typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef void GLvoid; typedef s8 GLbyte; typedef u8 GLubyte; typedef s16 GLshort; typedef u16 GLushort; typedef int GLint; typedef unsigned int GLuint; typedef s32 GLclampx; typedef int GLsizei; typedef float GLfloat; typedef float GLclampf; typedef double GLdouble; typedef double GLclampd; typedef char GLchar; void glAccum(GLenum op, GLfloat value); void glActiveTexture(GLenum texture); void glAlphaFunc(GLenum func, GLfloat ref); GLboolean glAreTexturesResident(GLsizei n, const GLuint *textures, GLboolean *residences); void glArrayElement(GLint i); void glAttachShader(GLuint program, GLuint shader); void glBegin(GLenum mode); void glBeginConditionalRender(GLuint id, GLenum mode); void glBeginQuery(GLenum target, GLuint id); void glBeginTransformFeedback(GLenum primitiveMode); void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name); void glBindBuffer(GLenum target, GLuint buffer); void glBindBufferBase(GLenum target, GLuint index, GLuint buffer); void glBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); void glBindFragDataLocation(GLuint program, GLuint color, const GLchar *name); void glBindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); void glBindFramebuffer(GLenum target, GLuint framebuffer); void glBindRenderbuffer(GLenum target, GLuint renderbuffer); void glBindSampler(GLuint unit, GLuint sampler); void glBindTexture(GLenum target, GLuint texture); void glBindVertexArray(GLuint array); void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bitmap); void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glBlendEquation(GLenum mode); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); void glBlendFunc(GLenum sfactor, GLenum dfactor); void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage); void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data); void glCallList(GLuint list); void glCallLists(GLsizei n, GLenum type, const void *lists); GLenum glCheckFramebufferStatus(GLenum target); void glClampColor(GLenum target, GLenum clamp); void glClear(GLbitfield mask); void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void glClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value); void glClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value); void glClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value); void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glClearDepth(GLdouble depth); void glClearIndex(GLfloat c); void glClearStencil(GLint s); void glClientActiveTexture(GLenum texture); GLenum glClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void glClipPlane(GLenum plane, const GLdouble *equation); void glColor3b(GLbyte red, GLbyte green, GLbyte blue); void glColor3bv(const GLbyte *v); void glColor3d(GLdouble red, GLdouble green, GLdouble blue); void glColor3dv(const GLdouble *v); void glColor3f(GLfloat red, GLfloat green, GLfloat blue); void glColor3fv(const GLfloat *v); void glColor3i(GLint red, GLint green, GLint blue); void glColor3iv(const GLint *v); void glColor3s(GLshort red, GLshort green, GLshort blue); void glColor3sv(const GLshort *v); void glColor3ub(GLubyte red, GLubyte green, GLubyte blue); void glColor3ubv(const GLubyte *v); void glColor3ui(GLuint red, GLuint green, GLuint blue); void glColor3uiv(const GLuint *v); void glColor3us(GLushort red, GLushort green, GLushort blue); void glColor3usv(const GLushort *v); void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha); void glColor4bv(const GLbyte *v); void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha); void glColor4dv(const GLdouble *v); void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); void glColor4fv(const GLfloat *v); void glColor4i(GLint red, GLint green, GLint blue, GLint alpha); void glColor4iv(const GLint *v); void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha); void glColor4sv(const GLshort *v); void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha); void glColor4ubv(const GLubyte *v); void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha); void glColor4uiv(const GLuint *v); void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha); void glColor4usv(const GLushort *v); void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void glColorMaski(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); void glColorMaterial(GLenum face, GLenum mode); void glColorP3ui(GLenum type, GLuint color); void glColorP3uiv(GLenum type, const GLuint *color); void glColorP4ui(GLenum type, GLuint color); void glColorP4uiv(GLenum type, const GLuint *color); void glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glCompileShader(GLuint shader); void glCompressedTexImage1D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); void glCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void glCompressedTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); void glCompressedTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void glCopyBufferSubData(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type); void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void glCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint glCreateProgram(void); GLuint glCreateShader(GLenum type); void glCullFace(GLenum mode); void