 0x0000870A
GL_DSDT8_MAG8_INTENSITY8_NV* = 0x0000870B
GL_SIGNED_RGB_UNSIGNED_ALPHA_NV* = 0x0000870C
GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV* = 0x0000870D
GL_HI_SCALE_NV* = 0x0000870E
GL_LO_SCALE_NV* = 0x0000870F
GL_DS_SCALE_NV* = 0x00008710
GL_DT_SCALE_NV* = 0x00008711
GL_MAGNITUDE_SCALE_NV* = 0x00008712
GL_VIBRANCE_SCALE_NV* = 0x00008713
GL_HI_BIAS_NV* = 0x00008714
GL_LO_BIAS_NV* = 0x00008715
GL_DS_BIAS_NV* = 0x00008716
GL_DT_BIAS_NV* = 0x00008717
GL_MAGNITUDE_BIAS_NV* = 0x00008718
GL_VIBRANCE_BIAS_NV* = 0x00008719
GL_TEXTURE_BORDER_VALUES_NV* = 0x0000871A
GL_TEXTURE_HI_SIZE_NV* = 0x0000871B
GL_TEXTURE_LO_SIZE_NV* = 0x0000871C
GL_TEXTURE_DS_SIZE_NV* = 0x0000871D
GL_TEXTURE_DT_SIZE_NV* = 0x0000871E
GL_TEXTURE_MAG_SIZE_NV* = 0x0000871F # GL_NV_texture_shader2
GL_DOT_PRODUCT_TEXTURE_3D_NV* = 0x000086EF # GL_NV_texture_shader3
GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV* = 0x00008850
GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV* = 0x00008851
GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV* = 0x00008852
GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV* = 0x00008853
GL_OFFSET_HILO_TEXTURE_2D_NV* = 0x00008854
GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV* = 0x00008855
GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV* = 0x00008856
GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV* = 0x00008857
GL_DEPENDENT_HILO_TEXTURE_2D_NV* = 0x00008858
GL_DEPENDENT_RGB_TEXTURE_3D_NV* = 0x00008859
GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV* = 0x0000885A
GL_DOT_PRODUCT_PASS_THROUGH_NV* = 0x0000885B
GL_DOT_PRODUCT_TEXTURE_1D_NV* = 0x0000885C
GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV* = 0x0000885D
GL_HILO8_NV* = 0x0000885E
GL_SIGNED_HILO8_NV* = 0x0000885F
GL_FORCE_BLUE_TO_ONE_NV* = 0x00008860 # GL_NV_vertex_array_range
cGL_VERTEX_ARRAY_RANGE_NV* = 0x0000851D
GL_VERTEX_ARRAY_RANGE_LENGTH_NV* = 0x0000851E
GL_VERTEX_ARRAY_RANGE_VALID_NV* = 0x0000851F
GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV* = 0x00008520
GL_VERTEX_ARRAY_RANGE_POINTER_NV* = 0x00008521 # GL_NV_vertex_array_range2
GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV* = 0x00008533 # GL_NV_vertex_program
GL_VERTEX_PROGRAM_NV* = 0x00008620
GL_VERTEX_STATE_PROGRAM_NV* = 0x00008621
GL_ATTRIB_ARRAY_SIZE_NV* = 0x00008623
GL_ATTRIB_ARRAY_STRIDE_NV* = 0x00008624
GL_ATTRIB_ARRAYtyp_NV* = 0x00008625
GL_CURRENT_ATTRIB_NV* = 0x00008626
GL_PROGRAM_LENGTH_NV* = 0x00008627
GL_PROGRAM_STRING_NV* = 0x00008628
GL_MODELVIEW_PROJECTION_NV* = 0x00008629
GL_IDENTITY_NV* = 0x0000862A
GL_INVERSE_NV* = 0x0000862B
GL_TRANSPOSE_NV* = 0x0000862C
GL_INVERSE_TRANSPOSE_NV* = 0x0000862D
GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV* = 0x0000862E
GL_MAX_TRACK_MATRICES_NV* = 0x0000862F
GL_MATRIX0_NV* = 0x00008630
GL_MATRIX1_NV* = 0x00008631
GL_MATRIX2_NV* = 0x00008632
GL_MATRIX3_NV* = 0x00008633
GL_MATRIX4_NV* = 0x00008634
GL_MATRIX5_NV* = 0x00008635
GL_MATRIX6_NV* = 0x00008636
GL_MATRIX7_NV* = 0x00008637
GL_CURRENT_MATRIX_STACK_DEPTH_NV* = 0x00008640
GL_CURRENT_MATRIX_NV* = 0x00008641
GL_VERTEX_PROGRAM_POINT_SIZE_NV* = 0x00008642
GL_VERTEX_PROGRAM_TWO_SIDE_NV* = 0x00008643
GL_PROGRAM_PARAMETER_NV* = 0x00008644
GL_ATTRIB_ARRAY_POINTER_NV* = 0x00008645
GL_PROGRAM_TARGET_NV* = 0x00008646
GL_PROGRAM_RESIDENT_NV* = 0x00008647
cGL_TRACK_MATRIX_NV* = 0x00008648
GL_TRACK_MATRIX_TRANSFORM_NV* = 0x00008649
GL_VERTEX_PROGRAM_BINDING_NV* = 0x0000864A
GL_PROGRAM_ERROR_POSITION_NV* = 0x0000864B
GL_VERTEX_ATTRIB_ARRAY0_NV* = 0x00008650
GL_VERTEX_ATTRIB_ARRAY1_NV* = 0x00008651
GL_VERTEX_ATTRIB_ARRAY2_NV* = 0x00008652
GL_VERTEX_ATTRIB_ARRAY3_NV* = 0x00008653
GL_VERTEX_ATTRIB_ARRAY4_NV* = 0x00008654
GL_VERTEX_ATTRIB_ARRAY5_NV* = 0x00008655
GL_VERTEX_ATTRIB_ARRAY6_NV* = 0x00008656
GL_VERTEX_ATTRIB_ARRAY7_NV* = 0x00008657
GL_VERTEX_ATTRIB_ARRAY8_NV* = 0x00008658
GL_VERTEX_ATTRIB_ARRAY9_NV* = 0x00008659
GL_VERTEX_ATTRIB_ARRAY10_NV* = 0x0000865A
GL_VERTEX_ATTRIB_ARRAY11_NV* = 0x0000865B
GL_VERTEX_ATTRIB_ARRAY12_NV* = 0x0000865C
GL_VERTEX_ATTRIB_ARRAY13_NV* = 0x0000865D
GL_VERTEX_ATTRIB_ARRAY14_NV* = 0x0000865E
GL_VERTEX_ATTRIB_ARRAY15_NV* = 0x0000865F
GL_MAP1_VERTEX_ATTRIB0_4_NV* = 0x00008660
GL_MAP1_VERTEX_ATTRIB1_4_NV* = 0x00008661
GL_MAP1_VERTEX_ATTRIB2_4_NV* = 0x00008662
GL_MAP1_VERTEX_ATTRIB3_4_NV* = 0x00008663
GL_MAP1_VERTEX_ATTRIB4_4_NV* = 0x00008664
GL_MAP1_VERTEX_ATTRIB5_4_NV* = 0x00008665
GL_MAP1_VERTEX_ATTRIB6_4_NV* = 0x00008666
GL_MAP1_VERTEX_ATTRIB7_4_NV* = 0x00008667
GL_MAP1_VERTEX_ATTRIB8_4_NV* = 0x00008668
GL_MAP1_VERTEX_ATTRIB9_4_NV* = 0x00008669
GL_MAP1_VERTEX_ATTRIB10_4_NV* = 0x0000866A
GL_MAP1_VERTEX_ATTRIB11_4_NV* = 0x0000866B
GL_MAP1_VERTEX_ATTRIB12_4_NV* = 0x0000866C
GL_MAP1_VERTEX_ATTRIB13_4_NV* = 0x0000866D
GL_MAP1_VERTEX_ATTRIB14_4_NV* = 0x0000866E
GL_MAP1_VERTEX_ATTRIB15_4_NV* = 0x0000866F
GL_MAP2_VERTEX_ATTRIB0_4_NV* = 0x00008670
GL_MAP2_VERTEX_ATTRIB1_4_NV* = 0x00008671
GL_MAP2_VERTEX_ATTRIB2_4_NV* = 0x00008672
GL_MAP2_VERTEX_ATTRIB3_4_NV* = 0x00008673
GL_MAP2_VERTEX_ATTRIB4_4_NV* = 0x00008674
GL_MAP2_VERTEX_ATTRIB5_4_NV* = 0x00008675
GL_MAP2_VERTEX_ATTRIB6_4_NV* = 0x00008676
GL_MAP2_VERTEX_ATTRIB7_4_NV* = 0x00008677
GL_MAP2_VERTEX_ATTRIB8_4_NV* = 0x00008678
GL_MAP2_VERTEX_ATTRIB9_4_NV* = 0x00008679
GL_MAP2_VERTEX_ATTRIB10_4_NV* = 0x0000867A
GL_MAP2_VERTEX_ATTRIB11_4_NV* = 0x0000867B
GL_MAP2_VERTEX_ATTRIB12_4_NV* = 0x0000867C
GL_MAP2_VERTEX_ATTRIB13_4_NV* = 0x0000867D
GL_MAP2_VERTEX_ATTRIB14_4_NV* = 0x0000867E
GL_MAP2_VERTEX_ATTRIB15_4_NV* = 0x0000867F # GL_NV_fragment_program2 and GL_NV_vertex_program2_option
GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV* = 0x000088F4
GL_MAX_PROGRAM_CALL_DEPTH_NV* = 0x000088F5 # GL_NV_fragment_program2
GL_MAX_PROGRAM_IF_DEPTH_NV* = 0x000088F6
GL_MAX_PROGRAM_LOOP_DEPTH_NV* = 0x000088F7
GL_MAX_PROGRAM_LOOP_COUNT_NV* = 0x000088F8 # GL_NV_vertex_program3
MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB* = 0x00008B4C # GL_NV_depth_buffer_float
GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV* = 0x00008DAD
GL_DEPTH_BUFFER_FLOAT_MODE_NV* = 0x00008DAF #
# GL_NV_framebuffer_multisample_coverage
GL_RENDERBUFFER_COVERAGE_SAMPLES_NV* = 0x00008CAB
GL_RENDERBUFFER_COLOR_SAMPLES_NV* = 0x00008E10 # GL_NV_geometry_program4
GL_GEOMETRY_PROGRAM_NV* = 0x00008C26
GL_MAX_PROGRAM_OUTPUT_VERTICES_NV* = 0x00008C27
GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV* = 0x00008C28 # GL_NV_gpu_program4
GL_PROGRAM_ATTRIB_COMPONENTS_NV* = 0x00008906
GL_PROGRAM_RESULT_COMPONENTS_NV* = 0x00008907
GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV* = 0x00008908
GL_MAX_PROGRAM_RESULT_COMPONENTS_NV* = 0x00008909
GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV* = 0x00008DA5
GL_MAX_PROGRAM_GENERIC_RESULTS_NV* = 0x00008DA6 # GL_NV_parameter_buffer_object
GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV* = 0x00008DA0
GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV* = 0x00008DA1
GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV* = 0x00008DA2
GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV* = 0x00008DA3
GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV* = 0x00008DA4 # GL_NV_transform_feedback
GL_TRANSFORM_FEEDBACK_BUFFER_NV* = 0x00008C8E
GL_TRANSFORM_FEEDBACK_BUFFER_START_NV* = 0x00008C84
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV* = 0x00008C85
GL_TRANSFORM_FEEDBACK_RECORD_NV* = 0x00008C86
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV* = 0x00008C8F
GL_INTERLEAVED_ATTRIBS_NV* = 0x00008C8C
GL_SEPARATE_ATTRIBS_NV* = 0x00008C8D
GL_PRIMITIVES_GENERATED_NV* = 0x00008C87
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV* = 0x00008C88
GL_RASTERIZER_DISCARD_NV* = 0x00008C89
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV* = 0x00008C8A
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV* = 0x00008C8B
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV* = 0x00008C80
cGL_TRANSFORM_FEEDBACK_ATTRIBS_NV* = 0x00008C7E
GL_ACTIVE_VARYINGS_NV* = 0x00008C81
GL_ACTIVE_VARYING_MAX_LENGTH_NV* = 0x00008C82
cGL_TRANSFORM_FEEDBACK_VARYINGS_NV* = 0x00008C83
GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV* = 0x00008C7F
GL_BACK_PRIMARY_COLOR_NV* = 0x00008C77
GL_BACK_SECONDARY_COLOR_NV* = 0x00008C78
GL_TEXTURE_COORD_NV* = 0x00008C79
GL_CLIP_DISTANCE_NV* = 0x00008C7A
GL_VERTEX_ID_NV* = 0x00008C7B
GL_PRIMITIVE_ID_NV* = 0x00008C7C
GL_GENERIC_ATTRIB_NV* = 0x00008C7D
GL_LAYER_NV* = 0x00008DAA
GL_NEXT_BUFFER_NV* = - 2
GL_SKIP_COMPONENTS4_NV* = - 3
GL_SKIP_COMPONENTS3_NV* = - 4
GL_SKIP_COMPONENTS2_NV* = - 5
GL_SKIP_COMPONENTS1_NV* = - 6 # GL_NV_conditional_render
GL_QUERY_WAIT_NV* = 0x00008E13
GL_QUERY_NO_WAIT_NV* = 0x00008E14
GL_QUERY_BY_REGION_WAIT_NV* = 0x00008E15
GL_QUERY_BY_REGION_NO_WAIT_NV* = 0x00008E16 # GL_NV_present_video
GL_FRAME_NV* = 0x00008E26
GL_FIELDS_NV* = 0x00008E27
GL_CURRENT_TIME_NV* = 0x00008E28
GL_NUM_FILL_STREAMS_NV* = 0x00008E29
GL_PRESENT_TIME_NV* = 0x00008E2A
GL_PRESENT_DURATION_NV* = 0x00008E2B # GL_NV_explicit_multisample
GL_SAMPLE_POSITION_NV* = 0x00008E50
GL_SAMPLE_MASK_NV* = 0x00008E51
GL_SAMPLE_MASK_VALUE_NV* = 0x00008E52
GL_TEXTURE_BINDING_RENDERBUFFER_NV* = 0x00008E53
GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV* = 0x00008E54
GL_TEXTURE_RENDERBUFFER_NV* = 0x00008E55
GL_SAMPLER_RENDERBUFFER_NV* = 0x00008E56
GL_INT_SAMPLER_RENDERBUFFER_NV* = 0x00008E57
GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV* = 0x00008E58
GL_MAX_SAMPLE_MASK_WORDS_NV* = 0x00008E59 # GL_NV_transform_feedback2
GL_TRANSFORM_FEEDBACK_NV* = 0x00008E22
GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV* = 0x00008E23
GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV* = 0x00008E24
GL_TRANSFORM_FEEDBACK_BINDING_NV* = 0x00008E25 # GL_NV_video_capture
GL_VIDEO_BUFFER_NV* = 0x00009020
GL_VIDEO_BUFFER_BINDING_NV* = 0x00009021
GL_FIELD_UPPER_NV* = 0x00009022
GL_FIELD_LOWER_NV* = 0x00009023
GL_NUM_VIDEO_CAPTURE_STREAMS_NV* = 0x00009024
GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV* = 0x00009025
GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV* = 0x00009026
GL_LAST_VIDEO_CAPTURE_STATUS_NV* = 0x00009027
GL_VIDEO_BUFFER_PITCH_NV* = 0x00009028
GL_VIDEO_COLOR_CONVERSION_MATRIX_NV* = 0x00009029
GL_VIDEO_COLOR_CONVERSION_MAX_NV* = 0x0000902A
GL_VIDEO_COLOR_CONVERSION_MIN_NV* = 0x0000902B
GL_VIDEO_COLOR_CONVERSION_OFFSET_NV* = 0x0000902C
GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV* = 0x0000902D
GL_PARTIAL_SUCCESS_NV* = 0x0000902E
GL_SUCCESS_NV* = 0x0000902F
GL_FAILURE_NV* = 0x00009030
GL_YCBYCR8_422_NV* = 0x00009031
GL_YCBAYCR8A_4224_NV* = 0x00009032
GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV* = 0x00009033
GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV* = 0x00009034
GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV* = 0x00009035
GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV* = 0x00009036
GL_Z4Y12Z4CB12Z4CR12_444_NV* = 0x00009037
GL_VIDEO_CAPTURE_FRAME_WIDTH_NV* = 0x00009038
GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV* = 0x00009039
GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV* = 0x0000903A
GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV* = 0x0000903B
GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV* = 0x0000903C # GL_NV_shader_buffer_load
GL_BUFFER_GPU_ADDRESS_NV* = 0x00008F1D
GL_GPU_ADDRESS_NV* = 0x00008F34
GL_MAX_SHADER_BUFFER_ADDRESS_NV* = 0x00008F35 #
# GL_NV_vertex_buffer_unified_memory
GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV* = 0x00008F1E
GL_ELEMENT_ARRAY_UNIFIED_NV* = 0x00008F1F
GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV* = 0x00008F20
GL_VERTEX_ARRAY_ADDRESS_NV* = 0x00008F21
GL_NORMAL_ARRAY_ADDRESS_NV* = 0x00008F22
GL_COLOR_ARRAY_ADDRESS_NV* = 0x00008F23
GL_INDEX_ARRAY_ADDRESS_NV* = 0x00008F24
GL_TEXTURE_COORD_ARRAY_ADDRESS_NV* = 0x00008F25
GL_EDGE_FLAG_ARRAY_ADDRESS_NV* = 0x00008F26
GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV* = 0x00008F27
GL_FOG_COORD_ARRAY_ADDRESS_NV* = 0x00008F28
GL_ELEMENT_ARRAY_ADDRESS_NV* = 0x00008F29
GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV* = 0x00008F2A
GL_VERTEX_ARRAY_LENGTH_NV* = 0x00008F2B
GL_NORMAL_ARRAY_LENGTH_NV* = 0x00008F2C
GL_COLOR_ARRAY_LENGTH_NV* = 0x00008F2D
GL_INDEX_ARRAY_LENGTH_NV* = 0x00008F2E
GL_TEXTURE_COORD_ARRAY_LENGTH_NV* = 0x00008F2F
GL_EDGE_FLAG_ARRAY_LENGTH_NV* = 0x00008F30
GL_SECONDARY_COLOR_ARRAY_LENGTH_NV* = 0x00008F31
GL_FOG_COORD_ARRAY_LENGTH_NV* = 0x00008F32
GL_ELEMENT_ARRAY_LENGTH_NV* = 0x00008F33
GL_DRAW_INDIRECT_UNIFIED_NV* = 0x00008F40
GL_DRAW_INDIRECT_ADDRESS_NV* = 0x00008F41
GL_DRAW_INDIRECT_LENGTH_NV* = 0x00008F42 # GL_NV_gpu_program5
GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV* = 0x00008E5A
GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV* = 0x00008E5B
GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV* = 0x00008E5C
GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV* = 0x00008E5D
GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV* = 0x00008E5E
GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV* = 0x00008E5F
GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV* = 0x00008F44
GL_MAX_PROGRAM_SUBROUTINE_NUM_NV* = 0x00008F45 # GL_NV_gpu_shader5
GL_INT64_NV* = 0x0000140E
GL_UNSIGNED_INT64_NV* = 0x0000140F
GL_INT8_NV* = 0x00008FE0
GL_INT8_VEC2_NV* = 0x00008FE1
GL_INT8_VEC3_NV* = 0x00008FE2
GL_INT8_VEC4_NV* = 0x00008FE3
GL_INT16_NV* = 0x00008FE4
GL_INT16_VEC2_NV* = 0x00008FE5
GL_INT16_VEC3_NV* = 0x00008FE6
GL_INT16_VEC4_NV* = 0x00008FE7
GL_INT64_VEC2_NV* = 0x00008FE9
GL_INT64_VEC3_NV* = 0x00008FEA
GL_INT64_VEC4_NV* = 0x00008FEB
GL_UNSIGNED_INT8_NV* = 0x00008FEC
GL_UNSIGNED_INT8_VEC2_NV* = 0x00008FED
GL_UNSIGNED_INT8_VEC3_NV* = 0x00008FEE
GL_UNSIGNED_INT8_VEC4_NV* = 0x00008FEF
GL_UNSIGNED_INT16_NV* = 0x00008FF0
GL_UNSIGNED_INT16_VEC2_NV* = 0x00008FF1
GL_UNSIGNED_INT16_VEC3_NV* = 0x00008FF2
GL_UNSIGNED_INT16_VEC4_NV* = 0x00008FF3
GL_UNSIGNED_INT64_VEC2_NV* = 0x00008FF5
GL_UNSIGNED_INT64_VEC3_NV* = 0x00008FF6
GL_UNSIGNED_INT64_VEC4_NV* = 0x00008FF7
GL_FLOAT16_NV* = 0x00008FF8
GL_FLOAT16_VEC2_NV* = 0x00008FF9
GL_FLOAT16_VEC3_NV* = 0x00008FFA
GL_FLOAT16_VEC4_NV* = 0x00008FFB # reuse GL_PATCHES
# GL_NV_shader_buffer_store
GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV* = 0x00000010 # reuse GL_READ_WRITE
# reuse GL_WRITE_ONLY
#
# GL_NV_tessellation_program5
GL_MAX_PROGRAM_PATCH_ATTRIBS_NV* = 0x000086D8
GL_TESS_CONTROL_PROGRAM_NV* = 0x0000891E
GL_TESS_EVALUATION_PROGRAM_NV* = 0x0000891F
GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV* = 0x00008C74
GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV* = 0x00008C75 #
# GL_NV_vertex_attrib_integer_64bit
# reuse GL_INT64_NV
# reuse
# GL_UNSIGNED_INT64_NV
#
# GL_NV_multisample_coverage
GL_COVERAGE_SAMPLES_NV* = 0x000080A9
GL_COLOR_SAMPLES_NV* = 0x00008E20 # GL_NV_vdpau_interop
GL_SURFACE_STATE_NV* = 0x000086EB
GL_SURFACE_REGISTERED_NV* = 0x000086FD
GL_SURFACE_MAPPED_NV* = 0x00008700
GL_WRITE_DISCARD_NV* = 0x000088BE # GL_OML_interlace
GL_INTERLACE_OML* = 0x00008980
GL_INTERLACE_READ_OML* = 0x00008981 # GL_OML_resample
GL_PACK_RESAMPLE_OML* = 0x00008984
GL_UNPACK_RESAMPLE_OML* = 0x00008985
GL_RESAMPLE_REPLICATE_OML* = 0x00008986
GL_RESAMPLE_ZERO_FILL_OML* = 0x00008987
GL_RESAMPLE_AVERAGE_OML* = 0x00008988
GL_RESAMPLE_DECIMATE_OML* = 0x00008989 # GL_OML_subsample
GL_FORMAT_SUBSAMPLE_24_24_OML* = 0x00008982
GL_FORMAT_SUBSAMPLE_244_244_OML* = 0x00008983 # GL_PGI_misc_hints
GL_PREFER_DOUBLEBUFFER_HINT_PGI* = 0x0001A1F8
GL_CONSERVE_MEMORY_HINT_PGI* = 0x0001A1FD
GL_RECLAIM_MEMORY_HINT_PGI* = 0x0001A1FE
GL_NATIVE_GRAPHICS_HANDLE_PGI* = 0x0001A202
GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI* = 0x0001A203
GL_NATIVE_GRAPHICS_END_HINT_PGI* = 0x0001A204
GL_ALWAYS_FAST_HINT_PGI* = 0x0001A20C
GL_ALWAYS_SOFT_HINT_PGI* = 0x0001A20D
GL_ALLOW_DRAW_OBJ_HINT_PGI* = 0x0001A20E
GL_ALLOW_DRAW_WIN_HINT_PGI* = 0x0001A20F
GL_ALLOW_DRAW_FRG_HINT_PGI* = 0x0001A210
GL_ALLOW_DRAW_MEM_HINT_PGI* = 0x0001A211
GL_STRICT_DEPTHFUNC_HINT_PGI* = 0x0001A216
GL_STRICT_LIGHTING_HINT_PGI* = 0x0001A217
GL_STRICT_SCISSOR_HINT_PGI* = 0x0001A218
GL_FULL_STIPPLE_HINT_PGI* = 0x0001A219
GL_CLIP_NEAR_HINT_PGI* = 0x0001A220
GL_CLIP_FAR_HINT_PGI* = 0x0001A221
GL_WIDE_LINE_HINT_PGI* = 0x0001A222
GL_BACK_NORMALS_HINT_PGI* = 0x0001A223 # GL_PGI_vertex_hints
GL_VERTEX_DATA_HINT_PGI* = 0x0001A22A
GL_VERTEX_CONSISTENT_HINT_PGI* = 0x0001A22B
GL_MATERIAL_SIDE_HINT_PGI* = 0x0001A22C
GL_MAX_VERTEX_HINT_PGI* = 0x0001A22D
GL_COLOR3_BIT_PGI* = 0x00010000
GL_COLOR4_BIT_PGI* = 0x00020000
GL_EDGEFLAG_BIT_PGI* = 0x00040000
GL_INDEX_BIT_PGI* = 0x00080000
GL_MAT_AMBIENT_BIT_PGI* = 0x00100000
GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI* = 0x00200000
GL_MAT_DIFFUSE_BIT_PGI* = 0x00400000
GL_MAT_EMISSION_BIT_PGI* = 0x00800000
GL_MAT_COLOR_INDEXES_BIT_PGI* = 0x01000000
GL_MAT_SHININESS_BIT_PGI* = 0x02000000
GL_MAT_SPECULAR_BIT_PGI* = 0x04000000
GL_NORMAL_BIT_PGI* = 0x08000000
GL_TEXCOORD1_BIT_PGI* = 0x10000000
GL_TEXCOORD2_BIT_PGI* = 0x20000000
GL_TEXCOORD3_BIT_PGI* = 0x40000000
GL_TEXCOORD4_BIT_PGI* = 0x80000000
GL_VERTEX23_BIT_PGI* = 0x00000004
GL_VERTEX4_BIT_PGI* = 0x00000008 # GL_REND_screen_coordinates
GL_SCREEN_COORDINATES_REND* = 0x00008490
GL_INVERTED_SCREEN_W_REND* = 0x00008491 # GL_S3_s3tc
GL_RGB_S3TC* = 0x000083A0
GL_RGB4_S3TC* = 0x000083A1
GL_RGBA_S3TC* = 0x000083A2
GL_RGBA4_S3TC* = 0x000083A3 # GL_SGIS_detail_texture
GL_DETAIL_TEXTURE_2D_SGIS* = 0x00008095
GL_DETAIL_TEXTURE_2D_BINDING_SGIS* = 0x00008096
GL_LINEAR_DETAIL_SGIS* = 0x00008097
GL_LINEAR_DETAIL_ALPHA_SGIS* = 0x00008098
GL_LINEAR_DETAIL_COLOR_SGIS* = 0x00008099
GL_DETAIL_TEXTURE_LEVEL_SGIS* = 0x0000809A
GL_DETAIL_TEXTURE_MODE_SGIS* = 0x0000809B
GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS* = 0x0000809C # GL_SGIS_fog_function
cGL_FOG_FUNC_SGIS* = 0x0000812A
GL_FOG_FUNC_POINTS_SGIS* = 0x0000812B
GL_MAX_FOG_FUNC_POINTS_SGIS* = 0x0000812C # GL_SGIS_generate_mipmap
GL_GENERATE_MIPMAP_SGIS* = 0x00008191
GL_GENERATE_MIPMAP_HINT_SGIS* = 0x00008192 # GL_SGIS_multisample
GL_MULTISAMPLE_SGIS* = 0x0000809D
GL_SAMPLE_ALPHA_TO_MASK_SGIS* = 0x0000809E
GL_SAMPLE_ALPHA_TO_ONE_SGIS* = 0x0000809F
cGL_SAMPLE_MASK_SGIS* = 0x000080A0
GL_1PASS_SGIS* = 0x000080A1
GL_2PASS_0_SGIS* = 0x000080A2
GL_2PASS_1_SGIS* = 0x000080A3
GL_4PASS_0_SGIS* = 0x000080A4
GL_4PASS_1_SGIS* = 0x000080A5
GL_4PASS_2_SGIS* = 0x000080A6
GL_4PASS_3_SGIS* = 0x000080A7
GL_SAMPLE_BUFFERS_SGIS* = 0x000080A8
GL_SAMPLES_SGIS* = 0x000080A9
GL_SAMPLE_MASK_VALUE_SGIS* = 0x000080AA
GL_SAMPLE_MASK_INVERT_SGIS* = 0x000080AB
cGL_SAMPLE_PATTERN_SGIS* = 0x000080AC # GL_SGIS_pixel_texture
GL_PIXEL_TEXTURE_SGIS* = 0x00008353
GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS* = 0x00008354
GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS* = 0x00008355
GL_PIXEL_GROUP_COLOR_SGIS* = 0x00008356 # GL_SGIS_point_line_texgen
GL_EYE_DISTANCE_TO_POINT_SGIS* = 0x000081F0
GL_OBJECT_DISTANCE_TO_POINT_SGIS* = 0x000081F1
GL_EYE_DISTANCE_TO_LINE_SGIS* = 0x000081F2
GL_OBJECT_DISTANCE_TO_LINE_SGIS* = 0x000081F3
GL_EYE_POINT_SGIS* = 0x000081F4
GL_OBJECT_POINT_SGIS* = 0x000081F5
GL_EYE_LINE_SGIS* = 0x000081F6
GL_OBJECT_LINE_SGIS* = 0x000081F7 # GL_SGIS_point_parameters
GL_POINT_SIZE_MIN_SGIS* = 0x00008126
GL_POINT_SIZE_MAX_SGIS* = 0x00008127
GL_POINT_FADE_THRESHOLD_SIZE_SGIS* = 0x00008128
GL_DISTANCE_ATTENUATION_SGIS* = 0x00008129 # GL_SGIS_sharpen_texture
GL_LINEAR_SHARPEN_SGIS* = 0x000080AD
GL_LINEAR_SHARPEN_ALPHA_SGIS* = 0x000080AE
GL_LINEAR_SHARPEN_COLOR_SGIS* = 0x000080AF
GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS* = 0x000080B0 # GL_SGIS_texture4D
GL_PACK_SKIP_VOLUMES_SGIS* = 0x00008130
GL_PACK_IMAGE_DEPTH_SGIS* = 0x00008131
GL_UNPACK_SKIP_VOLUMES_SGIS* = 0x00008132
GL_UNPACK_IMAGE_DEPTH_SGIS* = 0x00008133
GL_TEXTURE_4D_SGIS* = 0x00008134
GL_PROXY_TEXTURE_4D_SGIS* = 0x00008135
GL_TEXTURE_4DSIZE_SGIS* = 0x00008136
GL_TEXTURE_WRAP_Q_SGIS* = 0x00008137
GL_MAX_4D_TEXTURE_SIZE_SGIS* = 0x00008138
GL_TEXTURE_4D_BINDING_SGIS* = 0x0000814F # GL_SGIS_texture_color_mask
GL_TEXTURE_COLOR_WRITEMASK_SGIS* = 0x000081EF # GL_SGIS_texture_edge_clamp
GL_CLAMP_TO_EDGE_SGIS* = 0x0000812F # GL_SGIS_texture_filter4
GL_FILTER4_SGIS* = 0x00008146
GL_TEXTURE_FILTER4_SIZE_SGIS* = 0x00008147 # GL_SGIS_texture_lod
GL_TEXTURE_MIN_LOD_SGIS* = 0x0000813A
GL_TEXTURE_MAX_LOD_SGIS* = 0x0000813B
GL_TEXTURE_BASE_LEVEL_SGIS* = 0x0000813C
GL_TEXTURE_MAX_LEVEL_SGIS* = 0x0000813D # GL_SGIS_texture_select
GL_DUAL_ALPHA4_SGIS* = 0x00008110
GL_DUAL_ALPHA8_SGIS* = 0x00008111
GL_DUAL_ALPHA12_SGIS* = 0x00008112
GL_DUAL_ALPHA16_SGIS* = 0x00008113
GL_DUAL_LUMINANCE4_SGIS* = 0x00008114
GL_DUAL_LUMINANCE8_SGIS* = 0x00008115
GL_DUAL_LUMINANCE12_SGIS* = 0x00008116
GL_DUAL_LUMINANCE16_SGIS* = 0x00008117
GL_DUAL_INTENSITY4_SGIS* = 0x00008118
GL_DUAL_INTENSITY8_SGIS* = 0x00008119
GL_DUAL_INTENSITY12_SGIS* = 0x0000811A
GL_DUAL_INTENSITY16_SGIS* = 0x0000811B
GL_DUAL_LUMINANCE_ALPHA4_SGIS* = 0x0000811C
GL_DUAL_LUMINANCE_ALPHA8_SGIS* = 0x0000811D
GL_QUAD_ALPHA4_SGIS* = 0x0000811E
GL_QUAD_ALPHA8_SGIS* = 0x0000811F
GL_QUAD_LUMINANCE4_SGIS* = 0x00008120
GL_QUAD_LUMINANCE8_SGIS* = 0x00008121
GL_QUAD_INTENSITY4_SGIS* = 0x00008122
GL_QUAD_INTENSITY8_SGIS* = 0x00008123
GL_DUAL_TEXTURE_SELECT_SGIS* = 0x00008124
GL_QUAD_TEXTURE_SELECT_SGIS* = 0x00008125 # GL_SGIX_async
cGL_ASYNC_MARKER_SGIX* = 0x00008329 # GL_SGIX_async_histogram
GL_ASYNC_HISTOGRAM_SGIX* = 0x0000832C
GL_MAX_ASYNC_HISTOGRAM_SGIX* = 0x0000832D # GL_SGIX_async_pixel
GL_ASYNC_TEX_IMAGE_SGIX* = 0x0000835C
GL_ASYNC_DRAW_PIXELS_SGIX* = 0x0000835D
GL_ASYNC_READ_PIXELS_SGIX* = 0x0000835E
GL_MAX_ASYNC_TEX_IMAGE_SGIX* = 0x0000835F
GL_MAX_ASYNC_DRAW_PIXELS_SGIX* = 0x00008360
GL_MAX_ASYNC_READ_PIXELS_SGIX* = 0x00008361 # GL_SGIX_blend_alpha_minmax
GL_ALPHA_MIN_SGIX* = 0x00008320
GL_ALPHA_MAX_SGIX* = 0x00008321 # GL_SGIX_calligraphic_fragment
GL_CALLIGRAPHIC_FRAGMENT_SGIX* = 0x00008183 # GL_SGIX_clipmap
GL_LINEAR_CLIPMAP_LINEAR_SGIX* = 0x00008170
GL_TEXTURE_CLIPMAP_CENTER_SGIX* = 0x00008171
GL_TEXTURE_CLIPMAP_FRAME_SGIX* = 0x00008172
GL_TEXTURE_CLIPMAP_OFFSET_SGIX* = 0x00008173
GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX* = 0x00008174
GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX* = 0x00008175
GL_TEXTURE_CLIPMAP_DEPTH_SGIX* = 0x00008176
GL_MAX_CLIPMAP_DEPTH_SGIX* = 0x00008177
GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX* = 0x00008178
GL_NEAREST_CLIPMAP_NEAREST_SGIX* = 0x0000844D
GL_NEAREST_CLIPMAP_LINEAR_SGIX* = 0x0000844E
GL_LINEAR_CLIPMAP_NEAREST_SGIX* = 0x0000844F # GL_SGIX_convolution_accuracy
GL_CONVOLUTION_HINT_SGIX* = 0x00008316 # GL_SGIX_depth_texture
GL_DEPTH_COMPONENT16_SGIX* = 0x000081A5
GL_DEPTH_COMPONENT24_SGIX* = 0x000081A6
GL_DEPTH_COMPONENT32_SGIX* = 0x000081A7 # GL_SGIX_fog_offset
GL_FOG_OFFSET_SGIX* = 0x00008198
GL_FOG_OFFSET_VALUE_SGIX* = 0x00008199 # GL_SGIX_fog_scale
GL_FOG_SCALE_SGIX* = 0x000081FC
GL_FOG_SCALE_VALUE_SGIX* = 0x000081FD # GL_SGIX_fragment_lighting
GL_FRAGMENT_LIGHTING_SGIX* = 0x00008400
cGL_FRAGMENT_COLOR_MATERIAL_SGIX* = 0x00008401
GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX* = 0x00008402
GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX* = 0x00008403
GL_MAX_FRAGMENT_LIGHTS_SGIX* = 0x00008404
GL_MAX_ACTIVE_LIGHTS_SGIX* = 0x00008405
GL_CURRENT_RASTER_NORMAL_SGIX* = 0x00008406
GL_LIGHT_ENV_MODE_SGIX* = 0x00008407
GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX* = 0x00008408
GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX* = 0x00008409
GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX* = 0x0000840A
GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX* = 0x0000840B
GL_FRAGMENT_LIGHT0_SGIX* = 0x0000840C
GL_FRAGMENT_LIGHT1_SGIX* = 0x0000840D
GL_FRAGMENT_LIGHT2_SGIX* = 0x0000840E
GL_FRAGMENT_LIGHT3_SGIX* = 0x0000840F
GL_FRAGMENT_LIGHT4_SGIX* = 0x00008410
GL_FRAGMENT_LIGHT5_SGIX* = 0x00008411
GL_FRAGMENT_LIGHT6_SGIX* = 0x00008412
GL_FRAGMENT_LIGHT7_SGIX* = 0x00008413 # GL_SGIX_framezoom
cGL_FRAMEZOOM_SGIX* = 0x0000818B
GL_FRAMEZOOM_FACTOR_SGIX* = 0x0000818C
GL_MAX_FRAMEZOOM_FACTOR_SGIX* = 0x0000818D # GL_SGIX_impact_pixel_texture
GL_PIXEL_TEX_GEN_Q_CEILING_SGIX* = 0x00008184
GL_PIXEL_TEX_GEN_Q_ROUND_SGIX* = 0x00008185
GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX* = 0x00008186
GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX* = 0x00008187
GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX* = 0x00008188
GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX* = 0x00008189
GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX* = 0x0000818A # GL_SGIX_instruments
GL_INSTRUMENT_BUFFER_POINTER_SGIX* = 0x00008180
GL_INSTRUMENT_MEASUREMENTS_SGIX* = 0x00008181 # GL_SGIX_interlace
GL_INTERLACE_SGIX* = 0x00008094 # GL_SGIX_ir_instrument1
GL_IR_INSTRUMENT1_SGIX* = 0x0000817F # GL_SGIX_list_priority
GL_LIST_PRIORITY_SGIX* = 0x00008182 # GL_SGIX_pixel_texture
cGL_PIXEL_TEX_GEN_SGIX* = 0x00008139
GL_PIXEL_TEX_GEN_MODE_SGIX* = 0x0000832B # GL_SGIX_pixel_tiles
GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX* = 0x0000813E
GL_PIXEL_TILE_CACHE_INCREMENT_SGIX* = 0x0000813F
GL_PIXEL_TILE_WIDTH_SGIX* = 0x00008140
GL_PIXEL_TILE_HEIGHT_SGIX* = 0x00008141
GL_PIXEL_TILE_GRID_WIDTH_SGIX* = 0x00008142
GL_PIXEL_TILE_GRID_HEIGHT_SGIX* = 0x00008143
GL_PIXEL_TILE_GRID_DEPTH_SGIX* = 0x00008144
GL_PIXEL_TILE_CACHE_SIZE_SGIX* = 0x00008145 # GL_SGIX_polynomial_ffd
GL_GEOMETRY_DEFORMATION_SGIX* = 0x00008194
GL_TEXTURE_DEFORMATION_SGIX* = 0x00008195
GL_DEFORMATIONS_MASK_SGIX* = 0x00008196
GL_MAX_DEFORMATION_ORDER_SGIX* = 0x00008197 # GL_SGIX_reference_plane
cGL_REFERENCE_PLANE_SGIX* = 0x0000817D
GL_REFERENCE_PLANE_EQUATION_SGIX* = 0x0000817E # GL_SGIX_resample
GL_PACK_RESAMPLE_SGIX* = 0x0000842C
GL_UNPACK_RESAMPLE_SGIX* = 0x0000842D
GL_RESAMPLE_REPLICATE_SGIX* = 0x0000842E
GL_RESAMPLE_ZERO_FILL_SGIX* = 0x0000842F
GL_RESAMPLE_DECIMATE_SGIX* = 0x00008430 # GL_SGIX_scalebias_hint
GL_SCALEBIAS_HINT_SGIX* = 0x00008322 # GL_SGIX_shadow
GL_TEXTURE_COMPARE_SGIX* = 0x0000819A
GL_TEXTURE_COMPARE_OPERATOR_SGIX* = 0x0000819B
GL_TEXTURE_LEQUAL_R_SGIX* = 0x0000819C
GL_TEXTURE_GEQUAL_R_SGIX* = 0x0000819D # GL_SGIX_shadow_ambient
GL_SHADOW_AMBIENT_SGIX* = 0x000080BF # GL_SGIX_sprite
GL_SPRITE_SGIX* = 0x00008148
GL_SPRITE_MODE_SGIX* = 0x00008149
GL_SPRITE_AXIS_SGIX* = 0x0000814A
GL_SPRITE_TRANSLATION_SGIX* = 0x0000814B
GL_SPRITE_AXIAL_SGIX* = 0x0000814C
GL_SPRITE_OBJECT_ALIGNED_SGIX* = 0x0000814D
GL_SPRITE_EYE_ALIGNED_SGIX* = 0x0000814E # GL_SGIX_subsample
GL_PACK_SUBSAMPLE_RATE_SGIX* = 0x000085A0
GL_UNPACK_SUBSAMPLE_RATE_SGIX* = 0x000085A1
GL_PIXEL_SUBSAMPLE_4444_SGIX* = 0x000085A2
GL_PIXEL_SUBSAMPLE_2424_SGIX* = 0x000085A3
GL_PIXEL_SUBSAMPLE_4242_SGIX* = 0x000085A4 # GL_SGIX_texture_add_env
GL_TEXTURE_ENV_BIAS_SGIX* = 0x000080BE # GL_SGIX_texture_coordinate_clamp
GL_TEXTURE_MAX_CLAMP_S_SGIX* = 0x00008369
GL_TEXTURE_MAX_CLAMP_T_SGIX* = 0x0000836A
GL_TEXTURE_MAX_CLAMP_R_SGIX* = 0x0000836B # GL_SGIX_texture_lod_bias
GL_TEXTURE_LOD_BIAS_S_SGIX* = 0x0000818E
GL_TEXTURE_LOD_BIAS_T_SGIX* = 0x0000818F
GL_TEXTURE_LOD_BIAS_R_SGIX* = 0x00008190 # GL_SGIX_texture_multi_buffer
GL_TEXTURE_MULTI_BUFFER_HINT_SGIX* = 0x0000812E # GL_SGIX_texture_scale_bias
GL_POST_TEXTURE_FILTER_BIAS_SGIX* = 0x00008179
GL_POST_TEXTURE_FILTER_SCALE_SGIX* = 0x0000817A
GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX* = 0x0000817B
GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX* = 0x0000817C # GL_SGIX_vertex_preclip
GL_VERTEX_PRECLIP_SGIX* = 0x000083EE
GL_VERTEX_PRECLIP_HINT_SGIX* = 0x000083EF # GL_SGIX_ycrcb
GL_YCRCB_422_SGIX* = 0x000081BB
GL_YCRCB_444_SGIX* = 0x000081BC # GL_SGIX_ycrcba
GL_YCRCB_SGIX* = 0x00008318
GL_YCRCBA_SGIX* = 0x00008319 # GL_SGI_color_matrix
GL_COLOR_MATRIX_SGI* = 0x000080B1
GL_COLOR_MATRIX_STACK_DEPTH_SGI* = 0x000080B2
GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI* = 0x000080B3
GL_POST_COLOR_MATRIX_RED_SCALE_SGI* = 0x000080B4
GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI* = 0x000080B5
GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI* = 0x000080B6
GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI* = 0x000080B7
GL_POST_COLOR_MATRIX_RED_BIAS_SGI* = 0x000080B8
GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI* = 0x000080B9
GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI* = 0x000080BA
GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI* = 0x000080BB # GL_SGI_color_table
cGL_COLOR_TABLE_SGI* = 0x000080D0
GL_POST_CONVOLUTION_COLOR_TABLE_SGI* = 0x000080D1
GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI* = 0x000080D2
GL_PROXY_COLOR_TABLE_SGI* = 0x000080D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI* = 0x000080D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI* = 0x000080D5
GL_COLOR_TABLE_SCALE_SGI* = 0x000080D6
GL_COLOR_TABLE_BIAS_SGI* = 0x000080D7
GL_COLOR_TABLE_FORMAT_SGI* = 0x000080D8
GL_COLOR_TABLE_WIDTH_SGI* = 0x000080D9
GL_COLOR_TABLE_RED_SIZE_SGI* = 0x000080DA
GL_COLOR_TABLE_GREEN_SIZE_SGI* = 0x000080DB
GL_COLOR_TABLE_BLUE_SIZE_SGI* = 0x000080DC
GL_COLOR_TABLE_ALPHA_SIZE_SGI* = 0x000080DD
GL_COLOR_TABLE_LUMINANCE_SIZE_SGI* = 0x000080DE
GL_COLOR_TABLE_INTENSITY_SIZE_SGI* = 0x000080DF # GL_SGI_depth_pass_instrument
GL_DEPTH_PASS_INSTRUMENT_SGIX* = 0x00008310
GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX* = 0x00008311
GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX* = 0x00008312 # GL_SGI_texture_color_table
GL_TEXTURE_COLOR_TABLE_SGI* = 0x000080BC
GL_PROXY_TEXTURE_COLOR_TABLE_SGI* = 0x000080BD # GL_SUNX_constant_data
GL_UNPACK_CONSTANT_DATA_SUNX* = 0x000081D5
GL_TEXTURE_CONSTANT_DATA_SUNX* = 0x000081D6 # GL_SUN_convolution_border_modes
GL_WRAP_BORDER_SUN* = 0x000081D4 # GL_SUN_global_alpha
GL_GLOBAL_ALPHA_SUN* = 0x000081D9
GL_GLOBAL_ALPHA_FACTOR_SUN* = 0x000081DA # GL_SUN_mesh_array
GL_QUAD_MESH_SUN* = 0x00008614
GL_TRIANGLE_MESH_SUN* = 0x00008615 # GL_SUN_slice_accum
GL_SLICE_ACCUM_SUN* = 0x000085CC # GL_SUN_triangle_list
GL_RESTART_SUN* = 0x00000001
GL_REPLACE_MIDDLE_SUN* = 0x00000002
GL_REPLACE_OLDEST_SUN* = 0x00000003
GL_TRIANGLE_LIST_SUN* = 0x000081D7
GL_REPLACEMENT_CODE_SUN* = 0x000081D8
GL_REPLACEMENT_CODE_ARRAY_SUN* = 0x000085C0
GL_REPLACEMENT_CODE_ARRAYtyp_SUN* = 0x000085C1
GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN* = 0x000085C2
GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN* = 0x000085C3
GL_R1UI_V3F_SUN* = 0x000085C4
GL_R1UI_C4UB_V3F_SUN* = 0x000085C5
GL_R1UI_C3F_V3F_SUN* = 0x000085C6
GL_R1UI_N3F_V3F_SUN* = 0x000085C7
GL_R1UI_C4F_N3F_V3F_SUN* = 0x000085C8
GL_R1UI_T2F_V3F_SUN* = 0x000085C9
GL_R1UI_T2F_N3F_V3F_SUN* = 0x000085CA
GL_R1UI_T2F_C4F_N3F_V3F_SUN* = 0x000085CB # GL_WIN_phong_shading
GL_PHONG_WIN* = 0x000080EA
GL_PHONG_HINT_WIN* = 0x000080EB # GL_WIN_specular_fog
GL_FOG_SPECULAR_TEXTURE_WIN* = 0x000080EC # GL_ARB_vertex_shader
GL_VERTEX_SHADER_ARB* = 0x00008B31
GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB* = 0x00008B4A
GL_MAX_VARYING_FLOATS_ARB* = 0x00008B4B
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB* = 0x00008B4C
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB* = 0x00008B4D
GL_OBJECT_ACTIVE_ATTRIBUTES_ARB* = 0x00008B89
GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB* = 0x00008B8A # GL_ARB_fragment_shader
GL_FRAGMENT_SHADER_ARB* = 0x00008B30
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB* = 0x00008B49 # 1.4
GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB* = 0x00008B8B # 1.4
# GL_ARB_occlusion_query
GL_SAMPLES_PASSED_ARB* = 0x00008914
GL_QUERY_COUNTER_BITS_ARB* = 0x00008864
GL_CURRENT_QUERY_ARB* = 0x00008865
GL_QUERY_RESULT_ARB* = 0x00008866
GL_QUERY_RESULT_AVAILABLE_ARB* = 0x00008867 # GL_ARB_point_sprite
GL_POINT_SPRITE_ARB* = 0x00008861
GL_COORD_REPLACE_ARB* = 0x00008862 # GL_ARB_shading_language_100
GL_SHADING_LANGUAGE_VERSION_ARB* = 0x00008B8C # 1.4
# GL_ARB_shader_objects
GL_PROGRAM_OBJECT_ARB* = 0x00008B40
GL_OBJECTtyp_ARB* = 0x00008B4E
GL_OBJECT_SUBtypARB* = 0x00008B4F
GL_OBJECT_DELETE_STATUS_ARB* = 0x00008B80
GL_OBJECT_COMPILE_STATUS_ARB* = 0x00008B81
GL_OBJECT_LINK_STATUS_ARB* = 0x00008B82
GL_OBJECT_VALIDATE_STATUS_ARB* = 0x00008B83
GL_OBJECT_INFO_LOG_LENGTH_ARB* = 0x00008B84
GL_OBJECT_ATTACHED_OBJECTS_ARB* = 0x00008B85
GL_OBJECT_ACTIVE_UNIFORMS_ARB* = 0x00008B86
GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB* = 0x00008B87
GL_OBJECT_SHADER_SOURCE_LENGTH_ARB* = 0x00008B88
GL_SHADER_OBJECT_ARB* = 0x00008B48
GL_FLOAT_VEC2_ARB* = 0x00008B50
GL_FLOAT_VEC3_ARB* = 0x00008B51
GL_FLOAT_VEC4_ARB* = 0x00008B52
GL_INT_VEC2_ARB* = 0x00008B53
GL_INT_VEC3_ARB* = 0x00008B54
GL_INT_VEC4_ARB* = 0x00008B55
GL_BOOL_ARB* = 0x00008B56
GL_BOOL_VEC2_ARB* = 0x00008B57
GL_BOOL_VEC3_ARB* = 0x00008B58
GL_BOOL_VEC4_ARB* = 0x00008B59
GL_FLOAT_MAT2_ARB* = 0x00008B5A
GL_FLOAT_MAT3_ARB* = 0x00008B5B
GL_FLOAT_MAT4_ARB* = 0x00008B5C
GL_SAMPLER_1D_ARB* = 0x00008B5D
GL_SAMPLER_2D_ARB* = 0x00008B5E
GL_SAMPLER_3D_ARB* = 0x00008B5F
GL_SAMPLER_CUBE_ARB* = 0x00008B60
GL_SAMPLER_1D_SHADOW_ARB* = 0x00008B61
GL_SAMPLER_2D_SHADOW_ARB* = 0x00008B62
GL_SAMPLER_2D_RECT_ARB* = 0x00008B63
GL_SAMPLER_2D_RECT_SHADOW_ARB* = 0x00008B64 # WGL_3DFX_multisample
WGL_SAMPLE_BUFFERS_3DFX* = 0x00002060
WGL_SAMPLES_3DFX* = 0x00002061 # WGL_ARB_buffer_region
WGL_FRONT_COLOR_BUFFER_BIT_ARB* = 0x00000001
WGL_BACK_COLOR_BUFFER_BIT_ARB* = 0x00000002
WGL_DEPTH_BUFFER_BIT_ARB* = 0x00000004
WGL_STENCIL_BUFFER_BIT_ARB* = 0x00000008 # WGL_ARB_make_current_read
ERROR_INVALID_PIXELtyp_ARB* = 0x00002043
ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB* = 0x00002054 # WGL_ARB_multisample
WGL_SAMPLE_BUFFERS_ARB* = 0x00002041
WGL_SAMPLES_ARB* = 0x00002042 # WGL_ARB_pbuffer
WGL_DRAW_TO_PBUFFER_ARB* = 0x0000202D
WGL_MAX_PBUFFER_PIXELS_ARB* = 0x0000202E
WGL_MAX_PBUFFER_WIDTH_ARB* = 0x0000202F
WGL_MAX_PBUFFER_HEIGHT_ARB* = 0x00002030
WGL_PBUFFER_LARGEST_ARB* = 0x00002033
WGL_PBUFFER_WIDTH_ARB* = 0x00002034
WGL_PBUFFER_HEIGHT_ARB* = 0x00002035
WGL_PBUFFER_LOST_ARB* = 0x00002036 # WGL_ARB_pixel_format
WGL_NUMBER_PIXEL_FORMATS_ARB* = 0x00002000
WGL_DRAW_TO_WINDOW_ARB* = 0x00002001
WGL_DRAW_TO_BITMAP_ARB* = 0x00002002
WGL_ACCELERATION_ARB* = 0x00002003
WGL_NEED_PALETTE_ARB* = 0x00002004
WGL_NEED_SYSTEM_PALETTE_ARB* = 0x00002005
WGL_SWAP_LAYER_BUFFERS_ARB* = 0x00002006
WGL_SWAP_METHOD_ARB* = 0x00002007
WGL_NUMBER_OVERLAYS_ARB* = 0x00002008
WGL_NUMBER_UNDERLAYS_ARB* = 0x00002009
WGL_TRANSPARENT_ARB* = 0x0000200A
WGL_TRANSPARENT_RED_VALUE_ARB* = 0x00002037
WGL_TRANSPARENT_GREEN_VALUE_ARB* = 0x00002038
WGL_TRANSPARENT_BLUE_VALUE_ARB* = 0x00002039
WGL_TRANSPARENT_ALPHA_VALUE_ARB* = 0x0000203A
WGL_TRANSPARENT_INDEX_VALUE_ARB* = 0x0000203B
WGL_SHARE_DEPTH_ARB* = 0x0000200C
WGL_SHARE_STENCIL_ARB* = 0x0000200D
WGL_SHARE_ACCUM_ARB* = 0x0000200E
WGL_SUPPORT_GDI_ARB* = 0x0000200F
WGL_SUPPORT_OPENGL_ARB* = 0x00002010
WGL_DOUBLE_BUFFER_ARB* = 0x00002011
WGL_STEREO_ARB* = 0x00002012
WGL_PIXELtyp_ARB* = 0x00002013
WGL_COLOR_BITS_ARB* = 0x00002014
WGL_RED_BITS_ARB* = 0x00002015
WGL_RED_SHIFT_ARB* = 0x00002016
WGL_GREEN_BITS_ARB* = 0x00002017
WGL_GREEN_SHIFT_ARB* = 0x00002018
WGL_BLUE_BITS_ARB* = 0x00002019
WGL_BLUE_SHIFT_ARB* = 0x0000201A
WGL_ALPHA_BITS_ARB* = 0x0000201B
WGL_ALPHA_SHIFT_ARB* = 0x0000201C
WGL_ACCUM_BITS_ARB* = 0x0000201D
WGL_ACCUM_RED_BITS_ARB* = 0x0000201E
WGL_ACCUM_GREEN_BITS_ARB* = 0x0000201F
WGL_ACCUM_BLUE_BITS_ARB* = 0x00002020
WGL_ACCUM_ALPHA_BITS_ARB* = 0x00002021
WGL_DEPTH_BITS_ARB* = 0x00002022
WGL_STENCIL_BITS_ARB* = 0x00002023
WGL_AUX_BUFFERS_ARB* = 0x00002024
WGL_NO_ACCELERATION_ARB* = 0x00002025
WGL_GENERIC_ACCELERATION_ARB* = 0x00002026
WGL_FULL_ACCELERATION_ARB* = 0x00002027
WGL_SWAP_EXCHANGE_ARB* = 0x00002028
WGL_SWAP_COPY_ARB* = 0x00002029
WGL_SWAP_UNDEFINED_ARB* = 0x0000202A
WGLtyp_RGBA_ARB* = 0x0000202B
WGLtyp_COLORINDEX_ARB* = 0x0000202C # WGL_ARB_pixel_format_float
WGL_RGBA_FLOAT_MODE_ARB* = 0x00008820
WGL_CLAMP_VERTEX_COLOR_ARB* = 0x0000891A
WGL_CLAMP_FRAGMENT_COLOR_ARB* = 0x0000891B
WGL_CLAMP_READ_COLOR_ARB* = 0x0000891C
WGL_FIXED_ONLY_ARB* = 0x0000891D # WGL_ARB_render_texture
WGL_BIND_TO_TEXTURE_RGB_ARB* = 0x00002070
WGL_BIND_TO_TEXTURE_RGBA_ARB* = 0x00002071
WGL_TEXTURE_FORMAT_ARB* = 0x00002072
WGL_TEXTURE_TARGET_ARB* = 0x00002073
WGL_MIPMAP_TEXTURE_ARB* = 0x00002074
WGL_TEXTURE_RGB_ARB* = 0x00002075
WGL_TEXTURE_RGBA_ARB* = 0x00002076
WGL_NO_TEXTURE_ARB* = 0x00002077
WGL_TEXTURE_CUBE_MAP_ARB* = 0x00002078
WGL_TEXTURE_1D_ARB* = 0x00002079
WGL_TEXTURE_2D_ARB* = 0x0000207A
WGL_MIPMAP_LEVEL_ARB* = 0x0000207B
WGL_CUBE_MAP_FACE_ARB* = 0x0000207C
WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB* = 0x0000207D
WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB* = 0x0000207E
WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB* = 0x0000207F
WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB* = 0x00002080
WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB* = 0x00002081
WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB* = 0x00002082
WGL_FRONT_LEFT_ARB* = 0x00002083
WGL_FRONT_RIGHT_ARB* = 0x00002084
WGL_BACK_LEFT_ARB* = 0x00002085
WGL_BACK_RIGHT_ARB* = 0x00002086
WGL_AUX0_ARB* = 0x00002087
WGL_AUX1_ARB* = 0x00002088
WGL_AUX2_ARB* = 0x00002089
WGL_AUX3_ARB* = 0x0000208A
WGL_AUX4_ARB* = 0x0000208B
WGL_AUX5_ARB* = 0x0000208C
WGL_AUX6_ARB* = 0x0000208D
WGL_AUX7_ARB* = 0x0000208E
WGL_AUX8_ARB* = 0x0000208F
WGL_AUX9_ARB* = 0x00002090 # WGL_ARB_create_context
WGL_CONTEXT_DEBUG_BIT_ARB* = 0x00000001
WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB* = 0x00000002
WGL_CONTEXT_MAJOR_VERSION_ARB* = 0x00002091
WGL_CONTEXT_MINOR_VERSION_ARB* = 0x00002092
WGL_CONTEXT_LAYER_PLANE_ARB* = 0x00002093
WGL_CONTEXT_FLAGS_ARB* = 0x00002094
ERROR_INVALID_VERSION_ARB* = 0x00002095 # WGL_ARB_create_context_profile
WGL_CONTEXT_PROFILE_MASK_ARB* = 0x00009126
WGL_CONTEXT_CORE_PROFILE_BIT_ARB* = 0x00000001
WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB* = 0x00000002
ERROR_INVALID_PROFILE_ARB* = 0x00002096 # WGL_ARB_framebuffer_sRGB
WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB* = 0x000020A9 #
# WGL_ARB_create_context_robustness
WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB* = 0x00000004
WGL_LOSE_CONTEXT_ON_RESET_ARB* = 0x00008252
WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB* = 0x00008256
WGL_NO_RESET_NOTIFICATION_ARB* = 0x00008261 # WGL_ATI_pixel_format_float
WGLtyp_RGBA_FLOAT_ATI* = 0x000021A0
GLtyp_RGBA_FLOAT_ATI* = 0x00008820
GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI* = 0x00008835 # WGL_AMD_gpu_association
WGL_GPU_VENDOR_AMD* = 0x00001F00
WGL_GPU_RENDERER_STRING_AMD* = 0x00001F01
WGL_GPU_OPENGL_VERSION_STRING_AMD* = 0x00001F02
WGL_GPU_FASTEST_TARGET_GPUS_AMD* = 0x000021A2
WGL_GPU_RAM_AMD* = 0x000021A3
WGL_GPU_CLOCK_AMD* = 0x000021A4
WGL_GPU_NUM_PIPES_AMD* = 0x000021A5
WGL_GPU_NUM_SIMD_AMD* = 0x000021A6
WGL_GPU_NUM_RB_AMD* = 0x000021A7
WGL_GPU_NUM_SPI_AMD* = 0x000021A8 # WGL_EXT_depth_float
WGL_DEPTH_FLOAT_EXT* = 0x00002040 # WGL_EXT_make_current_read
ERROR_INVALID_PIXELtyp_EXT* = 0x00002043 # WGL_EXT_multisample
WGL_SAMPLE_BUFFERS_EXT* = 0x00002041
WGL_SAMPLES_EXT* = 0x00002042 # WGL_EXT_pbuffer
WGL_DRAW_TO_PBUFFER_EXT* = 0x0000202D
WGL_MAX_PBUFFER_PIXELS_EXT* = 0x0000202E
WGL_MAX_PBUFFER_WIDTH_EXT* = 0x0000202F
WGL_MAX_PBUFFER_HEIGHT_EXT* = 0x00002030
WGL_OPTIMAL_PBUFFER_WIDTH_EXT* = 0x00002031
WGL_OPTIMAL_PBUFFER_HEIGHT_EXT* = 0x00002032
WGL_PBUFFER_LARGEST_EXT* = 0x00002033
WGL_PBUFFER_WIDTH_EXT* = 0x00002034
WGL_PBUFFER_HEIGHT_EXT* = 0x00002035 # WGL_EXT_pixel_format
WGL_NUMBER_PIXEL_FORMATS_EXT* = 0x00002000
WGL_DRAW_TO_WINDOW_EXT* = 0x00002001
WGL_DRAW_TO_BITMAP_EXT* = 0x00002002
WGL_ACCELERATION_EXT* = 0x00002003
WGL_NEED_PALETTE_EXT* = 0x00002004
WGL_NEED_SYSTEM_PALETTE_EXT* = 0x00002005
WGL_SWAP_LAYER_BUFFERS_EXT* = 0x00002006
WGL_SWAP_METHOD_EXT* = 0x00002007
WGL_NUMBER_OVERLAYS_EXT* = 0x00002008
WGL_NUMBER_UNDERLAYS_EXT* = 0x00002009
WGL_TRANSPARENT_EXT* = 0x0000200A
WGL_TRANSPARENT_VALUE_EXT* = 0x0000200B
WGL_SHARE_DEPTH_EXT* = 0x0000200C
WGL_SHARE_STENCIL_EXT* = 0x0000200D
WGL_SHARE_ACCUM_EXT* = 0x0000200E
WGL_SUPPORT_GDI_EXT* = 0x0000200F
WGL_SUPPORT_OPENGL_EXT* = 0x00002010
WGL_DOUBLE_BUFFER_EXT* = 0x00002011
WGL_STEREO_EXT* = 0x00002012
WGL_PIXELtyp_EXT* = 0x00002013
WGL_COLOR_BITS_EXT* = 0x00002014
WGL_RED_BITS_EXT* = 0x00002015
WGL_RED_SHIFT_EXT* = 0x00002016
WGL_GREEN_BITS_EXT* = 0x00002017
WGL_GREEN_SHIFT_EXT* = 0x00002018
WGL_BLUE_BITS_EXT* = 0x00002019
WGL_BLUE_SHIFT_EXT* = 0x0000201A
WGL_ALPHA_BITS_EXT* = 0x0000201B
WGL_ALPHA_SHIFT_EXT* = 0x0000201C
WGL_ACCUM_BITS_EXT* = 0x0000201D
WGL_ACCUM_RED_BITS_EXT* = 0x0000201E
WGL_ACCUM_GREEN_BITS_EXT* = 0x0000201F
WGL_ACCUM_BLUE_BITS_EXT* = 0x00002020
WGL_ACCUM_ALPHA_BITS_EXT* = 0x00002021
WGL_DEPTH_BITS_EXT* = 0x00002022
WGL_STENCIL_BITS_EXT* = 0x00002023
WGL_AUX_BUFFERS_EXT* = 0x00002024
WGL_NO_ACCELERATION_EXT* = 0x00002025
WGL_GENERIC_ACCELERATION_EXT* = 0x00002026
WGL_FULL_ACCELERATION_EXT* = 0x00002027
WGL_SWAP_EXCHANGE_EXT* = 0x00002028
WGL_SWAP_COPY_EXT* = 0x00002029
WGL_SWAP_UNDEFINED_EXT* = 0x0000202A
WGLtyp_RGBA_EXT* = 0x0000202B
WGLtyp_COLORINDEX_EXT* = 0x0000202C # WGL_I3D_digital_video_control
WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D* = 0x00002050
WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D* = 0x00002051
WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D* = 0x00002052
WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D* = 0x00002053 # WGL_I3D_gamma
WGL_GAMMA_TABLE_SIZE_I3D* = 0x0000204E
WGL_GAMMA_EXCLUDE_DESKTOP_I3D* = 0x0000204F # WGL_I3D_genlock
WGL_GENLOCK_SOURCE_MULTIVIEW_I3D* = 0x00002044
WGL_GENLOCK_SOURCE_EXTENAL_SYNC_I3D* = 0x00002045
WGL_GENLOCK_SOURCE_EXTENAL_FIELD_I3D* = 0x00002046
WGL_GENLOCK_SOURCE_EXTENAL_TTL_I3D* = 0x00002047
WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D* = 0x00002048
WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D* = 0x00002049
WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D* = 0x0000204A
WGL_GENLOCK_SOURCE_EDGE_RISING_I3D* = 0x0000204B
WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D* = 0x0000204C # WGL_I3D_image_buffer
WGL_IMAGE_BUFFER_MIN_ACCESS_I3D* = 0x00000001
WGL_IMAGE_BUFFER_LOCK_I3D* = 0x00000002 # WGL_NV_float_buffer
WGL_FLOAT_COMPONENTS_NV* = 0x000020B0
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV* = 0x000020B1
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV* = 0x000020B2
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV* = 0x000020B3
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV* = 0x000020B4
WGL_TEXTURE_FLOAT_R_NV* = 0x000020B5
WGL_TEXTURE_FLOAT_RG_NV* = 0x000020B6
WGL_TEXTURE_FLOAT_RGB_NV* = 0x000020B7
WGL_TEXTURE_FLOAT_RGBA_NV* = 0x000020B8 # WGL_NV_render_depth_texture
WGL_BIND_TO_TEXTURE_DEPTH_NV* = 0x000020A3
WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV* = 0x000020A4
WGL_DEPTH_TEXTURE_FORMAT_NV* = 0x000020A5
WGL_TEXTURE_DEPTH_COMPONENT_NV* = 0x000020A6
WGL_DEPTH_COMPONENT_NV* = 0x000020A7 # WGL_NV_render_texture_rectangle
WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV* = 0x000020A0
WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV* = 0x000020A1
WGL_TEXTURE_RECTANGLE_NV* = 0x000020A2 # WGL_NV_present_video
WGL_NUM_VIDEO_SLOTS_NV* = 0x000020F0 # WGL_NV_video_output
WGL_BIND_TO_VIDEO_RGB_NV* = 0x000020C0
WGL_BIND_TO_VIDEO_RGBA_NV* = 0x000020C1
WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV* = 0x000020C2
WGL_VIDEO_OUT_COLOR_NV* = 0x000020C3
WGL_VIDEO_OUT_ALPHA_NV* = 0x000020C4
WGL_VIDEO_OUT_DEPTH_NV* = 0x000020C5
WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV* = 0x000020C6
WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV* = 0x000020C7
WGL_VIDEO_OUT_FRAME* = 0x000020C8
WGL_VIDEO_OUT_FIELD_1* = 0x000020C9
WGL_VIDEO_OUT_FIELD_2* = 0x000020CA
WGL_VIDEO_OUT_STACKED_FIELDS_1_2* = 0x000020CB
WGL_VIDEO_OUT_STACKED_FIELDS_2_1* = 0x000020CC # WGL_NV_gpu_affinity
WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV* = 0x000020D0
WGL_ERROR_MISSING_AFFINITY_MASK_NV* = 0x000020D1 # WGL_NV_video_capture
WGL_UNIQUE_ID_NV* = 0x000020CE
WGL_NUM_VIDEO_CAPTURE_SLOTS_NV* = 0x000020CF # WGL_NV_multisample_coverage
WGL_COVERAGE_SAMPLES_NV* = 0x00002042
WGL_COLOR_SAMPLES_NV* = 0x000020B9 # WGL_EXT_create_context_es2_profile
WGL_CONTEXT_ES2_PROFILE_BIT_EXT* = 0x00000004 # WGL_NV_DX_interop
WGL_ACCESS_READ_ONLY_NV* = 0x00000000
WGL_ACCESS_READ_WRITE_NV* = 0x00000001
WGL_ACCESS_WRITE_DISCARD_NV* = 0x00000002 # WIN_draw_range_elements
GL_MAX_ELEMENTS_VERTICES_WIN* = 0x000080E8
GL_MAX_ELEMENTS_INDICES_WIN* = 0x000080E9 # GLX 1.1 and later:
GLX_VENDOR* = 1
GLX_VERSION* = 2
GLX_EXTENSIONS* = 3
GLX_USE_GL* = 1
GLX_BUFFER_SIZE* = 2
GLX_LEVEL* = 3
GLX_RGBA* = 4
GLX_DOUBLEBUFFER* = 5
GLX_STEREO* = 6
GLX_AUX_BUFFERS* = 7
GLX_RED_SIZE* = 8
GLX_GREEN_SIZE* = 9
GLX_BLUE_SIZE* = 10
GLX_ALPHA_SIZE* = 11
GLX_DEPTH_SIZE* = 12
GLX_STENCIL_SIZE* = 13
GLX_ACCUM_RED_SIZE* = 14
GLX_ACCUM_GREEN_SIZE* = 15
GLX_ACCUM_BLUE_SIZE* = 16
GLX_ACCUM_ALPHA_SIZE* = 17 # GLX_VERSION_1_3
GLX_WINDOW_BIT* = 0x00000001
GLX_PIXMAP_BIT* = 0x00000002
GLX_PBUFFER_BIT* = 0x00000004
GLX_RGBA_BIT* = 0x00000001
GLX_COLOR_INDEX_BIT* = 0x00000002
GLX_PBUFFER_CLOBBER_MASK* = 0x08000000
GLX_FRONT_LEFT_BUFFER_BIT* = 0x00000001
GLX_FRONT_RIGHT_BUFFER_BIT* = 0x00000002
GLX_BACK_LEFT_BUFFER_BIT* = 0x00000004
GLX_BACK_RIGHT_BUFFER_BIT* = 0x00000008
GLX_AUX_BUFFERS_BIT* = 0x00000010
GLX_DEPTH_BUFFER_BIT* = 0x00000020
GLX_STENCIL_BUFFER_BIT* = 0x00000040
GLX_ACCUM_BUFFER_BIT* = 0x00000080
GLX_CONFIG_CAVEAT* = 0x00000020
GLX_X_VISUALtyp* = 0x00000022
GLX_TRANSPARENTtyp* = 0x00000023
GLX_TRANSPARENT_INDEX_VALUE* = 0x00000024
GLX_TRANSPARENT_RED_VALUE* = 0x00000025
GLX_TRANSPARENT_GREEN_VALUE* = 0x00000026
GLX_TRANSPARENT_BLUE_VALUE* = 0x00000027
GLX_TRANSPARENT_ALPHA_VALUE* = 0x00000028
GLX_DONT_CARE* = 0xFFFFFFFF
GLX_NONE* = 0x00008000
GLX_SLOW_CONFIG* = 0x00008001
GLX_TRUE_COLOR* = 0x00008002
GLX_DIRECT_COLOR* = 0x00008003
GLX_PSEUDO_COLOR* = 0x00008004
GLX_STATIC_COLOR* = 0x00008005
GLX_GRAY_SCALE* = 0x00008006
GLX_STATIC_GRAY* = 0x00008007
GLX_TRANSPARENT_RGB* = 0x00008008
GLX_TRANSPARENT_INDEX* = 0x00008009
GLX_VISUAL_ID* = 0x0000800B
GLX_SCREEN* = 0x0000800C
GLX_NON_CONFORMANT_CONFIG* = 0x0000800D
GLX_DRAWABLEtyp* = 0x00008010
GLX_RENDERtyp* = 0x00008011
GLX_X_RENDERABLE* = 0x00008012
GLX_FBCONFIG_ID* = 0x00008013
GLX_RGBAtyp* = 0x00008014
GLX_COLOR_INDEXtyp* = 0x00008015
GLX_MAX_PBUFFER_WIDTH* = 0x00008016
GLX_MAX_PBUFFER_HEIGHT* = 0x00008017
GLX_MAX_PBUFFER_PIXELS* = 0x00008018
GLX_PRESERVED_CONTENTS* = 0x0000801B
GLX_LARGEST_PBUFFER* = 0x0000801C
GLX_WIDTH* = 0x0000801D
GLX_HEIGHT* = 0x0000801E
GLX_EVENT_MASK* = 0x0000801F
GLX_DAMAGED* = 0x00008020
GLX_SAVED* = 0x00008021
cGLX_WINDOW* = 0x00008022
cGLX_PBUFFER* = 0x00008023
GLX_PBUFFER_HEIGHT* = 0x00008040
GLX_PBUFFER_WIDTH* = 0x00008041 # GLX_VERSION_1_4
GLX_SAMPLE_BUFFERS* = 100000
GLX_SAMPLES* = 100001 # GLX_ARB_multisample
GLX_SAMPLE_BUFFERS_ARB* = 100000
GLX_SAMPLES_ARB* = 100001 # GLX_ARB_fbconfig_float
GLX_RGBA_FLOATtyp_ARB* = 0x000020B9
GLX_RGBA_FLOAT_BIT_ARB* = 0x00000004 # GLX_ARB_create_context
GLX_CONTEXT_DEBUG_BIT_ARB* = 0x00000001
GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB* = 0x00000002
GLX_CONTEXT_MAJOR_VERSION_ARB* = 0x00002091
GLX_CONTEXT_MINOR_VERSION_ARB* = 0x00002092
GLX_CONTEXT_FLAGS_ARB* = 0x00002094 # GLX_ARB_create_context_profile
GLX_CONTEXT_CORE_PROFILE_BIT_ARB* = 0x00000001
GLX_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB* = 0x00000002
GLX_CONTEXT_PROFILE_MASK_ARB* = 0x00009126 # GLX_ARB_vertex_buffer_object
GLX_CONTEXT_ALLOW_BUFFER_BYTE_ORDER_MISMATCH_ARB* = 0x00002095 #
# GLX_ARB_framebuffer_sRGB
GLX_FRAMEBUFFER_SRGB_CAPABLE_ARB* = 0x000020B2 #
# GLX_ARB_create_context_robustness
GLX_CONTEXT_ROBUST_ACCESS_BIT_ARB* = 0x00000004
GLX_LOSE_CONTEXT_ON_RESET_ARB* = 0x00008252
GLX_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB* = 0x00008256
GLX_NO_RESET_NOTIFICATION_ARB* = 0x00008261 # GLX_EXT_visual_info
GLX_X_VISUALtyp_EXT* = 0x00000022
GLX_TRANSPARENTtyp_EXT* = 0x00000023
GLX_TRANSPARENT_INDEX_VALUE_EXT* = 0x00000024
GLX_TRANSPARENT_RED_VALUE_EXT* = 0x00000025
GLX_TRANSPARENT_GREEN_VALUE_EXT* = 0x00000026
GLX_TRANSPARENT_BLUE_VALUE_EXT* = 0x00000027
GLX_TRANSPARENT_ALPHA_VALUE_EXT* = 0x00000028
GLX_NONE_EXT* = 0x00008000
GLX_TRUE_COLOR_EXT* = 0x00008002
GLX_DIRECT_COLOR_EXT* = 0x00008003
GLX_PSEUDO_COLOR_EXT* = 0x00008004
GLX_STATIC_COLOR_EXT* = 0x00008005
GLX_GRAY_SCALE_EXT* = 0x00008006
GLX_STATIC_GRAY_EXT* = 0x00008007
GLX_TRANSPARENT_RGB_EXT* = 0x00008008
GLX_TRANSPARENT_INDEX_EXT* = 0x00008009 # GLX_EXT_visual_rating
GLX_VISUAL_CAVEAT_EXT* = 0x00000020
GLX_SLOW_VISUAL_EXT* = 0x00008001
GLX_NON_CONFORMANT_VISUAL_EXT* = 0x0000800D # reuse GLX_NONE_EXT
# GLX_EXT_import_context
GLX_SHARE_CONTEXT_EXT* = 0x0000800A
GLX_VISUAL_ID_EXT* = 0x0000800B
GLX_SCREEN_EXT* = 0x0000800C # GLX_EXT_fbconfig_packed_float
# GLX_RGBA_UNSIGNED_FLOATtyp_EXT = $20B1;
# GLX_RGBA_UNSIGNED_FLOAT_BIT_EXT = $00000008;
# GLX_EXT_framebuffer_sRGB
# GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT = $20B2;
# GLX_EXT_texture_from_pixmap
GLX_TEXTURE_1D_BIT_EXT* = 0x00000001
GLX_TEXTURE_2D_BIT_EXT* = 0x00000002
GLX_TEXTURE_RECTANGLE_BIT_EXT* = 0x00000004
GLX_BIND_TO_TEXTURE_RGB_EXT* = 0x000020D0
GLX_BIND_TO_TEXTURE_RGBA_EXT* = 0x000020D1
GLX_BIND_TO_MIPMAP_TEXTURE_EXT* = 0x000020D2
GLX_BIND_TO_TEXTURE_TARGETS_EXT* = 0x000020D3
GLX_Y_INVERTED_EXT* = 0x000020D4
GLX_TEXTURE_FORMAT_EXT* = 0x000020D5
GLX_TEXTURE_TARGET_EXT* = 0x000020D6
GLX_MIPMAP_TEXTURE_EXT* = 0x000020D7
GLX_TEXTURE_FORMAT_NONE_EXT* = 0x000020D8
GLX_TEXTURE_FORMAT_RGB_EXT* = 0x000020D9
GLX_TEXTURE_FORMAT_RGBA_EXT* = 0x000020DA
GLX_TEXTURE_1D_EXT* = 0x000020DB
GLX_TEXTURE_2D_EXT* = 0x000020DC
GLX_TEXTURE_RECTANGLE_EXT* = 0x000020DD
GLX_FRONT_LEFT_EXT* = 0x000020DE
GLX_FRONT_RIGHT_EXT* = 0x000020DF
GLX_BACK_LEFT_EXT* = 0x000020E0
GLX_BACK_RIGHT_EXT* = 0x000020E1
GLX_FRONT_EXT* = GLX_FRONT_LEFT_EXT
GLX_BACK_EXT* = GLX_BACK_LEFT_EXT
GLX_AUX0_EXT* = 0x000020E2
GLX_AUX1_EXT* = 0x000020E3
GLX_AUX2_EXT* = 0x000020E4
GLX_AUX3_EXT* = 0x000020E5
GLX_AUX4_EXT* = 0x000020E6
GLX_AUX5_EXT* = 0x000020E7
GLX_AUX6_EXT* = 0x000020E8
GLX_AUX7_EXT* = 0x000020E9
GLX_AUX8_EXT* = 0x000020EA
GLX_AUX9_EXT* = 0x000020EB # GLX_EXT_swap_control
GLX_SWAP_INTERVAL_EXT* = 0x000020F1
GLX_MAX_SWAP_INTERVAL_EXT* = 0x000020F2 # GLX_EXT_create_context_es2_profile
GLX_CONTEXT_ES2_PROFILE_BIT_EXT* = 0x00000004 # GLU
GLU_INVALID_ENUM* = 100900
GLU_INVALID_VALUE* = 100901
GLU_OUT_OF_MEMORY* = 100902
GLU_INCOMPATIBLE_GL_VERSION* = 100903
GLU_VERSION* = 100800
GLU_EXTENSIONS* = 100801
GLU_TRUE* = GL_TRUE
GLU_FALSE* = GL_FALSE
GLU_SMOOTH* = 100000
GLU_FLAT* = 100001
GLU_NONE* = 100002
GLU_POINT* = 100010
GLU_LINE* = 100011
GLU_FILL* = 100012
GLU_SILHOUETTE* = 100013
GLU_OUTSIDE* = 100020
GLU_INSIDE* = 100021
GLU_TESS_MAX_COORD* = 1.0000000000000005e+150
GLU_TESS_WINDING_RULE* = 100140
GLU_TESS_BOUNDARY_ONLY* = 100141
GLU_TESS_TOLERANCE* = 100142
GLU_TESS_WINDING_ODD* = 100130
GLU_TESS_WINDING_NONZERO* = 100131
GLU_TESS_WINDING_POSITIVE* = 100132
GLU_TESS_WINDING_NEGATIVE* = 100133
GLU_TESS_WINDING_ABS_GEQ_TWO* = 100134
GLU_TESS_BEGIN* = 100100 # TGLUTessBeginProc
cGLU_TESS_VERTEX* = 100101 # TGLUTessVertexProc
GLU_TESS_END* = 100102 # TGLUTessEndProc
GLU_TESS_ERROR* = 100103 # TGLUTessErrorProc
GLU_TESS_EDGE_FLAG* = 100104 # TGLUTessEdgeFlagProc
GLU_TESS_COMBINE* = 100105 # TGLUTessCombineProc
GLU_TESS_BEGIN_DATA* = 100106 # TGLUTessBeginDataProc
GLU_TESS_VERTEX_DATA* = 100107 # TGLUTessVertexDataProc
GLU_TESS_END_DATA* = 100108 # TGLUTessEndDataProc
GLU_TESS_ERROR_DATA* = 100109 # TGLUTessErrorDataProc
GLU_TESS_EDGE_FLAG_DATA* = 100110 # TGLUTessEdgeFlagDataProc
GLU_TESS_COMBINE_DATA* = 100111 # TGLUTessCombineDataProc
GLU_TESS_ERROR1* = 100151
GLU_TESS_ERROR2* = 100152
GLU_TESS_ERROR3* = 100153
GLU_TESS_ERROR4* = 100154
GLU_TESS_ERROR5* = 100155
GLU_TESS_ERROR6* = 100156
GLU_TESS_ERROR7* = 100157
GLU_TESS_ERROR8* = 100158
GLU_TESS_MISSING_BEGIN_POLYGON* = GLU_TESS_ERROR1
GLU_TESS_MISSING_BEGIN_CONTOUR* = GLU_TESS_ERROR2
GLU_TESS_MISSING_END_POLYGON* = GLU_TESS_ERROR3
GLU_TESS_MISSING_END_CONTOUR* = GLU_TESS_ERROR4
GLU_TESS_COORD_TOO_LARGE* = GLU_TESS_ERROR5
GLU_TESS_NEED_COMBINE_CALLBACK* = GLU_TESS_ERROR6
GLU_AUTO_LOAD_MATRIX* = 100200
GLU_CULLING* = 100201
GLU_SAMPLING_TOLERANCE* = 100203
GLU_DISPLAY_MODE* = 100204
GLU_PARAMETRIC_TOLERANCE* = 100202
GLU_SAMPLING_METHOD* = 100205
GLU_U_STEP* = 100206
GLU_V_STEP* = 100207
GLU_PATH_LENGTH* = 100215
GLU_PARAMETRIC_ERROR* = 100216
GLU_DOMAIN_DISTANCE* = 100217
GLU_MAP1_TRIM_2* = 100210
GLU_MAP1_TRIM_3* = 100211
GLU_OUTLINE_POLYGON* = 100240
GLU_OUTLINE_PATCH* = 100241
GLU_NURBS_ERROR1* = 100251
GLU_NURBS_ERROR2* = 100252
GLU_NURBS_ERROR3* = 100253
GLU_NURBS_ERROR4* = 100254
GLU_NURBS_ERROR5* = 100255
GLU_NURBS_ERROR6* = 100256
GLU_NURBS_ERROR7* = 100257
GLU_NURBS_ERROR8* = 100258
GLU_NURBS_ERROR9* = 100259
GLU_NURBS_ERROR10* = 100260
GLU_NURBS_ERROR11* = 100261
GLU_NURBS_ERROR12* = 100262
GLU_NURBS_ERROR13* = 100263
GLU_NURBS_ERROR14* = 100264
GLU_NURBS_ERROR15* = 100265
GLU_NURBS_ERROR16* = 100266
GLU_NURBS_ERROR17* = 100267
GLU_NURBS_ERROR18* = 100268
GLU_NURBS_ERROR19* = 100269
GLU_NURBS_ERROR20* = 100270
GLU_NURBS_ERROR21* = 100271
GLU_NURBS_ERROR22* = 100272
GLU_NURBS_ERROR23* = 100273
GLU_NURBS_ERROR24* = 100274
GLU_NURBS_ERROR25* = 100275
GLU_NURBS_ERROR26* = 100276
GLU_NURBS_ERROR27* = 100277
GLU_NURBS_ERROR28* = 100278
GLU_NURBS_ERROR29* = 100279
GLU_NURBS_ERROR30* = 100280
GLU_NURBS_ERROR31* = 100281
GLU_NURBS_ERROR32* = 100282
GLU_NURBS_ERROR33* = 100283
GLU_NURBS_ERROR34* = 100284
GLU_NURBS_ERROR35* = 100285
GLU_NURBS_ERROR36* = 100286
GLU_NURBS_ERROR37* = 100287
GLU_CW* = 100120
GLU_CCW* = 100121
GLU_INTERIOR* = 100122
GLU_EXTERIOR* = 100123
GLU_UNKNOWN* = 100124
GLU_BEGIN* = GLU_TESS_BEGIN
GLU_VERTEX* = cGLU_TESS_VERTEX
GLU_END* = GLU_TESS_END
GLU_ERROR* = GLU_TESS_ERROR
GLU_EDGE_FLAG* = GLU_TESS_EDGE_FLAG
proc glCullFace*(mode: GLenum){.stdcall, importc, ogl.}
proc glFrontFace*(mode: GLenum){.stdcall, importc, ogl.}
proc glHint*(target: GLenum, mode: GLenum){.stdcall, importc, ogl.}
proc glLineWidth*(width: GLfloat){.stdcall, importc, ogl.}
proc glPointSize*(size: GLfloat){.stdcall, importc, ogl.}
proc glPolygonMode*(face: GLenum, mode: GLenum){.stdcall, importc, ogl.}
proc glScissor*(x: GLint, y: GLint, width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glTexParameterf*(target: GLenum, pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glTexParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glTexParameteri*(target: GLenum, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glTexParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glTexImage1D*(target: GLenum, level: GLint, internalformat: GLint,
width: GLsizei, border: GLint, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTexImage2D*(target: GLenum, level: GLint, internalformat: GLint,
width: GLsizei, height: GLsizei, border: GLint,
format: GLenum, typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glDrawBuffer*(mode: GLenum){.stdcall, importc, ogl.}
proc glClear*(mask: GLbitfield){.stdcall, importc, ogl.}
proc glClearColor*(red: GLclampf, green: GLclampf, blue: GLclampf,
alpha: GLclampf){.stdcall, importc, ogl.}
proc glClearStencil*(s: GLint){.stdcall, importc, ogl.}
proc glClearDepth*(depth: GLclampd){.stdcall, importc, ogl.}
proc glStencilMask*(mask: GLuint){.stdcall, importc, ogl.}
proc glColorMask*(red: GLboolean, green: GLboolean, blue: GLboolean,
alpha: GLboolean){.stdcall, importc, ogl.}
proc glDepthMask*(flag: GLboolean){.stdcall, importc, ogl.}
proc glDisable*(cap: GLenum){.stdcall, importc, ogl.}
proc glEnable*(cap: GLenum){.stdcall, importc, ogl.}
proc glFinish*(){.stdcall, importc, ogl.}
proc glFlush*(){.stdcall, importc, ogl.}
proc glBlendFunc*(sfactor: GLenum, dfactor: GLenum){.stdcall, importc, ogl.}
proc glLogicOp*(opcode: GLenum){.stdcall, importc, ogl.}
proc glStencilFunc*(func: GLenum, theRef: GLint, mask: GLuint){.stdcall, importc, ogl.}
proc glStencilOp*(fail: GLenum, zfail: GLenum, zpass: GLenum){.stdcall, importc, ogl.}
proc glDepthFunc*(func: GLenum){.stdcall, importc, ogl.}
proc glPixelStoref*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPixelStorei*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glReadBuffer*(mode: GLenum){.stdcall, importc, ogl.}
proc glReadPixels*(x: GLint, y: GLint, width: GLsizei, height: GLsizei,
format: GLenum, typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glGetBooleanv*(pname: GLenum, params: PGLboolean){.stdcall, importc, ogl.}
proc glGetDoublev*(pname: GLenum, params: PGLdouble){.stdcall, importc, ogl.}
proc glGetError*(): GLenum{.stdcall, importc, ogl.}
proc glGetFloatv*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetIntegerv*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetString*(name: GLenum): cstring{.stdcall, importc, ogl.}
proc glGetTexImage*(target: GLenum, level: GLint, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glGetTexParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetTexParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetTexLevelParameterfv*(target: GLenum, level: GLint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetTexLevelParameteriv*(target: GLenum, level: GLint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glIsEnabled*(cap: GLenum): GLboolean{.stdcall, importc, ogl.}
proc glDepthRange*(zNear: GLclampd, zFar: GLclampd){.stdcall, importc, ogl.}
proc glViewport*(x: GLint, y: GLint, width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
# GL_VERSION_1_1
proc glDrawArrays*(mode: GLenum, first: GLint, count: GLsizei){.stdcall, importc, ogl.}
proc glDrawElements*(mode: GLenum, count: GLsizei, typ: GLenum, indices: PGLvoid){.