glDeleteBuffers(GLsizei n, const GLuint *buffers); void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers); void glDeleteLists(GLuint list, GLsizei range); void glDeleteProgram(GLuint program); void glDeleteQueries(GLsizei n, const GLuint *ids); void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers); void glDeleteSamplers(GLsizei count, const GLuint *samplers); void glDeleteShader(GLuint shader); void glDeleteSync(GLsync sync); void glDeleteTextures(GLsizei n, const GLuint *textures); void glDeleteVertexArrays(GLsizei n, const GLuint *arrays); void glDepthFunc(GLenum func); void glDepthMask(GLboolean flag); void glDepthRange(GLdouble n, GLdouble f); void glDetachShader(GLuint program, GLuint shader); void glDisable(GLenum cap); void glDisableClientState(GLenum array); void glDisableVertexAttribArray(GLuint index); void glDisablei(GLenum target, GLuint index); void glDrawArrays(GLenum mode, GLint first, GLsizei count); void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); void glDrawBuffer(GLenum buf); void glDrawBuffers(GLsizei n, const GLenum *bufs); void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); void glDrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); void glDrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); void glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); void glDrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); void glEdgeFlag(GLboolean flag); void glEdgeFlagPointer(GLsizei stride, const void *pointer); void glEdgeFlagv(const GLboolean *flag); void glEnable(GLenum cap); void glEnableClientState(GLenum array); void glEnableVertexAttribArray(GLuint index); void glEnablei(GLenum target, GLuint index); void glEnd(void); void glEndConditionalRender(void); void glEndList(void); void glEndQuery(GLenum target); void glEndTransformFeedback(void); void glEvalCoord1d(GLdouble u); void glEvalCoord1dv(const GLdouble *u); void glEvalCoord1f(GLfloat u); void glEvalCoord1fv(const GLfloat *u); void glEvalCoord2d(GLdouble u, GLdouble v); void glEvalCoord2dv(const GLdouble *u); void glEvalCoord2f(GLfloat u, GLfloat v); void glEvalCoord2fv(const GLfloat *u); void glEvalMesh1(GLenum mode, GLint i1, GLint i2); void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2); void glEvalPoint1(GLint i); void glEvalPoint2(GLint i, GLint j); void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer); GLsync glFenceSync(GLenum condition, GLbitfield flags); void glFinish(void); void glFlush(void); void glFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length); void glFogCoordPointer(GLenum type, GLsizei stride, const void *pointer); void glFogCoordd(GLdouble coord); void glFogCoorddv(const GLdouble *coord); void glFogCoordf(GLfloat coord); void glFogCoordfv(const GLfloat *coord); void glFogf(GLenum pname, GLfloat param); void glFogfv(GLenum pname, const GLfloat *params); void glFogi(GLenum pname, GLint param); void glFogiv(GLenum pname, const GLint *params); void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void glFramebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level); void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); void glFrontFace(GLenum mode); void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void glGenBuffers(GLsizei n, GLuint *buffers); void glGenFramebuffers(GLsizei n, GLuint *framebuffers); GLuint glGenLists(GLsizei range); void glGenQueries(GLsizei n, GLuint *ids); void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers); void glGenSamplers(GLsizei count, GLuint *samplers); void glGenTextures(GLsizei n, GLuint *textures); void glGenVertexArrays(GLsizei n, GLuint *arrays); void glGenerateMipmap(GLenum target); void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); GLint glGetAttribLocation(GLuint program, const GLchar *name); void glGetBooleani_v(GLenum target, GLuint index, GLboolean *data); void glGetBooleanv(GLenum pname, GLboolean *data); void glGetBufferParameteri64v(GLenum target, GLenum pname, GLint64 *params); void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params); void glGetBufferPointerv(GLenum target, GLenum pname, void ** params); void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, void *data); void glGetClipPlane(GLenum plane, GLdouble *equation); void glGetCompressedTexImage(GLenum target, GLint level, void *img); void glGetDoublev(GLenum pname, GLdouble *data); GLenum glGetError(void); void glGetFloatv(GLenum pname, GLfloat *data); GLint glGetFragDataIndex(GLuint program, const GLchar *name); GLint glGetFragDataLocation(GLuint program, const GLchar *name); void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params); void glGetInteger64i_v(GLenum target, GLuint index, GLint64 *data); void glGetInteger64v(GLenum pname, GLint64 *data); void glGetIntegeri_v(GLenum target, GLuint index, GLint *data); void glGetIntegerv(GLenum pname, GLint *data); void glGetLightfv(GLenum light, GLenum pname, GLfloat *params); void glGetLightiv(GLenum light, GLenum pname, GLint *params); void glGetMapdv(GLenum target, GLenum query, GLdouble *v); void glGetMapfv(GLenum target, GLenum query, GLfloat *v); void glGetMapiv(GLenum target, GLenum query, GLint *v); void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params); void glGetMaterialiv(GLenum face, GLenum pname, GLint *params); void glGetMultisamplefv(GLenum pname, GLuint index, GLfloat *val); void glGetPixelMapfv(GLenum map, GLfloat *values); void glGetPixelMapuiv(GLenum map, GLuint *values); void glGetPixelMapusv(GLenum map, GLushort *values); void glGetPointerv(GLenum pname, void ** params); void glGetPolygonStipple(GLubyte *mask); void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void glGetProgramiv(GLuint program, GLenum pname, GLint *params); void glGetQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params); void glGetQueryObjectiv(GLuint id, GLenum pname, GLint *params); void glGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params); void glGetQueryObjectuiv(GLuint id, GLenum pname, GLuint *params); void glGetQueryiv(GLenum target, GLenum pname, GLint *params); void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params); void glGetSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params); void glGetSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params); void glGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params); void glGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params); void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); void glGetShaderiv(GLuint shader, GLenum pname, GLint *params); const GLubyte *glGetString(GLenum name); const GLubyte *glGetStringi(GLenum name, GLuint index); void glGetSynciv(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params); void glGetTexEnviv(GLenum target, GLenum pname, GLint *params); void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params); void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params); void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params); void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, void *pixels); void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params); void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params); void glGetTexParameterIiv(GLenum target, GLenum pname, GLint *params); void glGetTexParameterIuiv(GLenum target, GLenum pname, GLuint *params); void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params); void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params); void glGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName); void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar *const* uniformNames, GLuint *uniformIndices); GLint glGetUniformLocation(GLuint program, const GLchar *name); void glGetUniformfv(GLuint program, GLint location, GLfloat *params); void glGetUniformiv(GLuint program, GLint location, GLint *params); void glGetUniformuiv(GLuint program, GLint location, GLuint *params); void glGetVertexAttribIiv(GLuint index, GLenum pname, GLint *params); void glGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params); void glGetVertexAttribPointerv(GLuint index, GLenum pname, void ** pointer); void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params); void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params); void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params); void glHint(GLenum target, GLenum mode); void glIndexMask(GLuint mask); void glIndexPointer(GLenum type, GLsizei stride, const void *pointer); void glIndexd(GLdouble c); void glIndexdv(const GLdouble *c); void glIndexf(GLfloat c); void glIndexfv(const GLfloat *c); void glIndexi(GLint c); void glIndexiv(const GLint *c); void glIndexs(GLshort c); void glIndexsv(const GLshort *c); void glIndexub(GLubyte c); void glIndexubv(const GLubyte *c); void glInitNames(void); void glInterleavedArrays(GLenum format, GLsizei stride, const void *pointer); GLboolean glIsBuffer(GLuint buffer); GLboolean glIsEnabled(GLenum cap); GLboolean glIsEnabledi(GLenum target, GLuint index); GLboolean glIsFramebuffer(GLuint framebuffer); GLboolean glIsList(GLuint list); GLboolean glIsProgram(GLuint program); GLboolean glIsQuery(GLuint id); GLboolean glIsRenderbuffer(GLuint renderbuffer); GLboolean glIsSampler(GLuint sampler); GLboolean glIsShader(GLuint shader); GLboolean glIsSync(GLsync sync); GLboolean glIsTexture(GLuint texture); GLboolean glIsVertexArray(GLuint array); void glLightModelf(GLenum pname, GLfloat param); void glLightModelfv(GLenum pname, const GLfloat *params); void glLightModeli(GLenum pname, GLint param); void glLightModeliv(GLenum pname, const GLint *params); void glLightf(GLenum light, GLenum pname, GLfloat param); void glLightfv(GLenum light, GLenum pname, const GLfloat *params); void glLighti(GLenum light, GLenum pname, GLint param); void glLightiv(GLenum light, GLenum pname, const GLint *params); void glLineStipple(GLint factor, GLushort pattern); void glLineWidth(GLfloat width); void glLinkProgram(GLuint program); void glListBase(GLuint base); void glLoadIdentity(void); void glLoadMatrixd(const GLdouble *m); void glLoadMatrixf(const GLfloat *m); void glLoadName(GLuint name); void glLoadTransposeMatrixd(const GLdouble *m); void glLoadTransposeMatrixf(const GLfloat *m); void glLogicOp(GLenum opcode); void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); void *glMapBuffer(GLenum target, GLenum access); void *glMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2); void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2); void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2); void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2); void glMaterialf(GLenum face, GLenum pname, GLfloat param); void glMaterialfv(GLenum face, GLenum pname, const GLfloat *params); void glMateriali(GLenum face, GLenum pname, GLint param); void glMaterialiv(GLenum face, GLenum pname, const GLint *params); void glMatrixMode(GLenum mode); void glMultMatrixd(const GLdouble *m); void glMultMatrixf(const GLfloat *m); void glMultTransposeMatrixd(const GLdouble *m); void glMultTransposeMatrixf(const GLfloat *m); void glMultiDrawArrays(GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); void glMultiDrawElements(GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount); void glMultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const void *const* indices, GLsizei drawcount, const GLint *basevertex); void glMultiTexCoord1d(GLenum target, GLdouble s); void glMultiTexCoord1dv(GLenum target, const GLdouble *v); void glMultiTexCoord1f(GLenum target, GLfloat s); void glMultiTexCoord1fv(GLenum target, const GLfloat *v); void glMultiTexCoord1i(GLenum target, GLint s); void glMultiTexCoord1iv(GLenum target, const GLint *v); void glMultiTexCoord1s(GLenum target, GLshort s); void glMultiTexCoord1sv(GLenum target, const GLshort *v); void glMultiTexCoord2d(GLenum target, GLdouble s, GLdouble t); void glMultiTexCoord2dv(GLenum target, const GLdouble *v); void glMultiTexCoord2f(GLenum target, GLfloat s, GLfloat t); void glMultiTexCoord2fv(GLenum target, const GLfloat *v); void glMultiTexCoord2i(GLenum target, GLint s, GLint t); void glMultiTexCoord2iv(GLenum target, const GLint *v); void glMultiTexCoord2s(GLenum target, GLshort s, GLshort t); void glMultiTexCoord2sv(GLenum target, const GLshort *v); void glMultiTexCoord3d(GLenum target, GLdouble s, GLdouble t, GLdouble r); void glMultiTexCoord3dv(GLenum target, const GLdouble *v); void glMultiTexCoord3f(GLenum target, GLfloat s, GLfloat t, GLfloat r); void glMultiTexCoord3fv(GLenum target, const GLfloat *v); void glMultiTexCoord3i(GLenum target, GLint s, GLint t, GLint r); void glMultiTexCoord3iv(GLenum target, const GLint *v); void glMultiTexCoord3s(GLenum target, GLshort s, GLshort t, GLshort r); void glMultiTexCoord3sv(GLenum target, const GLshort *v); void glMultiTexCoord4d(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); void glMultiTexCoord4dv(GLenum target, const GLdouble *v); void glMultiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); void glMultiTexCoord4fv(GLenum target, const GLfloat *v); void glMultiTexCoord4i(GLenum target, GLint s, GLint t, GLint r, GLint q); void glMultiTexCoord4iv(GLenum target, const GLint *v); void glMultiTexCoord4s(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); void glMultiTexCoord4sv(GLenum target, const GLshort *v); void glMultiTexCoordP1ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP1uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP2ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP2uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP3ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP3uiv(GLenum texture, GLenum type, const GLuint *coords); void glMultiTexCoordP4ui(GLenum texture, GLenum type, GLuint coords); void glMultiTexCoordP4uiv(GLenum texture, GLenum type, const GLuint *coords); void glNewList(GLuint list, GLenum mode); void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz); void glNormal3bv(const GLbyte *v); void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz); void glNormal3dv(const GLdouble *v); void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz); void glNormal3fv(const GLfloat *v); void glNormal3i(GLint nx, GLint ny, GLint nz); void glNormal3iv(const GLint *v); void glNormal3s(GLshort nx, GLshort ny, GLshort nz); void glNormal3sv(const GLshort *v); void glNormalP3ui(GLenum type, GLuint coords); void glNormalP3uiv(GLenum type, const GLuint *coords); void glNormalPointer(GLenum type, GLsizei stride, const void *pointer); void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); void glPassThrough(GLfloat token); void glPixelMapfv(GLenum map, GLsizei mapsize, const GLfloat *values); void glPixelMapuiv(GLenum map, GLsizei mapsize, const GLuint *values); void glPixelMapusv(GLenum map, GLsizei mapsize, const GLushort *values); void glPixelStoref(GLenum pname, GLfloat param); void glPixelStorei(GLenum pname, GLint param); void glPixelTransferf(GLenum pname, GLfloat param); void glPixelTransferi(GLenum pname, GLint param); void glPixelZoom(GLfloat xfactor, GLfloat yfactor); void glPointParameterf(GLenum pname, GLfloat param); void glPointParameterfv(GLenum pname, const GLfloat *params); void glPointParameteri(GLenum pname, GLint param); void glPointParameteriv(GLenum pname, const GLint *params); void glPointSize(GLfloat size); void glPolygonMode(GLenum face, GLenum mode); void glPolygonOffset(GLfloat factor, GLfloat units); void glPolygonStipple(const GLubyte *mask); void glPopAttrib(void); void glPopClientAttrib(void); void glPopMatrix(void); void glPopName(void); void glPrimitiveRestartIndex(GLuint index); void glPrioritizeTextures(GLsizei n, const GLuint *textures, const GLfloat *priorities); void glProvokingVertex(GLenum