stdcall, importc, ogl.}
proc glGetPointerv*(pname: GLenum, params: PGLvoid){.stdcall, importc, ogl.}
proc glPolygonOffset*(factor: GLfloat, units: GLfloat){.stdcall, importc, ogl.}
proc glCopyTexImage1D*(target: GLenum, level: GLint, internalFormat: GLenum,
x: GLint, y: GLint, width: GLsizei, border: GLint){.
stdcall, importc, ogl.}
proc glCopyTexImage2D*(target: GLenum, level: GLint, internalFormat: GLenum,
x: GLint, y: GLint, width: GLsizei, height: GLsizei,
border: GLint){.stdcall, importc, ogl.}
proc glCopyTexSubImage1D*(target: GLenum, level: GLint, xoffset: GLint,
x: GLint, y: GLint, width: GLsizei){.stdcall, importc, ogl.}
proc glCopyTexSubImage2D*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, x: GLint, y: GLint, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glTexSubImage1D*(target: GLenum, level: GLint, xoffset: GLint,
width: GLsizei, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTexSubImage2D*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, width: GLsizei, height: GLsizei,
format: GLenum, typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glBindTexture*(target: GLenum, texture: GLuint){.stdcall, importc, ogl.}
proc glDeleteTextures*(n: GLsizei, textures: PGLuint){.stdcall, importc, ogl.}
proc glGenTextures*(n: GLsizei, textures: PGLuint){.stdcall, importc, ogl.}
proc glAccum*(op: GLenum, value: GLfloat){.stdcall, importc, ogl.}
proc glAlphaFunc*(func: GLenum, theRef: GLclampf){.stdcall, importc, ogl.}
proc glAreTexturesResident*(n: GLsizei, textures: PGLuint,
residences: PGLboolean): GLboolean{.stdcall, importc, ogl.}
proc glArrayElement*(i: GLint){.stdcall, importc, ogl.}
proc glBegin*(mode: GLenum){.stdcall, importc, ogl.}
proc glBitmap*(width: GLsizei, height: GLsizei, xorig: GLfloat, yorig: GLfloat,
xmove: GLfloat, ymove: GLfloat, bitmap: PGLubyte){.stdcall, importc, ogl.}
proc glCallList*(list: GLuint){.stdcall, importc, ogl.}
proc glCallLists*(n: GLsizei, typ: GLenum, lists: PGLvoid){.stdcall, importc, ogl.}
proc glClearAccum*(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat){.
stdcall, importc, ogl.}
proc glClearIndex*(c: GLfloat){.stdcall, importc, ogl.}
proc glClipPlane*(plane: GLenum, equation: PGLdouble){.stdcall, importc, ogl.}
proc glColor3b*(red: GLbyte, green: GLbyte, blue: GLbyte){.stdcall, importc, ogl.}
proc glColor3bv*(v: PGLbyte){.stdcall, importc, ogl.}
proc glColor3d*(red: GLdouble, green: GLdouble, blue: GLdouble){.stdcall, importc, ogl.}
proc glColor3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glColor3f*(red: GLfloat, green: GLfloat, blue: GLfloat){.stdcall, importc, ogl.}
proc glColor3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glColor3i*(red: GLint, green: GLint, blue: GLint){.stdcall, importc, ogl.}
proc glColor3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glColor3s*(red: GLshort, green: GLshort, blue: GLshort){.stdcall, importc, ogl.}
proc glColor3sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glColor3ub*(red: GLubyte, green: GLubyte, blue: GLubyte){.stdcall, importc, ogl.}
proc glColor3ubv*(v: PGLubyte){.stdcall, importc, ogl.}
proc glColor3ui*(red: GLuint, green: GLuint, blue: GLuint){.stdcall, importc, ogl.}
proc glColor3uiv*(v: PGLuint){.stdcall, importc, ogl.}
proc glColor3us*(red: GLushort, green: GLushort, blue: GLushort){.stdcall, importc, ogl.}
proc glColor3usv*(v: PGLushort){.stdcall, importc, ogl.}
proc glColor4b*(red: GLbyte, green: GLbyte, blue: GLbyte, alpha: GLbyte){.
stdcall, importc, ogl.}
proc glColor4bv*(v: PGLbyte){.stdcall, importc, ogl.}
proc glColor4d*(red: GLdouble, green: GLdouble, blue: GLdouble, alpha: GLdouble){.
stdcall, importc, ogl.}
proc glColor4dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glColor4f*(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat){.
stdcall, importc, ogl.}
proc glColor4fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glColor4i*(red: GLint, green: GLint, blue: GLint, alpha: GLint){.stdcall, importc, ogl.}
proc glColor4iv*(v: PGLint){.stdcall, importc, ogl.}
proc glColor4s*(red: GLshort, green: GLshort, blue: GLshort, alpha: GLshort){.
stdcall, importc, ogl.}
proc glColor4sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glColor4ub*(red: GLubyte, green: GLubyte, blue: GLubyte, alpha: GLubyte){.
stdcall, importc, ogl.}
proc glColor4ubv*(v: PGLubyte){.stdcall, importc, ogl.}
proc glColor4ui*(red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint){.
stdcall, importc, ogl.}
proc glColor4uiv*(v: PGLuint){.stdcall, importc, ogl.}
proc glColor4us*(red: GLushort, green: GLushort, blue: GLushort, alpha: GLushort){.
stdcall, importc, ogl.}
proc glColor4usv*(v: PGLushort){.stdcall, importc, ogl.}
proc glColorMaterial*(face: GLenum, mode: GLenum){.stdcall, importc, ogl.}
proc glColorPointer*(size: GLint, typ: GLenum, stride: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glCopyPixels*(x: GLint, y: GLint, width: GLsizei, height: GLsizei,
typ: GLenum){.stdcall, importc, ogl.}
proc glDeleteLists*(list: GLuint, range: GLsizei){.stdcall, importc, ogl.}
proc glDisableClientState*(arr: GLenum){.stdcall, importc, ogl.}
proc glDrawPixels*(width: GLsizei, height: GLsizei, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glEdgeFlag*(flag: GLboolean){.stdcall, importc, ogl.}
proc glEdgeFlagPointer*(stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glEdgeFlagv*(flag: PGLboolean){.stdcall, importc, ogl.}
proc glEnableClientState*(arr: GLenum){.stdcall, importc, ogl.}
proc glEnd*(){.stdcall, importc, ogl.}
proc glEndList*(){.stdcall, importc, ogl.}
proc glEvalCoord1d*(u: GLdouble){.stdcall, importc, ogl.}
proc glEvalCoord1dv*(u: PGLdouble){.stdcall, importc, ogl.}
proc glEvalCoord1f*(u: GLfloat){.stdcall, importc, ogl.}
proc glEvalCoord1fv*(u: PGLfloat){.stdcall, importc, ogl.}
proc glEvalCoord2d*(u: GLdouble, v: GLdouble){.stdcall, importc, ogl.}
proc glEvalCoord2dv*(u: PGLdouble){.stdcall, importc, ogl.}
proc glEvalCoord2f*(u: GLfloat, v: GLfloat){.stdcall, importc, ogl.}
proc glEvalCoord2fv*(u: PGLfloat){.stdcall, importc, ogl.}
proc glEvalMesh1*(mode: GLenum, i1: GLint, i2: GLint){.stdcall, importc, ogl.}
proc glEvalMesh2*(mode: GLenum, i1: GLint, i2: GLint, j1: GLint, j2: GLint){.
stdcall, importc, ogl.}
proc glEvalPoint1*(i: GLint){.stdcall, importc, ogl.}
proc glEvalPoint2*(i: GLint, j: GLint){.stdcall, importc, ogl.}
proc glFeedbackBuffer*(size: GLsizei, typ: GLenum, buffer: PGLfloat){.stdcall, importc, ogl.}
proc glFogf*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glFogfv*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glFogi*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glFogiv*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glFrustum*(left: GLdouble, right: GLdouble, bottom: GLdouble,
top: GLdouble, zNear: GLdouble, zFar: GLdouble){.stdcall, importc, ogl.}
proc glGenLists*(range: GLsizei): GLuint{.stdcall, importc, ogl.}
proc glGetClipPlane*(plane: GLenum, equation: PGLdouble){.stdcall, importc, ogl.}
proc glGetLightfv*(light: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetLightiv*(light: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetMapdv*(target: GLenum, query: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glGetMapfv*(target: GLenum, query: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glGetMapiv*(target: GLenum, query: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glGetMaterialfv*(face: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetMaterialiv*(face: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetPixelMapfv*(map: GLenum, values: PGLfloat){.stdcall, importc, ogl.}
proc glGetPixelMapuiv*(map: GLenum, values: PGLuint){.stdcall, importc, ogl.}
proc glGetPixelMapusv*(map: GLenum, values: PGLushort){.stdcall, importc, ogl.}
proc glGetPolygonStipple*(mask: PGLubyte){.stdcall, importc, ogl.}
proc glGetTexEnvfv*(target: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetTexEnviv*(target: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetTexGendv*(coord: GLenum, pname: GLenum, params: PGLdouble){.stdcall, importc, ogl.}
proc glGetTexGenfv*(coord: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetTexGeniv*(coord: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glIndexMask*(mask: GLuint){.stdcall, importc, ogl.}
proc glIndexPointer*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glIndexd*(c: GLdouble){.stdcall, importc, ogl.}
proc glIndexdv*(c: PGLdouble){.stdcall, importc, ogl.}
proc glIndexf*(c: GLfloat){.stdcall, importc, ogl.}
proc glIndexfv*(c: PGLfloat){.stdcall, importc, ogl.}
proc glIndexi*(c: GLint){.stdcall, importc, ogl.}
proc glIndexiv*(c: PGLint){.stdcall, importc, ogl.}
proc glIndexs*(c: GLshort){.stdcall, importc, ogl.}
proc glIndexsv*(c: PGLshort){.stdcall, importc, ogl.}
proc glIndexub*(c: GLubyte){.stdcall, importc, ogl.}
proc glIndexubv*(c: PGLubyte){.stdcall, importc, ogl.}
proc glInitNames*(){.stdcall, importc, ogl.}
proc glInterleavedArrays*(format: GLenum, stride: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glIsList*(list: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glIsTexture*(texture: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glLightModelf*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glLightModelfv*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glLightModeli*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glLightModeliv*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glLightf*(light: GLenum, pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glLightfv*(light: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glLighti*(light: GLenum, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glLightiv*(light: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glLineStipple*(factor: GLint, pattern: GLushort){.stdcall, importc, ogl.}
proc glListBase*(base: GLuint){.stdcall, importc, ogl.}
proc glLoadIdentity*(){.stdcall, importc, ogl.}
proc glLoadMatrixd*(m: PGLdouble){.stdcall, importc, ogl.}
proc glLoadMatrixf*(m: PGLfloat){.stdcall, importc, ogl.}
proc glLoadName*(name: GLuint){.stdcall, importc, ogl.}
proc glMap1d*(target: GLenum, u1: GLdouble, u2: GLdouble, stride: GLint,
order: GLint, points: PGLdouble){.stdcall, importc, ogl.}
proc glMap1f*(target: GLenum, u1: GLfloat, u2: GLfloat, stride: GLint,
order: GLint, points: PGLfloat){.stdcall, importc, ogl.}
proc glMap2d*(target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint,
uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint,
vorder: GLint, points: PGLdouble){.stdcall, importc, ogl.}
proc glMap2f*(target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint,
uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint,
vorder: GLint, points: PGLfloat){.stdcall, importc, ogl.}
proc glMapGrid1d*(un: GLint, u1: GLdouble, u2: GLdouble){.stdcall, importc, ogl.}
proc glMapGrid1f*(un: GLint, u1: GLfloat, u2: GLfloat){.stdcall, importc, ogl.}
proc glMapGrid2d*(un: GLint, u1: GLdouble, u2: GLdouble, vn: GLint,
v1: GLdouble, v2: GLdouble){.stdcall, importc, ogl.}
proc glMapGrid2f*(un: GLint, u1: GLfloat, u2: GLfloat, vn: GLint, v1: GLfloat,
v2: GLfloat){.stdcall, importc, ogl.}
proc glMaterialf*(face: GLenum, pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glMaterialfv*(face: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glMateriali*(face: GLenum, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glMaterialiv*(face: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glMatrixMode*(mode: GLenum){.stdcall, importc, ogl.}
proc glMultMatrixd*(m: PGLdouble){.stdcall, importc, ogl.}
proc glMultMatrixf*(m: PGLfloat){.stdcall, importc, ogl.}
proc glNewList*(list: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glNormal3b*(nx: GLbyte, ny: GLbyte, nz: GLbyte){.stdcall, importc, ogl.}
proc glNormal3bv*(v: PGLbyte){.stdcall, importc, ogl.}
proc glNormal3d*(nx: GLdouble, ny: GLdouble, nz: GLdouble){.stdcall, importc, ogl.}
proc glNormal3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glNormal3f*(nx: GLfloat, ny: GLfloat, nz: GLfloat){.stdcall, importc, ogl.}
proc glNormal3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glNormal3i*(nx: GLint, ny: GLint, nz: GLint){.stdcall, importc, ogl.}
proc glNormal3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glNormal3s*(nx: GLshort, ny: GLshort, nz: GLshort){.stdcall, importc, ogl.}
proc glNormal3sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glNormalPointer*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glOrtho*(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble,
zNear: GLdouble, zFar: GLdouble){.stdcall, importc, ogl.}
proc glPassThrough*(token: GLfloat){.stdcall, importc, ogl.}
proc glPixelMapfv*(map: GLenum, mapsize: GLsizei, values: PGLfloat){.stdcall, importc, ogl.}
proc glPixelMapuiv*(map: GLenum, mapsize: GLsizei, values: PGLuint){.stdcall, importc, ogl.}
proc glPixelMapusv*(map: GLenum, mapsize: GLsizei, values: PGLushort){.stdcall, importc, ogl.}
proc glPixelTransferf*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPixelTransferi*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glPixelZoom*(xfactor: GLfloat, yfactor: GLfloat){.stdcall, importc, ogl.}
proc glPolygonStipple*(mask: PGLubyte){.stdcall, importc, ogl.}
proc glPopAttrib*(){.stdcall, importc, ogl.}
proc glPopClientAttrib*(){.stdcall, importc, ogl.}
proc glPopMatrix*(){.stdcall, importc, ogl.}
proc glPopName*(){.stdcall, importc, ogl.}
proc glPrioritizeTextures*(n: GLsizei, textures: PGLuint, priorities: PGLclampf){.
stdcall, importc, ogl.}
proc glPushAttrib*(mask: GLbitfield){.stdcall, importc, ogl.}
proc glPushClientAttrib*(mask: GLbitfield){.stdcall, importc, ogl.}
proc glPushMatrix*(){.stdcall, importc, ogl.}
proc glPushName*(name: GLuint){.stdcall, importc, ogl.}
proc glRasterPos2d*(x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glRasterPos2dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glRasterPos2f*(x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glRasterPos2fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glRasterPos2i*(x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glRasterPos2iv*(v: PGLint){.stdcall, importc, ogl.}
proc glRasterPos2s*(x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glRasterPos2sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glRasterPos3d*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glRasterPos3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glRasterPos3f*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glRasterPos3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glRasterPos3i*(x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glRasterPos3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glRasterPos3s*(x: GLshort, y: GLshort, z: GLshort){.stdcall, importc, ogl.}
proc glRasterPos3sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glRasterPos4d*(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble){.stdcall, importc, ogl.}
proc glRasterPos4dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glRasterPos4f*(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glRasterPos4fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glRasterPos4i*(x: GLint, y: GLint, z: GLint, w: GLint){.stdcall, importc, ogl.}
proc glRasterPos4iv*(v: PGLint){.stdcall, importc, ogl.}
proc glRasterPos4s*(x: GLshort, y: GLshort, z: GLshort, w: GLshort){.stdcall, importc, ogl.}
proc glRasterPos4sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glRectd*(x1: GLdouble, y1: GLdouble, x2: GLdouble, y2: GLdouble){.stdcall, importc, ogl.}
proc glRectdv*(v1: PGLdouble, v2: PGLdouble){.stdcall, importc, ogl.}
proc glRectf*(x1: GLfloat, y1: GLfloat, x2: GLfloat, y2: GLfloat){.stdcall, importc, ogl.}
proc glRectfv*(v1: PGLfloat, v2: PGLfloat){.stdcall, importc, ogl.}
proc glRecti*(x1: GLint, y1: GLint, x2: GLint, y2: GLint){.stdcall, importc, ogl.}
proc glRectiv*(v1: PGLint, v2: PGLint){.stdcall, importc, ogl.}
proc glRects*(x1: GLshort, y1: GLshort, x2: GLshort, y2: GLshort){.stdcall, importc, ogl.}
proc glRectsv*(v1: PGLshort, v2: PGLshort){.stdcall, importc, ogl.}
proc glRenderMode*(mode: GLenum): GLint{.stdcall, importc, ogl.}
proc glRotated*(angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glRotatef*(angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glScaled*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glScalef*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glSelectBuffer*(size: GLsizei, buffer: PGLuint){.stdcall, importc, ogl.}
proc glShadeModel*(mode: GLenum){.stdcall, importc, ogl.}
proc glTexCoord1d*(s: GLdouble){.stdcall, importc, ogl.}
proc glTexCoord1dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glTexCoord1f*(s: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord1fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord1i*(s: GLint){.stdcall, importc, ogl.}
proc glTexCoord1iv*(v: PGLint){.stdcall, importc, ogl.}
proc glTexCoord1s*(s: GLshort){.stdcall, importc, ogl.}
proc glTexCoord1sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glTexCoord2d*(s: GLdouble, t: GLdouble){.stdcall, importc, ogl.}
proc glTexCoord2dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glTexCoord2f*(s: GLfloat, t: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord2fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord2i*(s: GLint, t: GLint){.stdcall, importc, ogl.}
proc glTexCoord2iv*(v: PGLint){.stdcall, importc, ogl.}
proc glTexCoord2s*(s: GLshort, t: GLshort){.stdcall, importc, ogl.}
proc glTexCoord2sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glTexCoord3d*(s: GLdouble, t: GLdouble, r: GLdouble){.stdcall, importc, ogl.}
proc glTexCoord3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glTexCoord3f*(s: GLfloat, t: GLfloat, r: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord3i*(s: GLint, t: GLint, r: GLint){.stdcall, importc, ogl.}
proc glTexCoord3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glTexCoord3s*(s: GLshort, t: GLshort, r: GLshort){.stdcall, importc, ogl.}
proc glTexCoord3sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glTexCoord4d*(s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble){.stdcall, importc, ogl.}
proc glTexCoord4dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glTexCoord4f*(s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord4fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord4i*(s: GLint, t: GLint, r: GLint, q: GLint){.stdcall, importc, ogl.}
proc glTexCoord4iv*(v: PGLint){.stdcall, importc, ogl.}
proc glTexCoord4s*(s: GLshort, t: GLshort, r: GLshort, q: GLshort){.stdcall, importc, ogl.}
proc glTexCoord4sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glTexCoordPointer*(size: GLint, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glTexEnvf*(target: GLenum, pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glTexEnvfv*(target: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glTexEnvi*(target: GLenum, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glTexEnviv*(target: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glTexGend*(coord: GLenum, pname: GLenum, param: GLdouble){.stdcall, importc, ogl.}
proc glTexGendv*(coord: GLenum, pname: GLenum, params: PGLdouble){.stdcall, importc, ogl.}
proc glTexGenf*(coord: GLenum, pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glTexGenfv*(coord: GLenum, pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glTexGeni*(coord: GLenum, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glTexGeniv*(coord: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glTranslated*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glTranslatef*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glVertex2d*(x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertex2dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glVertex2f*(x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glVertex2fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glVertex2i*(x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glVertex2iv*(v: PGLint){.stdcall, importc, ogl.}
proc glVertex2s*(x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glVertex2sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glVertex3d*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glVertex3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glVertex3f*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glVertex3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glVertex3i*(x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glVertex3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glVertex3s*(x: GLshort, y: GLshort, z: GLshort){.stdcall, importc, ogl.}
proc glVertex3sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glVertex4d*(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble){.stdcall, importc, ogl.}
proc glVertex4dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glVertex4f*(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glVertex4fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glVertex4i*(x: GLint, y: GLint, z: GLint, w: GLint){.stdcall, importc, ogl.}
proc glVertex4iv*(v: PGLint){.stdcall, importc, ogl.}
proc glVertex4s*(x: GLshort, y: GLshort, z: GLshort, w: GLshort){.stdcall, importc, ogl.}
proc glVertex4sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glVertexPointer*(size: GLint, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_VERSION_1_2
proc glBlendColor*(red: GLclampf, green: GLclampf, blue: GLclampf,
alpha: GLclampf){.stdcall, importc, ogl.}
proc glBlendEquation*(mode: GLenum){.stdcall, importc, ogl.}
proc glDrawRangeElements*(mode: GLenum, start: GLuint, ending: GLuint,
count: GLsizei, typ: GLenum, indices: PGLvoid){.
stdcall, importc, ogl.}
proc glTexImage3D*(target: GLenum, level: GLint, internalformat: GLint,
width: GLsizei, height: GLsizei, depth: GLsizei,
border: GLint, format: GLenum, typ: GLenum, pixels: PGLvoid){.
stdcall, importc, ogl.}
proc glTexSubImage3D*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint, width: GLsizei,
height: GLsizei, depth: GLsizei, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glCopyTexSubImage3D*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint, x: GLint, y: GLint,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glColorTable*(target: GLenum, internalformat: GLenum, width: GLsizei,
format: GLenum, typ: GLenum, table: PGLvoid){.stdcall, importc, ogl.}
proc glColorTableParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glColorTableParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glCopyColorTable*(target: GLenum, internalformat: GLenum, x: GLint,
y: GLint, width: GLsizei){.stdcall, importc, ogl.}
proc glGetColorTable*(target: GLenum, format: GLenum, typ: GLenum,
table: PGLvoid){.stdcall, importc, ogl.}
proc glGetColorTableParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetColorTableParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glColorSubTable*(target: GLenum, start: GLsizei, count: GLsizei,
format: GLenum, typ: GLenum, data: PGLvoid){.stdcall, importc, ogl.}
proc glCopyColorSubTable*(target: GLenum, start: GLsizei, x: GLint, y: GLint,
width: GLsizei){.stdcall, importc, ogl.}
proc glConvolutionFilter1D*(target: GLenum, internalformat: GLenum,
width: GLsizei, format: GLenum, typ: GLenum,
image: PGLvoid){.stdcall, importc, ogl.}
proc glConvolutionFilter2D*(target: GLenum, internalformat: GLenum,
width: GLsizei, height: GLsizei, format: GLenum,
typ: GLenum, image: PGLvoid){.stdcall, importc, ogl.}
proc glConvolutionParameterf*(target: GLenum, pname: GLenum, params: GLfloat){.
stdcall, importc, ogl.}
proc glConvolutionParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glConvolutionParameteri*(target: GLenum, pname: GLenum, params: GLint){.
stdcall, importc, ogl.}
proc glConvolutionParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glCopyConvolutionFilter1D*(target: GLenum, internalformat: GLenum,
x: GLint, y: GLint, width: GLsizei){.stdcall, importc, ogl.}
proc glCopyConvolutionFilter2D*(target: GLenum, internalformat: GLenum,
x: GLint, y: GLint, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glGetConvolutionFilter*(target: GLenum, format: GLenum, typ: GLenum,
image: PGLvoid){.stdcall, importc, ogl.}
proc glGetConvolutionParameterfv*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetConvolutionParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetSeparableFilter*(target: GLenum, format: GLenum, typ: GLenum,
row: PGLvoid, column: PGLvoid, span: PGLvoid){.
stdcall, importc, ogl.}
proc glSeparableFilter2D*(target: GLenum, internalformat: GLenum,
width: GLsizei, height: GLsizei, format: GLenum,
typ: GLenum, row: PGLvoid, column: PGLvoid){.stdcall, importc, ogl.}
proc glGetHistogram*(target: GLenum, reset: GLboolean, format: GLenum,
typ: GLenum, values: PGLvoid){.stdcall, importc, ogl.}
proc glGetHistogramParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetHistogramParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetMinmax*(target: GLenum, reset: GLboolean, format: GLenum, typ: GLenum,
values: PGLvoid){.stdcall, importc, ogl.}
proc glGetMinmaxParameterfv*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetMinmaxParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glHistogram*(target: GLenum, width: GLsizei, internalformat: GLenum,
sink: GLboolean){.stdcall, importc, ogl.}
proc glMinmax*(target: GLenum, internalformat: GLenum, sink: GLboolean){.stdcall, importc, ogl.}
proc glResetHistogram*(target: GLenum){.stdcall, importc, ogl.}
proc glResetMinmax*(target: GLenum){.stdcall, importc, ogl.}
# GL_VERSION_1_3
proc glActiveTexture*(texture: GLenum){.stdcall, importc, ogl.}
proc glSampleCoverage*(value: GLclampf, invert: GLboolean){.stdcall, importc, ogl.}
proc glCompressedTexImage3D*(target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, depth: GLsizei, border: GLint,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexImage2D*(target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, border: GLint, imageSize: GLsizei,
data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexImage1D*(target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
border: GLint, imageSize: GLsizei, data: PGLvoid){.
stdcall, importc, ogl.}
proc glCompressedTexSubImage3D*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint, width: GLsizei,
height: GLsizei, depth: GLsizei, format: GLenum,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexSubImage2D*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, width: GLsizei, height: GLsizei,
format: GLenum, imageSize: GLsizei,
data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexSubImage1D*(target: GLenum, level: GLint, xoffset: GLint,
width: GLsizei, format: GLenum,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glGetCompressedTexImage*(target: GLenum, level: GLint, img: PGLvoid){.
stdcall, importc, ogl.}
proc glClientActiveTexture*(texture: GLenum){.stdcall, importc, ogl.}
proc glMultiTexCoord1d*(target: GLenum, s: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord1dv*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord1f*(target: GLenum, s: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord1fv*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord1i*(target: GLenum, s: GLint){.stdcall, importc, ogl.}
proc glMultiTexCoord1iv*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord1s*(target: GLenum, s: GLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord1sv*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord2d*(target: GLenum, s: GLdouble, t: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord2dv*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord2f*(target: GLenum, s: GLfloat, t: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord2fv*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord2i*(target: GLenum, s: GLint, t: GLint){.stdcall, importc, ogl.}
proc glMultiTexCoord2iv*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord2s*(target: GLenum, s: GLshort, t: GLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord2sv*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord3d*(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble){.
stdcall, importc, ogl.}
proc glMultiTexCoord3dv*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord3f*(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat){.
stdcall, importc, ogl.}
proc glMultiTexCoord3fv*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord3i*(target: GLenum, s: GLint, t: GLint, r: GLint){.stdcall, importc, ogl.}
proc glMultiTexCoord3iv*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord3s*(target: GLenum, s: GLshort, t: GLshort, r: GLshort){.
stdcall, importc, ogl.}
proc glMultiTexCoord3sv*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord4d*(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble,
q: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord4dv*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord4f*(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat,
q: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord4fv*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord4i*(target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint){.
stdcall, importc, ogl.}
proc glMultiTexCoord4iv*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord4s*(target: GLenum, s: GLshort, t: GLshort, r: GLshort,
q: GLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord4sv*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glLoadTransposeMatrixf*(m: PGLfloat){.stdcall, importc, ogl.}
proc glLoadTransposeMatrixd*(m: PGLdouble){.stdcall, importc, ogl.}
proc glMultTransposeMatrixf*(m: PGLfloat){.stdcall, importc, ogl.}
proc glMultTransposeMatrixd*(m: PGLdouble){.stdcall, importc, ogl.}
# GL_VERSION_1_4
proc glBlendFuncSeparate*(sfactorRGB: GLenum, dfactorRGB: GLenum,
sfactorAlpha: GLenum, dfactorAlpha: GLenum){.stdcall, importc, ogl.}
proc glMultiDrawArrays*(mode: GLenum, first: PGLint, count: PGLsizei,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glMultiDrawElements*(mode: GLenum, count: PGLsizei, typ: GLenum,
indices: PGLvoid, primcount: GLsizei){.stdcall, importc, ogl.}
proc glPointParameterf*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPointParameterfv*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glPointParameteri*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glPointParameteriv*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glFogCoordf*(coord: GLfloat){.stdcall, importc, ogl.}
proc glFogCoordfv*(coord: PGLfloat){.stdcall, importc, ogl.}
proc glFogCoordd*(coord: GLdouble){.stdcall, importc, ogl.}
proc glFogCoorddv*(coord: PGLdouble){.stdcall, importc, ogl.}
proc glFogCoordPointer*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glSecondaryColor3b*(red: GLbyte, green: GLbyte, blue: GLbyte){.stdcall, importc, ogl.}
proc glSecondaryColor3bv*(v: PGLbyte){.stdcall, importc, ogl.}
proc glSecondaryColor3d*(red: GLdouble, green: GLdouble, blue: GLdouble){.
stdcall, importc, ogl.}
proc glSecondaryColor3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glSecondaryColor3f*(red: GLfloat, green: GLfloat, blue: GLfloat){.stdcall, importc, ogl.}
proc glSecondaryColor3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glSecondaryColor3i*(red: GLint, green: GLint, blue: GLint){.stdcall, importc, ogl.}
proc glSecondaryColor3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glSecondaryColor3s*(red: GLshort, green: GLshort, blue: GLshort){.stdcall, importc, ogl.}
proc glSecondaryColor3sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glSecondaryColor3ub*(red: GLubyte, green: GLubyte, blue: GLubyte){.stdcall, importc, ogl.}
proc glSecondaryColor3ubv*(v: PGLubyte){.stdcall, importc, ogl.}
proc glSecondaryColor3ui*(red: GLuint, green: GLuint, blue: GLuint){.stdcall, importc, ogl.}
proc glSecondaryColor3uiv*(v: PGLuint){.stdcall, importc, ogl.}
proc glSecondaryColor3us*(red: GLushort, green: GLushort, blue: GLushort){.
stdcall, importc, ogl.}
proc glSecondaryColor3usv*(v: PGLushort){.stdcall, importc, ogl.}
proc glSecondaryColorPointer*(size: GLint, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glWindowPos2d*(x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glWindowPos2dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos2f*(x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos2fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos2i*(x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glWindowPos2iv*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos2s*(x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glWindowPos2sv*(v: PGLshort){.stdcall, importc, ogl.}
proc glWindowPos3d*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glWindowPos3dv*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos3f*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos3fv*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos3i*(x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glWindowPos3iv*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos3s*(x: GLshort, y: GLshort, z: GLshort){.stdcall, importc, ogl.}
proc glWindowPos3sv*(v: PGLshort){.stdcall, importc, ogl.}
# GL_VERSION_1_5
proc glGenQueries*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glDeleteQueries*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glIsQuery*(id: GLuint): bool{.stdcall, importc, ogl.}
proc glBeginQuery*(target: GLenum, id: GLuint){.stdcall, importc, ogl.}
proc glEndQuery*(target: GLenum){.stdcall, importc, ogl.}
proc glGetQueryiv*(target, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetQueryObjectiv*(id: GLuint, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetQueryObjectuiv*(id: GLuint, pname: GLenum, params: PGLuint){.stdcall, importc, ogl.}
proc glBindBuffer*(target: GLenum, buffer: GLuint){.stdcall, importc, ogl.}
proc glDeleteBuffers*(n: GLsizei, buffers: PGLuint){.stdcall, importc, ogl.}
proc glGenBuffers*(n: GLsizei, buffers: PGLuint){.stdcall, importc, ogl.}
proc glIsBuffer*(buffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBufferData*(target: GLenum, size: GLsizeiptr, data: PGLvoid,
usage: GLenum){.stdcall, importc, ogl.}
proc glBufferSubData*(target: GLenum, offset: GLintptr, size: GLsizeiptr,
data: PGLvoid){.stdcall, importc, ogl.}
proc glGetBufferSubData*(target: GLenum, offset: GLintptr, size: GLsizeiptr,
data: PGLvoid){.stdcall, importc, ogl.}
proc glMapBuffer*(target: GLenum, access: GLenum): PGLvoid{.stdcall, importc, ogl.}
proc glUnmapBuffer*(target: GLenum): GLboolean{.stdcall, importc, ogl.}
proc glGetBufferParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetBufferPointerv*(target: GLenum, pname: GLenum, params: PGLvoid){.
stdcall, importc, ogl.}
# GL_VERSION_2_0
proc glBlendEquationSeparate*(modeRGB: GLenum, modeAlpha: GLenum){.stdcall, importc, ogl.}
proc glDrawBuffers*(n: GLsizei, bufs: PGLenum){.stdcall, importc, ogl.}
proc glStencilOpSeparate*(face: GLenum, sfail: GLenum, dpfail: GLenum,
dppass: GLenum){.stdcall, importc, ogl.}
proc glStencilFuncSeparate*(face: GLenum, func: GLenum, theRef: GLint, mask: GLuint){.
stdcall, importc, ogl.}
proc glStencilMaskSeparate*(face: GLenum, mask: GLuint){.stdcall, importc, ogl.}
proc glAttachShader*(programObj, shaderObj: GLhandle){.stdcall, importc, ogl.}
proc glBindAttribLocation*(programObj: GLhandle, index: GLuint, name: PGLChar){.
stdcall, importc, ogl.}
proc glCompileShader*(shaderObj: GLhandle){.stdcall, importc, ogl.}
proc glCreateProgram*(): GLhandle{.stdcall, importc, ogl.}
proc glCreateShader*(shaderType: GLenum): GLhandle{.stdcall, importc, ogl.}
proc glDeleteProgram*(programObj: GLhandle){.stdcall, importc, ogl.}
proc glDeleteShader*(shaderObj: GLhandle){.stdcall, importc, ogl.}
proc glDetachShader*(programObj, shaderObj: GLhandle){.stdcall, importc, ogl.}
proc glDisableVertexAttribArray*(index: GLuint){.stdcall, importc, ogl.}
proc glEnableVertexAttribArray*(index: GLuint){.stdcall, importc, ogl.}
proc glGetActiveAttrib*(programObj: GLhandle, index: GLuint, maxlength: GLsizei,
len: var GLint, size: var GLint, typ: var GLenum,
name: PGLChar){.stdcall, importc, ogl.}
proc glGetActiveUniform*(programObj: GLhandle, index: GLuint,
maxLength: GLsizei, len: var GLsizei, size: var GLint,
typ: var GLenum, name: PGLChar){.stdcall, importc, ogl.}
proc glGetAttachedShaders*(programObj: GLhandle, MaxCount: GLsizei,
Count: var GLint, shaders: PGLuint){.stdcall, importc, ogl.}
proc glGetAttribLocation*(programObj: GLhandle, char: PGLChar): glint{.stdcall, importc, ogl.}
proc glGetProgramiv*(programObj: GLhandle, pname: GLenum, params: PGLInt){.
stdcall, importc, ogl.}
proc glGetProgramInfoLog*(programObj: GLHandle, maxLength: glsizei,
len: var GLint, infoLog: PGLChar){.stdcall, importc, ogl.}
proc glGetShaderiv*(shaderObj: GLhandle, pname: GLenum, params: PGLInt){.stdcall, importc, ogl.}
proc glGetShaderInfoLog*(shaderObj: GLHandle, maxLength: glsizei,
len: var glint, infoLog: PGLChar){.stdcall, importc, ogl.}
proc glGetShaderSource*(shaderObj: GLhandle, maxlength: GLsizei,
len: var GLsizei, source: PGLChar){.stdcall, importc, ogl.}
proc glGetUniformLocation*(programObj: GLhandle, char: PGLChar): glint{.stdcall, importc, ogl.}
proc glGetUniformfv*(programObj: GLhandle, location: GLint, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetUniformiv*(programObj: GLhandle, location: GLint, params: PGLInt){.
stdcall, importc, ogl.}
proc glGetVertexAttribfv*(index: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetVertexAttribiv*(index: GLuint, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetVertexAttribPointerv*(index: GLuint, pname: GLenum, pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glIsProgram*(programObj: GLhandle): GLboolean{.stdcall, importc, ogl.}
proc glIsShader*(shaderObj: GLhandle): GLboolean{.stdcall, importc, ogl.}
proc glLinkProgram*(programObj: GLHandle){.stdcall, importc, ogl.}
proc glShaderSource*(shaderObj: GLHandle, count: glsizei, string: cstringArray,
lengths: pglint){.stdcall, importc, ogl.}
proc glUseProgram*(programObj: GLhandle){.stdcall, importc, ogl.}
proc glUniform1f*(location: GLint, v0: GLfloat){.stdcall, importc, ogl.}
proc glUniform2f*(location: GLint, v0, v1: GLfloat){.stdcall, importc, ogl.}
proc glUniform3f*(location: GLint, v0, v1, v2: GLfloat){.stdcall, importc, ogl.}
proc glUniform4f*(location: GLint, v0, v1, v2, v3: GLfloat){.stdcall, importc, ogl.}
proc glUniform1i*(location: GLint, v0: GLint){.stdcall, importc, ogl.}
proc glUniform2i*(location: GLint, v0, v1: GLint){.stdcall, importc, ogl.}
proc glUniform3i*(location: GLint, v0, v1, v2: GLint){.stdcall, importc, ogl.}
proc glUniform4i*(location: GLint, v0, v1, v2, v3: GLint){.stdcall, importc, ogl.}
proc glUniform1fv*(location: GLint, count: GLsizei, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniform2fv*(location: GLint, count: GLsizei, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniform3fv*(location: GLint, count: GLsizei, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniform4fv*(location: GLint, count: GLsizei, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniform1iv*(location: GLint, count: GLsizei, value: PGLint){.stdcall, importc, ogl.}
proc glUniform2iv*(location: GLint, count: GLsizei, value: PGLint){.stdcall, importc, ogl.}
proc glUniform3iv*(location: GLint, count: GLsizei, value: PGLint){.stdcall, importc, ogl.}
proc glUniform4iv*(location: GLint, count: GLsizei, value: PGLint){.stdcall, importc, ogl.}
proc glUniformMatrix2fv*(location: GLint, count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix3fv*(location: GLint, count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix4fv*(location: GLint, count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glValidateProgram*(programObj: GLhandle){.stdcall, importc, ogl.}
proc glVertexAttrib1d*(index: GLuint, x: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib1dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib1f*(index: GLuint, x: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib1fv*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib1s*(index: GLuint, x: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib1sv*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib2d*(index: GLuint, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib2dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib2f*(index: GLuint, x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib2fv*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib2s*(index: GLuint, x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib2sv*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib3d*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glVertexAttrib3dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib3f*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glVertexAttrib3fv*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib3s*(index: GLuint, x: GLshort, y: GLshort, z: GLshort){.
stdcall, importc, ogl.}
proc glVertexAttrib3sv*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4Nbv*(index: GLuint, v: PGLbyte){.stdcall, importc, ogl.}
proc glVertexAttrib4Niv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttrib4Nsv*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4Nub*(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte,
w: GLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4Nubv*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4Nuiv*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttrib4Nusv*(index: GLuint, v: PGLushort){.stdcall, importc, ogl.}
proc glVertexAttrib4bv*(index: GLuint, v: PGLbyte){.stdcall, importc, ogl.}
proc glVertexAttrib4d*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib4dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib4f*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat,
w: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib4fv*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib4iv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttrib4s*(index: GLuint, x: GLshort, y: GLshort, z: GLshort,
w: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4sv*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4ubv*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4uiv*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttrib4usv*(index: GLuint, v: PGLushort){.stdcall, importc, ogl.}
proc glVertexAttribPointer*(index: GLuint, size: GLint, typ: GLenum,
normalized: GLboolean, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_VERSION_2_1
proc glUniformMatrix2x3fv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix3x2fv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix2x4fv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix4x2fv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix3x4fv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glUniformMatrix4x3fv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
# GL_VERSION_3_0
# OpenGL 3.0 also reuses entry points from these extensions:
# ARB_framebuffer_object
# ARB_map_buffer_range
# ARB_vertex_array_object
proc glColorMaski*(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean,
a: GLboolean){.stdcall, importc, ogl.}
proc glGetBooleani_v*(target: GLenum, index: GLuint, data: PGLboolean){.stdcall, importc, ogl.}
proc glGetIntegeri_v*(target: GLenum, index: GLuint, data: PGLint){.stdcall, importc, ogl.}
proc glEnablei*(target: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glDisablei*(target: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glIsEnabledi*(target: GLenum, index: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBeginTransformFeedback*(primitiveMode: GLenum){.stdcall, importc, ogl.}
proc glEndTransformFeedback*(){.stdcall, importc, ogl.}
proc glBindBufferRange*(target: GLenum, index: GLuint, buffer: GLuint,
offset: GLintptr, size: GLsizeiptr){.stdcall, importc, ogl.}
proc glBindBufferBase*(target: GLenum, index: GLuint, buffer: GLuint){.stdcall, importc, ogl.}
proc glTransformFeedbackVaryings*(prog: GLuint, count: GLsizei,
varyings: cstringArray, bufferMode: GLenum){.
stdcall, importc, ogl.}
proc glGetTransformFeedbackVarying*(prog: GLuint, index: GLuint,
bufSize: GLsizei, len: PGLsizei,
size: PGLsizei, typ: PGLsizei, name: PGLchar){.
stdcall, importc, ogl.}
proc glClampColor*(targe: GLenum, clamp: GLenum){.stdcall, importc, ogl.}
proc glBeginConditionalRender*(id: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glEndConditionalRender*(){.stdcall, importc, ogl.}
proc glVertexAttribIPointer*(index: GLuint, size: GLint, typ: GLenum,
stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glGetVertexAttribIiv*(index: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetVertexAttribIuiv*(index: GLuint, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
proc glVertexAttribI1i*(index: GLuint, x: GLint){.stdcall, importc, ogl.}
proc glVertexAttribI2i*(index: GLuint, x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glVertexAttribI3i*(index: GLuint, x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glVertexAttribI4i*(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint){.
stdcall, importc, ogl.}
proc glVertexAttribI1ui*(index: GLuint, x: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribI2ui*(index: GLuint, x: GLuint, y: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribI3ui*(index: GLuint, x: GLuint, y: GLuint, z: GLuint){.
stdcall, importc, ogl.}
proc glVertexAttribI4ui*(index: GLuint, x: GLuint, y: GLuint, z: GLuint,
w: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribI1iv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI2iv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI3iv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI4iv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI1uiv*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI2uiv*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI3uiv*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI4uiv*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI4bv*(index: GLuint, v: PGLbyte){.stdcall, importc, ogl.}
proc glVertexAttribI4sv*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttribI4ubv*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttribI4usv*(index: GLuint, v: PGLushort){.stdcall, importc, ogl.}
proc glGetUniformuiv*(prog: GLuint, location: GLint, params: PGLuint){.stdcall, importc, ogl.}
proc glBindFragDataLocation*(prog: GLuint, color: GLuint, name: PGLChar){.
stdcall, importc, ogl.}
proc glGetFragDataLocation*(prog: GLuint, name: PGLChar): GLint{.stdcall, importc, ogl.}
proc glUniform1ui*(location: GLint, v0: GLuint){.stdcall, importc, ogl.}
proc glUniform2ui*(location: GLint, v0: GLuint, v1: GLuint){.stdcall, importc, ogl.}
proc glUniform3ui*(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint){.stdcall, importc, ogl.}
proc glUniform4ui*(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint,
v3: GLuint){.stdcall, importc, ogl.}
proc glUniform1uiv*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glUniform2uiv*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glUniform3uiv*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glUniform4uiv*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glTexParameterIiv*(target: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glTexParameterIuiv*(target: GLenum, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
proc glGetTexParameterIiv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetTexParameterIuiv*(target: GLenum, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
proc glClearBufferiv*(buffer: GLenum, drawbuffer: GLint, value: PGLint){.stdcall, importc, ogl.}
proc glClearBufferuiv*(buffer: GLenum, drawbuffer: GLint, value: PGLuint){.