mode); void glPushAttrib(GLbitfield mask); void glPushClientAttrib(GLbitfield mask); void glPushMatrix(void); void glPushName(GLuint name); void glQueryCounter(GLuint id, GLenum target); void glRasterPos2d(GLdouble x, GLdouble y); void glRasterPos2dv(const GLdouble *v); void glRasterPos2f(GLfloat x, GLfloat y); void glRasterPos2fv(const GLfloat *v); void glRasterPos2i(GLint x, GLint y); void glRasterPos2iv(const GLint *v); void glRasterPos2s(GLshort x, GLshort y); void glRasterPos2sv(const GLshort *v); void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z); void glRasterPos3dv(const GLdouble *v); void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z); void glRasterPos3fv(const GLfloat *v); void glRasterPos3i(GLint x, GLint y, GLint z); void glRasterPos3iv(const GLint *v); void glRasterPos3s(GLshort x, GLshort y, GLshort z); void glRasterPos3sv(const GLshort *v); void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glRasterPos4dv(const GLdouble *v); void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glRasterPos4fv(const GLfloat *v); void glRasterPos4i(GLint x, GLint y, GLint z, GLint w); void glRasterPos4iv(const GLint *v); void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w); void glRasterPos4sv(const GLshort *v); void glReadBuffer(GLenum src); void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2); void glRectdv(const GLdouble *v1, const GLdouble *v2); void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2); void glRectfv(const GLfloat *v1, const GLfloat *v2); void glRecti(GLint x1, GLint y1, GLint x2, GLint y2); void glRectiv(const GLint *v1, const GLint *v2); void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2); void glRectsv(const GLshort *v1, const GLshort *v2); GLint glRenderMode(GLenum mode); void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); void glSampleCoverage(GLfloat value, GLboolean invert); void glSampleMaski(GLuint maskNumber, GLbitfield mask); void glSamplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param); void glSamplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param); void glSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param); void glSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param); void glSamplerParameteri(GLuint sampler, GLenum pname, GLint param); void glSamplerParameteriv(GLuint sampler, GLenum pname, const GLint *param); void glScaled(GLdouble x, GLdouble y, GLdouble z); void glScalef(GLfloat x, GLfloat y, GLfloat z); void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); void glSecondaryColor3b(GLbyte red, GLbyte green, GLbyte blue); void glSecondaryColor3bv(const GLbyte *v); void glSecondaryColor3d(GLdouble red, GLdouble green, GLdouble blue); void glSecondaryColor3dv(const GLdouble *v); void glSecondaryColor3f(GLfloat red, GLfloat green, GLfloat blue); void glSecondaryColor3fv(const GLfloat *v); void glSecondaryColor3i(GLint red, GLint green, GLint blue); void glSecondaryColor3iv(const GLint *v); void glSecondaryColor3s(GLshort red, GLshort green, GLshort blue); void glSecondaryColor3sv(const GLshort *v); void glSecondaryColor3ub(GLubyte red, GLubyte green, GLubyte blue); void glSecondaryColor3ubv(const GLubyte *v); void glSecondaryColor3ui(GLuint red, GLuint green, GLuint blue); void glSecondaryColor3uiv(const GLuint *v); void glSecondaryColor3us(GLushort red, GLushort green, GLushort blue); void glSecondaryColor3usv(const GLushort *v); void glSecondaryColorP3ui(GLenum type, GLuint color); void glSecondaryColorP3uiv(GLenum type, const GLuint *color); void glSecondaryColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glSelectBuffer(GLsizei size, GLuint *buffer); void glShadeModel(GLenum mode); void glShaderSource(GLuint shader, GLsizei count, const GLchar *const* string, const GLint *length); void glStencilFunc(GLenum func, GLint ref, GLuint mask); void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); void glStencilMask(GLuint mask); void glStencilMaskSeparate(GLenum face, GLuint mask); void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); void glTexBuffer(GLenum target, GLenum internalformat, GLuint buffer); void glTexCoord1d(GLdouble s); void glTexCoord1dv(const GLdouble *v); void glTexCoord1f(GLfloat s); void glTexCoord1fv(const GLfloat *v); void glTexCoord1i(GLint s); void glTexCoord1iv(const GLint *v); void glTexCoord1s(GLshort s); void glTexCoord1sv(const GLshort *v); void glTexCoord2d(GLdouble s, GLdouble t); void glTexCoord2dv(const GLdouble *v); void glTexCoord2f(GLfloat s, GLfloat t); void glTexCoord2fv(const GLfloat *v); void glTexCoord2i(GLint s, GLint t); void glTexCoord2iv(const GLint *v); void glTexCoord2s(GLshort s, GLshort t); void glTexCoord2sv(const GLshort *v); void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r); void glTexCoord3dv(const GLdouble *v); void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r); void glTexCoord3fv(const GLfloat *v); void glTexCoord3i(GLint s, GLint t, GLint r); void glTexCoord3iv(const GLint *v); void glTexCoord3s(GLshort s, GLshort t, GLshort r); void glTexCoord3sv(const GLshort *v); void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q); void glTexCoord4dv(const GLdouble *v); void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q); void