stdcall, importc, ogl.}
proc glClearBufferfv*(buffer: GLenum, drawbuffer: GLint, value: PGLfloat){.
stdcall, importc, ogl.}
proc glClearBufferfi*(buffer: GLenum, drawbuffer: GLint, depth: GLfloat,
stencil: GLint){.stdcall, importc, ogl.}
proc glGetStringi*(name: GLenum, index: GLuint): PGLubyte{.stdcall, importc, ogl.}
# GL_VERSION_3_1
# OpenGL 3.1 also reuses entry points from these extensions:
# ARB_copy_buffer
# ARB_uniform_buffer_object
proc glDrawArraysInstanced*(mode: GLenum, first: GLint, count: GLsizei,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glDrawElementsInstanced*(mode: GLenum, count: GLsizei, typ: GLenum,
indices: PGLvoid, primcount: GLsizei){.stdcall, importc, ogl.}
proc glTexBuffer*(target: GLenum, internalformat: GLenum, buffer: GLuint){.
stdcall, importc, ogl.}
proc glPrimitiveRestartIndex*(index: GLuint){.stdcall, importc, ogl.}
# GL_VERSION_3_2
# OpenGL 3.2 also reuses entry points from these extensions:
# ARB_draw_elements_base_vertex
# ARB_provoking_vertex
# ARB_sync
# ARB_texture_multisample
proc glGetInteger64i_v*(target: GLenum, index: GLuint, data: PGLint64){.stdcall, importc, ogl.}
proc glGetBufferParameteri64v*(target: GLenum, pname: GLenum, params: PGLint64){.
stdcall, importc, ogl.}
proc glFramebufferTexture*(target: GLenum, attachment: GLenum, texture: GLuint,
level: GLint){.stdcall, importc, ogl.}
#procedure glFramebufferTextureFace(target: GLenum; attachment: GLenum; texture: GLuint; level: GLint; face: GLenum); stdcall, importc, ogl;
# GL_VERSION_3_3
# OpenGL 3.3 also reuses entry points from these extensions:
# ARB_blend_func_extended
# ARB_sampler_objects
# ARB_explicit_attrib_location, but it has none
# ARB_occlusion_query2 (no entry points)
# ARB_shader_bit_encoding (no entry points)
# ARB_texture_rgb10_a2ui (no entry points)
# ARB_texture_swizzle (no entry points)
# ARB_timer_query
# ARB_vertextyp_2_10_10_10_rev
proc glVertexAttribDivisor*(index: GLuint, divisor: GLuint){.stdcall, importc, ogl.}
# GL_VERSION_4_0
# OpenGL 4.0 also reuses entry points from these extensions:
# ARB_texture_query_lod (no entry points)
# ARB_draw_indirect
# ARB_gpu_shader5 (no entry points)
# ARB_gpu_shader_fp64
# ARB_shader_subroutine
# ARB_tessellation_shader
# ARB_texture_buffer_object_rgb32 (no entry points)
# ARB_texture_cube_map_array (no entry points)
# ARB_texture_gather (no entry points)
# ARB_transform_feedback2
# ARB_transform_feedback3
proc glMinSampleShading*(value: GLclampf){.stdcall, importc, ogl.}
proc glBlendEquationi*(buf: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glBlendEquationSeparatei*(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum){.
stdcall, importc, ogl.}
proc glBlendFunci*(buf: GLuint, src: GLenum, dst: GLenum){.stdcall, importc, ogl.}
proc glBlendFuncSeparatei*(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum,
srcAlpha: GLenum, dstAlpha: GLenum){.stdcall, importc, ogl.}
# GL_VERSION_4_1
# OpenGL 4.1 also reuses entry points from these extensions:
# ARB_ES2_compatibility
# ARB_get_program_binary
# ARB_separate_shader_objects
# ARB_shader_precision (no entry points)
# ARB_vertex_attrib_64bit
# ARB_viewport_array
# GL_3DFX_tbuffer
proc glTbufferMask3DFX*(mask: GLuint){.stdcall, importc, ogl.}
# GL_APPLE_element_array
proc glElementPointerAPPLE*(typ: GLenum, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glDrawElementArrayAPPLE*(mode: GLenum, first: GLint, count: GLsizei){.
stdcall, importc, ogl.}
proc glDrawRangeElementArrayAPPLE*(mode: GLenum, start: GLuint, ending: GLuint,
first: GLint, count: GLsizei){.stdcall, importc, ogl.}
proc glMultiDrawElementArrayAPPLE*(mode: GLenum, first: PGLint, count: PGLsizei,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glMultiDrawRangeElementArrayAPPLE*(mode: GLenum, start: GLuint,
ending: GLuint, first: PGLint,
count: PGLsizei, primcount: GLsizei){.
stdcall, importc, ogl.}
# GL_APPLE_fence
proc glGenFencesAPPLE*(n: GLsizei, fences: PGLuint){.stdcall, importc, ogl.}
proc glDeleteFencesAPPLE*(n: GLsizei, fences: PGLuint){.stdcall, importc, ogl.}
proc glSetFenceAPPLE*(fence: GLuint){.stdcall, importc, ogl.}
proc glIsFenceAPPLE*(fence: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glTestFenceAPPLE*(fence: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glFinishFenceAPPLE*(fence: GLuint){.stdcall, importc, ogl.}
proc glTestObjectAPPLE*(obj: GLenum, name: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glFinishObjectAPPLE*(obj: GLenum, name: GLint){.stdcall, importc, ogl.}
# GL_APPLE_vertex_array_object
proc glBindVertexArrayAPPLE*(arr: GLuint){.stdcall, importc, ogl.}
proc glDeleteVertexArraysAPPLE*(n: GLsizei, arrays: PGLuint){.stdcall, importc, ogl.}
proc glGenVertexArraysAPPLE*(n: GLsizei, arrays: PGLuint){.stdcall, importc, ogl.}
proc glIsVertexArrayAPPLE*(arr: GLuint): GLboolean{.stdcall, importc, ogl.}
# GL_APPLE_vertex_array_range
proc glVertexArrayRangeAPPLE*(len: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glFlushVertexArrayRangeAPPLE*(len: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glVertexArrayParameteriAPPLE*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
# GL_APPLE_texture_range
proc glTextureRangeAPPLE*(target: GLenum, len: GLsizei, Pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glGetTexParameterPointervAPPLE*(target: GLenum, pname: GLenum,
params: PPGLvoid){.stdcall, importc, ogl.}
# GL_APPLE_vertex_program_evaluators
proc glEnableVertexAttribAPPLE*(index: GLuint, pname: GLenum){.stdcall, importc, ogl.}
proc glDisableVertexAttribAPPLE*(index: GLuint, pname: GLenum){.stdcall, importc, ogl.}
proc glIsVertexAttribEnabledAPPLE*(index: GLuint, pname: GLenum): GLboolean{.
stdcall, importc, ogl.}
proc glMapVertexAttrib1dAPPLE*(index: GLuint, size: GLuint, u1: GLdouble,
u2: GLdouble, stride: GLint, order: GLint,
points: PGLdouble){.stdcall, importc, ogl.}
proc glMapVertexAttrib1fAPPLE*(index: GLuint, size: GLuint, u1: GLfloat,
u2: GLfloat, stride: GLint, order: GLint,
points: PGLfloat){.stdcall, importc, ogl.}
proc glMapVertexAttrib2dAPPLE*(index: GLuint, size: GLuint, u1: GLdouble,
u2: GLdouble, ustride: GLint, uorder: GLint,
v1: GLdouble, v2: GLdouble, vstride: GLint,
vorder: GLint, points: PGLdouble){.stdcall, importc, ogl.}
proc glMapVertexAttrib2fAPPLE*(index: GLuint, size: GLuint, u1: GLfloat,
u2: GLfloat, ustride: GLint, order: GLint,
v1: GLfloat, v2: GLfloat, vstride: GLint,
vorder: GLint, points: GLfloat){.stdcall, importc, ogl.}
# GL_APPLE_object_purgeable
proc glObjectPurgeableAPPLE*(objectType: GLenum, name: GLuint, option: GLenum): GLenum{.
stdcall, importc, ogl.}
proc glObjectUnpurgeableAPPLE*(objectType: GLenum, name: GLuint, option: GLenum): GLenum{.
stdcall, importc, ogl.}
proc glGetObjectParameterivAPPLE*(objectType: GLenum, name: GLuint,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
# GL_ARB_matrix_palette
proc glCurrentPaletteMatrixARB*(index: GLint){.stdcall, importc, ogl.}
proc glMatrixIndexubvARB*(size: GLint, indices: PGLubyte){.stdcall, importc, ogl.}
proc glMatrixIndexusvARB*(size: GLint, indices: PGLushort){.stdcall, importc, ogl.}
proc glMatrixIndexuivARB*(size: GLint, indices: PGLuint){.stdcall, importc, ogl.}
proc glMatrixIndexPointerARB*(size: GLint, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_ARB_multisample
proc glSampleCoverageARB*(value: GLclampf, invert: GLboolean){.stdcall, importc, ogl.}
# GL_ARB_multitexture
proc glActiveTextureARB*(texture: GLenum){.stdcall, importc, ogl.}
proc glClientActiveTextureARB*(texture: GLenum){.stdcall, importc, ogl.}
proc glMultiTexCoord1dARB*(target: GLenum, s: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord1dvARB*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord1fARB*(target: GLenum, s: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord1fvARB*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord1iARB*(target: GLenum, s: GLint){.stdcall, importc, ogl.}
proc glMultiTexCoord1ivARB*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord1sARB*(target: GLenum, s: GLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord1svARB*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord2dARB*(target: GLenum, s: GLdouble, t: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord2dvARB*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord2fARB*(target: GLenum, s: GLfloat, t: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord2fvARB*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord2iARB*(target: GLenum, s: GLint, t: GLint){.stdcall, importc, ogl.}
proc glMultiTexCoord2ivARB*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord2sARB*(target: GLenum, s: GLshort, t: GLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord2svARB*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord3dARB*(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble){.
stdcall, importc, ogl.}
proc glMultiTexCoord3dvARB*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord3fARB*(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat){.
stdcall, importc, ogl.}
proc glMultiTexCoord3fvARB*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord3iARB*(target: GLenum, s: GLint, t: GLint, r: GLint){.
stdcall, importc, ogl.}
proc glMultiTexCoord3ivARB*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord3sARB*(target: GLenum, s: GLshort, t: GLshort, r: GLshort){.
stdcall, importc, ogl.}
proc glMultiTexCoord3svARB*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord4dARB*(target: GLenum, s: GLdouble, t: GLdouble,
r: GLdouble, q: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord4dvARB*(target: GLenum, v: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexCoord4fARB*(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat,
q: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord4fvARB*(target: GLenum, v: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexCoord4iARB*(target: GLenum, s: GLint, t: GLint, r: GLint,
q: GLint){.stdcall, importc, ogl.}
proc glMultiTexCoord4ivARB*(target: GLenum, v: PGLint){.stdcall, importc, ogl.}
proc glMultiTexCoord4sARB*(target: GLenum, s: GLshort, t: GLshort, r: GLshort,
q: GLshort){.stdcall, importc, ogl.}
proc glMultiTexCoord4svARB*(target: GLenum, v: PGLshort){.stdcall, importc, ogl.}
# GL_ARB_point_parameters
proc glPointParameterfARB*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPointParameterfvARB*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
# GL_ARB_texture_compression
proc glCompressedTexImage3DARB*(target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, depth: GLsizei, border: GLint,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexImage2DARB*(target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, border: GLint,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexImage1DARB*(target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
border: GLint, imageSize: GLsizei, data: PGLvoid){.
stdcall, importc, ogl.}
proc glCompressedTexSubImage3DARB*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint,
width: GLsizei, height: GLsizei,
depth: GLsizei, format: GLenum,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexSubImage2DARB*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, width: GLsizei,
height: GLsizei, format: GLenum,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTexSubImage1DARB*(target: GLenum, level: GLint, xoffset: GLint,
width: GLsizei, format: GLenum,
imageSize: GLsizei, data: PGLvoid){.stdcall, importc, ogl.}
proc glGetCompressedTexImageARB*(target: GLenum, level: GLint, img: PGLvoid){.
stdcall, importc, ogl.}
# GL_ARB_transpose_matrix
proc glLoadTransposeMatrixfARB*(m: PGLfloat){.stdcall, importc, ogl.}
proc glLoadTransposeMatrixdARB*(m: PGLdouble){.stdcall, importc, ogl.}
proc glMultTransposeMatrixfARB*(m: PGLfloat){.stdcall, importc, ogl.}
proc glMultTransposeMatrixdARB*(m: PGLdouble){.stdcall, importc, ogl.}
# GL_ARB_vertex_blend
proc glWeightbvARB*(size: GLint, weights: PGLbyte){.stdcall, importc, ogl.}
proc glWeightsvARB*(size: GLint, weights: PGLshort){.stdcall, importc, ogl.}
proc glWeightivARB*(size: GLint, weights: PGLint){.stdcall, importc, ogl.}
proc glWeightfvARB*(size: GLint, weights: PGLfloat){.stdcall, importc, ogl.}
proc glWeightdvARB*(size: GLint, weights: PGLdouble){.stdcall, importc, ogl.}
proc glWeightubvARB*(size: GLint, weights: PGLubyte){.stdcall, importc, ogl.}
proc glWeightusvARB*(size: GLint, weights: PGLushort){.stdcall, importc, ogl.}
proc glWeightuivARB*(size: GLint, weights: PGLuint){.stdcall, importc, ogl.}
proc glWeightPointerARB*(size: GLint, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glVertexBlendARB*(count: GLint){.stdcall, importc, ogl.}
# GL_ARB_vertex_buffer_object
proc glBindBufferARB*(target: GLenum, buffer: GLuint){.stdcall, importc, ogl.}
proc glDeleteBuffersARB*(n: GLsizei, buffers: PGLuint){.stdcall, importc, ogl.}
proc glGenBuffersARB*(n: GLsizei, buffers: PGLuint){.stdcall, importc, ogl.}
proc glIsBufferARB*(buffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBufferDataARB*(target: GLenum, size: GLsizeiptrARB, data: PGLvoid,
usage: GLenum){.stdcall, importc, ogl.}
proc glBufferSubDataARB*(target: GLenum, offset: GLintptrARB,
size: GLsizeiptrARB, data: PGLvoid){.stdcall, importc, ogl.}
proc glGetBufferSubDataARB*(target: GLenum, offset: GLintptrARB,
size: GLsizeiptrARB, data: PGLvoid){.stdcall, importc, ogl.}
proc glMapBufferARB*(target: GLenum, access: GLenum): PGLvoid{.stdcall, importc, ogl.}
proc glUnmapBufferARB*(target: GLenum): GLboolean{.stdcall, importc, ogl.}
proc glGetBufferParameterivARB*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetBufferPointervARB*(target: GLenum, pname: GLenum, params: PGLvoid){.
stdcall, importc, ogl.}
# GL_ARB_vertex_program
proc glVertexAttrib1dARB*(index: GLuint, x: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib1dvARB*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib1fARB*(index: GLuint, x: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib1fvARB*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib1sARB*(index: GLuint, x: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib1svARB*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib2dARB*(index: GLuint, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib2dvARB*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib2fARB*(index: GLuint, x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib2fvARB*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib2sARB*(index: GLuint, x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib2svARB*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib3dARB*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glVertexAttrib3dvARB*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib3fARB*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glVertexAttrib3fvARB*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib3sARB*(index: GLuint, x: GLshort, y: GLshort, z: GLshort){.
stdcall, importc, ogl.}
proc glVertexAttrib3svARB*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4NbvARB*(index: GLuint, v: PGLbyte){.stdcall, importc, ogl.}
proc glVertexAttrib4NivARB*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttrib4NsvARB*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4NubARB*(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte,
w: GLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4NubvARB*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4NuivARB*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttrib4NusvARB*(index: GLuint, v: PGLushort){.stdcall, importc, ogl.}
proc glVertexAttrib4bvARB*(index: GLuint, v: PGLbyte){.stdcall, importc, ogl.}
proc glVertexAttrib4dARB*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib4dvARB*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib4fARB*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat,
w: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib4fvARB*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib4ivARB*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttrib4sARB*(index: GLuint, x: GLshort, y: GLshort, z: GLshort,
w: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4svARB*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4ubvARB*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4uivARB*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttrib4usvARB*(index: GLuint, v: PGLushort){.stdcall, importc, ogl.}
proc glVertexAttribPointerARB*(index: GLuint, size: GLint, typ: GLenum,
normalized: GLboolean, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glEnableVertexAttribArrayARB*(index: GLuint){.stdcall, importc, ogl.}
proc glDisableVertexAttribArrayARB*(index: GLuint){.stdcall, importc, ogl.}
proc glProgramStringARB*(target: GLenum, format: GLenum, length: GLsizei,
string: PGLvoid){.stdcall, importc, ogl.}
proc glBindProgramARB*(target: GLenum, prog: GLuint){.stdcall, importc, ogl.}
proc glDeleteProgramsARB*(n: GLsizei, programs: PGLuint){.stdcall, importc, ogl.}
proc glGenProgramsARB*(n: GLsizei, programs: PGLuint){.stdcall, importc, ogl.}
proc glProgramEnvParameter4dARB*(target: GLenum, index: GLuint, x: GLdouble,
y: GLdouble, z: GLdouble, w: GLdouble){.stdcall, importc, ogl.}
proc glProgramEnvParameter4dvARB*(target: GLenum, index: GLuint,
params: PGLdouble){.stdcall, importc, ogl.}
proc glProgramEnvParameter4fARB*(target: GLenum, index: GLuint, x: GLfloat,
y: GLfloat, z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glProgramEnvParameter4fvARB*(target: GLenum, index: GLuint,
params: PGLfloat){.stdcall, importc, ogl.}
proc glProgramLocalParameter4dARB*(target: GLenum, index: GLuint, x: GLdouble,
y: GLdouble, z: GLdouble, w: GLdouble){.
stdcall, importc, ogl.}
proc glProgramLocalParameter4dvARB*(target: GLenum, index: GLuint,
params: PGLdouble){.stdcall, importc, ogl.}
proc glProgramLocalParameter4fARB*(target: GLenum, index: GLuint, x: GLfloat,
y: GLfloat, z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glProgramLocalParameter4fvARB*(target: GLenum, index: GLuint,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetProgramEnvParameterdvARB*(target: GLenum, index: GLuint,
params: PGLdouble){.stdcall, importc, ogl.}
proc glGetProgramEnvParameterfvARB*(target: GLenum, index: GLuint,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetProgramLocalParameterdvARB*(target: GLenum, index: GLuint,
params: PGLdouble){.stdcall, importc, ogl.}
proc glGetProgramLocalParameterfvARB*(target: GLenum, index: GLuint,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetProgramivARB*(target: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetProgramStringARB*(target: GLenum, pname: GLenum, string: PGLvoid){.
stdcall, importc, ogl.}
proc glGetVertexAttribdvARB*(index: GLuint, pname: GLenum, params: PGLdouble){.
stdcall, importc, ogl.}
proc glGetVertexAttribfvARB*(index: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetVertexAttribivARB*(index: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetVertexAttribPointervARB*(index: GLuint, pname: GLenum,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glIsProgramARB*(prog: GLuint): GLboolean{.stdcall, importc, ogl.}
# GL_ARB_window_pos
proc glWindowPos2dARB*(x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glWindowPos2dvARB*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos2fARB*(x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos2fvARB*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos2iARB*(x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glWindowPos2ivARB*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos2sARB*(x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glWindowPos2svARB*(v: PGLshort){.stdcall, importc, ogl.}
proc glWindowPos3dARB*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glWindowPos3dvARB*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos3fARB*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos3fvARB*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos3iARB*(x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glWindowPos3ivARB*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos3sARB*(x: GLshort, y: GLshort, z: GLshort){.stdcall, importc, ogl.}
proc glWindowPos3svARB*(v: PGLshort){.stdcall, importc, ogl.}
# GL_ARB_draw_buffers
proc glDrawBuffersARB*(n: GLsizei, bufs: PGLenum){.stdcall, importc, ogl.}
# GL_ARB_color_buffer_float
proc glClampColorARB*(target: GLenum, clamp: GLenum){.stdcall, importc, ogl.}
# GL_ARB_vertex_shader
proc glGetActiveAttribARB*(programobj: GLhandleARB, index: GLuint,
maxLength: GLsizei, len: var GLsizei,
size: var GLint, typ: var GLenum, name: PGLcharARB){.
stdcall, importc, ogl.}
proc glGetAttribLocationARB*(programObj: GLhandleARB, char: PGLcharARB): glint{.
stdcall, importc, ogl.}
proc glBindAttribLocationARB*(programObj: GLhandleARB, index: GLuint,
name: PGLcharARB){.stdcall, importc, ogl.}
# GL_ARB_shader_objects
proc glDeleteObjectARB*(Obj: GLHandleARB){.stdcall, importc, ogl.}
proc glGetHandleARB*(pname: GlEnum): GLHandleARB{.stdcall, importc, ogl.}
proc glDetachObjectARB*(container, attached: GLHandleARB){.stdcall, importc, ogl.}
proc glCreateShaderObjectARB*(shaderType: glenum): GLHandleARB{.stdcall, importc, ogl.}
proc glShaderSourceARB*(shaderObj: GLHandleARB, count: glsizei,
string: cstringArray, lengths: pglint){.stdcall, importc, ogl.}
proc glCompileShaderARB*(shaderObj: GLHandleARB){.stdcall, importc, ogl.}
proc glCreateProgramObjectARB*(): GLHandleARB{.stdcall, importc, ogl.}
proc glAttachObjectARB*(programObj, shaderObj: GLhandleARB){.stdcall, importc, ogl.}
proc glLinkProgramARB*(programObj: GLHandleARB){.stdcall, importc, ogl.}
proc glUseProgramObjectARB*(programObj: GLHandleARB){.stdcall, importc, ogl.}
proc glValidateProgramARB*(programObj: GLhandleARB){.stdcall, importc, ogl.}
proc glUniform1fARB*(location: glint, v0: glfloat){.stdcall, importc, ogl.}
proc glUniform2fARB*(location: glint, v0, v1: glfloat){.stdcall, importc, ogl.}
proc glUniform3fARB*(location: glint, v0, v1, v2: glfloat){.stdcall, importc, ogl.}
proc glUniform4fARB*(location: glint, v0, v1, v2, v3: glfloat){.stdcall, importc, ogl.}
proc glUniform1iARB*(location: glint, v0: glint){.stdcall, importc, ogl.}
proc glUniform2iARB*(location: glint, v0, v1: glint){.stdcall, importc, ogl.}
proc glUniform3iARB*(location: glint, v0, v1, v2: glint){.stdcall, importc, ogl.}
proc glUniform4iARB*(location: glint, v0, v1, v2, v3: glint){.stdcall, importc, ogl.}
proc glUniform1fvARB*(location: glint, count: GLsizei, value: pglfloat){.stdcall, importc, ogl.}
proc glUniform2fvARB*(location: glint, count: GLsizei, value: pglfloat){.stdcall, importc, ogl.}
proc glUniform3fvARB*(location: glint, count: GLsizei, value: pglfloat){.stdcall, importc, ogl.}
proc glUniform4fvARB*(location: glint, count: GLsizei, value: pglfloat){.stdcall, importc, ogl.}
proc glUniform1ivARB*(location: glint, count: GLsizei, value: pglint){.stdcall, importc, ogl.}
proc glUniform2ivARB*(location: glint, count: GLsizei, value: pglint){.stdcall, importc, ogl.}
proc glUniform3ivARB*(location: glint, count: GLsizei, value: pglint){.stdcall, importc, ogl.}
proc glUniform4ivARB*(location: glint, count: GLsizei, value: pglint){.stdcall, importc, ogl.}
proc glUniformMatrix2fvARB*(location: glint, count: glsizei,
transpose: glboolean, value: pglfloat){.stdcall, importc, ogl.}
proc glUniformMatrix3fvARB*(location: glint, count: glsizei,
transpose: glboolean, value: pglfloat){.stdcall, importc, ogl.}
proc glUniformMatrix4fvARB*(location: glint, count: glsizei,
transpose: glboolean, value: pglfloat){.stdcall, importc, ogl.}
proc glGetObjectParameterfvARB*(Obj: GLHandleARB, pname: GLEnum,
params: PGLFloat){.stdcall, importc, ogl.}
proc glGetObjectParameterivARB*(Obj: GLHandleARB, pname: GLEnum, params: PGLInt){.
stdcall, importc, ogl.}
proc glGetInfoLogARB*(shaderObj: GLHandleARB, maxLength: glsizei,
len: var glint, infoLog: PGLcharARB){.stdcall, importc, ogl.}
proc glGetAttachedObjectsARB*(programobj: GLhandleARB, maxCount: GLsizei,
count: var GLsizei, objects: PGLhandleARB){.
stdcall, importc, ogl.}
proc glGetUniformLocationARB*(programObj: GLhandleARB, char: PGLcharARB): glint{.
stdcall, importc, ogl.}
proc glGetActiveUniformARB*(programobj: GLhandleARB, index: GLuint,
maxLength: GLsizei, len: var GLsizei,
size: var GLint, typ: var GLenum, name: PGLcharARB){.
stdcall, importc, ogl.}
proc glGetUniformfvARB*(programObj: GLhandleARB, location: GLint,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetUniformivARB*(programObj: GLhandleARB, location: GLint, params: PGLInt){.
stdcall, importc, ogl.}
proc glGetShaderSourceARB*(shader: GLhandleARB, maxLength: GLsizei,
len: var GLsizei, source: PGLcharARB){.stdcall, importc, ogl.}
# GL_ARB_Occlusion_Query
proc glGenQueriesARB*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glDeleteQueriesARB*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glIsQueryARB*(id: GLuint): bool{.stdcall, importc, ogl.}
proc glBeginQueryARB*(target: GLenum, id: GLuint){.stdcall, importc, ogl.}
proc glEndQueryARB*(target: GLenum){.stdcall, importc, ogl.}
proc glGetQueryivARB*(target, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetQueryObjectivARB*(id: GLuint, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetQueryObjectuivARB*(id: GLuint, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
# GL_ARB_draw_instanced
proc glDrawArraysInstancedARB*(mode: GLenum, first: GLint, count: GLsizei,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glDrawElementsInstancedARB*(mode: GLenum, count: GLsizei, typ: GLenum,
indices: PGLvoid, primcount: GLsizei){.stdcall, importc, ogl.}
# GL_ARB_framebuffer_object
proc glIsRenderbuffer*(renderbuffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBindRenderbuffer*(target: GLenum, renderbuffer: GLuint){.stdcall, importc, ogl.}
proc glDeleteRenderbuffers*(n: GLsizei, renderbuffers: PGLuint){.stdcall, importc, ogl.}
proc glGenRenderbuffers*(n: GLsizei, renderbuffers: PGLuint){.stdcall, importc, ogl.}
proc glRenderbufferStorage*(target: GLenum, internalformat: GLenum,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glGetRenderbufferParameteriv*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glIsFramebuffer*(framebuffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBindFramebuffer*(target: GLenum, framebuffer: GLuint){.stdcall, importc, ogl.}
proc glDeleteFramebuffers*(n: GLsizei, framebuffers: PGLuint){.stdcall, importc, ogl.}
proc glGenFramebuffers*(n: GLsizei, framebuffers: PGLuint){.stdcall, importc, ogl.}
proc glCheckFramebufferStatus*(target: GLenum): GLenum{.stdcall, importc, ogl.}
proc glFramebufferTexture1D*(target: GLenum, attachment: GLenum,
textarget: GLenum, texture: GLuint, level: GLint){.
stdcall, importc, ogl.}
proc glFramebufferTexture2D*(target: GLenum, attachment: GLenum,
textarget: GLenum, texture: GLuint, level: GLint){.
stdcall, importc, ogl.}
proc glFramebufferTexture3D*(target: GLenum, attachment: GLenum,
textarget: GLenum, texture: GLuint, level: GLint,
zoffset: GLint){.stdcall, importc, ogl.}
proc glFramebufferRenderbuffer*(target: GLenum, attachment: GLenum,
renderbuffertarget: GLenum, renderbuffer: GLuint){.
stdcall, importc, ogl.}
proc glGetFramebufferAttachmentParameteriv*(target: GLenum, attachment: GLenum,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGenerateMipmap*(target: GLenum){.stdcall, importc, ogl.}
proc glBlitFramebuffer*(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint,
dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint,
mask: GLbitfield, filter: GLenum){.stdcall, importc, ogl.}
proc glRenderbufferStorageMultisample*(target: GLenum, samples: GLsizei,
internalformat: GLenum, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glFramebufferTextureLayer*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint, layer: GLint){.
stdcall, importc, ogl.}
# GL_ARB_geometry_shader4
proc glProgramParameteriARB*(prog: GLuint, pname: GLenum, value: GLint){.stdcall, importc, ogl.}
proc glFramebufferTextureARB*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint){.stdcall, importc, ogl.}
proc glFramebufferTextureLayerARB*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint, layer: GLint){.
stdcall, importc, ogl.}
proc glFramebufferTextureFaceARB*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint, face: GLenum){.
stdcall, importc, ogl.}
# GL_ARB_instanced_arrays
proc glVertexAttribDivisorARB*(index: GLuint, divisor: GLuint){.stdcall, importc, ogl.}
# GL_ARB_map_buffer_range
proc glMapBufferRange*(target: GLenum, offset: GLintptr, len: GLsizeiptr,
access: GLbitfield): PGLvoid{.stdcall, importc, ogl.}
proc glFlushMappedBufferRange*(target: GLenum, offset: GLintptr, len: GLsizeiptr){.
stdcall, importc, ogl.}
# GL_ARB_texture_buffer_object
proc glTexBufferARB*(target: GLenum, internalformat: GLenum, buffer: GLuint){.
stdcall, importc, ogl.}
# GL_ARB_vertex_array_object
proc glBindVertexArray*(arr: GLuint){.stdcall, importc, ogl.}
proc glDeleteVertexArrays*(n: GLsizei, arrays: PGLuint){.stdcall, importc, ogl.}
proc glGenVertexArrays*(n: GLsizei, arrays: PGLuint){.stdcall, importc, ogl.}
proc glIsVertexArray*(arr: GLuint): GLboolean{.stdcall, importc, ogl.}
# GL_ARB_uniform_buffer_object
proc glGetUniformIndices*(prog: GLuint, uniformCount: GLsizei,
uniformNames: cstringArray, uniformIndices: PGLuint){.
stdcall, importc, ogl.}
proc glGetActiveUniformsiv*(prog: GLuint, uniformCount: GLsizei,
uniformIndices: PGLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetActiveUniformName*(prog: GLuint, uniformIndex: GLuint,
bufSize: GLsizei, len: PGLsizei,
uniformName: PGLchar){.stdcall, importc, ogl.}
proc glGetUniformBlockIndex*(prog: GLuint, uniformBlockName: PGLchar): GLuint{.
stdcall, importc, ogl.}
proc glGetActiveUniformBlockiv*(prog: GLuint, uniformBlockIndex: GLuint,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetActiveUniformBlockName*(prog: GLuint, uniformBlockIndex: GLuint,
bufSize: GLsizei, len: PGLsizei,
uniformBlockName: PGLchar){.stdcall, importc, ogl.}
proc glUniformBlockBinding*(prog: GLuint, uniformBlockIndex: GLuint,
uniformBlockBinding: GLuint){.stdcall, importc, ogl.}
# GL_ARB_copy_buffer
proc glCopyBufferSubData*(readTarget: GLenum, writeTarget: GLenum,
readOffset: GLintptr, writeOffset: GLintptr,
size: GLsizeiptr){.stdcall, importc, ogl.}
# GL_ARB_draw_elements_base_vertex
proc glDrawElementsBaseVertex*(mode: GLenum, count: GLsizei, typ: GLenum,
indices: PGLvoid, basevertex: GLint){.stdcall, importc, ogl.}
proc glDrawRangeElementsBaseVertex*(mode: GLenum, start: GLuint, ending: GLuint,
count: GLsizei, typ: GLenum,
indices: PGLvoid, basevertex: GLint){.
stdcall, importc, ogl.}
proc glDrawElementsInstancedBaseVertex*(mode: GLenum, count: GLsizei,
typ: GLenum, indices: PGLvoid,
primcount: GLsizei, basevertex: GLint){.
stdcall, importc, ogl.}
proc glMultiDrawElementsBaseVertex*(mode: GLenum, count: PGLsizei, typ: GLenum,
indices: PPGLvoid, primcount: GLsizei,
basevertex: PGLint){.stdcall, importc, ogl.}
# GL_ARB_provoking_vertex
proc glProvokingVertex*(mode: GLenum){.stdcall, importc, ogl.}
# GL_ARB_sync
proc glFenceSync*(condition: GLenum, flags: GLbitfield): GLsync{.stdcall, importc, ogl.}
proc glIsSync*(sync: GLsync): GLboolean{.stdcall, importc, ogl.}
proc glDeleteSync*(sync: GLsync){.stdcall, importc, ogl.}
proc glClientWaitSync*(sync: GLsync, flags: GLbitfield, timeout: GLuint64): GLenum{.
stdcall, importc, ogl.}
proc glWaitSync*(sync: GLsync, flags: GLbitfield, timeout: GLuint64){.stdcall, importc, ogl.}
proc glGetInteger64v*(pname: GLenum, params: PGLint64){.stdcall, importc, ogl.}
proc glGetSynciv*(sync: GLsync, pname: GLenum, butSize: GLsizei, len: PGLsizei,
values: PGLint){.stdcall, importc, ogl.}
# GL_ARB_texture_multisample
proc glTexImage2DMultisample*(target: GLenum, samples: GLsizei,
internalformat: GLint, width: GLsizei,
height: GLsizei, fixedsamplelocations: GLboolean){.
stdcall, importc, ogl.}
proc glTexImage3DMultisample*(target: GLenum, samples: GLsizei,
internalformat: GLint, width: GLsizei,
height: GLsizei, depth: GLsizei,
fixedsamplelocations: GLboolean){.stdcall, importc, ogl.}
proc glGetMultisamplefv*(pname: GLenum, index: GLuint, val: PGLfloat){.stdcall, importc, ogl.}
proc glSampleMaski*(index: GLuint, mask: GLbitfield){.stdcall, importc, ogl.}
# GL_ARB_draw_buffers_blend
proc glBlendEquationiARB*(buf: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glBlendEquationSeparateiARB*(buf: GLuint, modeRGB: GLenum,
modeAlpha: GLenum){.stdcall, importc, ogl.}
proc glBlendFunciARB*(buf: GLuint, src: GLenum, dst: GLenum){.stdcall, importc, ogl.}
proc glBlendFuncSeparateiARB*(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum,
srcAlpha: GLenum, dstAlpha: GLenum){.stdcall, importc, ogl.}
# GL_ARB_sample_shading
proc glMinSampleShadingARB*(value: GLclampf){.stdcall, importc, ogl.}
# GL_ARB_shading_language_include
proc glNamedStringARB*(typ: GLenum, namelen: GLint, name: PGLchar,
stringlen: GLint, string: PGLchar){.stdcall, importc, ogl.}
proc glDeleteNamedStringARB*(namelen: GLint, name: PGLchar){.stdcall, importc, ogl.}
proc glCompileShaderIncludeARB*(shader: GLuint, count: GLsizei, path: PPGLchar,
len: PGLint){.stdcall, importc, ogl.}
proc glIsNamedStringARB*(namelen: GLint, name: PGLchar): GLboolean{.stdcall, importc, ogl.}
proc glGetNamedStringARB*(namelen: GLint, name: PGLchar, bufSize: GLsizei,
stringlen: GLint, string: PGLchar){.stdcall, importc, ogl.}
proc glGetNamedStringivARB*(namelen: GLint, name: PGLchar, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
# GL_ARB_blend_func_extended
proc glBindFragDataLocationIndexed*(prog: GLuint, colorNumber: GLuint,
index: GLuint, name: PGLchar){.stdcall, importc, ogl.}
proc glGetFragDataIndex*(prog: GLuint, name: PGLchar): GLint{.stdcall, importc, ogl.}
# GL_ARB_sampler_objects
proc glGenSamplers*(count: GLsizei, samplers: PGLuint){.stdcall, importc, ogl.}
proc glDeleteSamplers*(count: GLsizei, samplers: PGLuint){.stdcall, importc, ogl.}
proc glIsSampler*(sampler: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBindSampler*(theUnit: GLuint, sampler: GLuint){.stdcall, importc, ogl.}
proc glSamplerParameteri*(sampler: GLuint, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glSamplerParameteriv*(sampler: GLuint, pname: GLenum, param: PGLint){.
stdcall, importc, ogl.}
proc glSamplerParameterf*(sampler: GLuint, pname: GLenum, param: GLfloat){.
stdcall, importc, ogl.}
proc glSamplerParameterfv*(sampler: GLuint, pname: GLenum, param: PGLfloat){.
stdcall, importc, ogl.}
proc glSamplerParameterIiv*(sampler: GLuint, pname: GLenum, param: PGLint){.
stdcall, importc, ogl.}
proc glSamplerParameterIuiv*(sampler: GLuint, pname: GLenum, param: PGLuint){.
stdcall, importc, ogl.}
proc glGetSamplerParameteriv*(sampler: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetSamplerParameterIiv*(sampler: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetSamplerParameterfv*(sampler: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetSamplerParameterIuiv*(sampler: GLuint, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
# GL_ARB_timer_query
proc glQueryCounter*(id: GLuint, target: GLenum){.stdcall, importc, ogl.}
proc glGetQueryObjecti64v*(id: GLuint, pname: GLenum, params: PGLint64){.stdcall, importc, ogl.}
proc glGetQueryObjectui64v*(id: GLuint, pname: GLenum, params: PGLuint64){.
stdcall, importc, ogl.}
# GL_ARB_vertextyp_2_10_10_10_rev
proc glVertexP2ui*(typ: GLenum, value: GLuint){.stdcall, importc, ogl.}
proc glVertexP2uiv*(typ: GLenum, value: PGLuint){.stdcall, importc, ogl.}
proc glVertexP3ui*(typ: GLenum, value: GLuint){.stdcall, importc, ogl.}
proc glVertexP3uiv*(typ: GLenum, value: PGLuint){.stdcall, importc, ogl.}
proc glVertexP4ui*(typ: GLenum, value: GLuint){.stdcall, importc, ogl.}
proc glVertexP4uiv*(typ: GLenum, value: PGLuint){.stdcall, importc, ogl.}
proc glTexCoordP1ui*(typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glTexCoordP1uiv*(typ: GLenum, coords: PGLuint){.stdcall, importc, ogl.}
proc glTexCoordP2ui*(typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glTexCoordP2uiv*(typ: GLenum, coords: PGLuint){.stdcall, importc, ogl.}
proc glTexCoordP3ui*(typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glTexCoordP3uiv*(typ: GLenum, coords: PGLuint){.stdcall, importc, ogl.}
proc glTexCoordP4ui*(typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glTexCoordP4uiv*(typ: GLenum, coords: PGLuint){.stdcall, importc, ogl.}
proc glMultiTexCoordP1ui*(texture: GLenum, typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glMultiTexCoordP1uiv*(texture: GLenum, typ: GLenum, coords: GLuint){.
stdcall, importc, ogl.}
proc glMultiTexCoordP2ui*(texture: GLenum, typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glMultiTexCoordP2uiv*(texture: GLenum, typ: GLenum, coords: PGLuint){.
stdcall, importc, ogl.}
proc glMultiTexCoordP3ui*(texture: GLenum, typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glMultiTexCoordP3uiv*(texture: GLenum, typ: GLenum, coords: PGLuint){.
stdcall, importc, ogl.}
proc glMultiTexCoordP4ui*(texture: GLenum, typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glMultiTexCoordP4uiv*(texture: GLenum, typ: GLenum, coords: PGLuint){.
stdcall, importc, ogl.}
proc glNormalP3ui*(typ: GLenum, coords: GLuint){.stdcall, importc, ogl.}
proc glNormalP3uiv*(typ: GLenum, coords: PGLuint){.stdcall, importc, ogl.}
proc glColorP3ui*(typ: GLenum, color: GLuint){.stdcall, importc, ogl.}
proc glColorP3uiv*(typ: GLenum, color: PGLuint){.stdcall, importc, ogl.}
proc glColorP4ui*(typ: GLenum, color: GLuint){.stdcall, importc, ogl.}
proc glColorP4uiv*(typ: GLenum, color: GLuint){.stdcall, importc, ogl.}
proc glSecondaryColorP3ui*(typ: GLenum, color: GLuint){.stdcall, importc, ogl.}
proc glSecondaryColorP3uiv*(typ: GLenum, color: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribP1ui*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribP1uiv*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribP2ui*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribP2uiv*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribP3ui*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribP3uiv*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribP4ui*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribP4uiv*(index: GLuint, typ: GLenum, normalized: GLboolean,
value: PGLuint){.stdcall, importc, ogl.}
# GL_ARB_draw_indirect
proc glDrawArraysIndirect*(mode: GLenum, indirect: PGLvoid){.stdcall, importc, ogl.}
proc glDrawElementsIndirect*(mode: GLenum, typ: GLenum, indirect: PGLvoid){.
stdcall, importc, ogl.}
# GL_ARB_gpu_shader_fp64
proc glUniform1d*(location: GLint, x: GLdouble){.stdcall, importc, ogl.}
proc glUniform2d*(location: GLint, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glUniform3d*(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glUniform4d*(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glUniform1dv*(location: GLint, count: GLsizei, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniform2dv*(location: GLint, count: GLsizei, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniform3dv*(location: GLint, count: GLsizei, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniform4dv*(location: GLint, count: GLsizei, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix2dv*(location: GLint, count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix3dv*(location: GLint, count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix4dv*(location: GLint, count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix2x3dv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix2x4dv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix3x2dv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix3x4dv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix4x2dv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glUniformMatrix4x3dv*(location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glGetUniformdv*(prog: GLuint, location: GLint, params: PGLdouble){.stdcall, importc, ogl.}
# GL_ARB_shader_subroutine
proc glGetSubroutineUniformLocation*(prog: GLuint, shadertype: GLenum,
name: PGLchar): GLint{.stdcall, importc, ogl.}
proc glGetSubroutineIndex*(prog: GLuint, shadertype: GLenum, name: PGLchar): GLuint{.
stdcall, importc, ogl.}
proc glGetActiveSubroutineUniformiv*(prog: GLuint, shadertype: GLenum,
index: GLuint, pname: GLenum,
values: PGLint){.stdcall, importc, ogl.}
proc glGetActiveSubroutineUniformName*(prog: GLuint, shadertype: GLenum,
index: GLuint, bufsize: GLsizei,
len: PGLsizei, name: PGLchar){.stdcall, importc, ogl.}
proc glGetActiveSubroutineName*(prog: GLuint, shadertype: GLenum, index: GLuint,
bufsize: GLsizei, len: PGLsizei, name: PGLchar){.
stdcall, importc, ogl.}
proc glUniformSubroutinesuiv*(shadertype: GLenum, count: GLsizei,
indices: PGLuint){.stdcall, importc, ogl.}
proc glGetUniformSubroutineuiv*(shadertype: GLenum, location: GLint,
params: PGLuint){.stdcall, importc, ogl.}
proc glGetProgramStageiv*(prog: GLuint, shadertype: GLenum, pname: GLenum,
values: PGLint){.stdcall, importc, ogl.}
# GL_ARB_tessellation_shader
proc glPatchParameteri*(pname: GLenum, value: GLint){.stdcall, importc, ogl.}
proc glPatchParameterfv*(pname: GLenum, values: PGLfloat){.stdcall, importc, ogl.}
# GL_ARB_transform_feedback2
proc glBindTransformFeedback*(target: GLenum, id: GLuint){.stdcall, importc, ogl.}
proc glDeleteTransformFeedbacks*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glGenTransformFeedbacks*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glIsTransformFeedback*(id: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glPauseTransformFeedback*(){.stdcall, importc, ogl.}
proc glResumeTransformFeedback*(){.stdcall, importc, ogl.}
proc glDrawTransformFeedback*(mode: GLenum, id: GLuint){.stdcall, importc, ogl.}
# GL_ARB_transform_feedback3
proc glDrawTransformFeedbackStream*(mode: GLenum, id: GLuint, stream: GLuint){.