glTexCoord4fv(const GLfloat *v); void glTexCoord4i(GLint s, GLint t, GLint r, GLint q); void glTexCoord4iv(const GLint *v); void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q); void glTexCoord4sv(const GLshort *v); void glTexCoordP1ui(GLenum type, GLuint coords); void glTexCoordP1uiv(GLenum type, const GLuint *coords); void glTexCoordP2ui(GLenum type, GLuint coords); void glTexCoordP2uiv(GLenum type, const GLuint *coords); void glTexCoordP3ui(GLenum type, GLuint coords); void glTexCoordP3uiv(GLenum type, const GLuint *coords); void glTexCoordP4ui(GLenum type, GLuint coords); void glTexCoordP4uiv(GLenum type, const GLuint *coords); void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glTexEnvf(GLenum target, GLenum pname, GLfloat param); void glTexEnvfv(GLenum target, GLenum pname, const GLfloat *params); void glTexEnvi(GLenum target, GLenum pname, GLint param); void glTexEnviv(GLenum target, GLenum pname, const GLint *params); void glTexGend(GLenum coord, GLenum pname, GLdouble param); void glTexGendv(GLenum coord, GLenum pname, const GLdouble *params); void glTexGenf(GLenum coord, GLenum pname, GLfloat param); void glTexGenfv(GLenum coord, GLenum pname, const GLfloat *params); void glTexGeni(GLenum coord, GLenum pname, GLint param); void glTexGeniv(GLenum coord, GLenum pname, const GLint *params); void glTexImage1D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); void glTexImage2DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); void glTexImage3D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); void glTexImage3DMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); void glTexParameterIiv(GLenum target, GLenum pname, const GLint *params); void glTexParameterIuiv(GLenum target, GLenum pname, const GLuint *params); void glTexParameterf(GLenum target, GLenum pname, GLfloat param); void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params); void glTexParameteri(GLenum target, GLenum pname, GLint param); void glTexParameteriv(GLenum target, GLenum pname, const GLint *params); void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); void glTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); void glTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar *const* varyings, GLenum bufferMode); void glTranslated(GLdouble x, GLdouble y, GLdouble z); void glTranslatef(GLfloat x, GLfloat y, GLfloat z); void glUniform1f(GLint location, GLfloat v0); void glUniform1fv(GLint location, GLsizei count, const GLfloat *value); void glUniform1i(GLint location, GLint v0); void glUniform1iv(GLint location, GLsizei count, const GLint *value); void glUniform1ui(GLint location, GLuint v0); void glUniform1uiv(GLint location, GLsizei count, const GLuint *value); void glUniform2f(GLint location, GLfloat v0, GLfloat v1); void glUniform2fv(GLint location, GLsizei count, const GLfloat *value); void glUniform2i(GLint location, GLint v0, GLint v1); void glUniform2iv(GLint location, GLsizei count, const GLint *value); void glUniform2ui(GLint location, GLuint v0, GLuint v1); void glUniform2uiv(GLint location, GLsizei count, const GLuint *value); void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); void glUniform3fv(GLint location, GLsizei count, const GLfloat *value); void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2); void glUniform3iv(GLint location, GLsizei count, const GLint *value); void glUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2); void glUniform3uiv(GLint location, GLsizei count, const GLuint *value); void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); void glUniform4fv(GLint location, GLsizei count, const GLfloat *value); void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); void glUniform4iv(GLint location, GLsizei count, const GLint *value); void glUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); void glUniform4uiv(GLint location, GLsizei count, const GLuint *value); void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); void glUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GLboolean glUnmapBuffer(GLenum target); void glUseProgram(GLuint program); void glValidateProgram(GLuint program); void glVertex2d(GLdouble x, GLdouble y); void glVertex2dv(const GLdouble *v); void glVertex2f(GLfloat x, GLfloat y); void glVertex2fv(const GLfloat *v); void glVertex2i(GLint x, GLint y); void glVertex2iv(const GLint *v); void glVertex2s(GLshort x, GLshort y); void glVertex2sv(const GLshort *v); void glVertex3d(GLdouble x, GLdouble y, GLdouble z); void glVertex3dv(const GLdouble *v); void glVertex3f(GLfloat x, GLfloat y, GLfloat z); void glVertex3fv(const GLfloat *v); void glVertex3i(GLint x, GLint y, GLint z); void glVertex3iv(const GLint *v); void glVertex3s(GLshort x, GLshort y, GLshort z); void glVertex3sv(const GLshort *v); void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glVertex4dv(const GLdouble *v); void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertex4fv(const GLfloat *v); void glVertex4i(GLint x, GLint y, GLint z, GLint w); void glVertex4iv(const GLint *v); void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w); void glVertex4sv(const GLshort *v); void glVertexAttrib1d(GLuint index, GLdouble x); void glVertexAttrib1dv(GLuint index, const GLdouble *v); void glVertexAttrib1f(GLuint index, GLfloat x); void glVertexAttrib1fv(GLuint index, const GLfloat *v); void glVertexAttrib1s(GLuint index, GLshort x); void glVertexAttrib1sv(GLuint index, const GLshort *v); void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y); void glVertexAttrib2dv(GLuint index, const GLdouble *v); void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y); void glVertexAttrib2fv(GLuint index, const GLfloat *v); void glVertexAttrib2s(GLuint index, GLshort x, GLshort y); void glVertexAttrib2sv(GLuint index, const GLshort *v); void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z); void glVertexAttrib3dv(GLuint index, const GLdouble *v); void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z); void glVertexAttrib3fv(GLuint index, const GLfloat *v); void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z); void glVertexAttrib3sv(GLuint index, const GLshort *v); void glVertexAttrib4Nbv(GLuint index, const GLbyte *v); void glVertexAttrib4Niv(GLuint index, const GLint *v); void glVertexAttrib4Nsv(GLuint index, const GLshort *v); void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); void glVertexAttrib4Nubv(GLuint index, const GLubyte *v); void glVertexAttrib4Nuiv(GLuint index, const GLuint *v); void glVertexAttrib4Nusv(GLuint index, const GLushort *v); void glVertexAttrib4bv(GLuint index, const GLbyte *v); void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); void glVertexAttrib4dv(GLuint index, const GLdouble *v); void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void glVertexAttrib4fv(GLuint index, const GLfloat *v); void glVertexAttrib4iv(GLuint index, const GLint *v); void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); void glVertexAttrib4sv(GLuint index, const GLshort *v); void glVertexAttrib4ubv(GLuint index, const GLubyte *v); void glVertexAttrib4uiv(GLuint index, const GLuint *v); void glVertexAttrib4usv(GLuint index, const GLushort *v); void glVertexAttribDivisor(GLuint index, GLuint divisor); void glVertexAttribI1i(GLuint index, GLint x); void glVertexAttribI1iv(GLuint index, const GLint *v); void glVertexAttribI1ui(GLuint index, GLuint x); void glVertexAttribI1uiv(GLuint index, const GLuint *v); void glVertexAttribI2i(GLuint index, GLint x, GLint y); void glVertexAttribI2iv(GLuint index, const GLint *v); void glVertexAttribI2ui(GLuint index, GLuint x, GLuint y); void glVertexAttribI2uiv(GLuint index, const GLuint *v); void glVertexAttribI3i(GLuint index, GLint x, GLint y, GLint z); void glVertexAttribI3iv(GLuint index, const GLint *v); void glVertexAttribI3ui(GLuint index, GLuint x, GLuint y, GLuint z); void glVertexAttribI3uiv(GLuint index, const GLuint *v); void glVertexAttribI4bv(GLuint index, const GLbyte *v); void glVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w); void glVertexAttribI4iv(GLuint index, const GLint *v); void glVertexAttribI4sv(GLuint index, const GLshort *v); void glVertexAttribI4ubv(GLuint index, const GLubyte *v); void glVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); void glVertexAttribI4uiv(GLuint index, const GLuint *v); void glVertexAttribI4usv(GLuint index, const GLushort *v); void glVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); void glVertexAttribP1ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP1uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP2ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP2uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP3ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP3uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribP4ui(GLuint index, GLenum type, GLboolean normalized, GLuint value); void glVertexAttribP4uiv(GLuint index, GLenum type, GLboolean normalized, const GLuint *value); void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); void glVertexP2ui(GLenum type, GLuint value); void glVertexP2uiv(GLenum type, const GLuint *value); void glVertexP3ui(GLenum type, GLuint value); void glVertexP3uiv(GLenum type, const GLuint *value); void glVertexP4ui(GLenum type, GLuint value); void glVertexP4uiv(GLenum type, const GLuint *value); void glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer); void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); void glWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout); void glWindowPos2d(GLdouble x, GLdouble y); void glWindowPos2dv(const GLdouble *v); void glWindowPos2f(GLfloat x, GLfloat y); void glWindowPos2fv(const GLfloat *v); void glWindowPos2i(GLint x, GLint y); void glWindowPos2iv(const GLint *v); void glWindowPos2s(GLshort x, GLshort y); void glWindowPos2sv(const GLshort *v); void glWindowPos3d(GLdouble x, GLdouble y, GLdouble z); void glWindowPos3dv(const GLdouble *v); void glWindowPos3f(GLfloat x, GLfloat y, GLfloat z); void glWindowPos3fv(const GLfloat *v); void glWindowPos3i(GLint x, GLint y, GLint z); void glWindowPos3iv(const GLint *v); void glWindowPos3s(GLshort x, GLshort y, GLshort z); void glWindowPos3sv(const GLshort *v); #define GL_2D 0x0600 #define GL_2_BYTES 0x1407 #define GL_3D 0x0601 #define GL_3D_COLOR 0x0602 #define GL_3D_COLOR_TEXTURE 0x0603 #define GL_3_BYTES 0x1408 #define GL_4D_COLOR_TEXTURE 0x0604 #define GL_4_BYTES 0x1409 #define GL_ACCUM 0x0100 #define GL_ACCUM_ALPHA_BITS 