stdcall, importc, ogl.}
proc glBeginQueryIndexed*(target: GLenum, index: GLuint, id: GLuint){.stdcall, importc, ogl.}
proc glEndQueryIndexed*(target: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glGetQueryIndexediv*(target: GLenum, index: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
# GL_ARB_ES2_compatibility
proc glReleaseShaderCompiler*(){.stdcall, importc, ogl.}
proc glShaderBinary*(count: GLsizei, shaders: PGLuint, binaryformat: GLenum,
binary: PGLvoid, len: GLsizei){.stdcall, importc, ogl.}
proc glGetShaderPrecisionFormat*(shadertype: GLenum, precisiontype: GLenum,
range: PGLint, precision: PGLint){.stdcall, importc, ogl.}
proc glDepthRangef*(n: GLclampf, f: GLclampf){.stdcall, importc, ogl.}
proc glClearDepthf*(d: GLclampf){.stdcall, importc, ogl.}
# GL_ARB_get_prog_binary
proc glGetProgramBinary*(prog: GLuint, bufSize: GLsizei, len: PGLsizei,
binaryFormat: PGLenum, binary: PGLvoid){.stdcall, importc, ogl.}
proc glProgramBinary*(prog: GLuint, binaryFormat: GLenum, binary: PGLvoid,
len: GLsizei){.stdcall, importc, ogl.}
proc glProgramParameteri*(prog: GLuint, pname: GLenum, value: GLint){.stdcall, importc, ogl.}
# GL_ARB_separate_shader_objects
proc glUseProgramStages*(pipeline: GLuint, stages: GLbitfield, prog: GLuint){.
stdcall, importc, ogl.}
proc glActiveShaderProgram*(pipeline: GLuint, prog: GLuint){.stdcall, importc, ogl.}
proc glCreateShaderProgramv*(typ: GLenum, count: GLsizei, strings: cstringArray): GLuint{.
stdcall, importc, ogl.}
proc glBindProgramPipeline*(pipeline: GLuint){.stdcall, importc, ogl.}
proc glDeleteProgramPipelines*(n: GLsizei, pipelines: PGLuint){.stdcall, importc, ogl.}
proc glGenProgramPipelines*(n: GLsizei, pipelines: PGLuint){.stdcall, importc, ogl.}
proc glIsProgramPipeline*(pipeline: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glGetProgramPipelineiv*(pipeline: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glProgramUniform1i*(prog: GLuint, location: GLint, v0: GLint){.stdcall, importc, ogl.}
proc glProgramUniform1iv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform1f*(prog: GLuint, location: GLint, v0: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform1fv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform1d*(prog: GLuint, location: GLint, v0: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform1dv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform1ui*(prog: GLuint, location: GLint, v0: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform1uiv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform2i*(prog: GLuint, location: GLint, v0: GLint, v1: GLint){.
stdcall, importc, ogl.}
proc glProgramUniform2iv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform2f*(prog: GLuint, location: GLint, v0: GLfloat, v1: GLfloat){.
stdcall, importc, ogl.}
proc glProgramUniform2fv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform2d*(prog: GLuint, location: GLint, v0: GLdouble,
v1: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform2dv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform2ui*(prog: GLuint, location: GLint, v0: GLuint, v1: GLuint){.
stdcall, importc, ogl.}
proc glProgramUniform2uiv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform3i*(prog: GLuint, location: GLint, v0: GLint, v1: GLint,
v2: GLint){.stdcall, importc, ogl.}
proc glProgramUniform3iv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform3f*(prog: GLuint, location: GLint, v0: GLfloat,
v1: GLfloat, v2: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform3fv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform3d*(prog: GLuint, location: GLint, v0: GLdouble,
v1: GLdouble, v2: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform3dv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform3ui*(prog: GLuint, location: GLint, v0: GLuint, v1: GLuint,
v2: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform3uiv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform4i*(prog: GLuint, location: GLint, v0: GLint, v1: GLint,
v2: GLint, v3: GLint){.stdcall, importc, ogl.}
proc glProgramUniform4iv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform4f*(prog: GLuint, location: GLint, v0: GLfloat,
v1: GLfloat, v2: GLfloat, v3: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform4fv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform4d*(prog: GLuint, location: GLint, v0: GLdouble,
v1: GLdouble, v2: GLdouble, v3: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform4dv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform4ui*(prog: GLuint, location: GLint, v0: GLuint, v1: GLuint,
v2: GLuint, v3: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform4uiv*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2x3fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix3x2fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix2x4fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix4x2fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix3x4fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix4x3fv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix2x3dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix3x2dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix2x4dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix4x2dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix3x4dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.
stdcall, importc, ogl.}
proc glProgramUniformMatrix4x3dv*(prog: GLuint, location: GLint, count: GLsizei,
transpose: GLboolean, value: PGLdouble){.
stdcall, importc, ogl.}
proc glValidateProgramPipeline*(pipeline: GLuint){.stdcall, importc, ogl.}
proc glGetProgramPipelineInfoLog*(pipeline: GLuint, bufSize: GLsizei,
len: PGLsizei, infoLog: PGLchar){.stdcall, importc, ogl.}
# GL_ARB_vertex_attrib_64bit
proc glVertexAttribL1d*(index: GLuint, x: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL2d*(index: GLuint, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL3d*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glVertexAttribL4d*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL1dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL2dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL3dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL4dv*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribLPointer*(index: GLuint, size: GLint, typ: GLenum,
stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glGetVertexAttribLdv*(index: GLuint, pname: GLenum, params: PGLdouble){.
stdcall, importc, ogl.}
# GL_ARB_viewport_array
proc glViewportArrayv*(first: GLuint, count: GLsizei, v: PGLfloat){.stdcall, importc, ogl.}
proc glViewportIndexedf*(index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat,
h: GLfloat){.stdcall, importc, ogl.}
proc glViewportIndexedfv*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glScissorArrayv*(first: GLuint, count: GLsizei, v: PGLint){.stdcall, importc, ogl.}
proc glScissorIndexed*(index: GLuint, left: GLint, bottom: GLint,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glScissorIndexedv*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glDepthRangeArrayv*(first: GLuint, count: GLsizei, v: PGLclampd){.stdcall, importc, ogl.}
proc glDepthRangeIndexed*(index: GLuint, n: GLclampd, f: GLclampd){.stdcall, importc, ogl.}
proc glGetFloati_v*(target: GLenum, index: GLuint, data: PGLfloat){.stdcall, importc, ogl.}
proc glGetDoublei_v*(target: GLenum, index: GLuint, data: PGLdouble){.stdcall, importc, ogl.}
# GL 4.2
# GL_ARB_base_instance
proc glDrawArraysInstancedBaseInstance*(mode: GLenum, first: GLint,
count: GLsizei, primcount: GLsizei,
baseinstance: GLUint){.stdcall, importc, ogl.}
proc glDrawElementsInstancedBaseInstance*(mode: GLEnum, count: GLsizei,
typ: GLenum, indices: PGLVoid, primcount: GLsizei, baseinstance: GLUInt){.
stdcall, importc, ogl.}
proc glDrawElementsInstancedBaseVertexBaseInstance*(mode: GLEnum,
count: GLsizei, typ: GLenum, indices: PGLVoid, primcount: GLsizei,
basevertex: GLint, baseinstance: GLuint){.stdcall, importc, ogl.}
# GL_ARB_transform_feedback_instanced
proc glDrawTransformFeedbackInstanced*(mode: GLenum, id: GLuint,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glDrawTransformFeedbackStreamInstanced*(mode: GLenum, id: GLUInt,
stream: GLUint, primcount: GLsizei){.stdcall, importc, ogl.}
# GL_ARB_internalformat_query
proc glGetInternalformativ*(target: GLenum, internalformat: GLenum,
pname: GLenum, bufSize: GLsizei, params: PGLint){.
stdcall, importc, ogl.}
# GL_ARB_shader_atomic_counters
proc glGetActiveAtomicCounterBufferiv*(prog: GLuint, bufferIndex: GLuint,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
#/ GL_ARB_shader_image_load_store
proc glBindImageTexture*(theUnit: GLuint, texture: GLuint, level: GLint,
layered: GLboolean, layer: GLint, access: GLenum,
format: GLenum){.stdcall, importc, ogl.}
proc glMemoryBarrier*(barriers: GLbitfield){.stdcall, importc, ogl.}
# GL_ARB_texture_storage
proc glTexStorage1D*(target: GLenum, levels: GLsizei, internalformat: GLenum,
width: GLsizei){.stdcall, importc, ogl.}
proc glTexStorage2D*(target: GLenum, levels: GLsizei, internalformat: GLenum,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glTexStorage3D*(target: GLenum, levels: GLsizei, internalformat: GLenum,
width: GLsizei, height: GLsizei, depth: GLsizei){.stdcall, importc, ogl.}
proc glTextureStorage1DEXT*(texture: GLuint, target: GLenum, levels: GLsizei,
internalformat: GLenum, width: GLsizei){.stdcall, importc, ogl.}
proc glTextureStorage2DEXT*(texture: GLuint, target: GLenum, levels: GLsizei,
internalformat: GLenum, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glTextureStorage3DEXT*(texture: GLuint, target: GLenum, levels: GLsizei,
internalformat: GLenum, width: GLsizei,
height: GLsizei, depth: GLsizei){.stdcall, importc, ogl.}
#
# GL_ARB_cl_event
proc glCreateSyncFromCLeventARB*(context: p_cl_context, event: p_cl_event,
flags: GLbitfield): GLsync{.stdcall, importc, ogl.}
# GL_ARB_debug_output
proc glDebugMessageControlARB*(source: GLenum, typ: GLenum, severity: GLenum,
count: GLsizei, ids: PGLuint, enabled: GLboolean){.
stdcall, importc, ogl.}
proc glDebugMessageInsertARB*(source: GLenum, typ: GLenum, id: GLuint,
severity: GLenum, len: GLsizei, buf: PGLchar){.
stdcall, importc, ogl.}
proc glDebugMessageCallbackARB*(callback: TglDebugProcARB, userParam: PGLvoid){.
stdcall, importc, ogl.}
proc glGetDebugMessageLogARB*(count: GLuint, bufsize: GLsizei, sources: PGLenum,
types: PGLenum, ids: PGLuint, severities: PGLenum,
lengths: PGLsizei, messageLog: PGLchar): GLuint{.
stdcall, importc, ogl.}
# GL_ARB_robustness
proc glGetGraphicsResetStatusARB*(): GLenum{.stdcall, importc, ogl.}
proc glGetnMapdvARB*(target: GLenum, query: GLenum, bufSize: GLsizei,
v: PGLdouble){.stdcall, importc, ogl.}
proc glGetnMapfvARB*(target: GLenum, query: GLenum, bufSize: GLsizei,
v: PGLfloat){.stdcall, importc, ogl.}
proc glGetnMapivARB*(target: GLenum, query: GLenum, bufSize: GLsizei, v: PGLint){.
stdcall, importc, ogl.}
proc glGetnPixelMapfvARB*(map: GLenum, bufSize: GLsizei, values: PGLfloat){.
stdcall, importc, ogl.}
proc glGetnPixelMapuivARB*(map: GLenum, bufSize: GLsizei, values: PGLuint){.
stdcall, importc, ogl.}
proc glGetnPixelMapusvARB*(map: GLenum, bufSize: GLsizei, values: PGLushort){.
stdcall, importc, ogl.}
proc glGetnPolygonStippleARB*(bufSize: GLsizei, pattern: PGLubyte){.stdcall, importc, ogl.}
proc glGetnColorTableARB*(target: GLenum, format: GLenum, typ: GLenum,
bufSize: GLsizei, table: PGLvoid){.stdcall, importc, ogl.}
proc glGetnConvolutionFilterARB*(target: GLenum, format: GLenum, typ: GLenum,
bufSize: GLsizei, image: PGLvoid){.stdcall, importc, ogl.}
proc glGetnSeparableFilterARB*(target: GLenum, format: GLenum, typ: GLenum,
rowBufSize: GLsizei, row: PGLvoid,
columnBufSize: GLsizei, column: PGLvoid,
span: PGLvoid){.stdcall, importc, ogl.}
proc glGetnHistogramARB*(target: GLenum, reset: GLboolean, format: GLenum,
typ: GLenum, bufSize: GLsizei, values: PGLvoid){.
stdcall, importc, ogl.}
proc glGetnMinmaxARB*(target: GLenum, reset: GLboolean, format: GLenum,
typ: GLenum, bufSize: GLsizei, values: PGLvoid){.stdcall, importc, ogl.}
proc glGetnTexImageARB*(target: GLenum, level: GLint, format: GLenum,
typ: GLenum, bufSize: GLsizei, img: PGLvoid){.stdcall, importc, ogl.}
proc glReadnPixelsARB*(x: GLint, y: GLint, width: GLsizei, height: GLsizei,
format: GLenum, typ: GLenum, bufSize: GLsizei,
data: PGLvoid){.stdcall, importc, ogl.}
proc glGetnCompressedTexImageARB*(target: GLenum, lod: GLint, bufSize: GLsizei,
img: PGLvoid){.stdcall, importc, ogl.}
proc glGetnUniformfvARB*(prog: GLuint, location: GLint, bufSize: GLsizei,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetnUniformivARB*(prog: GLuint, location: GLint, bufSize: GLsizei,
params: PGLint){.stdcall, importc, ogl.}
proc glGetnUniformuivARB*(prog: GLuint, location: GLint, bufSize: GLsizei,
params: PGLuint){.stdcall, importc, ogl.}
proc glGetnUniformdvARB*(prog: GLuint, location: GLint, bufSize: GLsizei,
params: PGLdouble){.stdcall, importc, ogl.}
# GL_ATI_draw_buffers
proc glDrawBuffersATI*(n: GLsizei, bufs: PGLenum){.stdcall, importc, ogl.}
# GL_ATI_element_array
proc glElementPointerATI*(typ: GLenum, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glDrawElementArrayATI*(mode: GLenum, count: GLsizei){.stdcall, importc, ogl.}
proc glDrawRangeElementArrayATI*(mode: GLenum, start: GLuint, ending: GLuint,
count: GLsizei){.stdcall, importc, ogl.}
# GL_ATI_envmap_bumpmap
proc glTexBumpParameterivATI*(pname: GLenum, param: PGLint){.stdcall, importc, ogl.}
proc glTexBumpParameterfvATI*(pname: GLenum, param: PGLfloat){.stdcall, importc, ogl.}
proc glGetTexBumpParameterivATI*(pname: GLenum, param: PGLint){.stdcall, importc, ogl.}
proc glGetTexBumpParameterfvATI*(pname: GLenum, param: PGLfloat){.stdcall, importc, ogl.}
# GL_ATI_fragment_shader
proc glGenFragmentShadersATI*(range: GLuint): GLuint{.stdcall, importc, ogl.}
proc glBindFragmentShaderATI*(id: GLuint){.stdcall, importc, ogl.}
proc glDeleteFragmentShaderATI*(id: GLuint){.stdcall, importc, ogl.}
proc glBeginFragmentShaderATI*(){.stdcall, importc, ogl.}
proc glEndFragmentShaderATI*(){.stdcall, importc, ogl.}
proc glPassTexCoordATI*(dst: GLuint, coord: GLuint, swizzle: GLenum){.stdcall, importc, ogl.}
proc glSampleMapATI*(dst: GLuint, interp: GLuint, swizzle: GLenum){.stdcall, importc, ogl.}
proc glColorFragmentOp1ATI*(op: GLenum, dst: GLuint, dstMask: GLuint,
dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint,
arg1Mod: GLuint){.stdcall, importc, ogl.}
proc glColorFragmentOp2ATI*(op: GLenum, dst: GLuint, dstMask: GLuint,
dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint,
arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint,
arg2Mod: GLuint){.stdcall, importc, ogl.}
proc glColorFragmentOp3ATI*(op: GLenum, dst: GLuint, dstMask: GLuint,
dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint,
arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint,
arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint,
arg3Mod: GLuint){.stdcall, importc, ogl.}
proc glAlphaFragmentOp1ATI*(op: GLenum, dst: GLuint, dstMod: GLuint,
arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint){.
stdcall, importc, ogl.}
proc glAlphaFragmentOp2ATI*(op: GLenum, dst: GLuint, dstMod: GLuint,
arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint,
arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint){.
stdcall, importc, ogl.}
proc glAlphaFragmentOp3ATI*(op: GLenum, dst: GLuint, dstMod: GLuint,
arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint,
arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint,
arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint){.
stdcall, importc, ogl.}
proc glSetFragmentShaderConstantATI*(dst: GLuint, value: PGLfloat){.stdcall, importc, ogl.}
# GL_ATI_map_object_buffer
proc glMapObjectBufferATI*(buffer: GLuint): PGLvoid{.stdcall, importc, ogl.}
proc glUnmapObjectBufferATI*(buffer: GLuint){.stdcall, importc, ogl.}
# GL_ATI_pn_triangles
proc glPNTrianglesiATI*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glPNTrianglesfATI*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
# GL_ATI_separate_stencil
proc glStencilOpSeparateATI*(face: GLenum, sfail: GLenum, dpfail: GLenum,
dppass: GLenum){.stdcall, importc, ogl.}
proc glStencilFuncSeparateATI*(frontfunc: GLenum, backfunc: GLenum, theRef: GLint,
mask: GLuint){.stdcall, importc, ogl.}
# GL_ATI_vertex_array_object
proc glNewObjectBufferATI*(size: GLsizei, pointer: PGLvoid, usage: GLenum): GLuint{.
stdcall, importc, ogl.}
proc glIsObjectBufferATI*(buffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glUpdateObjectBufferATI*(buffer: GLuint, offset: GLuint, size: GLsizei,
pointer: PGLvoid, preserve: GLenum){.stdcall, importc, ogl.}
proc glGetObjectBufferfvATI*(buffer: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetObjectBufferivATI*(buffer: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glFreeObjectBufferATI*(buffer: GLuint){.stdcall, importc, ogl.}
proc glArrayObjectATI*(arr: GLenum, size: GLint, typ: GLenum, stride: GLsizei,
buffer: GLuint, offset: GLuint){.stdcall, importc, ogl.}
proc glGetArrayObjectfvATI*(arr: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetArrayObjectivATI*(arr: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glVariantArrayObjectATI*(id: GLuint, typ: GLenum, stride: GLsizei,
buffer: GLuint, offset: GLuint){.stdcall, importc, ogl.}
proc glGetVariantArrayObjectfvATI*(id: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetVariantArrayObjectivATI*(id: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
# GL_ATI_vertex_attrib_array_object
proc glVertexAttribArrayObjectATI*(index: GLuint, size: GLint, typ: GLenum,
normalized: GLboolean, stride: GLsizei,
buffer: GLuint, offset: GLuint){.stdcall, importc, ogl.}
proc glGetVertexAttribArrayObjectfvATI*(index: GLuint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetVertexAttribArrayObjectivATI*(index: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
# GL_ATI_vertex_streams
proc glVertexStream1sATI*(stream: GLenum, x: GLshort){.stdcall, importc, ogl.}
proc glVertexStream1svATI*(stream: GLenum, coords: PGLshort){.stdcall, importc, ogl.}
proc glVertexStream1iATI*(stream: GLenum, x: GLint){.stdcall, importc, ogl.}
proc glVertexStream1ivATI*(stream: GLenum, coords: PGLint){.stdcall, importc, ogl.}
proc glVertexStream1fATI*(stream: GLenum, x: GLfloat){.stdcall, importc, ogl.}
proc glVertexStream1fvATI*(stream: GLenum, coords: PGLfloat){.stdcall, importc, ogl.}
proc glVertexStream1dATI*(stream: GLenum, x: GLdouble){.stdcall, importc, ogl.}
proc glVertexStream1dvATI*(stream: GLenum, coords: PGLdouble){.stdcall, importc, ogl.}
proc glVertexStream2sATI*(stream: GLenum, x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glVertexStream2svATI*(stream: GLenum, coords: PGLshort){.stdcall, importc, ogl.}
proc glVertexStream2iATI*(stream: GLenum, x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glVertexStream2ivATI*(stream: GLenum, coords: PGLint){.stdcall, importc, ogl.}
proc glVertexStream2fATI*(stream: GLenum, x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glVertexStream2fvATI*(stream: GLenum, coords: PGLfloat){.stdcall, importc, ogl.}
proc glVertexStream2dATI*(stream: GLenum, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertexStream2dvATI*(stream: GLenum, coords: PGLdouble){.stdcall, importc, ogl.}
proc glVertexStream3sATI*(stream: GLenum, x: GLshort, y: GLshort, z: GLshort){.
stdcall, importc, ogl.}
proc glVertexStream3svATI*(stream: GLenum, coords: PGLshort){.stdcall, importc, ogl.}
proc glVertexStream3iATI*(stream: GLenum, x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glVertexStream3ivATI*(stream: GLenum, coords: PGLint){.stdcall, importc, ogl.}
proc glVertexStream3fATI*(stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glVertexStream3fvATI*(stream: GLenum, coords: PGLfloat){.stdcall, importc, ogl.}
proc glVertexStream3dATI*(stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glVertexStream3dvATI*(stream: GLenum, coords: PGLdouble){.stdcall, importc, ogl.}
proc glVertexStream4sATI*(stream: GLenum, x: GLshort, y: GLshort, z: GLshort,
w: GLshort){.stdcall, importc, ogl.}
proc glVertexStream4svATI*(stream: GLenum, coords: PGLshort){.stdcall, importc, ogl.}
proc glVertexStream4iATI*(stream: GLenum, x: GLint, y: GLint, z: GLint, w: GLint){.
stdcall, importc, ogl.}
proc glVertexStream4ivATI*(stream: GLenum, coords: PGLint){.stdcall, importc, ogl.}
proc glVertexStream4fATI*(stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat,
w: GLfloat){.stdcall, importc, ogl.}
proc glVertexStream4fvATI*(stream: GLenum, coords: PGLfloat){.stdcall, importc, ogl.}
proc glVertexStream4dATI*(stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glVertexStream4dvATI*(stream: GLenum, coords: PGLdouble){.stdcall, importc, ogl.}
proc glNormalStream3bATI*(stream: GLenum, nx: GLbyte, ny: GLbyte, nz: GLbyte){.
stdcall, importc, ogl.}
proc glNormalStream3bvATI*(stream: GLenum, coords: PGLbyte){.stdcall, importc, ogl.}
proc glNormalStream3sATI*(stream: GLenum, nx: GLshort, ny: GLshort, nz: GLshort){.
stdcall, importc, ogl.}
proc glNormalStream3svATI*(stream: GLenum, coords: PGLshort){.stdcall, importc, ogl.}
proc glNormalStream3iATI*(stream: GLenum, nx: GLint, ny: GLint, nz: GLint){.
stdcall, importc, ogl.}
proc glNormalStream3ivATI*(stream: GLenum, coords: PGLint){.stdcall, importc, ogl.}
proc glNormalStream3fATI*(stream: GLenum, nx: GLfloat, ny: GLfloat, nz: GLfloat){.
stdcall, importc, ogl.}
proc glNormalStream3fvATI*(stream: GLenum, coords: PGLfloat){.stdcall, importc, ogl.}
proc glNormalStream3dATI*(stream: GLenum, nx: GLdouble, ny: GLdouble,
nz: GLdouble){.stdcall, importc, ogl.}
proc glNormalStream3dvATI*(stream: GLenum, coords: PGLdouble){.stdcall, importc, ogl.}
proc glClientActiveVertexStreamATI*(stream: GLenum){.stdcall, importc, ogl.}
proc glVertexBlendEnviATI*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glVertexBlendEnvfATI*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
# GL_AMD_performance_monitor
proc glGetPerfMonitorGroupsAMD*(numGroups: PGLint, groupsSize: GLsizei,
groups: PGLuint){.stdcall, importc, ogl.}
proc glGetPerfMonitorCountersAMD*(group: GLuint, numCounters: PGLint,
maxActiveCouters: PGLint,
counterSize: GLsizei, counters: PGLuint){.
stdcall, importc, ogl.}
proc glGetPerfMonitorGroupStringAMD*(group: GLuint, bufSize: GLsizei,
len: PGLsizei, groupString: PGLchar){.
stdcall, importc, ogl.}
proc glGetPerfMonitorCounterStringAMD*(group: GLuint, counter: GLuint,
bufSize: GLsizei, len: PGLsizei,
counterString: PGLchar){.stdcall, importc, ogl.}
proc glGetPerfMonitorCounterInfoAMD*(group: GLuint, counter: GLuint,
pname: GLenum, data: PGLvoid){.stdcall, importc, ogl.}
proc glGenPerfMonitorsAMD*(n: GLsizei, monitors: PGLuint){.stdcall, importc, ogl.}
proc glDeletePerfMonitorsAMD*(n: GLsizei, monitors: PGLuint){.stdcall, importc, ogl.}
proc glSelectPerfMonitorCountersAMD*(monitor: GLuint, enable: GLboolean,
group: GLuint, numCounters: GLint,
counterList: PGLuint){.stdcall, importc, ogl.}
proc glBeginPerfMonitorAMD*(monitor: GLuint){.stdcall, importc, ogl.}
proc glEndPerfMonitorAMD*(monitor: GLuint){.stdcall, importc, ogl.}
proc glGetPerfMonitorCounterDataAMD*(monitor: GLuint, pname: GLenum,
dataSize: GLsizei, data: PGLuint,
bytesWritten: PGLint){.stdcall, importc, ogl.}
# GL_AMD_vertex_shader_tesselator
proc glTessellationFactorAMD*(factor: GLfloat){.stdcall, importc, ogl.}
proc glTessellationModeAMD*(mode: GLenum){.stdcall, importc, ogl.}
# GL_AMD_draw_buffers_blend
proc glBlendFuncIndexedAMD*(buf: GLuint, src: GLenum, dst: GLenum){.stdcall, importc, ogl.}
proc glBlendFuncSeparateIndexedAMD*(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum,
srcAlpha: GLenum, dstAlpha: GLenum){.stdcall, importc, ogl.}
proc glBlendEquationIndexedAMD*(buf: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glBlendEquationSeparateIndexedAMD*(buf: GLuint, modeRGB: GLenum,
modeAlpha: GLenum){.stdcall, importc, ogl.}
# GL_AMD_name_gen_delete
proc glGenNamesAMD*(identifier: GLenum, num: GLuint, names: PGLuint){.stdcall, importc, ogl.}
proc glDeleteNamesAMD*(identifier: GLenum, num: GLuint, names: PGLuint){.stdcall, importc, ogl.}
proc glIsNameAMD*(identifier: GLenum, name: GLuint): GLboolean{.stdcall, importc, ogl.}
# GL_AMD_debug_output
proc glDebugMessageEnableAMD*(category: GLenum, severity: GLenum,
count: GLsizei, ids: PGLuint, enabled: GLboolean){.
stdcall, importc, ogl.}
proc glDebugMessageInsertAMD*(category: GLenum, severity: GLenum, id: GLuint,
len: GLsizei, buf: PGLchar){.stdcall, importc, ogl.}
proc glDebugMessageCallbackAMD*(callback: TGLDebugProcAMD, userParam: PGLvoid){.
stdcall, importc, ogl.}
proc glGetDebugMessageLogAMD*(count: GLuint, bufsize: GLsizei,
categories: PGLenum, severities: PGLuint,
ids: PGLuint, lengths: PGLsizei, message: PGLchar): GLuint{.
stdcall, importc, ogl.}
# GL_EXT_blend_color
proc glBlendColorEXT*(red: GLclampf, green: GLclampf, blue: GLclampf,
alpha: GLclampf){.stdcall, importc, ogl.}
# GL_EXT_blend_func_separate
proc glBlendFuncSeparateEXT*(sfactorRGB: GLenum, dfactorRGB: GLenum,
sfactorAlpha: GLenum, dfactorAlpha: GLenum){.
stdcall, importc, ogl.}
# GL_EXT_blend_minmax
proc glBlendEquationEXT*(mode: GLenum){.stdcall, importc, ogl.}
# GL_EXT_color_subtable
proc glColorSubTableEXT*(target: GLenum, start: GLsizei, count: GLsizei,
format: GLenum, typ: GLenum, data: PGLvoid){.stdcall, importc, ogl.}
proc glCopyColorSubTableEXT*(target: GLenum, start: GLsizei, x: GLint, y: GLint,
width: GLsizei){.stdcall, importc, ogl.}
# GL_EXT_compiled_vertex_array
proc glLockArraysEXT*(first: GLint, count: GLsizei){.stdcall, importc, ogl.}
proc glUnlockArraysEXT*(){.stdcall, importc, ogl.}
# GL_EXT_convolution
proc glConvolutionFilter1DEXT*(target: GLenum, internalformat: GLenum,
width: GLsizei, format: GLenum, typ: GLenum,
image: PGLvoid){.stdcall, importc, ogl.}
proc glConvolutionFilter2DEXT*(target: GLenum, internalformat: GLenum,
width: GLsizei, height: GLsizei, format: GLenum,
typ: GLenum, image: PGLvoid){.stdcall, importc, ogl.}
proc glConvolutionParameterfEXT*(target: GLenum, pname: GLenum, params: GLfloat){.
stdcall, importc, ogl.}
proc glConvolutionParameterfvEXT*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glConvolutionParameteriEXT*(target: GLenum, pname: GLenum, params: GLint){.
stdcall, importc, ogl.}
proc glConvolutionParameterivEXT*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glCopyConvolutionFilter1DEXT*(target: GLenum, internalformat: GLenum,
x: GLint, y: GLint, width: GLsizei){.stdcall, importc, ogl.}
proc glCopyConvolutionFilter2DEXT*(target: GLenum, internalformat: GLenum,
x: GLint, y: GLint, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glGetConvolutionFilterEXT*(target: GLenum, format: GLenum, typ: GLenum,
image: PGLvoid){.stdcall, importc, ogl.}
proc glGetConvolutionParameterfvEXT*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetConvolutionParameterivEXT*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetSeparableFilterEXT*(target: GLenum, format: GLenum, typ: GLenum,
row: PGLvoid, column: PGLvoid, span: PGLvoid){.
stdcall, importc, ogl.}
proc glSeparableFilter2DEXT*(target: GLenum, internalformat: GLenum,
width: GLsizei, height: GLsizei, format: GLenum,
typ: GLenum, row: PGLvoid, column: PGLvoid){.
stdcall, importc, ogl.}
# GL_EXT_coordinate_frame
proc glTangent3bEXT*(tx: GLbyte, ty: GLbyte, tz: GLbyte){.stdcall, importc, ogl.}
proc glTangent3bvEXT*(v: PGLbyte){.stdcall, importc, ogl.}
proc glTangent3dEXT*(tx: GLdouble, ty: GLdouble, tz: GLdouble){.stdcall, importc, ogl.}
proc glTangent3dvEXT*(v: PGLdouble){.stdcall, importc, ogl.}
proc glTangent3fEXT*(tx: GLfloat, ty: GLfloat, tz: GLfloat){.stdcall, importc, ogl.}
proc glTangent3fvEXT*(v: PGLfloat){.stdcall, importc, ogl.}
proc glTangent3iEXT*(tx: GLint, ty: GLint, tz: GLint){.stdcall, importc, ogl.}
proc glTangent3ivEXT*(v: PGLint){.stdcall, importc, ogl.}
proc glTangent3sEXT*(tx: GLshort, ty: GLshort, tz: GLshort){.stdcall, importc, ogl.}
proc glTangent3svEXT*(v: PGLshort){.stdcall, importc, ogl.}
proc glBinormal3bEXT*(bx: GLbyte, by: GLbyte, bz: GLbyte){.stdcall, importc, ogl.}
proc glBinormal3bvEXT*(v: PGLbyte){.stdcall, importc, ogl.}
proc glBinormal3dEXT*(bx: GLdouble, by: GLdouble, bz: GLdouble){.stdcall, importc, ogl.}
proc glBinormal3dvEXT*(v: PGLdouble){.stdcall, importc, ogl.}
proc glBinormal3fEXT*(bx: GLfloat, by: GLfloat, bz: GLfloat){.stdcall, importc, ogl.}
proc glBinormal3fvEXT*(v: PGLfloat){.stdcall, importc, ogl.}
proc glBinormal3iEXT*(bx: GLint, by: GLint, bz: GLint){.stdcall, importc, ogl.}
proc glBinormal3ivEXT*(v: PGLint){.stdcall, importc, ogl.}
proc glBinormal3sEXT*(bx: GLshort, by: GLshort, bz: GLshort){.stdcall, importc, ogl.}
proc glBinormal3svEXT*(v: PGLshort){.stdcall, importc, ogl.}
proc glTangentPointerEXT*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glBinormalPointerEXT*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
# GL_EXT_copy_texture
proc glCopyTexImage1DEXT*(target: GLenum, level: GLint, internalformat: GLenum,
x: GLint, y: GLint, width: GLsizei, border: GLint){.
stdcall, importc, ogl.}
proc glCopyTexImage2DEXT*(target: GLenum, level: GLint, internalformat: GLenum,
x: GLint, y: GLint, width: GLsizei, height: GLsizei,
border: GLint){.stdcall, importc, ogl.}
proc glCopyTexSubImage1DEXT*(target: GLenum, level: GLint, xoffset: GLint,
x: GLint, y: GLint, width: GLsizei){.stdcall, importc, ogl.}
proc glCopyTexSubImage2DEXT*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, x: GLint, y: GLint, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glCopyTexSubImage3DEXT*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint, x: GLint, y: GLint,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
# GL_EXT_cull_vertex
proc glCullParameterdvEXT*(pname: GLenum, params: PGLdouble){.stdcall, importc, ogl.}
proc glCullParameterfvEXT*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
# GL_EXT_draw_range_elements
proc glDrawRangeElementsEXT*(mode: GLenum, start: GLuint, ending: GLuint,
count: GLsizei, typ: GLenum, indices: PGLvoid){.
stdcall, importc, ogl.}
# GL_EXT_fog_coord
proc glFogCoordfEXT*(coord: GLfloat){.stdcall, importc, ogl.}
proc glFogCoordfvEXT*(coord: PGLfloat){.stdcall, importc, ogl.}
proc glFogCoorddEXT*(coord: GLdouble){.stdcall, importc, ogl.}
proc glFogCoorddvEXT*(coord: PGLdouble){.stdcall, importc, ogl.}
proc glFogCoordPointerEXT*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
# GL_EXT_framebuffer_object
proc glIsRenderbufferEXT*(renderbuffer: GLuint): bool{.stdcall, importc, ogl.}
proc glBindRenderbufferEXT*(target: GLenum, renderbuffer: GLuint){.stdcall, importc, ogl.}
proc glDeleteRenderbuffersEXT*(n: GLsizei, renderbuffers: PGLuint){.stdcall, importc, ogl.}
proc glGenRenderbuffersEXT*(n: GLsizei, renderbuffers: PGLuint){.stdcall, importc, ogl.}
proc glRenderbufferStorageEXT*(target: GLenum, internalformat: GLenum,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glGetRenderbufferParameterivEXT*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glIsFramebufferEXT*(framebuffer: GLuint): bool{.stdcall, importc, ogl.}
proc glBindFramebufferEXT*(target: GLenum, framebuffer: GLuint){.stdcall, importc, ogl.}
proc glDeleteFramebuffersEXT*(n: GLsizei, framebuffers: PGLuint){.stdcall, importc, ogl.}
proc glGenFramebuffersEXT*(n: GLsizei, framebuffers: PGLuint){.stdcall, importc, ogl.}
proc glCheckFramebufferStatusEXT*(target: GLenum): GLenum{.stdcall, importc, ogl.}
proc glFramebufferTexture1DEXT*(target: GLenum, attachment: GLenum,
textarget: GLenum, texture: GLuint, level: GLint){.
stdcall, importc, ogl.}
proc glFramebufferTexture2DEXT*(target: GLenum, attachment: GLenum,
textarget: GLenum, texture: GLuint, level: GLint){.
stdcall, importc, ogl.}
proc glFramebufferTexture3DEXT*(target: GLenum, attachment: GLenum,
textarget: GLenum, texture: GLuint,
level: GLint, zoffset: GLint){.stdcall, importc, ogl.}
proc glFramebufferRenderbufferEXT*(target: GLenum, attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: GLuint){.stdcall, importc, ogl.}
proc glGetFramebufferAttachmentParameterivEXT*(target: GLenum,
attachment: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGenerateMipmapEXT*(target: GLenum){.stdcall, importc, ogl.}
# GL_EXT_histogram
proc glGetHistogramEXT*(target: GLenum, reset: GLboolean, format: GLenum,
typ: GLenum, values: PGLvoid){.stdcall, importc, ogl.}
proc glGetHistogramParameterfvEXT*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetHistogramParameterivEXT*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetMinmaxEXT*(target: GLenum, reset: GLboolean, format: GLenum,
typ: GLenum, values: PGLvoid){.stdcall, importc, ogl.}
proc glGetMinmaxParameterfvEXT*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetMinmaxParameterivEXT*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glHistogramEXT*(target: GLenum, width: GLsizei, internalformat: GLenum,
sink: GLboolean){.stdcall, importc, ogl.}
proc glMinmaxEXT*(target: GLenum, internalformat: GLenum, sink: GLboolean){.
stdcall, importc, ogl.}
proc glResetHistogramEXT*(target: GLenum){.stdcall, importc, ogl.}
proc glResetMinmaxEXT*(target: GLenum){.stdcall, importc, ogl.}
# GL_EXT_index_func
proc glIndexFuncEXT*(func: GLenum, theRef: GLclampf){.stdcall, importc, ogl.}
# GL_EXT_index_material
proc glIndexMaterialEXT*(face: GLenum, mode: GLenum){.stdcall, importc, ogl.}
# GL_EXT_light_texture
proc glApplyTextureEXT*(mode: GLenum){.stdcall, importc, ogl.}
proc glTextureLightEXT*(pname: GLenum){.stdcall, importc, ogl.}
proc glTextureMaterialEXT*(face: GLenum, mode: GLenum){.stdcall, importc, ogl.}
# GL_EXT_multi_draw_arrays
proc glMultiDrawArraysEXT*(mode: GLenum, first: PGLint, count: PGLsizei,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glMultiDrawElementsEXT*(mode: GLenum, count: PGLsizei, typ: GLenum,
indices: PGLvoid, primcount: GLsizei){.stdcall, importc, ogl.}
# GL_EXT_multisample
proc glSampleMaskEXT*(value: GLclampf, invert: GLboolean){.stdcall, importc, ogl.}
proc glSamplePatternEXT*(pattern: GLenum){.stdcall, importc, ogl.}
# GL_EXT_paletted_texture
proc glColorTableEXT*(target: GLenum, internalFormat: GLenum, width: GLsizei,
format: GLenum, typ: GLenum, table: PGLvoid){.stdcall, importc, ogl.}
proc glGetColorTableEXT*(target: GLenum, format: GLenum, typ: GLenum,
data: PGLvoid){.stdcall, importc, ogl.}
proc glGetColorTableParameterivEXT*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetColorTableParameterfvEXT*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
# GL_EXT_pixel_transform
proc glPixelTransformParameteriEXT*(target: GLenum, pname: GLenum, param: GLint){.
stdcall, importc, ogl.}
proc glPixelTransformParameterfEXT*(target: GLenum, pname: GLenum,
param: GLfloat){.stdcall, importc, ogl.}
proc glPixelTransformParameterivEXT*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glPixelTransformParameterfvEXT*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
# GL_EXT_point_parameters
proc glPointParameterfEXT*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPointParameterfvEXT*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
# GL_EXT_polygon_offset
proc glPolygonOffsetEXT*(factor: GLfloat, bias: GLfloat){.stdcall, importc, ogl.}
# GL_EXT_secondary_color
proc glSecondaryColor3bEXT*(red: GLbyte, green: GLbyte, blue: GLbyte){.stdcall, importc, ogl.}
proc glSecondaryColor3bvEXT*(v: PGLbyte){.stdcall, importc, ogl.}
proc glSecondaryColor3dEXT*(red: GLdouble, green: GLdouble, blue: GLdouble){.
stdcall, importc, ogl.}
proc glSecondaryColor3dvEXT*(v: PGLdouble){.stdcall, importc, ogl.}
proc glSecondaryColor3fEXT*(red: GLfloat, green: GLfloat, blue: GLfloat){.
stdcall, importc, ogl.}
proc glSecondaryColor3fvEXT*(v: PGLfloat){.stdcall, importc, ogl.}
proc glSecondaryColor3iEXT*(red: GLint, green: GLint, blue: GLint){.stdcall, importc, ogl.}
proc glSecondaryColor3ivEXT*(v: PGLint){.stdcall, importc, ogl.}
proc glSecondaryColor3sEXT*(red: GLshort, green: GLshort, blue: GLshort){.
stdcall, importc, ogl.}
proc glSecondaryColor3svEXT*(v: PGLshort){.stdcall, importc, ogl.}
proc glSecondaryColor3ubEXT*(red: GLubyte, green: GLubyte, blue: GLubyte){.
stdcall, importc, ogl.}
proc glSecondaryColor3ubvEXT*(v: PGLubyte){.stdcall, importc, ogl.}
proc glSecondaryColor3uiEXT*(red: GLuint, green: GLuint, blue: GLuint){.stdcall, importc, ogl.}
proc glSecondaryColor3uivEXT*(v: PGLuint){.stdcall, importc, ogl.}
proc glSecondaryColor3usEXT*(red: GLushort, green: GLushort, blue: GLushort){.
stdcall, importc, ogl.}
proc glSecondaryColor3usvEXT*(v: PGLushort){.stdcall, importc, ogl.}
proc glSecondaryColorPointerEXT*(size: GLint, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_EXT_stencil_two_side
proc glActiveStencilFaceEXT*(face: GLenum){.stdcall, importc, ogl.}
# GL_EXT_subtexture
proc glTexSubImage1DEXT*(target: GLenum, level: GLint, xoffset: GLint,
width: GLsizei, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTexSubImage2DEXT*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, width: GLsizei, height: GLsizei,
format: GLenum, typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
# GL_EXT_texture3D
proc glTexImage3DEXT*(target: GLenum, level: GLint, internalformat: GLenum,
width: GLsizei, height: GLsizei, depth: GLsizei,
border: GLint, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTexSubImage3DEXT*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint, width: GLsizei,
height: GLsizei, depth: GLsizei, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
# GL_EXT_texture_object
proc glAreTexturesResidentEXT*(n: GLsizei, textures: PGLuint,
residences: PGLboolean): GLboolean{.stdcall, importc, ogl.}
proc glBindTextureEXT*(target: GLenum, texture: GLuint){.stdcall, importc, ogl.}
proc glDeleteTexturesEXT*(n: GLsizei, textures: PGLuint){.stdcall, importc, ogl.}
proc glGenTexturesEXT*(n: GLsizei, textures: PGLuint){.stdcall, importc, ogl.}
proc glIsTextureEXT*(texture: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glPrioritizeTexturesEXT*(n: GLsizei, textures: PGLuint,
priorities: PGLclampf){.stdcall, importc, ogl.}
# GL_EXT_texture_perturb_normal
proc glTextureNormalEXT*(mode: GLenum){.stdcall, importc, ogl.}
# GL_EXT_vertex_array
proc glArrayElementEXT*(i: GLint){.stdcall, importc, ogl.}
proc glColorPointerEXT*(size: GLint, typ: GLenum, stride: GLsizei,
count: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glDrawArraysEXT*(mode: GLenum, first: GLint, count: GLsizei){.stdcall, importc, ogl.}
proc glEdgeFlagPointerEXT*(stride: GLsizei, count: GLsizei, pointer: PGLboolean){.
stdcall, importc, ogl.}
proc glGetPointervEXT*(pname: GLenum, params: PGLvoid){.stdcall, importc, ogl.}
proc glIndexPointerEXT*(typ: GLenum, stride: GLsizei, count: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glNormalPointerEXT*(typ: GLenum, stride: GLsizei, count: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
proc glTexCoordPointerEXT*(size: GLint, typ: GLenum, stride: GLsizei,
count: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glVertexPointerEXT*(size: GLint, typ: GLenum, stride: GLsizei,
count: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_EXT_vertex_shader
proc glBeginVertexShaderEXT*(){.stdcall, importc, ogl.}
proc glEndVertexShaderEXT*(){.stdcall, importc, ogl.}
proc glBindVertexShaderEXT*(id: GLuint){.stdcall, importc, ogl.}
proc glGenVertexShadersEXT*(range: GLuint): GLuint{.stdcall, importc, ogl.}
proc glDeleteVertexShaderEXT*(id: GLuint){.stdcall, importc, ogl.}
proc glShaderOp1EXT*(op: GLenum, res: GLuint, arg1: GLuint){.stdcall, importc, ogl.}
proc glShaderOp2EXT*(op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint){.
stdcall, importc, ogl.}
proc glShaderOp3EXT*(op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint,
arg3: GLuint){.stdcall, importc, ogl.}
proc glSwizzleEXT*(res: GLuint, ain: GLuint, outX: GLenum, outY: GLenum,
outZ: GLenum, outW: GLenum){.stdcall, importc, ogl.}
proc glWriteMaskEXT*(res: GLuint, ain: GLuint, outX: GLenum, outY: GLenum,
outZ: GLenum, outW: GLenum){.stdcall, importc, ogl.}
proc glInsertComponentEXT*(res: GLuint, src: GLuint, num: GLuint){.stdcall, importc, ogl.}
proc glExtractComponentEXT*(res: GLuint, src: GLuint, num: GLuint){.stdcall, importc, ogl.}
proc glGenSymbolsEXT*(datatype: GLenum, storagetype: GLenum, range: GLenum,
components: GLuint): GLuint{.stdcall, importc, ogl.}
proc glSetInvariantEXT*(id: GLuint, typ: GLenum, theAddr: PGLvoid){.stdcall, importc, ogl.}
proc glSetLocalConstantEXT*(id: GLuint, typ: GLenum, theAddr: PGLvoid){.stdcall, importc, ogl.}
proc glVariantbvEXT*(id: GLuint, theAddr: PGLbyte){.stdcall, importc, ogl.}
proc glVariantsvEXT*(id: GLuint, theAddr: PGLshort){.stdcall, importc, ogl.}
proc glVariantivEXT*(id: GLuint, theAddr: PGLint){.stdcall, importc, ogl.}
proc glVariantfvEXT*(id: GLuint, theAddr: PGLfloat){.stdcall, importc, ogl.}
proc glVariantdvEXT*(id: GLuint, theAddr: PGLdouble){.stdcall, importc, ogl.}
proc glVariantubvEXT*(id: GLuint, theAddr: PGLubyte){.stdcall, importc, ogl.}
proc glVariantusvEXT*(id: GLuint, theAddr: PGLushort){.stdcall, importc, ogl.}
proc glVariantuivEXT*(id: GLuint, theAddr: PGLuint){.stdcall, importc, ogl.}
proc glVariantPointerEXT*(id: GLuint, typ: GLenum, stride: GLuint, theAddr: PGLvoid){.
stdcall, importc, ogl.}
proc glEnableVariantClientStateEXT*(id: GLuint){.stdcall, importc, ogl.}
proc glDisableVariantClientStateEXT*(id: GLuint){.stdcall, importc, ogl.}
proc glBindLightParameterEXT*(light: GLenum, value: GLenum): GLuint{.stdcall, importc, ogl.}
proc glBindMaterialParameterEXT*(face: GLenum, value: GLenum): GLuint{.stdcall, importc, ogl.}
proc glBindTexGenParameterEXT*(theUnit: GLenum, coord: GLenum, value: GLenum): GLuint{.
stdcall, importc, ogl.}
proc glBindTextureUnitParameterEXT*(theUnit: GLenum, value: GLenum): GLuint{.
stdcall, importc, ogl.}
proc glBindParameterEXT*(value: GLenum): GLuint{.stdcall, importc, ogl.}
proc glIsVariantEnabledEXT*(id: GLuint, cap: GLenum): GLboolean{.stdcall, importc, ogl.}
proc glGetVariantBooleanvEXT*(id: GLuint, value: GLenum, data: PGLboolean){.
stdcall, importc, ogl.}
proc glGetVariantIntegervEXT*(id: GLuint, value: GLenum, data: PGLint){.stdcall, importc, ogl.}
proc glGetVariantFloatvEXT*(id: GLuint, value: GLenum, data: PGLfloat){.stdcall, importc, ogl.}
proc glGetVariantPointervEXT*(id: GLuint, value: GLenum, data: PGLvoid){.stdcall, importc, ogl.}
proc glGetInvariantBooleanvEXT*(id: GLuint, value: GLenum, data: PGLboolean){.
stdcall, importc, ogl.}
proc glGetInvariantIntegervEXT*(id: GLuint, value: GLenum, data: PGLint){.
stdcall, importc, ogl.}
proc glGetInvariantFloatvEXT*(id: GLuint, value: GLenum, data: PGLfloat){.
stdcall, importc, ogl.}
proc glGetLocalConstantBooleanvEXT*(id: GLuint, value: GLenum, data: PGLboolean){.
stdcall, importc, ogl.}
proc glGetLocalConstantIntegervEXT*(id: GLuint, value: GLenum, data: PGLint){.
stdcall, importc, ogl.}
proc glGetLocalConstantFloatvEXT*(id: GLuint, value: GLenum, data: PGLfloat){.
stdcall, importc, ogl.}
# GL_EXT_vertex_weighting
proc glVertexWeightfEXT*(weight: GLfloat){.stdcall, importc, ogl.}
proc glVertexWeightfvEXT*(weight: PGLfloat){.stdcall, importc, ogl.}
proc glVertexWeightPointerEXT*(size: GLsizei, typ: GLenum, stride: GLsizei,
pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_EXT_stencil_clear_tag
proc glStencilClearTagEXT*(stencilTagBits: GLsizei, stencilClearTag: GLuint){.
stdcall, importc, ogl.}
# GL_EXT_framebuffer_blit
proc glBlitFramebufferEXT*(srcX0: GLint, srcY0: GLint, srcX1: GLint,
srcY1: GLint, dstX0: GLint, dstY0: GLint,
dstX1: GLint, dstY1: GLint, mask: GLbitfield,
filter: GLenum){.stdcall, importc, ogl.}
# GL_EXT_framebuffer_multisample
proc glRenderbufferStorageMultisampleEXT*(target: GLenum, samples: GLsizei,
internalformat: GLenum, width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
# GL_EXT_timer_query
proc glGetQueryObjecti64vEXT*(id: GLuint, pname: GLenum, params: PGLint64EXT){.
stdcall, importc, ogl.}
proc glGetQueryObjectui64vEXT*(id: GLuint, pname: GLenum, params: PGLuint64EXT){.
stdcall, importc, ogl.}
# GL_EXT_gpu_program_parameters
proc glProgramEnvParameters4fvEXT*(target: GLenum, index: GLuint,
count: GLsizei, params: PGLfloat){.stdcall, importc, ogl.}
proc glProgramLocalParameters4fvEXT*(target: GLenum, index: GLuint,
count: GLsizei, params: PGLfloat){.stdcall, importc, ogl.}
# GL_EXT_bindable_uniform
proc glUniformBufferEXT*(prog: GLuint, location: GLint, buffer: GLuint){.stdcall, importc, ogl.}
proc glGetUniformBufferSizeEXT*(prog: GLuint, location: GLint): GLint{.stdcall, importc, ogl.}
proc glGetUniformOffsetEXT*(prog: GLuint, location: GLint): GLintptr{.stdcall, importc, ogl.}
# GL_EXT_draw_buffers2
proc glColorMaskIndexedEXT*(buf: GLuint, r: GLboolean, g: GLboolean,
b: GLboolean, a: GLboolean){.stdcall, importc, ogl.}
proc glGetBooleanIndexedvEXT*(value: GLenum, index: GLuint, data: PGLboolean){.
stdcall, importc, ogl.}
proc glGetIntegerIndexedvEXT*(value: GLenum, index: GLuint, data: PGLint){.
stdcall, importc, ogl.}
proc glEnableIndexedEXT*(target: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glDisableIndexedEXT*(target: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glIsEnabledIndexedEXT*(target: GLenum, index: GLuint): GLboolean{.stdcall, importc, ogl.}
# GL_EXT_draw_instanced
proc glDrawArraysInstancedEXT*(mode: GLenum, first: GLint, count: GLsizei,
primcount: GLsizei){.stdcall, importc, ogl.}
proc glDrawElementsInstancedEXT*(mode: GLenum, count: GLsizei, typ: GLenum,
indices: Pointer, primcount: GLsizei){.stdcall, importc, ogl.}
# GL_EXT_geometry_shader4
proc glProgramParameteriEXT*(prog: GLuint, pname: GLenum, value: GLint){.stdcall, importc, ogl.}
proc glFramebufferTextureEXT*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint){.stdcall, importc, ogl.}
#procedure glFramebufferTextureLayerEXT(target: GLenum; attachment: GLenum; texture: GLuint; level: GLint; layer: GLint); stdcall, importc, ogl;
proc glFramebufferTextureFaceEXT*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint, face: GLenum){.
stdcall, importc, ogl.}
# GL_EXT_gpu_shader4
proc glVertexAttribI1iEXT*(index: GLuint, x: GLint){.stdcall, importc, ogl.}
proc glVertexAttribI2iEXT*(index: GLuint, x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glVertexAttribI3iEXT*(index: GLuint, x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glVertexAttribI4iEXT*(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint){.
stdcall, importc, ogl.}
proc glVertexAttribI1uiEXT*(index: GLuint, x: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribI2uiEXT*(index: GLuint, x: GLuint, y: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribI3uiEXT*(index: GLuint, x: GLuint, y: GLuint, z: GLuint){.
stdcall, importc, ogl.}
proc glVertexAttribI4uiEXT*(index: GLuint, x: GLuint, y: GLuint, z: GLuint,
w: GLuint){.stdcall, importc, ogl.}
proc glVertexAttribI1ivEXT*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI2ivEXT*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI3ivEXT*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI4ivEXT*(index: GLuint, v: PGLint){.stdcall, importc, ogl.}
proc glVertexAttribI1uivEXT*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI2uivEXT*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI3uivEXT*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI4uivEXT*(index: GLuint, v: PGLuint){.stdcall, importc, ogl.}
proc glVertexAttribI4bvEXT*(index: GLuint, v: PGLbyte){.stdcall, importc, ogl.}
proc glVertexAttribI4svEXT*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttribI4ubvEXT*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttribI4usvEXT*(index: GLuint, v: PGLushort){.stdcall, importc, ogl.}
proc glVertexAttribIPointerEXT*(index: GLuint, size: GLint, typ: GLenum,
stride: GLsizei, pointer: Pointer){.stdcall, importc, ogl.}
proc glGetVertexAttribIivEXT*(index: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetVertexAttribIuivEXT*(index: GLuint, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
proc glUniform1uiEXT*(location: GLint, v0: GLuint){.stdcall, importc, ogl.}
proc glUniform2uiEXT*(location: GLint, v0: GLuint, v1: GLuint){.stdcall, importc, ogl.}
proc glUniform3uiEXT*(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint){.
stdcall, importc, ogl.}
proc glUniform4uiEXT*(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint,
v3: GLuint){.stdcall, importc, ogl.}
proc glUniform1uivEXT*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glUniform2uivEXT*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glUniform3uivEXT*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glUniform4uivEXT*(location: GLint, count: GLsizei, value: PGLuint){.stdcall, importc, ogl.}
proc glGetUniformuivEXT*(prog: GLuint, location: GLint, params: PGLuint){.
stdcall, importc, ogl.}
proc glBindFragDataLocationEXT*(prog: GLuint, colorNumber: GLuint, name: PGLchar){.
stdcall, importc, ogl.}
proc glGetFragDataLocationEXT*(prog: GLuint, name: PGLchar): GLint{.stdcall, importc, ogl.}
# GL_EXT_texture_array
proc glFramebufferTextureLayerEXT*(target: GLenum, attachment: GLenum,
texture: GLuint, level: GLint, layer: GLint){.
stdcall, importc, ogl.}
# GL_EXT_texture_buffer_object
proc glTexBufferEXT*(target: GLenum, internalformat: GLenum, buffer: GLuint){.
stdcall, importc, ogl.}
# GL_EXT_texture_integer
proc glClearColorIiEXT*(r: GLint, g: GLint, b: GLint, a: GLint){.stdcall, importc, ogl.}
proc glClearColorIuiEXT*(r: GLuint, g: GLuint, b: GLuint, a: GLuint){.stdcall, importc, ogl.}
proc glTexParameterIivEXT*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glTexParameterIuivEXT*(target: GLenum, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
proc glGetTexParameterIivEXT*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetTexParameterIiuvEXT*(target: GLenum, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
# GL_HP_image_transform
proc glImageTransformParameteriHP*(target: GLenum, pname: GLenum, param: GLint){.
stdcall, importc, ogl.}
proc glImageTransformParameterfHP*(target: GLenum, pname: GLenum, param: GLfloat){.
stdcall, importc, ogl.}
proc glImageTransformParameterivHP*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glImageTransformParameterfvHP*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetImageTransformParameterivHP*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetImageTransformParameterfvHP*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
# GL_EXT_depth_bounds_test
proc glDepthBoundsEXT*(zmin: GLclampd, zmax: GLclampd){.stdcall, importc, ogl.}
# GL_EXT_blend_equation_separate
proc glBlendEquationSeparateEXT*(modeRGB: GLenum, modeAlpha: GLenum){.stdcall, importc, ogl.}
# GL_EXT_transform_feedback
proc glBeginTransformFeedbackEXT*(primitiveMode: GLenum){.stdcall, importc, ogl.}
proc glEndTransformFeedbackEXT*(){.stdcall, importc, ogl.}
proc glBindBufferRangeEXT*(target: GLenum, index: GLuint, buffer: GLuint,
offset: GLintptr, size: GLsizeiptr){.stdcall, importc, ogl.}
proc glBindBufferOffsetEXT*(target: GLenum, index: GLuint, buffer: GLuint,
offset: GLintptr){.stdcall, importc, ogl.}
proc glBindBufferBaseEXT*(target: GLenum, index: GLuint, buffer: GLuint){.
stdcall, importc, ogl.}
proc glTransformFeedbackVaryingsEXT*(prog: GLuint, count: GLsizei,
locations: PGLint, bufferMode: GLenum){.
stdcall, importc, ogl.}
proc glGetTransformFeedbackVaryingEXT*(prog: GLuint, index: GLuint,
location: PGLint){.stdcall, importc, ogl.}
# GL_EXT_direct_state_access
proc glClientAttribDefaultEXT*(mask: GLbitfield){.stdcall, importc, ogl.}
proc glPushClientAttribDefaultEXT*(mask: GLbitfield){.stdcall, importc, ogl.}
proc glMatrixLoadfEXT*(mode: GLenum, m: PGLfloat){.stdcall, importc, ogl.}
proc glMatrixLoaddEXT*(mode: GLenum, m: PGLdouble){.stdcall, importc, ogl.}
proc glMatrixMultfEXT*(mode: GLenum, m: PGLfloat){.stdcall, importc, ogl.}
proc glMatrixMultdEXT*(mode: GLenum, m: PGLdouble){.stdcall, importc, ogl.}
proc glMatrixLoadIdentityEXT*(mode: GLenum){.stdcall, importc, ogl.}
proc glMatrixRotatefEXT*(mode: GLenum, angle: GLfloat, x: GLfloat, y: GLfloat,
z: GLfloat){.stdcall, importc, ogl.}
proc glMatrixRotatedEXT*(mode: GLenum, angle: GLdouble, x: GLdouble,
y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glMatrixScalefEXT*(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glMatrixScaledEXT*(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glMatrixTranslatefEXT*(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glMatrixTranslatedEXT*(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glMatrixFrustumEXT*(mode: GLenum, left: GLdouble, right: GLdouble,
bottom: GLdouble, top: GLdouble, zNear: GLdouble,
zFar: GLdouble){.stdcall, importc, ogl.}
proc glMatrixOrthoEXT*(mode: GLenum, left: GLdouble, right: GLdouble,
bottom: GLdouble, top: GLdouble, zNear: GLdouble,
zFar: GLdouble){.stdcall, importc, ogl.}
proc glMatrixPopEXT*(mode: GLenum){.stdcall, importc, ogl.}
proc glMatrixPushEXT*(mode: GLenum){.stdcall, importc, ogl.}
proc glMatrixLoadTransposefEXT*(mode: GLenum, m: PGLfloat){.stdcall, importc, ogl.}
proc glMatrixLoadTransposedEXT*(mode: GLenum, m: PGLdouble){.stdcall, importc, ogl.}
proc glMatrixMultTransposefEXT*(mode: GLenum, m: PGLfloat){.stdcall, importc, ogl.}
proc glMatrixMultTransposedEXT*(mode: GLenum, m: PGLdouble){.stdcall, importc, ogl.}
proc glTextureParameterfEXT*(texture: GLuint, target: GLenum, pname: GLenum,
param: GLfloat){.stdcall, importc, ogl.}
proc glTextureParameterfvEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glTextureParameteriEXT*(texture: GLuint, target: GLenum, pname: GLenum,
param: GLint){.stdcall, importc, ogl.}
proc glTextureParameterivEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glTextureImage1DEXT*(texture: GLuint, target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei, border: GLint,
format: GLenum, typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTextureImage2DEXT*(texture: GLuint, target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, border: GLint, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTextureSubImage1DEXT*(texture: GLuint, target: GLenum, level: GLint,
xoffset: GLint, width: GLsizei, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTextureSubImage2DEXT*(texture: GLuint, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, width: GLsizei,
height: GLsizei, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glCopyTextureImage1DEXT*(texture: GLuint, target: GLenum, level: GLint,
internalformat: GLenum, x: GLint, y: GLint,
width: GLsizei, border: GLint){.stdcall, importc, ogl.}
proc glCopyTextureImage2DEXT*(texture: GLuint, target: GLenum, level: GLint,
internalformat: GLenum, x: GLint, y: GLint,
width: GLsizei, height: GLsizei, border: GLint){.
stdcall, importc, ogl.}
proc glCopyTextureSubImage1DEXT*(texture: GLuint, target: GLenum, level: GLint,
xoffset: GLint, x: GLint, y: GLint,
width: GLsizei){.stdcall, importc, ogl.}
proc glCopyTextureSubImage2DEXT*(texture: GLuint, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, x: GLint,
y: GLint, width: GLsizei, height: GLsizei){.
stdcall, importc, ogl.}
proc glGetTextureImageEXT*(texture: GLuint, target: GLenum, level: GLint,
format: GLenum, typ: GLenum, pixels: PGLvoid){.
stdcall, importc, ogl.}
proc glGetTextureParameterfvEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetTextureParameterivEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetTextureLevelParameterfvEXT*(texture: GLuint, target: GLenum,
level: GLint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetTextureLevelParameterivEXT*(texture: GLuint, target: GLenum,
level: GLint, pname: GLenum, params: GLint){.
stdcall, importc, ogl.}
proc glTextureImage3DEXT*(texture: GLuint, target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, depth: GLsizei, border: GLint,
format: GLenum, typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTextureSubImage3DEXT*(texture: GLuint, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, zoffset: GLint,
width: GLsizei, height: GLsizei, depth: GLsizei,
format: GLenum, typ: GLenum, pixels: PGLvoid){.
stdcall, importc, ogl.}
proc glCopyTextureSubImage3DEXT*(texture: GLuint, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, zoffset: GLint,
x: GLint, y: GLint, width: GLsizei,
height: GLsizei){.stdcall, importc, ogl.}
proc glMultiTexParameterfEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexParameterfvEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexParameteriEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLint){.stdcall, importc, ogl.}
proc glMultiTexParameterivEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glMultiTexImage1DEXT*(texunit: GLenum, target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
border: GLint, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glMultiTexImage2DEXT*(texunit: GLenum, target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, border: GLint, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glMultiTexSubImage1DEXT*(texunit: GLenum, target: GLenum, level: GLint,
xoffset: GLint, width: GLsizei, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glMultiTexSubImage2DEXT*(texunit: GLenum, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, width: GLsizei,
height: GLsizei, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
proc glCopyMultiTexImage1DEXT*(texunit: GLenum, target: GLenum, level: GLint,
internalformat: GLenum, x: GLint, y: GLint,
width: GLsizei, border: GLint){.stdcall, importc, ogl.}
proc glCopyMultiTexImage2DEXT*(texunit: GLenum, target: GLenum, level: GLint,
internalformat: GLenum, x: GLint, y: GLint,
width: GLsizei, height: GLsizei, border: GLint){.
stdcall, importc, ogl.}
proc glCopyMultiTexSubImage1DEXT*(texunit: GLenum, target: GLenum, level: GLint,
xoffset: GLint, x: GLint, y: GLint,
width: GLsizei){.stdcall, importc, ogl.}
proc glCopyMultiTexSubImage2DEXT*(texunit: GLenum, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, x: GLint,
y: GLint, width: GLsizei, height: GLsizei){.
stdcall, importc, ogl.}
proc glGetMultiTexImageEXT*(texunit: GLenum, target: GLenum, level: GLint,
format: GLenum, typ: GLenum, pixels: PGLvoid){.
stdcall, importc, ogl.}
proc glGetMultiTexParameterfvEXT*(texunit: GLenum, target: GLenum,
pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetMultiTexParameterivEXT*(texunit: GLenum, target: GLenum,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetMultiTexLevelParameterfvEXT*(texunit: GLenum, target: GLenum,
level: GLint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetMultiTexLevelParameterivEXT*(texunit: GLenum, target: GLenum,
level: GLint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glMultiTexImage3DEXT*(texunit: GLenum, target: GLenum, level: GLint,
internalformat: GLenum, width: GLsizei,
height: GLsizei, depth: GLsizei, border: GLint,
format: GLenum, typ: GLenum, pixels: PGLvoid){.
stdcall, importc, ogl.}
proc glMultiTexSubImage3DEXT*(texunit: GLenum, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint, zoffset: GLint,
width: GLsizei, height: GLsizei, depth: GLsizei,
format: GLenum, typ: GLenum, pixels: PGLvoid){.
stdcall, importc, ogl.}
proc glCopyMultiTexSubImage3DEXT*(texunit: GLenum, target: GLenum, level: GLint,
xoffset: GLint, yoffset: GLint,
zoffset: GLint, x: GLint, y: GLint,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glBindMultiTextureEXT*(texunit: GLenum, target: GLenum, texture: GLuint){.
stdcall, importc, ogl.}
proc glEnableClientStateIndexedEXT*(arr: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glDisableClientStateIndexedEXT*(arr: GLenum, index: GLuint){.stdcall, importc, ogl.}
proc glMultiTexCoordPointerEXT*(texunit: GLenum, size: GLint, typ: GLenum,
stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glMultiTexEnvfEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexEnvfvEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexEnviEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLint){.stdcall, importc, ogl.}
proc glMultiTexEnvivEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glMultiTexGendEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLdouble){.stdcall, importc, ogl.}
proc glMultiTexGendvEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLdouble){.stdcall, importc, ogl.}
proc glMultiTexGenfEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLfloat){.stdcall, importc, ogl.}
proc glMultiTexGenfvEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glMultiTexGeniEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
param: GLint){.stdcall, importc, ogl.}
proc glMultiTexGenivEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetMultiTexEnvfvEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetMultiTexEnvivEXT*(texunit: GLenum, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetMultiTexGendvEXT*(texunit: GLenum, coord: GLenum, pname: GLenum,
params: PGLdouble){.stdcall, importc, ogl.}
proc glGetMultiTexGenfvEXT*(texunit: GLenum, coord: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetMultiTexGenivEXT*(texunit: GLenum, coord: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetFloatIndexedvEXT*(target: GLenum, index: GLuint, data: PGLfloat){.
stdcall, importc, ogl.}
proc glGetDoubleIndexedvEXT*(target: GLenum, index: GLuint, data: PGLdouble){.
stdcall, importc, ogl.}
proc glGetPointerIndexedvEXT*(target: GLenum, index: GLuint, data: PPGLvoid){.
stdcall, importc, ogl.}
proc glCompressedTextureImage3DEXT*(texture: GLuint, target: GLenum,
level: GLint, internalformat: GLenum,
width: GLsizei, height: GLsizei,
depth: GLsizei, border: GLint,
imageSize: GLsizei, bits: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTextureImage2DEXT*(texture: GLuint, target: GLenum,
level: GLint, internalformat: GLenum,
width: GLsizei, height: GLsizei,
border: GLint, imageSize: GLsizei,
bits: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTextureImage1DEXT*(texture: GLuint, target: GLenum,
level: GLint, internalformat: GLenum,
width: GLsizei, border: GLint,
imageSize: GLsizei, bits: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedTextureSubImage3DEXT*(texture: GLuint, target: GLenum,
level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint,
width: GLsizei, height: GLsizei,
depth: GLsizei, format: GLenum,
imageSize: GLsizei, bits: PGLvoid){.
stdcall, importc, ogl.}
proc glCompressedTextureSubImage2DEXT*(texture: GLuint, target: GLenum,
level: GLint, xoffset: GLint,
yoffset: GLint, width: GLsizei,
height: GLsizei, format: GLenum,
imageSize: GLsizei, bits: PGLvoid){.
stdcall, importc, ogl.}
proc glCompressedTextureSubImage1DEXT*(texture: GLuint, target: GLenum,
level: GLint, xoffset: GLint,
width: GLsizei, format: GLenum,
imageSize: GLsizei, bits: PGLvoid){.
stdcall, importc, ogl.}
proc glGetCompressedTextureImageEXT*(texture: GLuint, target: GLenum,
lod: GLint, img: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedMultiTexImage3DEXT*(texunit: GLenum, target: GLenum,
level: GLint, internalformat: GLenum,
width: GLsizei, height: GLsizei,
depth: GLsizei, border: GLint,
imageSize: GLsizei, bits: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedMultiTexImage2DEXT*(texunit: GLenum, target: GLenum,
level: GLint, internalformat: GLenum,
width: GLsizei, height: GLsizei,
border: GLint, imageSize: GLsizei,
bits: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedMultiTexImage1DEXT*(texunit: GLenum, target: GLenum,
level: GLint, internalformat: GLenum,
width: GLsizei, border: GLint,
imageSize: GLsizei, bits: PGLvoid){.stdcall, importc, ogl.}
proc glCompressedMultiTexSubImage3DEXT*(texunit: GLenum, target: GLenum,
level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint,
width: GLsizei, height: GLsizei,
depth: GLsizei, format: GLenum,
imageSize: GLsizei, bits: PGLvoid){.
stdcall, importc, ogl.}
proc glCompressedMultiTexSubImage2DEXT*(texunit: GLenum, target: GLenum,
level: GLint, xoffset: GLint,
yoffset: GLint, width: GLsizei,
height: GLsizei, format: GLenum,
imageSize: GLsizei, bits: PGLvoid){.
stdcall, importc, ogl.}
proc glCompressedMultiTexSubImage1DEXT*(texunit: GLenum, target: GLenum,
level: GLint, xoffset: GLint,
width: GLsizei, format: GLenum,
imageSize: GLsizei, bits: PGLvoid){.
stdcall, importc, ogl.}
proc glGetCompressedMultiTexImageEXT*(texunit: GLenum, target: GLenum,
lod: GLint, img: PGLvoid){.stdcall, importc, ogl.}
proc glNamedProgramStringEXT*(prog: GLuint, target: GLenum, format: GLenum,
length: GLsizei, string: PGLvoid){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameter4dEXT*(prog: GLuint, target: GLenum,
index: GLuint, x: GLdouble, y: GLdouble,
z: GLdouble, w: GLdouble){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameter4dvEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLdouble){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameter4fEXT*(prog: GLuint, target: GLenum,
index: GLuint, x: GLfloat, y: GLfloat,
z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameter4fvEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetNamedProgramLocalParameterdvEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLdouble){.stdcall, importc, ogl.}
proc glGetNamedProgramLocalParameterfvEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetNamedProgramivEXT*(prog: GLuint, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetNamedProgramStringEXT*(prog: GLuint, target: GLenum, pname: GLenum,
string: PGLvoid){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameters4fvEXT*(prog: GLuint, target: GLenum,
index: GLuint, count: GLsizei, params: PGLfloat){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameterI4iEXT*(prog: GLuint, target: GLenum,
index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameterI4ivEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLint){.stdcall, importc, ogl.}
proc glNamedProgramLocalParametersI4ivEXT*(prog: GLuint, target: GLenum,
index: GLuint, count: GLsizei, params: PGLint){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameterI4uiEXT*(prog: GLuint, target: GLenum,
index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint){.stdcall, importc, ogl.}
proc glNamedProgramLocalParameterI4uivEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLuint){.stdcall, importc, ogl.}
proc glNamedProgramLocalParametersI4uivEXT*(prog: GLuint, target: GLenum,
index: GLuint, count: GLsizei, params: PGLuint){.stdcall, importc, ogl.}
proc glGetNamedProgramLocalParameterIivEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLint){.stdcall, importc, ogl.}
proc glGetNamedProgramLocalParameterIuivEXT*(prog: GLuint, target: GLenum,
index: GLuint, params: PGLuint){.stdcall, importc, ogl.}
proc glTextureParameterIivEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glTextureParameterIuivEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLuint){.stdcall, importc, ogl.}
proc glGetTextureParameterIivEXT*(texture: GLuint, target: GLenum,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetTextureParameterIuivEXT*(texture: GLuint, target: GLenum,
pname: GLenum, params: PGLuint){.stdcall, importc, ogl.}
proc glMultiTexParameterIivEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glMultiTexParameterIuivEXT*(texture: GLuint, target: GLenum, pname: GLenum,
params: PGLuint){.stdcall, importc, ogl.}
proc glGetMultiTexParameterIivEXT*(texture: GLuint, target: GLenum,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetMultiTexParameterIuivEXT*(texture: GLuint, target: GLenum,
pname: GLenum, params: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform1fEXT*(prog: GLuint, location: GLint, v0: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform2fEXT*(prog: GLuint, location: GLint, v0: GLfloat,
v1: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform3fEXT*(prog: GLuint, location: GLint, v0: GLfloat,
v1: GLfloat, v2: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform4fEXT*(prog: GLuint, location: GLint, v0: GLfloat,
v1: GLfloat, v2: GLfloat, v3: GLfloat){.stdcall, importc, ogl.}
proc glProgramUniform1iEXT*(prog: GLuint, location: GLint, v0: GLint){.stdcall, importc, ogl.}
proc glProgramUniform2iEXT*(prog: GLuint, location: GLint, v0: GLint, v1: GLint){.
stdcall, importc, ogl.}
proc glProgramUniform3iEXT*(prog: GLuint, location: GLint, v0: GLint, v1: GLint,
v2: GLint){.stdcall, importc, ogl.}
proc glProgramUniform4iEXT*(prog: GLuint, location: GLint, v0: GLint, v1: GLint,
v2: GLint, v3: GLint){.stdcall, importc, ogl.}
proc glProgramUniform1fvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform2fvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform3fvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform4fvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform1ivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform2ivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform3ivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniform4ivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2x3fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3x2fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2x4fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4x2fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3x4fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4x3fvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLfloat){.stdcall, importc, ogl.}
proc glProgramUniform1uiEXT*(prog: GLuint, location: GLint, v0: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform2uiEXT*(prog: GLuint, location: GLint, v0: GLuint,
v1: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform3uiEXT*(prog: GLuint, location: GLint, v0: GLuint,
v1: GLuint, v2: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform4uiEXT*(prog: GLuint, location: GLint, v0: GLuint,
v1: GLuint, v2: GLuint, v3: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform1uivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform2uivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform3uivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glProgramUniform4uivEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint){.stdcall, importc, ogl.}
proc glNamedBufferDataEXT*(buffer: GLuint, size: GLsizei, data: PGLvoid,
usage: GLenum){.stdcall, importc, ogl.}
proc glNamedBufferSubDataEXT*(buffer: GLuint, offset: GLintptr,
size: GLsizeiptr, data: PGLvoid){.stdcall, importc, ogl.}
proc glMapNamedBufferEXT*(buffer: GLuint, access: GLenum): PGLvoid{.stdcall, importc, ogl.}
proc glUnmapNamedBufferEXT*(buffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glMapNamedBufferRangeEXT*(buffer: GLuint, offset: GLintptr,
len: GLsizeiptr, access: GLbitfield): PGLvoid{.
stdcall, importc, ogl.}
proc glFlushMappedNamedBufferRangeEXT*(buffer: GLuint, offset: GLintptr,
len: GLsizeiptr){.stdcall, importc, ogl.}
proc glNamedCopyBufferSubDataEXT*(readBuffer: GLuint, writeBuffer: GLuint,
readOffset: GLintptr, writeOffset: GLintptr,
size: GLsizeiptr){.stdcall, importc, ogl.}
proc glGetNamedBufferParameterivEXT*(buffer: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetNamedBufferPointervEXT*(buffer: GLuint, pname: GLenum,
params: PPGLvoid){.stdcall, importc, ogl.}
proc glGetNamedBufferSubDataEXT*(buffer: GLuint, offset: GLintptr,
size: GLsizeiptr, data: PGLvoid){.stdcall, importc, ogl.}
proc glTextureBufferEXT*(texture: GLuint, target: GLenum,
internalformat: GLenum, buffer: GLuint){.stdcall, importc, ogl.}
proc glMultiTexBufferEXT*(texunit: GLenum, target: GLenum, interformat: GLenum,
buffer: GLuint){.stdcall, importc, ogl.}
proc glNamedRenderbufferStorageEXT*(renderbuffer: GLuint, interformat: GLenum,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glGetNamedRenderbufferParameterivEXT*(renderbuffer: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glCheckNamedFramebufferStatusEXT*(framebuffer: GLuint, target: GLenum): GLenum{.
stdcall, importc, ogl.}
proc glNamedFramebufferTexture1DEXT*(framebuffer: GLuint, attachment: GLenum,
textarget: GLenum, texture: GLuint,
level: GLint){.stdcall, importc, ogl.}
proc glNamedFramebufferTexture2DEXT*(framebuffer: GLuint, attachment: GLenum,
textarget: GLenum, texture: GLuint,
level: GLint){.stdcall, importc, ogl.}
proc glNamedFramebufferTexture3DEXT*(framebuffer: GLuint, attachment: GLenum,
textarget: GLenum, texture: GLuint,
level: GLint, zoffset: GLint){.stdcall, importc, ogl.}
proc glNamedFramebufferRenderbufferEXT*(framebuffer: GLuint, attachment: GLenum,
renderbuffertarget: GLenum,
renderbuffer: GLuint){.stdcall, importc, ogl.}
proc glGetNamedFramebufferAttachmentParameterivEXT*(framebuffer: GLuint,
attachment: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGenerateTextureMipmapEXT*(texture: GLuint, target: GLenum){.stdcall, importc, ogl.}
proc glGenerateMultiTexMipmapEXT*(texunit: GLenum, target: GLenum){.stdcall, importc, ogl.}
proc glFramebufferDrawBufferEXT*(framebuffer: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glFramebufferDrawBuffersEXT*(framebuffer: GLuint, n: GLsizei, bufs: PGLenum){.
stdcall, importc, ogl.}
proc glFramebufferReadBufferEXT*(framebuffer: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glGetFramebufferParameterivEXT*(framebuffer: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glNamedRenderbufferStorageMultisampleEXT*(renderbuffer: GLuint,
samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei){.
stdcall, importc, ogl.}
proc glNamedRenderbufferStorageMultisampleCoverageEXT*(renderbuffer: GLuint,
coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
proc glNamedFramebufferTextureEXT*(framebuffer: GLuint, attachment: GLenum,
texture: GLuint, level: GLint){.stdcall, importc, ogl.}
proc glNamedFramebufferTextureLayerEXT*(framebuffer: GLuint, attachment: GLenum,
texture: GLuint, level: GLint,
layer: GLint){.stdcall, importc, ogl.}
proc glNamedFramebufferTextureFaceEXT*(framebuffer: GLuint, attachment: GLenum,
texture: GLuint, level: GLint,
face: GLenum){.stdcall, importc, ogl.}
proc glTextureRenderbufferEXT*(texture: GLuint, target: GLenum,
renderbuffer: GLuint){.stdcall, importc, ogl.}
proc glMultiTexRenderbufferEXT*(texunit: GLenum, target: GLenum,
renderbuffer: GLuint){.stdcall, importc, ogl.}
proc glProgramUniform1dEXT*(prog: GLuint, location: GLint, x: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform2dEXT*(prog: GLuint, location: GLint, x: GLdouble,
y: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform3dEXT*(prog: GLuint, location: GLint, x: GLdouble,
y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform4dEXT*(prog: GLuint, location: GLint, x: GLdouble,
y: GLdouble, z: GLdouble, w: GLdouble){.stdcall, importc, ogl.}
proc glProgramUniform1dvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform2dvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform3dvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniform4dvEXT*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2x3dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix2x4dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3x2dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix3x4dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4x2dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
proc glProgramUniformMatrix4x3dvEXT*(prog: GLuint, location: GLint,
count: GLsizei, transpose: GLboolean,
value: PGLdouble){.stdcall, importc, ogl.}
# GL_EXT_separate_shader_objects
proc glUseShaderProgramEXT*(typ: GLenum, prog: GLuint){.stdcall, importc, ogl.}
proc glActiveProgramEXT*(prog: GLuint){.stdcall, importc, ogl.}
proc glCreateShaderProgramEXT*(typ: GLenum, string: PGLchar): GLuint{.stdcall, importc, ogl.}
# GL_EXT_shader_image_load_store
proc glBindImageTextureEXT*(index: GLuint, texture: GLuint, level: GLint,
layered: GLboolean, layer: GLint, access: GLenum,
format: GLint){.stdcall, importc, ogl.}
proc glMemoryBarrierEXT*(barriers: GLbitfield){.stdcall, importc, ogl.}
# GL_EXT_vertex_attrib_64bit
proc glVertexAttribL1dEXT*(index: GLuint, x: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL2dEXT*(index: GLuint, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL3dEXT*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glVertexAttribL4dEXT*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL1dvEXT*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL2dvEXT*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL3dvEXT*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribL4dvEXT*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribLPointerEXT*(index: GLuint, size: GLint, typ: GLenum,
stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glGetVertexAttribLdvEXT*(index: GLuint, pname: GLenum, params: PGLdouble){.
stdcall, importc, ogl.}
proc glVertexArrayVertexAttribLOffsetEXT*(vaobj: GLuint, buffer: GLuint,
index: GLuint, size: GLint, typ: GLenum, stride: GLsizei, offset: GLintptr){.
stdcall, importc, ogl.}
# GL_IBM_multimode_draw_arrays
proc glMultiModeDrawArraysIBM*(mode: GLenum, first: PGLint, count: PGLsizei,
primcount: GLsizei, modestride: GLint){.stdcall, importc, ogl.}
proc glMultiModeDrawElementsIBM*(mode: PGLenum, count: PGLsizei, typ: GLenum,
indices: PGLvoid, primcount: GLsizei,
modestride: GLint){.stdcall, importc, ogl.}
# GL_IBM_vertex_array_lists
proc glColorPointerListIBM*(size: GLint, typ: GLenum, stride: GLint,
pointer: PGLvoid, ptrstride: GLint){.stdcall, importc, ogl.}
proc glSecondaryColorPointerListIBM*(size: GLint, typ: GLenum, stride: GLint,
pointer: PGLvoid, ptrstride: GLint){.
stdcall, importc, ogl.}
proc glEdgeFlagPointerListIBM*(stride: GLint, pointer: PGLboolean,
ptrstride: GLint){.stdcall, importc, ogl.}
proc glFogCoordPointerListIBM*(typ: GLenum, stride: GLint, pointer: PGLvoid,
ptrstride: GLint){.stdcall, importc, ogl.}
proc glIndexPointerListIBM*(typ: GLenum, stride: GLint, pointer: PGLvoid,
ptrstride: GLint){.stdcall, importc, ogl.}
proc glNormalPointerListIBM*(typ: GLenum, stride: GLint, pointer: PGLvoid,
ptrstride: GLint){.stdcall, importc, ogl.}
proc glTexCoordPointerListIBM*(size: GLint, typ: GLenum, stride: GLint,
pointer: PGLvoid, ptrstride: GLint){.stdcall, importc, ogl.}
proc glVertexPointerListIBM*(size: GLint, typ: GLenum, stride: GLint,
pointer: PGLvoid, ptrstride: GLint){.stdcall, importc, ogl.}
# GL_INGR_blend_func_separate
proc glBlendFuncSeparateINGR*(sfactorRGB: GLenum, dfactorRGB: GLenum,
sfactorAlpha: GLenum, dfactorAlpha: GLenum){.
stdcall, importc, ogl.}
# GL_INTEL_parallel_arrays
proc glVertexPointervINTEL*(size: GLint, typ: GLenum, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glNormalPointervINTEL*(typ: GLenum, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glColorPointervINTEL*(size: GLint, typ: GLenum, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glTexCoordPointervINTEL*(size: GLint, typ: GLenum, pointer: PGLvoid){.
stdcall, importc, ogl.}
# GL_MESA_resize_buffers
proc glResizeBuffersMESA*(){.stdcall, importc, ogl.}
# GL_MESA_window_pos
proc glWindowPos2dMESA*(x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glWindowPos2dvMESA*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos2fMESA*(x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos2fvMESA*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos2iMESA*(x: GLint, y: GLint){.stdcall, importc, ogl.}
proc glWindowPos2ivMESA*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos2sMESA*(x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glWindowPos2svMESA*(v: PGLshort){.stdcall, importc, ogl.}
proc glWindowPos3dMESA*(x: GLdouble, y: GLdouble, z: GLdouble){.stdcall, importc, ogl.}
proc glWindowPos3dvMESA*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos3fMESA*(x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos3fvMESA*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos3iMESA*(x: GLint, y: GLint, z: GLint){.stdcall, importc, ogl.}
proc glWindowPos3ivMESA*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos3sMESA*(x: GLshort, y: GLshort, z: GLshort){.stdcall, importc, ogl.}
proc glWindowPos3svMESA*(v: PGLshort){.stdcall, importc, ogl.}
proc glWindowPos4dMESA*(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble){.
stdcall, importc, ogl.}
proc glWindowPos4dvMESA*(v: PGLdouble){.stdcall, importc, ogl.}
proc glWindowPos4fMESA*(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glWindowPos4fvMESA*(v: PGLfloat){.stdcall, importc, ogl.}
proc glWindowPos4iMESA*(x: GLint, y: GLint, z: GLint, w: GLint){.stdcall, importc, ogl.}
proc glWindowPos4ivMESA*(v: PGLint){.stdcall, importc, ogl.}
proc glWindowPos4sMESA*(x: GLshort, y: GLshort, z: GLshort, w: GLshort){.stdcall, importc, ogl.}
proc glWindowPos4svMESA*(v: PGLshort){.stdcall, importc, ogl.}
# GL_NV_evaluators
proc glMapControlPointsNV*(target: GLenum, index: GLuint, typ: GLenum,
ustride: GLsizei, vstride: GLsizei, uorder: GLint,
vorder: GLint, pack: GLboolean, points: PGLvoid){.
stdcall, importc, ogl.}
proc glMapParameterivNV*(target: GLenum, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glMapParameterfvNV*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetMapControlPointsNV*(target: GLenum, index: GLuint, typ: GLenum,
ustride: GLsizei, vstride: GLsizei,
pack: GLboolean, points: PGLvoid){.stdcall, importc, ogl.}
proc glGetMapParameterivNV*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetMapParameterfvNV*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetMapAttribParameterivNV*(target: GLenum, index: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetMapAttribParameterfvNV*(target: GLenum, index: GLuint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glEvalMapsNV*(target: GLenum, mode: GLenum){.stdcall, importc, ogl.}
# GL_NV_fence
proc glDeleteFencesNV*(n: GLsizei, fences: PGLuint){.stdcall, importc, ogl.}
proc glGenFencesNV*(n: GLsizei, fences: PGLuint){.stdcall, importc, ogl.}
proc glIsFenceNV*(fence: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glTestFenceNV*(fence: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glGetFenceivNV*(fence: GLuint, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glFinishFenceNV*(fence: GLuint){.stdcall, importc, ogl.}
proc glSetFenceNV*(fence: GLuint, condition: GLenum){.stdcall, importc, ogl.}
# GL_NV_fragment_prog
proc glProgramNamedParameter4fNV*(id: GLuint, length: GLsizei, name: PGLubyte,
x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat){.
stdcall, importc, ogl.}
proc glProgramNamedParameter4dNV*(id: GLuint, length: GLsizei, name: PGLubyte,
x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glProgramNamedParameter4fvNV*(id: GLuint, length: GLsizei, name: PGLubyte,
v: PGLfloat){.stdcall, importc, ogl.}
proc glProgramNamedParameter4dvNV*(id: GLuint, length: GLsizei, name: PGLubyte,
v: PGLdouble){.stdcall, importc, ogl.}
proc glGetProgramNamedParameterfvNV*(id: GLuint, length: GLsizei,
name: PGLubyte, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetProgramNamedParameterdvNV*(id: GLuint, length: GLsizei,
name: PGLubyte, params: PGLdouble){.stdcall, importc, ogl.}
# GL_NV_half_float
proc glVertex2hNV*(x: GLhalfNV, y: GLhalfNV){.stdcall, importc, ogl.}
proc glVertex2hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertex3hNV*(x: GLhalfNV, y: GLhalfNV, z: GLhalfNV){.stdcall, importc, ogl.}
proc glVertex3hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertex4hNV*(x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV){.stdcall, importc, ogl.}
proc glVertex4hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glNormal3hNV*(nx: GLhalfNV, ny: GLhalfNV, nz: GLhalfNV){.stdcall, importc, ogl.}
proc glNormal3hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glColor3hNV*(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV){.stdcall, importc, ogl.}
proc glColor3hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glColor4hNV*(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV,
alpha: GLhalfNV){.stdcall, importc, ogl.}
proc glColor4hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord1hNV*(s: GLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord1hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord2hNV*(s: GLhalfNV, t: GLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord2hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord3hNV*(s: GLhalfNV, t: GLhalfNV, r: GLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord3hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glTexCoord4hNV*(s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV){.
stdcall, importc, ogl.}
proc glTexCoord4hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord1hNV*(target: GLenum, s: GLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord1hvNV*(target: GLenum, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord2hNV*(target: GLenum, s: GLhalfNV, t: GLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord2hvNV*(target: GLenum, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord3hNV*(target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV){.
stdcall, importc, ogl.}
proc glMultiTexCoord3hvNV*(target: GLenum, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord4hNV*(target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV,
q: GLhalfNV){.stdcall, importc, ogl.}
proc glMultiTexCoord4hvNV*(target: GLenum, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glFogCoordhNV*(fog: GLhalfNV){.stdcall, importc, ogl.}
proc glFogCoordhvNV*(fog: PGLhalfNV){.stdcall, importc, ogl.}
proc glSecondaryColor3hNV*(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV){.
stdcall, importc, ogl.}
proc glSecondaryColor3hvNV*(v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexWeighthNV*(weight: GLhalfNV){.stdcall, importc, ogl.}
proc glVertexWeighthvNV*(weight: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib1hNV*(index: GLuint, x: GLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib1hvNV*(index: GLuint, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib2hNV*(index: GLuint, x: GLhalfNV, y: GLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib2hvNV*(index: GLuint, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib3hNV*(index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV){.
stdcall, importc, ogl.}
proc glVertexAttrib3hvNV*(index: GLuint, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib4hNV*(index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV,
w: GLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttrib4hvNV*(index: GLuint, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttribs1hvNV*(index: GLuint, n: GLsizei, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttribs2hvNV*(index: GLuint, n: GLsizei, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttribs3hvNV*(index: GLuint, n: GLsizei, v: PGLhalfNV){.stdcall, importc, ogl.}
proc glVertexAttribs4hvNV*(index: GLuint, n: GLsizei, v: PGLhalfNV){.stdcall, importc, ogl.}
# GL_NV_occlusion_query
proc glGenOcclusionQueriesNV*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glDeleteOcclusionQueriesNV*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glIsOcclusionQueryNV*(id: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glBeginOcclusionQueryNV*(id: GLuint){.stdcall, importc, ogl.}
proc glEndOcclusionQueryNV*(){.stdcall, importc, ogl.}
proc glGetOcclusionQueryivNV*(id: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetOcclusionQueryuivNV*(id: GLuint, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
# GL_NV_pixel_data_range
proc glPixelDataRangeNV*(target: GLenum, len: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glFlushPixelDataRangeNV*(target: GLenum){.stdcall, importc, ogl.}
# GL_NV_point_sprite
proc glPointParameteriNV*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glPointParameterivNV*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
# GL_NV_primitive_restart
proc glPrimitiveRestartNV*(){.stdcall, importc, ogl.}
proc glPrimitiveRestartIndexNV*(index: GLuint){.stdcall, importc, ogl.}
# GL_NV_register_combiners
proc glCombinerParameterfvNV*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glCombinerParameterfNV*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glCombinerParameterivNV*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glCombinerParameteriNV*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glCombinerInputNV*(stage: GLenum, portion: GLenum, variable: GLenum,
input: GLenum, mapping: GLenum, componentUsage: GLenum){.
stdcall, importc, ogl.}
proc glCombinerOutputNV*(stage: GLenum, portion: GLenum, abOutput: GLenum,
cdOutput: GLenum, sumOutput: GLenum, scale: GLenum,
bias: GLenum, abDotProduct: GLboolean,
cdDotProduct: GLboolean, muxSum: GLboolean){.stdcall, importc, ogl.}
proc glFinalCombinerInputNV*(variable: GLenum, input: GLenum, mapping: GLenum,
componentUsage: GLenum){.stdcall, importc, ogl.}
proc glGetCombinerInputParameterfvNV*(stage: GLenum, portion: GLenum,
variable: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetCombinerInputParameterivNV*(stage: GLenum, portion: GLenum,
variable: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetCombinerOutputParameterfvNV*(stage: GLenum, portion: GLenum,
pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetCombinerOutputParameterivNV*(stage: GLenum, portion: GLenum,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetFinalCombinerInputParameterfvNV*(variable: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetFinalCombinerInputParameterivNV*(variable: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
# GL_NV_register_combiners2
proc glCombinerStageParameterfvNV*(stage: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetCombinerStageParameterfvNV*(stage: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
# GL_NV_vertex_array_range
proc glFlushVertexArrayRangeNV*(){.stdcall, importc, ogl.}
proc glVertexArrayRangeNV*(len: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
# GL_NV_vertex_prog
proc glAreProgramsResidentNV*(n: GLsizei, programs: PGLuint,
residences: PGLboolean): GLboolean{.stdcall, importc, ogl.}
proc glBindProgramNV*(target: GLenum, id: GLuint){.stdcall, importc, ogl.}
proc glDeleteProgramsNV*(n: GLsizei, programs: PGLuint){.stdcall, importc, ogl.}
proc glExecuteProgramNV*(target: GLenum, id: GLuint, params: PGLfloat){.stdcall, importc, ogl.}
proc glGenProgramsNV*(n: GLsizei, programs: PGLuint){.stdcall, importc, ogl.}
proc glGetProgramParameterdvNV*(target: GLenum, index: GLuint, pname: GLenum,
params: PGLdouble){.stdcall, importc, ogl.}
proc glGetProgramParameterfvNV*(target: GLenum, index: GLuint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetProgramivNV*(id: GLuint, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetProgramStringNV*(id: GLuint, pname: GLenum, prog: PGLubyte){.stdcall, importc, ogl.}
proc glGetTrackMatrixivNV*(target: GLenum, address: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetVertexAttribdvNV*(index: GLuint, pname: GLenum, params: PGLdouble){.
stdcall, importc, ogl.}
proc glGetVertexAttribfvNV*(index: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetVertexAttribivNV*(index: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetVertexAttribPointervNV*(index: GLuint, pname: GLenum, pointer: PGLvoid){.
stdcall, importc, ogl.}
proc glIsProgramNV*(id: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glLoadProgramNV*(target: GLenum, id: GLuint, length: GLsizei,
prog: PGLubyte){.stdcall, importc, ogl.}
proc glProgramParameter4dNV*(target: GLenum, index: GLuint, x: GLdouble,
y: GLdouble, z: GLdouble, w: GLdouble){.stdcall, importc, ogl.}
proc glProgramParameter4dvNV*(target: GLenum, index: GLuint, v: PGLdouble){.
stdcall, importc, ogl.}
proc glProgramParameter4fNV*(target: GLenum, index: GLuint, x: GLfloat,
y: GLfloat, z: GLfloat, w: GLfloat){.stdcall, importc, ogl.}
proc glProgramParameter4fvNV*(target: GLenum, index: GLuint, v: PGLfloat){.
stdcall, importc, ogl.}
proc glProgramParameters4dvNV*(target: GLenum, index: GLuint, count: GLuint,
v: PGLdouble){.stdcall, importc, ogl.}
proc glProgramParameters4fvNV*(target: GLenum, index: GLuint, count: GLuint,
v: PGLfloat){.stdcall, importc, ogl.}
proc glRequestResidentProgramsNV*(n: GLsizei, programs: PGLuint){.stdcall, importc, ogl.}
proc glTrackMatrixNV*(target: GLenum, address: GLuint, matrix: GLenum,
transform: GLenum){.stdcall, importc, ogl.}
proc glVertexAttribPointerNV*(index: GLuint, fsize: GLint, typ: GLenum,
stride: GLsizei, pointer: PGLvoid){.stdcall, importc, ogl.}
proc glVertexAttrib1dNV*(index: GLuint, x: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib1dvNV*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib1fNV*(index: GLuint, x: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib1fvNV*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib1sNV*(index: GLuint, x: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib1svNV*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib2dNV*(index: GLuint, x: GLdouble, y: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib2dvNV*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib2fNV*(index: GLuint, x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib2fvNV*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib2sNV*(index: GLuint, x: GLshort, y: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib2svNV*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib3dNV*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble){.
stdcall, importc, ogl.}
proc glVertexAttrib3dvNV*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib3fNV*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glVertexAttrib3fvNV*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib3sNV*(index: GLuint, x: GLshort, y: GLshort, z: GLshort){.
stdcall, importc, ogl.}
proc glVertexAttrib3svNV*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4dNV*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble,
w: GLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib4dvNV*(index: GLuint, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttrib4fNV*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat,
w: GLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib4fvNV*(index: GLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttrib4sNV*(index: GLuint, x: GLshort, y: GLshort, z: GLshort,
w: GLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4svNV*(index: GLuint, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttrib4ubNV*(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte,
w: GLubyte){.stdcall, importc, ogl.}
proc glVertexAttrib4ubvNV*(index: GLuint, v: PGLubyte){.stdcall, importc, ogl.}
proc glVertexAttribs1dvNV*(index: GLuint, count: GLsizei, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribs1fvNV*(index: GLuint, count: GLsizei, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttribs1svNV*(index: GLuint, count: GLsizei, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttribs2dvNV*(index: GLuint, count: GLsizei, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribs2fvNV*(index: GLuint, count: GLsizei, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttribs2svNV*(index: GLuint, count: GLsizei, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttribs3dvNV*(index: GLuint, count: GLsizei, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribs3fvNV*(index: GLuint, count: GLsizei, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttribs3svNV*(index: GLuint, count: GLsizei, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttribs4dvNV*(index: GLuint, count: GLsizei, v: PGLdouble){.stdcall, importc, ogl.}
proc glVertexAttribs4fvNV*(index: GLuint, count: GLsizei, v: PGLfloat){.stdcall, importc, ogl.}
proc glVertexAttribs4svNV*(index: GLuint, count: GLsizei, v: PGLshort){.stdcall, importc, ogl.}
proc glVertexAttribs4ubvNV*(index: GLuint, count: GLsizei, v: PGLubyte){.stdcall, importc, ogl.}
# GL_NV_depth_buffer_float
proc glDepthRangedNV*(n: GLdouble, f: GLdouble){.stdcall, importc, ogl.}
proc glClearDepthdNV*(d: GLdouble){.stdcall, importc, ogl.}
proc glDepthBoundsdNV*(zmin: GLdouble, zmax: GLdouble){.stdcall, importc, ogl.}
# GL_NV_framebuffer_multisample_coverage
proc glRenderbufferStorageMultsampleCoverageNV*(target: GLenum,
coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum,
width: GLsizei, height: GLsizei){.stdcall, importc, ogl.}
# GL_NV_geometry_program4
proc glProgramVertexLimitNV*(target: GLenum, limit: GLint){.stdcall, importc, ogl.}
# GL_NV_gpu_program4
proc glProgramLocalParameterI4iNV*(target: GLenum, index: GLuint, x: GLint,
y: GLint, z: GLint, w: GLint){.stdcall, importc, ogl.}
proc glProgramLocalParameterI4ivNV*(target: GLenum, index: GLuint,
params: PGLint){.stdcall, importc, ogl.}
proc glProgramLocalParametersI4ivNV*(target: GLenum, index: GLuint,
count: GLsizei, params: PGLint){.stdcall, importc, ogl.}
proc glProgramLocalParameterI4uiNV*(target: GLenum, index: GLuint, x: GLuint,
y: GLuint, z: GLuint, w: GLuint){.stdcall, importc, ogl.}
proc glProgramLocalParameterI4uivNV*(target: GLenum, index: GLuint,
params: PGLuint){.stdcall, importc, ogl.}
proc glProgramLocalParametersI4uivNV*(target: GLenum, index: GLuint,
count: GLsizei, params: PGLuint){.stdcall, importc, ogl.}
proc glProgramEnvParameterI4iNV*(target: GLenum, index: GLuint, x: GLint,
y: GLint, z: GLint, w: GLint){.stdcall, importc, ogl.}
proc glProgramEnvParameterI4ivNV*(target: GLenum, index: GLuint, params: PGLint){.
stdcall, importc, ogl.}
proc glProgramEnvParametersI4ivNV*(target: GLenum, index: GLuint,
count: GLsizei, params: PGLint){.stdcall, importc, ogl.}
proc glProgramEnvParameterI4uiNV*(target: GLenum, index: GLuint, x: GLuint,
y: GLuint, z: GLuint, w: GLuint){.stdcall, importc, ogl.}
proc glProgramEnvParameterI4uivNV*(target: GLenum, index: GLuint,
params: PGLuint){.stdcall, importc, ogl.}
proc glProgramEnvParametersI4uivNV*(target: GLenum, index: GLuint,
count: GLsizei, params: PGLuint){.stdcall, importc, ogl.}
proc glGetProgramLocalParameterIivNV*(target: GLenum, index: GLuint,
params: PGLint){.stdcall, importc, ogl.}
proc glGetProgramLocalParameterIuivNV*(target: GLenum, index: GLuint,
params: PGLuint){.stdcall, importc, ogl.}
proc glGetProgramEnvParameterIivNV*(target: GLenum, index: GLuint,
params: PGLint){.stdcall, importc, ogl.}
proc glGetProgramEnvParameterIuivNV*(target: GLenum, index: GLuint,
params: PGLuint){.stdcall, importc, ogl.}
# GL_NV_parameter_buffer_object
proc glProgramBufferParametersfvNV*(target: GLenum, buffer: GLuint,
index: GLuint, count: GLsizei,
params: PGLfloat){.stdcall, importc, ogl.}
proc glProgramBufferParametersIivNV*(target: GLenum, buffer: GLuint,
index: GLuint, count: GLsizei,
params: GLint){.stdcall, importc, ogl.}
proc glProgramBufferParametersIuivNV*(target: GLenum, buffer: GLuint,
index: GLuint, count: GLuint,
params: PGLuint){.stdcall, importc, ogl.}
# GL_NV_transform_feedback
proc glBeginTransformFeedbackNV*(primitiveMode: GLenum){.stdcall, importc, ogl.}
proc glEndTransformFeedbackNV*(){.stdcall, importc, ogl.}
proc glTransformFeedbackAttribsNV*(count: GLsizei, attribs: GLint,
bufferMode: GLenum){.stdcall, importc, ogl.}
proc glBindBufferRangeNV*(target: GLenum, index: GLuint, buffer: GLuint,
offset: GLintptr, size: GLsizeiptr){.stdcall, importc, ogl.}
proc glBindBufferOffsetNV*(target: GLenum, index: GLuint, buffer: GLuint,
offset: GLintptr){.stdcall, importc, ogl.}
proc glBindBufferBaseNV*(target: GLenum, index: GLuint, buffer: GLuint){.stdcall, importc, ogl.}
proc glTransformFeedbackVaryingsNV*(prog: GLuint, count: GLsizei,
locations: PGLint, bufferMode: GLenum){.
stdcall, importc, ogl.}
proc glActiveVaryingNV*(prog: GLuint, name: PGLchar){.stdcall, importc, ogl.}
proc glGetVaryingLocationNV*(prog: GLuint, name: PGLchar): GLint{.stdcall, importc, ogl.}
proc glGetActiveVaryingNV*(prog: GLuint, index: GLuint, bufSize: GLsizei,
len: PGLsizei, size: PGLsizei, typ: PGLenum,
name: PGLchar){.stdcall, importc, ogl.}
proc glGetTransformFeedbackVaryingNV*(prog: GLuint, index: GLuint,
location: PGLint){.stdcall, importc, ogl.}
proc glTransformFeedbackStreamAttribsNV*(count: GLsizei, attribs: PGLint,
nbuffers: GLsizei, bufstreams: PGLint, bufferMode: GLenum){.stdcall, importc, ogl.}
# GL_NV_conditional_render
proc glBeginConditionalRenderNV*(id: GLuint, mode: GLenum){.stdcall, importc, ogl.}
proc glEndConditionalRenderNV*(){.stdcall, importc, ogl.}
# GL_NV_present_video
proc glPresentFrameKeyedNV*(video_slot: GLuint, minPresentTime: GLuint64EXT,
beginPresentTimeId: GLuint,
presentDuratioId: GLuint, typ: GLenum,
target0: GLenum, fill0: GLuint, key0: GLuint,
target1: GLenum, fill1: GLuint, key1: GLuint){.
stdcall, importc, ogl.}
proc glPresentFrameDualFillNV*(video_slot: GLuint, minPresentTime: GLuint64EXT,
beginPresentTimeId: GLuint,
presentDurationId: GLuint, typ: GLenum,
target0: GLenum, fill0: GLuint, target1: GLenum,
fill1: GLuint, target2: GLenum, fill2: GLuint,
target3: GLenum, fill3: GLuint){.stdcall, importc, ogl.}
proc glGetVideoivNV*(video_slot: GLuint, pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetVideouivNV*(video_slot: GLuint, pname: GLenum, params: PGLuint){.
stdcall, importc, ogl.}
proc glGetVideoi64vNV*(video_slot: GLuint, pname: GLenum, params: PGLint64EXT){.
stdcall, importc, ogl.}
proc glGetVideoui64vNV*(video_slot: GLuint, pname: GLenum, params: PGLuint64EXT){.
stdcall, importc, ogl.}
#procedure glVideoParameterivNV(video_slot: GLuint; pname: GLenum; const params: PGLint); stdcall, importc, ogl;
# GL_NV_explicit_multisample
proc glGetMultisamplefvNV*(pname: GLenum, index: GLuint, val: PGLfloat){.stdcall, importc, ogl.}
proc glSampleMaskIndexedNV*(index: GLuint, mask: GLbitfield){.stdcall, importc, ogl.}
proc glTexRenderbufferNV*(target: GLenum, renderbuffer: GLuint){.stdcall, importc, ogl.}
# GL_NV_transform_feedback2
proc glBindTransformFeedbackNV*(target: GLenum, id: GLuint){.stdcall, importc, ogl.}
proc glDeleteTransformFeedbacksNV*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glGenTransformFeedbacksNV*(n: GLsizei, ids: PGLuint){.stdcall, importc, ogl.}
proc glIsTransformFeedbackNV*(id: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glPauseTransformFeedbackNV*(){.stdcall, importc, ogl.}
proc glResumeTransformFeedbackNV*(){.stdcall, importc, ogl.}
proc glDrawTransformFeedbackNV*(mode: GLenum, id: GLuint){.stdcall, importc, ogl.}
# GL_NV_video_capture
proc glBeginVideoCaptureNV*(video_capture_slot: GLuint){.stdcall, importc, ogl.}
proc glBindVideoCaptureStreamBufferNV*(video_capture_slot: GLuint,
stream: GLuint, frame_region: GLenum,
offset: GLintptrARB){.stdcall, importc, ogl.}
proc glBindVideoCaptureStreamTextureNV*(video_capture_slot: GLuint,
stream: GLuint, frame_region: GLenum,
target: GLenum, texture: GLuint){.
stdcall, importc, ogl.}
proc glEndVideoCaptureNV*(video_capture_slot: GLuint){.stdcall, importc, ogl.}
proc glGetVideoCaptureivNV*(video_capture_slot: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glGetVideoCaptureStreamivNV*(video_capture_slot: GLuint, stream: GLuint,
pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetVideoCaptureStreamfvNV*(video_capture_slot: GLuint, stream: GLuint,
pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetVideoCaptureStreamdvNV*(video_capture_slot: GLuint, stream: GLuint,
pname: GLenum, params: PGLdouble){.stdcall, importc, ogl.}
proc glVideoCaptureNV*(video_capture_slot: GLuint, sequence_num: PGLuint,
capture_time: PGLuint64EXT): GLenum{.stdcall, importc, ogl.}
proc glVideoCaptureStreamParameterivNV*(video_capture_slot: GLuint,
stream: GLuint, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
proc glVideoCaptureStreamParameterfvNV*(video_capture_slot: GLuint,
stream: GLuint, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glVideoCaptureStreamParameterdvNV*(video_capture_slot: GLuint,
stream: GLuint, pname: GLenum,
params: PGLdouble){.stdcall, importc, ogl.}
# GL_NV_copy_image
proc glCopyImageSubDataNV*(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint,
srcX: GLint, srcY: GLint, srcZ: GLint,
dstName: GLuint, dstTarget: GLenum, dstLevel: GLint,
dstX: GLint, dstY: GLint, dstZ: GLint,
width: GLsizei, height: GLsizei, depth: GLsizei){.
stdcall, importc, ogl.}
# GL_NV_shader_buffer_load
proc glMakeBufferResidentNV*(target: GLenum, access: GLenum){.stdcall, importc, ogl.}
proc glMakeBufferNonResidentNV*(target: GLenum){.stdcall, importc, ogl.}
proc glIsBufferResidentNV*(target: GLenum): GLboolean{.stdcall, importc, ogl.}
proc glMakeNamedBufferResidentNV*(buffer: GLuint, access: GLenum){.stdcall, importc, ogl.}
proc glMakeNamedBufferNonResidentNV*(buffer: GLuint){.stdcall, importc, ogl.}
proc glIsNamedBufferResidentNV*(buffer: GLuint): GLboolean{.stdcall, importc, ogl.}
proc glGetBufferParameterui64vNV*(target: GLenum, pname: GLenum,
params: PGLuint64EXT){.stdcall, importc, ogl.}
proc glGetNamedBufferParameterui64vNV*(buffer: GLuint, pname: GLenum,
params: PGLuint64EXT){.stdcall, importc, ogl.}
proc glGetIntegerui64vNV*(value: GLenum, result: PGLuint64EXT){.stdcall, importc, ogl.}
proc glUniformui64NV*(location: GLint, value: GLuint64EXT){.stdcall, importc, ogl.}
proc glUniformui64vNV*(location: GLint, count: GLsizei, value: PGLuint64EXT){.
stdcall, importc, ogl.}
proc glGetUniformui64vNV*(prog: GLuint, location: GLint, params: PGLuint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniformui64NV*(prog: GLuint, location: GLint, value: GLuint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniformui64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint64EXT){.stdcall, importc, ogl.}
# GL_NV_vertex_buffer_unified_memory
proc glBufferAddressRangeNV*(pname: GLenum, index: GLuint, adress: GLuint64EXT,
len: GLsizeiptr){.stdcall, importc, ogl.}
proc glVertexFormatNV*(size: GLint, typ: GLenum, stride: GLsizei){.stdcall, importc, ogl.}
proc glNormalFormatNV*(typ: GLenum, stride: GLsizei){.stdcall, importc, ogl.}
proc glColorFormatNV*(size: GLint, typ: GLenum, stride: GLsizei){.stdcall, importc, ogl.}
proc glIndexFormatNV*(typ: GLenum, stride: GLsizei){.stdcall, importc, ogl.}
proc glTexCoordFormatNV*(size: GLint, typ: GLenum, stride: GLsizei){.stdcall, importc, ogl.}
proc glEdgeFlagFormatNV*(stride: GLsizei){.stdcall, importc, ogl.}
proc glSecondaryColorFormatNV*(size: GLint, typ: GLenum, stride: GLsizei){.
stdcall, importc, ogl.}
proc glFogCoordFormatNV*(typ: GLenum, stride: GLsizei){.stdcall, importc, ogl.}
proc glVertexAttribFormatNV*(index: GLuint, size: GLint, typ: GLenum,
normalized: GLboolean, stride: GLsizei){.stdcall, importc, ogl.}
proc glVertexAttribIFormatNV*(index: GLuint, size: GLint, typ: GLenum,
stride: GLsizei){.stdcall, importc, ogl.}
proc glGetIntegerui64i_vNV*(value: GLenum, index: GLuint, Result: PGLuint64EXT){.
stdcall, importc, ogl.}
# GL_NV_gpu_program5
proc glProgramSubroutineParametersuivNV*(target: GLenum, count: GLsizei,
params: PGLuint){.stdcall, importc, ogl.}
proc glGetProgramSubroutineParameteruivNV*(target: GLenum, index: GLuint,
param: PGLuint){.stdcall, importc, ogl.}
# GL_NV_gpu_shader5
proc glUniform1i64NV*(location: GLint, x: GLint64EXT){.stdcall, importc, ogl.}
proc glUniform2i64NV*(location: GLint, x: GLint64EXT, y: GLint64EXT){.stdcall, importc, ogl.}
proc glUniform3i64NV*(location: GLint, x: GLint64EXT, y: GLint64EXT,
z: GLint64EXT){.stdcall, importc, ogl.}
proc glUniform4i64NV*(location: GLint, x: GLint64EXT, y: GLint64EXT,
z: GLint64EXT, w: GLint64EXT){.stdcall, importc, ogl.}
proc glUniform1i64vNV*(location: GLint, count: GLsizei, value: PGLint64EXT){.
stdcall, importc, ogl.}
proc glUniform2i64vNV*(location: GLint, count: GLsizei, value: PGLint64EXT){.
stdcall, importc, ogl.}
proc glUniform3i64vNV*(location: GLint, count: GLsizei, value: PGLint64EXT){.
stdcall, importc, ogl.}
proc glUniform4i64vNV*(location: GLint, count: GLsizei, value: PGLint64EXT){.
stdcall, importc, ogl.}
proc glUniform1ui64NV*(location: GLint, x: GLuint64EXT){.stdcall, importc, ogl.}
proc glUniform2ui64NV*(location: GLint, x: GLuint64EXT, y: GLuint64EXT){.stdcall, importc, ogl.}
proc glUniform3ui64NV*(location: GLint, x: GLuint64EXT, y: GLuint64EXT,
z: GLuint64EXT){.stdcall, importc, ogl.}
proc glUniform4ui64NV*(location: GLint, x: GLuint64EXT, y: GLuint64EXT,
z: GLuint64EXT, w: GLuint64EXT){.stdcall, importc, ogl.}
proc glUniform1ui64vNV*(location: GLint, count: GLsizei, value: PGLuint64EXT){.
stdcall, importc, ogl.}
proc glUniform2ui64vNV*(location: GLint, count: GLsizei, value: PGLuint64EXT){.
stdcall, importc, ogl.}
proc glUniform3ui64vNV*(location: GLint, count: GLsizei, value: PGLuint64EXT){.
stdcall, importc, ogl.}
proc glUniform4ui64vNV*(location: GLint, count: GLsizei, value: PGLuint64EXT){.
stdcall, importc, ogl.}
proc glGetUniformi64vNV*(prog: GLuint, location: GLint, params: PGLint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniform1i64NV*(prog: GLuint, location: GLint, x: GLint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniform2i64NV*(prog: GLuint, location: GLint, x: GLint64EXT,
y: GLint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform3i64NV*(prog: GLuint, location: GLint, x: GLint64EXT,
y: GLint64EXT, z: GLint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform4i64NV*(prog: GLuint, location: GLint, x: GLint64EXT,
y: GLint64EXT, z: GLint64EXT, w: GLint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniform1i64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform2i64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform3i64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform4i64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform1ui64NV*(prog: GLuint, location: GLint, x: GLuint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniform2ui64NV*(prog: GLuint, location: GLint, x: GLuint64EXT,
y: GLuint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform3ui64NV*(prog: GLuint, location: GLint, x: GLuint64EXT,
y: GLuint64EXT, z: GLuint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform4ui64NV*(prog: GLuint, location: GLint, x: GLuint64EXT,
y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT){.
stdcall, importc, ogl.}
proc glProgramUniform1ui64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform2ui64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform3ui64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint64EXT){.stdcall, importc, ogl.}
proc glProgramUniform4ui64vNV*(prog: GLuint, location: GLint, count: GLsizei,
value: PGLuint64EXT){.stdcall, importc, ogl.}
# GL_NV_vertex_attrib_integer_64bit
proc glVertexAttribL1i64NV*(index: GLuint, x: GLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL2i64NV*(index: GLuint, x: GLint64EXT, y: GLint64EXT){.
stdcall, importc, ogl.}
proc glVertexAttribL3i64NV*(index: GLuint, x: GLint64EXT, y: GLint64EXT,
z: GLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL4i64NV*(index: GLuint, x: GLint64EXT, y: GLint64EXT,
z: GLint64EXT, w: GLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL1i64vNV*(index: GLuint, v: PGLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL2i64vNV*(index: GLuint, v: PGLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL3i64vNV*(index: GLuint, v: PGLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL4i64vNV*(index: GLuint, v: PGLint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL1ui64NV*(index: GLuint, x: GLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL2ui64NV*(index: GLuint, x: GLuint64EXT, y: GLuint64EXT){.
stdcall, importc, ogl.}
proc glVertexAttribL3ui64NV*(index: GLuint, x: GLuint64EXT, y: GLuint64EXT,
z: GLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL4ui64NV*(index: GLuint, x: GLuint64EXT, y: GLuint64EXT,
z: GLuint64EXT, w: GLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL1ui64vNV*(index: GLuint, v: PGLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL2ui64vNV*(index: GLuint, v: PGLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL3ui64vNV*(index: GLuint, v: PGLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribL4ui64vNV*(index: GLuint, v: PGLuint64EXT){.stdcall, importc, ogl.}
proc glGetVertexAttribLi64vNV*(index: GLuint, pname: GLenum, params: PGLint64EXT){.
stdcall, importc, ogl.}
proc glGetVertexAttribLui64vNV*(index: GLuint, pname: GLenum,
params: PGLuint64EXT){.stdcall, importc, ogl.}
proc glVertexAttribLFormatNV*(index: GLuint, size: GLint, typ: GLenum,
stride: GLsizei){.stdcall, importc, ogl.}
# GL_NV_vdpau_interop
proc glVDPAUInitNV*(vdpDevice: PGLvoid, getProcAddress: PGLvoid){.stdcall, importc, ogl.}
proc glVDPAUFiniNV*(){.stdcall, importc, ogl.}
proc glVDPAURegisterVideoSurfaceNV*(vdpSurface: PGLvoid, target: GLenum,
numTextureNames: GLsizei,
textureNames: PGLuint): GLvdpauSurfaceNV{.
stdcall, importc, ogl.}
proc glVDPAURegisterOutputSurfaceNV*(vdpSurface: PGLvoid, target: GLenum,
numTextureNames: GLsizei,
textureNames: PGLuint): GLvdpauSurfaceNV{.
stdcall, importc, ogl.}
proc glVDPAUIsSurfaceNV*(surface: GLvdpauSurfaceNV){.stdcall, importc, ogl.}
proc glVDPAUUnregisterSurfaceNV*(surface: GLvdpauSurfaceNV){.stdcall, importc, ogl.}
proc glVDPAUGetSurfaceivNV*(surface: GLvdpauSurfaceNV, pname: GLenum,
bufSize: GLsizei, len: PGLsizei, values: PGLint){.
stdcall, importc, ogl.}
proc glVDPAUSurfaceAccessNV*(surface: GLvdpauSurfaceNV, access: GLenum){.stdcall, importc, ogl.}
proc glVDPAUMapSurfacesNV*(numSurfaces: GLsizei, surfaces: PGLvdpauSurfaceNV){.
stdcall, importc, ogl.}
proc glVDPAUUnmapSurfacesNV*(numSurface: GLsizei, surfaces: PGLvdpauSurfaceNV){.
stdcall, importc, ogl.}
# GL_NV_texture_barrier
proc glTextureBarrierNV*(){.stdcall, importc, ogl.}
# GL_PGI_misc_hints
proc glHintPGI*(target: GLenum, mode: GLint){.stdcall, importc, ogl.}
# GL_SGIS_detail_texture
proc glDetailTexFuncSGIS*(target: GLenum, n: GLsizei, points: PGLfloat){.stdcall, importc, ogl.}
proc glGetDetailTexFuncSGIS*(target: GLenum, points: PGLfloat){.stdcall, importc, ogl.}
# GL_SGIS_fog_function
proc glFogFuncSGIS*(n: GLsizei, points: PGLfloat){.stdcall, importc, ogl.}
proc glGetFogFuncSGIS*(points: PGLfloat){.stdcall, importc, ogl.}
# GL_SGIS_multisample
proc glSampleMaskSGIS*(value: GLclampf, invert: GLboolean){.stdcall, importc, ogl.}
proc glSamplePatternSGIS*(pattern: GLenum){.stdcall, importc, ogl.}
# GL_SGIS_pixel_texture
proc glPixelTexGenParameteriSGIS*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glPixelTexGenParameterivSGIS*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glPixelTexGenParameterfSGIS*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPixelTexGenParameterfvSGIS*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glGetPixelTexGenParameterivSGIS*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glGetPixelTexGenParameterfvSGIS*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
# GL_SGIS_point_parameters
proc glPointParameterfSGIS*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glPointParameterfvSGIS*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
# GL_SGIS_sharpen_texture
proc glSharpenTexFuncSGIS*(target: GLenum, n: GLsizei, points: PGLfloat){.
stdcall, importc, ogl.}
proc glGetSharpenTexFuncSGIS*(target: GLenum, points: PGLfloat){.stdcall, importc, ogl.}
# GL_SGIS_texture4D
proc glTexImage4DSGIS*(target: GLenum, level: GLint, internalformat: GLenum,
width: GLsizei, height: GLsizei, depth: GLsizei,
size4d: GLsizei, border: GLint, format: GLenum,
typ: GLenum, pixels: PGLvoid){.stdcall, importc, ogl.}
proc glTexSubImage4DSGIS*(target: GLenum, level: GLint, xoffset: GLint,
yoffset: GLint, zoffset: GLint, woffset: GLint,
width: GLsizei, height: GLsizei, depth: GLsizei,
size4d: GLsizei, format: GLenum, typ: GLenum,
pixels: PGLvoid){.stdcall, importc, ogl.}
# GL_SGIS_texture_color_mask
proc glTextureColorMaskSGIS*(red: GLboolean, green: GLboolean, blue: GLboolean,
alpha: GLboolean){.stdcall, importc, ogl.}
# GL_SGIS_texture_filter4
proc glGetTexFilterFuncSGIS*(target: GLenum, filter: GLenum, weights: PGLfloat){.
stdcall, importc, ogl.}
proc glTexFilterFuncSGIS*(target: GLenum, filter: GLenum, n: GLsizei,
weights: PGLfloat){.stdcall, importc, ogl.}
# GL_SGIX_async
proc glAsyncMarkerSGIX*(marker: GLuint){.stdcall, importc, ogl.}
proc glFinishAsyncSGIX*(markerp: PGLuint): GLint{.stdcall, importc, ogl.}
proc glPollAsyncSGIX*(markerp: PGLuint): GLint{.stdcall, importc, ogl.}
proc glGenAsyncMarkersSGIX*(range: GLsizei): GLuint{.stdcall, importc, ogl.}
proc glDeleteAsyncMarkersSGIX*(marker: GLuint, range: GLsizei){.stdcall, importc, ogl.}
proc glIsAsyncMarkerSGIX*(marker: GLuint): GLboolean{.stdcall, importc, ogl.}
# GL_SGIX_flush_raster
proc glFlushRasterSGIX*(){.stdcall, importc, ogl.}
# GL_SGIX_fragment_lighting
proc glFragmentColorMaterialSGIX*(face: GLenum, mode: GLenum){.stdcall, importc, ogl.}
proc glFragmentLightfSGIX*(light: GLenum, pname: GLenum, param: GLfloat){.
stdcall, importc, ogl.}
proc glFragmentLightfvSGIX*(light: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glFragmentLightiSGIX*(light: GLenum, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glFragmentLightivSGIX*(light: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glFragmentLightModelfSGIX*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glFragmentLightModelfvSGIX*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glFragmentLightModeliSGIX*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glFragmentLightModelivSGIX*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
proc glFragmentMaterialfSGIX*(face: GLenum, pname: GLenum, param: GLfloat){.
stdcall, importc, ogl.}
proc glFragmentMaterialfvSGIX*(face: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glFragmentMaterialiSGIX*(face: GLenum, pname: GLenum, param: GLint){.
stdcall, importc, ogl.}
proc glFragmentMaterialivSGIX*(face: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetFragmentLightfvSGIX*(light: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetFragmentLightivSGIX*(light: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glGetFragmentMaterialfvSGIX*(face: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetFragmentMaterialivSGIX*(face: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glLightEnviSGIX*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
# GL_SGIX_framezoom
proc glFrameZoomSGIX*(factor: GLint){.stdcall, importc, ogl.}
# GL_SGIX_igloo_interface
proc glIglooInterfaceSGIX*(pname: GLenum, params: PGLvoid){.stdcall, importc, ogl.}
# GL_SGIX_instruments
proc glGetInstrumentsSGIX*(): GLint{.stdcall, importc, ogl.}
proc glInstrumentsBufferSGIX*(size: GLsizei, buffer: PGLint){.stdcall, importc, ogl.}
proc glPollInstrumentsSGIX*(marker_p: PGLint): GLint{.stdcall, importc, ogl.}
proc glReadInstrumentsSGIX*(marker: GLint){.stdcall, importc, ogl.}
proc glStartInstrumentsSGIX*(){.stdcall, importc, ogl.}
proc glStopInstrumentsSGIX*(marker: GLint){.stdcall, importc, ogl.}
# GL_SGIX_list_priority
proc glGetListParameterfvSGIX*(list: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glGetListParameterivSGIX*(list: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glListParameterfSGIX*(list: GLuint, pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glListParameterfvSGIX*(list: GLuint, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glListParameteriSGIX*(list: GLuint, pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glListParameterivSGIX*(list: GLuint, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
# GL_SGIX_pixel_texture
proc glPixelTexGenSGIX*(mode: GLenum){.stdcall, importc, ogl.}
# GL_SGIX_polynomial_ffd
proc glDeformationMap3dSGIX*(target: GLenum, u1: GLdouble, u2: GLdouble,
ustride: GLint, uorder: GLint, v1: GLdouble,
v2: GLdouble, vstride: GLint, vorder: GLint,
w1: GLdouble, w2: GLdouble, wstride: GLint,
worder: GLint, points: PGLdouble){.stdcall, importc, ogl.}
proc glDeformationMap3fSGIX*(target: GLenum, u1: GLfloat, u2: GLfloat,
ustride: GLint, uorder: GLint, v1: GLfloat,
v2: GLfloat, vstride: GLint, vorder: GLint,
w1: GLfloat, w2: GLfloat, wstride: GLint,
worder: GLint, points: PGLfloat){.stdcall, importc, ogl.}
proc glDeformSGIX*(mask: GLbitfield){.stdcall, importc, ogl.}
proc glLoadIdentityDeformationMapSGIX*(mask: GLbitfield){.stdcall, importc, ogl.}
# GL_SGIX_reference_plane
proc glReferencePlaneSGIX*(equation: PGLdouble){.stdcall, importc, ogl.}
# GL_SGIX_sprite
proc glSpriteParameterfSGIX*(pname: GLenum, param: GLfloat){.stdcall, importc, ogl.}
proc glSpriteParameterfvSGIX*(pname: GLenum, params: PGLfloat){.stdcall, importc, ogl.}
proc glSpriteParameteriSGIX*(pname: GLenum, param: GLint){.stdcall, importc, ogl.}
proc glSpriteParameterivSGIX*(pname: GLenum, params: PGLint){.stdcall, importc, ogl.}
# GL_SGIX_tag_sample_buffer
proc glTagSampleBufferSGIX*(){.stdcall, importc, ogl.}
# GL_SGI_color_table
proc glColorTableSGI*(target: GLenum, internalformat: GLenum, width: GLsizei,
format: GLenum, typ: GLenum, table: PGLvoid){.stdcall, importc, ogl.}
proc glColorTableParameterfvSGI*(target: GLenum, pname: GLenum, params: PGLfloat){.
stdcall, importc, ogl.}
proc glColorTableParameterivSGI*(target: GLenum, pname: GLenum, params: PGLint){.
stdcall, importc, ogl.}
proc glCopyColorTableSGI*(target: GLenum, internalformat: GLenum, x: GLint,
y: GLint, width: GLsizei){.stdcall, importc, ogl.}
proc glGetColorTableSGI*(target: GLenum, format: GLenum, typ: GLenum,
table: PGLvoid){.stdcall, importc, ogl.}
proc glGetColorTableParameterfvSGI*(target: GLenum, pname: GLenum,
params: PGLfloat){.stdcall, importc, ogl.}
proc glGetColorTableParameterivSGI*(target: GLenum, pname: GLenum,
params: PGLint){.stdcall, importc, ogl.}
# GL_SUNX_constant_data
proc glFinishTextureSUNX*(){.stdcall, importc, ogl.}
# GL_SUN_global_alpha
proc glGlobalAlphaFactorbSUN*(factor: GLbyte){.stdcall, importc, ogl.}
proc glGlobalAlphaFactorsSUN*(factor: GLshort){.stdcall, importc, ogl.}
proc glGlobalAlphaFactoriSUN*(factor: GLint){.stdcall, importc, ogl.}
proc glGlobalAlphaFactorfSUN*(factor: GLfloat){.stdcall, importc, ogl.}
proc glGlobalAlphaFactordSUN*(factor: GLdouble){.stdcall, importc, ogl.}
proc glGlobalAlphaFactorubSUN*(factor: GLubyte){.stdcall, importc, ogl.}
proc glGlobalAlphaFactorusSUN*(factor: GLushort){.stdcall, importc, ogl.}
proc glGlobalAlphaFactoruiSUN*(factor: GLuint){.stdcall, importc, ogl.}
# GL_SUN_mesh_array
proc glDrawMeshArraysSUN*(mode: GLenum, first: GLint, count: GLsizei,
width: GLsizei){.stdcall, importc, ogl.}
# GL_SUN_triangle_list
proc glReplacementCodeuiSUN*(code: GLuint){.stdcall, importc, ogl.}
proc glReplacementCodeusSUN*(code: GLushort){.stdcall, importc, ogl.}
proc glReplacementCodeubSUN*(code: GLubyte){.stdcall, importc, ogl.}
proc glReplacementCodeuivSUN*(code: PGLuint){.stdcall, importc, ogl.}
proc glReplacementCodeusvSUN*(code: PGLushort){.stdcall, importc, ogl.}
proc glReplacementCodeubvSUN*(code: PGLubyte){.stdcall, importc, ogl.}
proc glReplacementCodePointerSUN*(typ: GLenum, stride: GLsizei, pointer: PGLvoid){.
stdcall, importc, ogl.}
# GL_SUN_vertex
proc glColor4ubVertex2fSUN*(r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte,
x: GLfloat, y: GLfloat){.stdcall, importc, ogl.}
proc glColor4ubVertex2fvSUN*(c: PGLubyte, v: PGLfloat){.stdcall, importc, ogl.}
proc glColor4ubVertex3fSUN*(r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte,
x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glColor4ubVertex3fvSUN*(c: PGLubyte, v: PGLfloat){.stdcall, importc, ogl.}
proc glColor3fVertex3fSUN*(r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat,
y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glColor3fVertex3fvSUN*(c: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glNormal3fVertex3fSUN*(nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat,
y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glNormal3fVertex3fvSUN*(n: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glColor4fNormal3fVertex3fSUN*(r: GLfloat, g: GLfloat, b: GLfloat,
a: GLfloat, nx: GLfloat, ny: GLfloat,
nz: GLfloat, x: GLfloat, y: GLfloat,
z: GLfloat){.stdcall, importc, ogl.}
proc glColor4fNormal3fVertex3fvSUN*(c: PGLfloat, n: PGLfloat, v: PGLfloat){.
stdcall, importc, ogl.}
proc glTexCoord2fVertex3fSUN*(s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat,
z: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord2fVertex3fvSUN*(tc: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord4fVertex4fSUN*(s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat,
x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat){.
stdcall, importc, ogl.}
proc glTexCoord4fVertex4fvSUN*(tc: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord2fColor4ubVertex3fSUN*(s: GLfloat, t: GLfloat, r: GLubyte,
g: GLubyte, b: GLubyte, a: GLubyte,
x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glTexCoord2fColor4ubVertex3fvSUN*(tc: PGLfloat, c: PGLubyte, v: PGLfloat){.
stdcall, importc, ogl.}
proc glTexCoord2fColor3fVertex3fSUN*(s: GLfloat, t: GLfloat, r: GLfloat,
g: GLfloat, b: GLfloat, x: GLfloat,
y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord2fColor3fVertex3fvSUN*(tc: PGLfloat, c: PGLfloat, v: PGLfloat){.
stdcall, importc, ogl.}
proc glTexCoord2fNormal3fVertex3fSUN*(s: GLfloat, t: GLfloat, nx: GLfloat,
ny: GLfloat, nz: GLfloat, x: GLfloat,
y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord2fNormal3fVertex3fvSUN*(tc: PGLfloat, n: PGLfloat, v: PGLfloat){.
stdcall, importc, ogl.}
proc glTexCoord2fColor4fNormal3fVertex3fSUN*(s: GLfloat, t: GLfloat, r: GLfloat,
g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat,
x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glTexCoord2fColor4fNormal3fVertex3fvSUN*(tc: PGLfloat, c: PGLfloat,
n: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glTexCoord4fColor4fNormal3fVertex4fSUN*(s: GLfloat, t: GLfloat, p: GLfloat,
q: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat,
ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat){.
stdcall, importc, ogl.}
proc glTexCoord4fColor4fNormal3fVertex4fvSUN*(tc: PGLfloat, c: PGLfloat,
n: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiVertex3fSUN*(rc: GLuint, x: GLfloat, y: GLfloat,
z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiVertex3fvSUN*(rc: PGLuint, v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiColor4ubVertex3fSUN*(rc: GLuint, r: GLubyte, g: GLubyte,
b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiColor4ubVertex3fvSUN*(rc: PGLuint, c: PGLubyte,
v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiColor3fVertex3fSUN*(rc: GLuint, r: GLfloat, g: GLfloat,
b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiColor3fVertex3fvSUN*(rc: PGLuint, c: PGLfloat,
v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiNormal3fVertex3fSUN*(rc: GLuint, nx: GLfloat,
ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiNormal3fVertex3fvSUN*(rc: PGLuint, n: PGLfloat,
v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiColor4fNormal3fVertex3fSUN*(rc: GLuint, r: GLfloat,
g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat,
x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiColor4fNormal3fVertex3fvSUN*(rc: PGLuint, c: PGLfloat,
n: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiTexCoord2fVertex3fSUN*(rc: GLuint, s: GLfloat,
t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiTexCoord2fVertex3fvSUN*(rc: PGLuint, tc: PGLfloat,
v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN*(rc: GLuint, s: GLfloat,
t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat,
z: GLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN*(rc: PGLuint,
tc: PGLfloat, n: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
proc glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN*(rc: GLuint,
s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat,
nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat){.
stdcall, importc, ogl.}
proc glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN*(rc: PGLuint,
tc: PGLfloat, c: PGLfloat, n: PGLfloat, v: PGLfloat){.stdcall, importc, ogl.}
# window support functions
when defined(windows):
when not defined(wglGetProcAddress):
proc wglGetProcAddress*(ProcName: cstring): Pointer{.stdcall, importc, wgl.}
proc wglCopyContext*(p1: HGLRC, p2: HGLRC, p3: int): BOOL{.stdcall, importc, wgl.}
proc wglCreateContext*(DC: HDC): HGLRC{.stdcall, importc, wgl.}
proc wglCreateLayerContext*(p1: HDC, p2: int): HGLRC{.stdcall, importc, wgl.}
proc wglDeleteContext*(p1: HGLRC): BOOL{.stdcall, importc, wgl.}
proc wglDescribeLayerPlane*(p1: HDC, p2, p3: int, p4: int,
LayerPlaneDescriptor: pointer): BOOL{.stdcall, importc, wgl.}
proc wglGetCurrentContext*(): HGLRC{.stdcall, importc, wgl.}
proc wglGetCurrentDC*(): HDC{.stdcall, importc, wgl.}
proc wglGetLayerPaletteEntries*(p1: HDC, p2, p3, p4: int, pcr: pointer): int{.
stdcall, importc, wgl.}
proc wglMakeCurrent*(DC: HDC, p2: HGLRC): BOOL{.stdcall, importc, wgl.}
proc wglRealizeLayerPalette*(p1: HDC, p2: int, p3: BOOL): BOOL{.stdcall, importc, wgl.}
proc wglSetLayerPaletteEntries*(p1: HDC, p2, p3, p4: int, pcr: pointer): int{.
stdcall, importc, wgl.}
proc wglShareLists*(p1, p2: HGLRC): BOOL{.stdcall, importc, wgl.}
proc wglSwapLayerBuffers*(p1: HDC, p2: int): BOOL{.stdcall, importc, wgl.}
proc wglSwapMultipleBuffers*(p1: int32, p2: PWGLSWAP): int32{.stdcall, importc, wgl.}
proc wglUseFontBitmapsA*(DC: HDC, p2, p3, p4: int32): BOOL{.stdcall, importc, wgl.}
proc wglUseFontBitmapsW*(DC: HDC, p2, p3, p4: int32): BOOL{.stdcall, importc, wgl.}
proc wglUseFontBitmaps*(DC: HDC, p2, p3, p4: int32): BOOL{.stdcall, importc, wgl.}
proc wglUseFontOutlinesA*(p1: HDC, p2, p3, p4: int32, p5, p6: float32,
p7: int, GlyphMetricsFloat: pointer): BOOL{.stdcall, importc, wgl.}
proc wglUseFontOutlinesW*(p1: HDC, p2, p3, p4: int32, p5, p6: float32,
p7: int, GlyphMetricsFloat: pointer): BOOL{.stdcall, importc, wgl.}
proc wglUseFontOutlines*(p1: HDC, p2, p3, p4: int32, p5, p6: float32, p7: int,
GlyphMetricsFloat: pointer): BOOL{.stdcall, importc, wgl.}
# WGL_ARB_buffer_region
proc wglCreateBufferRegionARB*(hDC: HDC, iLayerPlane: GLint, uType: GLuint): THandle{.
stdcall, importc, wgl.}
proc wglDeleteBufferRegionARB*(hRegion: THandle){.stdcall, importc, wgl.}
proc wglSaveBufferRegionARB*(hRegion: THandle, x: GLint, y: GLint,
width: GLint, height: GLint): bool{.stdcall, importc, wgl.}
proc wglRestoreBufferRegionARB*(hRegion: THandle, x: GLint, y: GLint,
width: GLint, height: GLint, xSrc: GLint,
ySrc: GLint): bool{.stdcall, importc, wgl.}
# WGL_ARB_extensions_string
proc wglGetExtensionsStringARB*(hdc: HDC): cstring{.stdcall, importc, wgl.}
# WGL_ARB_make_current_read
proc wglMakeContextCurrentARB*(hDrawDC: HDC, hReadDC: HDC, hglrc: HGLRC): bool{.
stdcall, importc, wgl.}
proc wglGetCurrentReadDCARB*(): HDC{.stdcall, importc, wgl.}
# WGL_ARB_pbuffer
proc wglCreatePbufferARB*(hDC: HDC, iPixelFormat: GLint, iWidth: GLint,
iHeight: GLint, piAttribList: PGLint): HPBUFFERARB{.
stdcall, importc, wgl.}
proc wglGetPbufferDCARB*(hPbuffer: HPBUFFERARB): HDC{.stdcall, importc, wgl.}
proc wglReleasePbufferDCARB*(hPbuffer: HPBUFFERARB, hDC: HDC): GLint{.stdcall, importc, wgl.}
proc wglDestroyPbufferARB*(hPbuffer: HPBUFFERARB): bool{.stdcall, importc, wgl.}
proc wglQueryPbufferARB*(hPbuffer: HPBUFFERARB, iAttribute: GLint,
piValue: PGLint): bool{.stdcall, importc, wgl.}
# WGL_ARB_pixel_format
proc wglGetPixelFormatAttribivARB*(hdc: HDC, iPixelFormat: GLint,
iLayerPlane: GLint, nAttributes: GLuint,
piAttributes: PGLint, piValues: PGLint): bool{.
stdcall, importc, wgl.}
proc wglGetPixelFormatAttribfvARB*(hdc: HDC, iPixelFormat: GLint,
iLayerPlane: GLint, nAttributes: GLuint,
piAttributes: PGLint, pfValues: PGLfloat): bool{.
stdcall, importc, wgl.}
proc wglChoosePixelFormatARB*(hdc: HDC, piAttribIList: PGLint,
pfAttribFList: PGLfloat, nMaxFormats: GLuint,
piFormats: PGLint, nNumFormats: PGLuint): BOOL{.
stdcall, importc, wgl.}
# WGL_ARB_color_buffer_float
proc wglClampColorARB*(target: GLenum, clamp: GLenum){.stdcall, importc, wgl.}
# WGL_ARB_render_texture
proc wglBindTexImageARB*(hPbuffer: HPBUFFERARB, iBuffer: GLint): bool{.stdcall, importc, wgl.}
proc wglReleaseTexImageARB*(hPbuffer: HPBUFFERARB, iBuffer: GLint): bool{.
stdcall, importc, wgl.}
proc wglSetPbufferAttribARB*(hPbuffer: HPBUFFERARB, piAttribList: PGLint): bool{.
stdcall, importc, wgl.}
# WGL_ARB_create_context
proc wglCreateContextAttribsARB*(hDC: HDC, hShareContext: HGLRC,
attribList: PGLint): HGLRC{.stdcall, importc, wgl.}
# WGL_AMD_gpu_association
proc wglGetGPUIDsAMD*(maxCount: int, ids: ptr int): int{.stdcall, importc, wgl.}
proc wglGetGPUInfoAMD*(id: int, prop: int, dataType: GLenum, size: int,
data: Pointer): int{.stdcall, importc, wgl.}
proc wglGetContextGPUIDAMD*(hglrc: HGLRC): int{.stdcall, importc, wgl.}
proc wglCreateAssociatedContextAMD*(id: int): HGLRC{.stdcall, importc, wgl.}
proc wglCreateAssociatedContextAttribsAMD*(id: int, hShareContext: HGLRC,
attribList: ptr int32): HGLRC{.stdcall, importc, wgl.}
proc wglDeleteAssociatedContextAMD*(hglrc: HGLRC): bool{.stdcall, importc, wgl.}
proc wglMakeAssociatedContextCurrentAMD*(hglrc: HGLRC): bool{.stdcall, importc, wgl.}
proc wglGetCurrentAssociatedContextAMD*(): HGLRC{.stdcall, importc, wgl.}
proc wglBlitContextFramebufferAMD*(dstCtx: HGLRC, srcX0: GLint, srcY0: GLint,
srcX1: GLint, srcY1: GLint, dstX0: GLint,
dstY0: GLint, dstX1: GLint, dstY1: GLint,
mask: GLbitfield, filter: GLenum){.stdcall, importc, wgl.}
# WGL_EXT_display_color_table
proc wglCreateDisplayColorTableEXT*(id: GLushort): GLboolean{.stdcall, importc, wgl.}
proc wglLoadDisplayColorTableEXT*(table: PGLushort, len: GLuint): GLboolean{.
stdcall, importc, wgl.}
proc wglBindDisplayColorTableEXT*(id: GLushort): GLboolean{.stdcall, importc, wgl.}
proc wglDestroyDisplayColorTableEXT*(id: GLushort){.stdcall, importc, wgl.}
# WGL_EXT_extensions_string
proc wglGetExtensionsStringEXT*(): cstring{.stdcall, importc, wgl.}
# WGL_EXT_make_current_read
proc wglMakeContextCurrentEXT*(hDrawDC: HDC, hReadDC: HDC, hglrc: HGLRC): bool{.
stdcall, importc, wgl.}
proc wglGetCurrentReadDCEXT*(): HDC{.stdcall, importc, wgl.}
# WGL_EXT_pbuffer
proc wglCreatePbufferEXT*(hDC: HDC, iPixelFormat: GLint, iWidth: GLint,
iHeight: GLint, piAttribList: PGLint): HPBUFFEREXT{.
stdcall, importc, wgl.}
proc wglGetPbufferDCEXT*(hPbuffer: HPBUFFEREXT): HDC{.stdcall, importc, wgl.}
proc wglReleasePbufferDCEXT*(hPbuffer: HPBUFFEREXT, hDC: HDC): GLint{.stdcall, importc, wgl.}
proc wglDestroyPbufferEXT*(hPbuffer: HPBUFFEREXT): bool{.stdcall, importc, wgl.}
proc wglQueryPbufferEXT*(hPbuffer: HPBUFFEREXT, iAttribute: GLint,
piValue: PGLint): bool{.stdcall, importc, wgl.}
# WGL_EXT_pixel_format
proc wglGetPixelFormatAttribivEXT*(hdc: HDC, iPixelFormat: GLint,
iLayerPlane: GLint, nAttributes: GLuint,
piAttributes: PGLint, piValues: PGLint): bool{.
stdcall, importc, wgl.}
proc wglGetPixelFormatAttribfvEXT*(hdc: HDC, iPixelFormat: GLint,
iLayerPlane: GLint, nAttributes: GLuint,
piAttributes: PGLint, pfValues: PGLfloat): bool{.
stdcall, importc, wgl.}
proc wglChoosePixelFormatEXT*(hdc: HDC, piAttribIList: PGLint,
pfAttribFList: PGLfloat, nMaxFormats: GLuint,
piFormats: PGLint, nNumFormats: PGLuint): bool{.
stdcall, importc, wgl.}
# WGL_EXT_swap_control
proc wglSwapIntervalEXT*(interval: GLint): bool{.stdcall, importc, wgl.}
proc wglGetSwapIntervalEXT*(): GLint{.stdcall, importc, wgl.}
# WGL_I3D_digital_video_control
proc wglGetDigitalVideoParametersI3D*(hDC: HDC, iAttribute: GLint,
piValue: PGLint): bool{.stdcall, importc, wgl.}
proc wglSetDigitalVideoParametersI3D*(hDC: HDC, iAttribute: GLint,
piValue: PGLint): bool{.stdcall, importc, wgl.}
# WGL_I3D_gamma
proc wglGetGammaTableParametersI3D*(hDC: HDC, iAttribute: GLint,
piValue: PGLint): bool{.stdcall, importc, wgl.}
proc wglSetGammaTableParametersI3D*(hDC: HDC, iAttribute: GLint,
piValue: PGLint): bool{.stdcall, importc, wgl.}
proc wglGetGammaTableI3D*(hDC: HDC, iEntries: GLint, puRed: PGLushort,
puGreen: PGLushort, puBlue: PGLushort): bool{.
stdcall, importc, wgl.}
proc wglSetGammaTableI3D*(hDC: HDC, iEntries: GLint, puRed: PGLushort,
puGreen: PGLushort, puBlue: PGLushort): bool{.
stdcall, importc, wgl.}
# WGL_I3D_genlock
proc wglEnableGenlockI3D*(hDC: HDC): bool{.stdcall, importc, wgl.}
proc wglDisableGenlockI3D*(hDC: HDC): bool{.stdcall, importc, wgl.}
proc wglIsEnabledGenlockI3D*(hDC: HDC, pFlag: bool): bool{.stdcall, importc, wgl.}
proc wglGenlockSourceI3D*(hDC: HDC, uSource: GLuint): bool{.stdcall, importc, wgl.}
proc wglGetGenlockSourceI3D*(hDC: HDC, uSource: PGLuint): bool{.stdcall, importc, wgl.}
proc wglGenlockSourceEdgeI3D*(hDC: HDC, uEdge: GLuint): bool{.stdcall, importc, wgl.}
proc wglGetGenlockSourceEdgeI3D*(hDC: HDC, uEdge: PGLuint): bool{.stdcall, importc, wgl.}
proc wglGenlockSampleRateI3D*(hDC: HDC, uRate: GLuint): bool{.stdcall, importc, wgl.}
proc wglGetGenlockSampleRateI3D*(hDC: HDC, uRate: PGLuint): bool{.stdcall, importc, wgl.}
proc wglGenlockSourceDelayI3D*(hDC: HDC, uDelay: GLuint): bool{.stdcall, importc, wgl.}
proc wglGetGenlockSourceDelayI3D*(hDC: HDC, uDelay: PGLuint): bool{.stdcall, importc, wgl.}
proc wglQueryGenlockMaxSourceDelayI3D*(hDC: HDC, uMaxLineDelay: PGLuint,
uMaxPixelDelay: PGLuint): bool{.stdcall, importc, wgl.}
# WGL_I3D_image_buffer
proc wglCreateImageBufferI3D*(hDC: HDC, dwSize: GLuint, uFlags: GLuint): GLvoid{.
stdcall, importc, wgl.}
proc wglDestroyImageBufferI3D*(hDC: HDC, pAddress: GLvoid): bool{.stdcall, importc, wgl.}
proc wglAssociateImageBufferEventsI3D*(hDC: HDC, pEvent: THandle,
pAddress: PGLvoid, pSize: PGLuint, count: GLuint): bool{.stdcall, importc, wgl.}
proc wglReleaseImageBufferEventsI3D*(hDC: HDC, pAddress: PGLvoid,
count: GLuint): bool{.stdcall, importc, wgl.}
# WGL_I3D_swap_frame_lock
proc wglEnableFrameLockI3D*(): bool{.stdcall, importc, wgl.}
proc wglDisableFrameLockI3D*(): bool{.stdcall, importc, wgl.}
proc wglIsEnabledFrameLockI3D*(pFlag: bool): bool{.stdcall, importc, wgl.}
proc wglQueryFrameLockMasterI3D*(pFlag: bool): bool{.stdcall, importc, wgl.}
# WGL_I3D_swap_frame_usage
proc wglGetFrameUsageI3D*(pUsage: PGLfloat): bool{.stdcall, importc, wgl.}
proc wglBeginFrameTrackingI3D*(): bool{.stdcall, importc, wgl.}
proc wglEndFrameTrackingI3D*(): bool{.stdcall, importc, wgl.}
proc wglQueryFrameTrackingI3D*(pFrameCount: PGLuint, pMissedFrames: PGLuint,
pLastMissedUsage: PGLfloat): bool{.stdcall, importc, wgl.}
# WGL_NV_vertex_array_range
proc wglAllocateMemoryNV*(size: GLsizei, readfreq: GLfloat,
writefreq: GLfloat, priority: GLfloat){.stdcall, importc, wgl.}
proc wglFreeMemoryNV*(pointer: Pointer){.stdcall, importc, wgl.}
# WGL_NV_present_video
proc wglEnumerateVideoDevicesNV*(hdc: HDC, phDeviceList: PHVIDEOOUTPUTDEVICENV): int{.
stdcall, importc, wgl.}
proc wglBindVideoDeviceNV*(hd: HDC, uVideoSlot: int,
hVideoDevice: HVIDEOOUTPUTDEVICENV,
piAttribList: ptr int32): bool{.stdcall, importc, wgl.}
proc wglQueryCurrentContextNV*(iAttribute: int, piValue: ptr int32): bool{.
stdcall, importc, wgl.}
# WGL_NV_video_output
proc wglGetVideoDeviceNV*(hDC: HDC, numDevices: int, hVideoDevice: PHPVIDEODEV): bool{.
stdcall, importc, wgl.}
proc wglReleaseVideoDeviceNV*(hVideoDevice: HPVIDEODEV): bool{.stdcall, importc, wgl.}
proc wglBindVideoImageNV*(hVideoDevice: HPVIDEODEV, hPbuffer: HPBUFFERARB,
iVideoBuffer: int): bool{.stdcall, importc, wgl.}
proc wglReleaseVideoImageNV*(hPbuffer: HPBUFFERARB, iVideoBuffer: int): bool{.
stdcall, importc, wgl.}
proc wglSendPbufferToVideoNV*(hPbuffer: HPBUFFERARB, iBufferType: int,
pulCounterPbuffer: ptr int, bBlock: bool): bool{.
stdcall, importc, wgl.}
proc wglGetVideoInfoNV*(hpVideoDevice: HPVIDEODEV,
pulCounterOutputPbuffer: ptr int,
pulCounterOutputVideo: ptr int): bool{.stdcall, importc, wgl.}
# WGL_NV_swap_group
proc wglJoinSwapGroupNV*(hDC: HDC, group: GLuint): bool{.stdcall, importc, wgl.}
proc wglBindSwapBarrierNV*(group: GLuint, barrier: GLuint): bool{.stdcall, importc, wgl.}
proc wglQuerySwapGroupNV*(hDC: HDC, group: PGLuint, barrier: PGLuint): bool{.
stdcall, importc, wgl.}
proc wglQueryMaxSwapGroupsNV*(hDC: HDC, mxGroups: PGLuint,
maxBarriers: PGLuint): bool{.stdcall, importc, wgl.}
proc wglQueryFrameCountNV*(hDC: HDC, count: PGLuint): bool{.stdcall, importc, wgl.}
proc wglResetFrameCountNV*(hDC: HDC): bool{.stdcall, importc, wgl.}
# WGL_NV_gpu_affinity
proc wglEnumGpusNV*(iGpuIndex: int, phGpu: PHGPUNV): bool{.stdcall, importc, wgl.}
proc wglEnumGpuDevicesNV*(hGpu: HGPUNV, iDeviceIndex: int,
lpGpuDevice: PGPU_DEVICE): bool{.stdcall, importc, wgl.}
proc wglCreateAffinityDCNV*(phGpuList: PHGPUNV): HDC{.stdcall, importc, wgl.}
proc wglEnumGpusFromAffinityDCNV*(hAffinityDC: HDC, iGpuIndex: int,
hGpu: PHGPUNV): bool{.stdcall, importc, wgl.}
proc wglDeleteDCNV*(hDC: HDC): bool{.stdcall, importc, wgl.}
# WGL_NV_video_capture
proc wglBindVideoCaptureDeviceNV*(uVideoSlot: int,
hDevice: HVIDEOINPUTDEVICENV): bool{.stdcall, importc, wgl.}
proc wglEnumerateVideoCaptureDevicesNV*(hDc: HDC,
phDeviceList: PHVIDEOINPUTDEVICENV): int{.stdcall, importc, wgl.}
proc wglLockVideoCaptureDeviceNV*(hDc: HDC, hDevice: HVIDEOINPUTDEVICENV): bool{.
stdcall, importc, wgl.}
proc wglQueryVideoCaptureDeviceNV*(hDc: HDC, hDevice: HVIDEOINPUTDEVICENV,
iAttribute: int, piValue: ptr int32): bool{.
stdcall, importc, wgl.}
proc wglReleaseVideoCaptureDeviceNV*(hDc: HDC, hDevice: HVIDEOINPUTDEVICENV): bool{.
stdcall, importc, wgl.}
# WGL_NV_copy_image
proc wglCopyImageSubDataNV*(hSrcRc: HGLRC, srcName: GLuint, srcTarget: GLenum,
srcLevel: GLint, srcX: GLint, srcY: GLint,
srcZ: GLint, hDstRC: HGLRC, dstName: GLuint,
dstTarget: GLenum, dstLevel: GLint, dstX: GLint,
dstY: GLint, dstZ: GLint, width: GLsizei,
height: GLsizei, depth: GLsizei): bool{.stdcall, importc, wgl.}
# WGL_NV_DX_interop
proc wglDXSetResourceShareHandleNV*(dxObject: PGLVoid, hareHandle: int): bool{.
stdcall, importc, wgl.}
proc wglDXOpenDeviceNV*(dxDevice: PGLVoid): int{.stdcall, importc, wgl.}
proc wglDXCloseDeviceNV*(hDevice: int): bool{.stdcall, importc, wgl.}
proc wglDXRegisterObjectNV*(hDevice: int, dxObject: PGLVoid, name: GLUInt,
typ: TGLEnum, access: TGLenum): int{.stdcall, importc, wgl.}
proc wglDXUnregisterObjectNV*(hDevice: int, hObject: int): bool{.stdcall, importc, wgl.}
proc wglDXObjectAccessNV*(hObject: int, access: GLenum): bool{.stdcall, importc, wgl.}
proc wglDXLockObjectsNV*(hDevice: int, count: GLint, hObjects: ptr int): bool{.
stdcall, importc, wgl.}
proc wglDXUnlockObjectsNV*(hDevice: int, count: GLint, hObjects: ptr int): bool{.
stdcall, importc, wgl.}
# WGL_OML_sync_control
proc wglGetSyncValuesOML*(hdc: HDC, ust: PGLint64, msc: PGLint64,
sbc: PGLint64): bool{.stdcall, importc, wgl.}
proc wglGetMscRateOML*(hdc: HDC, numerator: PGLint, denominator: PGLint): bool{.
stdcall, importc, wgl.}
proc wglSwapBuffersMscOML*(hdc: HDC, target_msc: GLint64, divisor: GLint64,
remainder: GLint64): GLint64{.stdcall, importc, wgl.}
proc wglSwapLayerBuffersMscOML*(hdc: HDC, fuPlanes: GLint,
target_msc: GLint64, divisor: GLint64,
remainder: GLint64): GLint64{.stdcall, importc, wgl.}
proc wglWaitForMscOML*(hdc: HDC, target_msc: GLint64, divisor: GLint64,
remainder: GLint64, ust: PGLint64, msc: PGLint64,
sbc: PGLint64): bool{.stdcall, importc, wgl.}
proc wglWaitForSbcOML*(hdc: HDC, target_sbc: GLint64, ust: PGLint64,
msc: PGLint64, sbc: PGLint64): bool{.stdcall, importc, wgl.}
# WGL_3DL_stereo_control
proc wglSetStereoEmitterState3DL*(hDC: HDC, uState: int32): bool{.stdcall, importc, wgl.}
# WIN_draw_range_elements
proc glDrawRangeElementsWIN*(mode: GLenum, start: GLuint, ending: GLuint,
count: GLsizei, typ: GLenum, indices: PGLvoid){.
stdcall, importc, wgl.}
# WIN_swap_hint
proc glAddSwapHintRectWIN*(x: GLint, y: GLint, width: GLsizei, height: GLsizei){.
stdcall, importc, wgl.}
when defined(LINUX):
proc glXChooseVisual*(dpy: PDisplay, screen: GLint, attribList: PGLint): PXVisualInfo{.
stdcall, importc, oglx.}
proc glXCopyContext*(dpy: PDisplay, src: GLXContext, dst: GLXContext,
mask: GLuint){.stdcall, importc, oglx.}
proc glXCreateContext*(dpy: PDisplay, vis: PXVisualInfo,
shareList: GLXContext, direct: GLboolean): GLXContext{.
stdcall, importc, oglx.}
proc glXCreateGLXPixmap*(dpy: PDisplay, vis: PXVisualInfo, pixmap: Pixmap): GLXPixmap{.
stdcall, importc, oglx.}
proc glXDestroyContext*(dpy: PDisplay, ctx: GLXContext){.stdcall, importc, oglx.}
proc glXDestroyGLXPixmap*(dpy: PDisplay, pix: GLXPixmap){.stdcall, importc, oglx.}
proc glXGetConfig*(dpy: PDisplay, vis: PXVisualInfo, attrib: GLint,
value: PGLint): GLint{.stdcall, importc, oglx.}
proc glXGetCurrentContext*(): GLXContext{.stdcall, importc, oglx.}
proc glXGetCurrentDrawable*(): GLXDrawable{.stdcall, importc, oglx.}
proc glXIsDirect*(dpy: PDisplay, ctx: GLXContext): glboolean{.stdcall, importc, oglx.}
proc glXMakeCurrent*(dpy: PDisplay, drawable: GLXDrawable, ctx: GLXContext): GLboolean{.
stdcall, importc, oglx.}
proc glXQueryExtension*(dpy: PDisplay, errorBase: PGLint, eventBase: PGLint): GLboolean{.
stdcall, importc, oglx.}
proc glXQueryVersion*(dpy: PDisplay, major: PGLint, minor: PGLint): GLboolean{.
stdcall, importc, oglx.}
proc glXSwapBuffers*(dpy: PDisplay, drawable: GLXDrawable){.stdcall, importc, oglx.}
proc glXUseXFont*(font: Font, first: GLint, count: GLint, listBase: GLint){.
stdcall, importc, oglx.}
proc glXWaitGL*(){.stdcall, importc, oglx.}
proc glXWaitX*(){.stdcall, importc, oglx.}
proc glXGetClientString*(dpy: PDisplay, name: GLint): PGLchar{.stdcall, importc, oglx.}
proc glXQueryServerString*(dpy: PDisplay, screen: GLint, name: GLint): PGLchar{.
stdcall, importc, oglx.}
proc glXQueryExtensionsString*(dpy: PDisplay, screen: GLint): PGLchar{.stdcall, importc, oglx.}
# GLX_VERSION_1_3
proc glXGetFBConfigs*(dpy: PDisplay, screen: GLint, nelements: PGLint): GLXFBConfig{.
stdcall, importc, oglx.}
proc glXChooseFBConfig*(dpy: PDisplay, screen: GLint, attrib_list: PGLint,
nelements: PGLint): GLXFBConfig{.stdcall, importc, oglx.}
proc glXGetFBConfigAttrib*(dpy: PDisplay, config: GLXFBConfig,
attribute: GLint, value: PGLint): glint{.stdcall, importc, oglx.}
proc glXGetVisualFromFBConfig*(dpy: PDisplay, config: GLXFBConfig): PXVisualInfo{.stdcall, importc, oglx.}
proc glXCreateWindow*(dpy: PDisplay, config: GLXFBConfig, win: Window,
attrib_list: PGLint): GLXWindow{.stdcall, importc, oglx.}
proc glXDestroyWindow*(dpy: PDisplay, win: GLXWindow){.stdcall, importc, oglx.}
proc glXCreatePixmap*(dpy: PDisplay, config: GLXFBConfig, pixmap: Pixmap,
attrib_list: PGLint): GLXPixmap{.stdcall, importc, oglx.}
proc glXDestroyPixmap*(dpy: PDisplay, pixmap: GLXPixmap){.stdcall, importc, oglx.}
proc glXCreatePbuffer*(dpy: PDisplay, config: GLXFBConfig, attrib_list: PGLint): GLXPbuffer{.
stdcall, importc, oglx.}
proc glXDestroyPbuffer*(dpy: PDisplay, pbuf: GLXPbuffer){.stdcall, importc, oglx.}
proc glXQueryDrawable*(dpy: PDisplay, draw: GLXDrawable, attribute: GLint,
value: PGLuint){.stdcall, importc, oglx.}
proc glXCreateNewContext*(dpy: PDisplay, config: GLXFBConfig,
rendertyp: GLint, share_list: GLXContext,
direct: GLboolean): GLXContext{.stdcall, importc, oglx.}
proc glXMakeContextCurrent*(display: PDisplay, draw: GLXDrawable,
read: GLXDrawable, ctx: GLXContext): GLboolean{.
stdcall, importc, oglx.}
proc glXGetCurrentReadDrawable*(): GLXDrawable{.stdcall, importc, oglx.}
proc glXGetCurreentDisplay*(): PDisplay{.stdcall, importc, oglx.}
proc glXQueryContext*(dpy: PDisplay, ctx: GLXContext, attribute: GLint,
value: PGLint): GLint{.stdcall, importc, oglx.}
proc glXSelectEvent*(dpy: PDisplay, draw: GLXDrawable, event_mask: GLuint){.
stdcall, importc, oglx.}
proc glXGetSelectedEvent*(dpy: PDisplay, draw: GLXDrawable,
event_mask: PGLuint){.stdcall, importc, oglx.}
# GLX_VERSION_1_4
when not defined(glXGetProcAddress):
proc glXGetProcAddress*(name: cstring): pointer{.stdcall, importc, oglx.}
# GLX_ARB_get_proc_address
when not defined(glXGetProcAddressARB):
proc glXGetProcAddressARB*(name: cstring): pointer{.stdcall, importc, oglx.}
# GLX_ARB_create_context
proc glXCreateContextAttribsARB*(dpy: PDisplay, config: GLXFBConfig,
share_context: GLXContext, direct: GLboolean,
attrib_list: PGLint): GLXContext{.stdcall, importc, oglx.}
# GLX_EXT_import_context
proc glXGetCurrentDisplayEXT*(): PDisplay{.stdcall, importc, oglx.}
proc glXQueryContextInfoEXT*(dpy: PDisplay, context: GLXContext,
attribute: GLint, value: PGLint): GLint{.stdcall, importc, oglx.}
proc glXGetContextIDEXT*(context: GLXContext): GLXContextID{.stdcall, importc, oglx.}
proc glXImportContextEXT*(dpy: PDisplay, contextID: GLXContextID): GLXContext{.
stdcall, importc, oglx.}
proc glXFreeContextEXT*(dpy: PDisplay, context: GLXContext){.stdcall, importc, oglx.}
# GLX_EXT_texture_from_pixmap
proc glXBindTexImageEXT*(dpy: PDisplay, drawable: GLXDrawable, buffer: GLint,
attrib_list: PGLint){.stdcall, importc, oglx.}
proc glXReleaseTexImageEXT*(dpy: PDisplay, drawable: GLXDrawable,
buffer: GLint){.stdcall, importc, oglx.}
# GL utility functions and procedures
proc gluErrorString*(errCode: GLEnum): cstring{.stdcall, importc, glu.}
proc gluGetString*(name: GLEnum): cstring{.stdcall, importc, glu.}
proc gluOrtho2D*(left, right, bottom, top: GLdouble){.stdcall, importc, glu.}
proc gluPerspective*(fovy, aspect, zNear, zFar: GLdouble){.stdcall, importc, glu.}
proc gluPickMatrix*(x, y, width, height: GLdouble, viewport: TVector4i){.stdcall, importc, glu.}
proc gluLookAt*(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz: GLdouble){.
stdcall, importc, glu.}
proc gluProject*(objx, objy, objz: GLdouble, modelMatrix: TGLMatrixd4,
projMatrix: TGLMatrixd4, viewport: TVector4i,
winx, winy, winz: PGLdouble): GLint{.stdcall, importc, glu.}
proc gluUnProject*(winx, winy, winz: GLdouble, modelMatrix: TGLMatrixd4,
projMatrix: TGLMatrixd4, viewport: TVector4i,
objx, objy, objz: PGLdouble): GLint{.stdcall, importc, glu.}
proc gluScaleImage*(format: GLEnum, widthin, heightin: GLint, typein: GLEnum,
datain: Pointer, widthout, heightout: GLint,
typeout: GLEnum, dataout: Pointer): GLint{.stdcall, importc, glu.}
proc gluBuild1DMipmaps*(target: GLEnum, components, width: GLint,
format, atype: GLEnum, data: Pointer): GLint{.stdcall, importc, glu.}
proc gluBuild2DMipmaps*(target: GLEnum, components, width, height: GLint,
format, atype: GLEnum, Data: Pointer): GLint{.stdcall, importc, glu.}
proc gluNewQuadric*(): PGLUquadric{.stdcall, importc, glu.}
proc gluDeleteQuadric*(state: PGLUquadric){.stdcall, importc, glu.}
proc gluQuadricNormals*(quadObject: PGLUquadric, normals: GLEnum){.stdcall, importc, glu.}
proc gluQuadricTexture*(quadObject: PGLUquadric, textureCoords: GLboolean){.
stdcall, importc, glu.}
proc gluQuadricOrientation*(quadObject: PGLUquadric, orientation: GLEnum){.
stdcall, importc, glu.}
proc gluQuadricDrawStyle*(quadObject: PGLUquadric, drawStyle: GLEnum){.stdcall, importc, glu.}
proc gluCylinder*(quadObject: PGLUquadric,
baseRadius, topRadius, height: GLdouble, slices, stacks: GLint){.
stdcall, importc, glu.}
proc gluDisk*(quadObject: PGLUquadric, innerRadius, outerRadius: GLdouble,
slices, loops: GLint){.stdcall, importc, glu.}
proc gluPartialDisk*(quadObject: PGLUquadric,
innerRadius, outerRadius: GLdouble, slices, loops: GLint,
startAngle, sweepAngle: GLdouble){.stdcall, importc, glu.}
proc gluSphere*(quadObject: PGLUquadric, radius: GLdouble, slices, stacks: GLint){.
stdcall, importc, glu.}
proc gluQuadricCallback*(quadObject: PGLUquadric, which: GLEnum,
fn: TGLUQuadricErrorProc){.stdcall, importc, glu.}
proc gluNewTess*(): PGLUtesselator{.stdcall, importc, glu.}
proc gluDeleteTess*(tess: PGLUtesselator){.stdcall, importc, glu.}
proc gluTessBeginPolygon*(tess: PGLUtesselator, polygon_data: Pointer){.stdcall, importc, glu.}
proc gluTessBeginContour*(tess: PGLUtesselator){.stdcall, importc, glu.}
proc gluTessVertex*(tess: PGLUtesselator, coords: TGLArrayd3, data: Pointer){.
stdcall, importc, glu.}
proc gluTessEndContour*(tess: PGLUtesselator){.stdcall, importc, glu.}
proc gluTessEndPolygon*(tess: PGLUtesselator){.stdcall, importc, glu.}
proc gluTessProperty*(tess: PGLUtesselator, which: GLEnum, value: GLdouble){.
stdcall, importc, glu.}
proc gluTessNormal*(tess: PGLUtesselator, x, y, z: GLdouble){.stdcall, importc, glu.}
proc gluTessCallback*(tess: PGLUtesselator, which: GLEnum, fn: Pointer){.stdcall, importc, glu.}
proc gluGetTessProperty*(tess: PGLUtesselator, which: GLEnum, value: PGLdouble){.
stdcall, importc, glu.}
proc gluNewNurbsRenderer*(): PGLUnurbs{.stdcall, importc, glu.}
proc gluDeleteNurbsRenderer*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluBeginSurface*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluBeginCurve*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluEndCurve*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluEndSurface*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluBeginTrim*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluEndTrim*(nobj: PGLUnurbs){.stdcall, importc, glu.}
proc gluPwlCurve*(nobj: PGLUnurbs, count: GLint, points: PGLfloat,
stride: GLint, atype: GLEnum){.stdcall, importc, glu.}
proc gluNurbsCurve*(nobj: PGLUnurbs, nknots: GLint, knot: PGLfloat,
stride: GLint, ctlarray: PGLfloat, order: GLint,
atype: GLEnum){.stdcall, importc, glu.}
proc gluNurbsSurface*(nobj: PGLUnurbs, sknot_count: GLint, sknot: PGLfloat,
tknot_count: GLint, tknot: PGLfloat,
s_stride, t_stride: GLint, ctlarray: PGLfloat,
sorder, torder: GLint, atype: GLEnum){.stdcall, importc, glu.}
proc gluLoadSamplingMatrices*(nobj: PGLUnurbs,
modelMatrix, projMatrix: TGLMatrixf4,
viewport: TVector4i){.stdcall, importc, glu.}
proc gluNurbsProperty*(nobj: PGLUnurbs, aproperty: GLEnum, value: GLfloat){.
stdcall, importc, glu.}
proc gluGetNurbsProperty*(nobj: PGLUnurbs, aproperty: GLEnum, value: PGLfloat){.
stdcall, importc, glu.}
proc gluNurbsCallback*(nobj: PGLUnurbs, which: GLEnum, fn: TGLUNurbsErrorProc){.
stdcall, importc, glu.}
proc gluBeginPolygon*(tess: PGLUtesselator){.stdcall, importc, glu.}
proc gluNextContour*(tess: PGLUtesselator, atype: GLEnum){.stdcall, importc, glu.}
proc gluEndPolygon*(tess: PGLUtesselator){.stdcall, importc, glu.}
type
TRCOption* = enum
opDoubleBuffered, opGDI, opStereo
TRCOptions* = set[TRCOption]
var LastPixelFormat*: int
when defined(windows):
proc CreateRenderingContext*(DC: HDC, Options: TRCOptions, ColorBits, ZBits,
StencilBits, AccumBits, AuxBuffers: int, Layer: int): HGLRC
proc DestroyRenderingContext*(RC: HGLRC)
proc ActivateRenderingContext*(DC: HDC, RC: HGLRC)
proc DeactivateRenderingContext*()
# implementation
proc GetExtensionString*(): string =
when defined(windows):
result = $glGetString(GL_EXTENSIONS) & ' ' & $wglGetExtensionsStringEXT() &
' ' & $wglGetExtensionsStringARB(wglGetCurrentDC())
else:
result = $glGetString(GL_EXTENSIONS)
when defined(windows):
proc CreateRenderingContext(DC: HDC, Options: TRCOptions, ColorBits, ZBits,
StencilBits, AccumBits, AuxBuffers: int, Layer: int): HGLRC =
type
TPIXELFORMATDESCRIPTOR {.final, pure.} = object
nSize: int16
nVersion: int16
dwFlags: DWORD
iPixelType: int8
cColorBits: int8
cRedBits: int8
cRedShift: int8
cGreenBits: int8
cGreenShift: int8
cBlueBits: int8
cBlueShift: int8
cAlphaBits: int8
cAlphaShift: int8
cAccumBits: int8
cAccumRedBits: int8
cAccumGreenBits: int8
cAccumBlueBits: int8
cAccumAlphaBits: int8
cDepthBits: int8
cStencilBits: int8
cAuxBuffers: int8
iLayerType: int8
bReserved: int8
dwLayerMask: DWORD
dwVisibleMask: DWORD
dwDamageMask: DWORD
proc GetObjectType(h: HDC): DWORD{.stdcall, dynlib: "gdi32",
importc: "GetObjectType".}
proc ChoosePixelFormat(para1: HDC, para2: ptr TPIXELFORMATDESCRIPTOR): int32{.
stdcall, dynlib: "gdi32", importc: "ChoosePixelFormat".}
proc GetPixelFormat(para1: HDC): int32{.stdcall, dynlib: "gdi32",
importc: "GetPixelFormat".}
proc SetPixelFormat(para1: HDC, para2: int32,
para3: ptr TPIXELFORMATDESCRIPTOR): WINBOOL{.
stdcall, dynlib: "gdi32", importc: "SetPixelFormat".}
proc DescribePixelFormat(para1: HDC, para2, para3: int32,
para4: ptr TPIXELFORMATDESCRIPTOR) {.stdcall,
dynlib: "gdi32", importc: "DescribePixelFormat".}
const
OBJ_MEMDC = 10'i32
OBJ_ENHMETADC = 12'i32
OBJ_METADC = 4'i32
PFD_DOUBLEBUFFER = 0x00000001
PFD_STEREO = 0x00000002
PFD_DRAW_TO_WINDOW = 0x00000004
PFD_DRAW_TO_BITMAP = 0x00000008
PFD_SUPPORT_GDI = 0x00000010
PFD_SUPPORT_OPENGL = 0x00000020
PFDtyp_RGBA = 0'i8
PFD_MAIN_PLANE = 0'i8
PFD_OVERLAY_PLANE = 1'i8
PFD_UNDERLAY_PLANE = int32(- 1)
var
PFDescriptor: TPixelFormatDescriptor
PixelFormat: int32
AType: int32
PFDescriptor.nSize = SizeOf(PFDescriptor).int16
PFDescriptor.nVersion = 1'i16
PFDescriptor.dwFlags = PFD_SUPPORT_OPENGL
AType = GetObjectType(DC)
if AType == 0: OSError()
if AType == OBJ_MEMDC or AType == OBJ_METADC or AType == OBJ_ENHMETADC:
PFDescriptor.dwFlags = PFDescriptor.dwFlags or PFD_DRAW_TO_BITMAP
else:
PFDescriptor.dwFlags = PFDescriptor.dwFlags or PFD_DRAW_TO_WINDOW
if opDoubleBuffered in Options:
PFDescriptor.dwFlags = PFDescriptor.dwFlags or PFD_DOUBLEBUFFER
if opGDI in Options:
PFDescriptor.dwFlags = PFDescriptor.dwFlags or PFD_SUPPORT_GDI
if opStereo in Options:
PFDescriptor.dwFlags = PFDescriptor.dwFlags or PFD_STEREO
PFDescriptor.iPixelType = PFDtyp_RGBA
PFDescriptor.cColorBits = ColorBits.toU8
PFDescriptor.cDepthBits = zBits.toU8
PFDescriptor.cStencilBits = StencilBits.toU8
PFDescriptor.cAccumBits = AccumBits.toU8
PFDescriptor.cAuxBuffers = AuxBuffers.toU8
if Layer == 0: PFDescriptor.iLayerType = PFD_MAIN_PLANE
elif Layer > 0: PFDescriptor.iLayerType = PFD_OVERLAY_PLANE
else: PFDescriptor.iLayerType = int8(PFD_UNDERLAY_PLANE)
PixelFormat = ChoosePixelFormat(DC, addr(PFDescriptor))
if PixelFormat == 0: OSError()
if GetPixelFormat(DC) != PixelFormat:
if SetPixelFormat(DC, PixelFormat, addr(PFDescriptor)) == 0'i32:
OSError()
DescribePixelFormat(DC, PixelFormat.int32, SizeOf(PFDescriptor).int32,
addr(PFDescriptor))
Result = wglCreateContext(DC)
if Result == 0: OSError()
else: LastPixelFormat = 0
proc DestroyRenderingContext(RC: HGLRC) =
discard wglDeleteContext(RC)
proc ActivateRenderingContext(DC: HDC, RC: HGLRC) =
discard wglMakeCurrent(DC, RC)
proc DeactivateRenderingContext() =
discard wglMakeCurrent(0, 0)