0x0D5B #define GL_ACCUM_BLUE_BITS 0x0D5A #define GL_ACCUM_BUFFER_BIT 0x00000200 #define GL_ACCUM_CLEAR_VALUE 0x0B80 #define GL_ACCUM_GREEN_BITS 0x0D59 #define GL_ACCUM_RED_BITS 0x0D58 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_ACTIVE_TEXTURE 0x84E0 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_ADD 0x0104 #define GL_ADD_SIGNED 0x8574 #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALL_ATTRIB_BITS 0xFFFFFFFF #define GL_ALPHA 0x1906 #define GL_ALPHA12 0x803D #define GL_ALPHA16 0x803E #define GL_ALPHA4 0x803B #define GL_ALPHA8 0x803C #define GL_ALPHA_BIAS 0x0D1D #define GL_ALPHA_BITS 0x0D55 #define GL_ALPHA_INTEGER 0x8D97 #define GL_ALPHA_SCALE 0x0D1C #define GL_ALPHA_TEST 0x0BC0 #define GL_ALPHA_TEST_FUNC 0x0BC1 #define GL_ALPHA_TEST_REF 0x0BC2 #define GL_ALREADY_SIGNALED 0x911A #define GL_ALWAYS 0x0207 #define GL_AMBIENT 0x1200 #define GL_AMBIENT_AND_DIFFUSE 0x1602 #define GL_AND 0x1501 #define GL_AND_INVERTED 0x1504 #define GL_AND_REVERSE 0x1502 #define GL_ANY_SAMPLES_PASSED 0x8C2F #define GL_ARRAY_BUFFER 0x8892 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ATTRIB_STACK_DEPTH 0x0BB0 #define GL_AUTO_NORMAL 0x0D80 #define GL_AUX0 0x0409 #define GL_AUX1 0x040A #define GL_AUX2 0x040B #define GL_AUX3 0x040C #define GL_AUX_BUFFERS 0x0C00 #define GL_BACK 0x0405 #define GL_BACK_LEFT 0x0402 #define GL_BACK_RIGHT 0x0403 #define GL_BGR 0x80E0 #define GL_BGRA 0x80E1 #define GL_BGRA_INTEGER 0x8D9B #define GL_BGR_INTEGER 0x8D9A #define GL_BITMAP 0x1A00 #define GL_BITMAP_TOKEN 0x0704 #define GL_BLEND 0x0BE2 #define GL_BLEND_COLOR 0x8005 #define GL_BLEND_DST 0x0BE0 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_EQUATION 0x8009 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_BLEND_EQUATION_RGB 0x8009 #define GL_BLEND_SRC 0x0BE1 #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLUE 0x1905 #define GL_BLUE_BIAS 0x0D1B #define GL_BLUE_BITS 0x0D54 #define GL_BLUE_INTEGER 0x8D96 #define GL_BLUE_SCALE 0x0D1A #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_BUFFER_ACCESS 0x88BB #define GL_BUFFER_ACCESS_FLAGS 0x911F #define GL_BUFFER_MAPPED 0x88BC #define GL_BUFFER_MAP_LENGTH 0x9120 #define GL_BUFFER_MAP_OFFSET 0x9121 #define GL_BUFFER_MAP_POINTER 0x88BD #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_BYTE 0x1400 #define GL_C3F_V3F 0x2A24 #define GL_C4F_N3F_V3F 0x2A26 #define GL_C4UB_V2F 0x2A22 #define GL_C4UB_V3F 0x2A23 #define GL_CCW 0x0901 #define GL_CLAMP 0x2900 #define GL_CLAMP_FRAGMENT_COLOR 0x891B #define GL_CLAMP_READ_COLOR 0x891C #define GL_CLAMP_TO_BORDER 0x812D #define GL_CLAMP_TO_EDGE 0x812F #define GL_CLAMP_VERTEX_COLOR 0x891A #define GL_CLEAR 0x1500 #define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF #define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 #define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 #define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 #define GL_CLIP_DISTANCE0 0x3000 #define GL_CLIP_DISTANCE1 0x3001 #define GL_CLIP_DISTANCE2 0x3002 #define GL_CLIP_DISTANCE3 0x3003 #define GL_CLIP_DISTANCE4 0x3004 #define GL_CLIP_DISTANCE5 0x3005 #define GL_CLIP_DISTANCE6 0x3006 #define GL_CLIP_DISTANCE7 0x3007 #define GL_CLIP_PLANE0 0x3000 #define GL_CLIP_PLANE1 0x3001 #define GL_CLIP_PLANE2 0x3002 #define GL_CLIP_PLANE3 0x3003 #define GL_CLIP_PLANE4 0x3004 #define GL_CLIP_PLANE5 0x3005 #define GL_COEFF 0x0A00 #define GL_COLOR 0x1800 #define GL_COLOR_ARRAY 0x8076 #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 #define GL_COLOR_ARRAY_POINTER 0x8090 #define GL_COLOR_ARRAY_SIZE 0x8081 #define GL_COLOR_ARRAY_STRIDE 0x8083 #define GL_COLOR_ARRAY_TYPE 0x8082 #define GL_COLOR_ATTACHMENT0 0x8CE0 #define GL_COLOR_ATTACHMENT1 0x8CE1 #define GL_COLOR_ATTACHMENT10 0x8CEA #define GL_COLOR_ATTACHMENT11 0x8CEB #define GL_COLOR_ATTACHMENT12 0x8CEC #define GL_COLOR_ATTACHMENT13 0x8CED #define GL_COLOR_ATTACHMENT14 0x8CEE #define GL_COLOR_ATTACHMENT15 0x8CEF #define GL_COLOR_ATTACHMENT16 0x8CF0 #define GL_COLOR_ATTACHMENT17 0x8CF1 #define GL_COLOR_ATTACHMENT18 0x8CF2 #define GL_COLOR_ATTACHMENT19 0x8CF3 #define GL_COLOR_ATTACHMENT2 0x8CE2 #define GL_COLOR_ATTACHMENT20 0x8CF4 #define GL_COLOR_ATTACHMENT21 0x8CF5 #define GL_COLOR_ATTACHMENT22 0x8CF6 #define GL_COLOR_ATTACHMENT23 0x8CF7 #define GL_COLOR_ATTACHMENT24 0x8CF8 #define GL_COLOR_ATTACHMENT25 0x8CF9 #define GL_COLOR_ATTACHMENT26 0x8CFA #define GL_COLOR_ATTACHMENT27 0x8CFB #define GL_COLOR_ATTACHMENT28 0x8CFC #define GL_COLOR_ATTACHMENT29 0x8CFD #define GL_COLOR_ATTACHMENT3 0x8CE3 #define GL_COLOR_ATTACHMENT30 0x8CFE #define GL_COLOR_ATTACHMENT31 0x8CFF #define GL_COLOR_ATTACHMENT4 0x8CE4 #define GL_COLOR_ATTACHMENT5 0x8CE5 #define GL_COLOR_ATTACHMENT6 0x8CE6 #define GL_COLOR_ATTACHMENT7 0x8CE7 #define GL_COLOR_ATTACHMENT8 0x8CE8 #define GL_COLOR_ATTACHMENT9 0x8CE9 #define GL_COLOR_BUFFER_BIT 0x00004000 #define GL_COLOR_CLEAR_VALUE 0x0C22 #define GL_COLOR_INDEX 0x1900 #define GL_COLOR_INDEXES 0x1603 #define GL_COLOR_LOGIC_OP 0x0BF2 #define GL_COLOR_MATERIAL 0x0B57 #define GL_COLOR_MATERIAL_FACE 0x0B55 #define GL_COLOR_MATERIAL_PARAMETER 0x0B56 #define GL_COLOR_SUM 0x8458 #define GL_COLOR_WRITEMASK 0x0C23 #define GL_COMBINE 0x8570 #define GL_COMBINE_ALPHA 0x8572 #define GL_COMBINE_RGB 0x8571 #define GL_COMPARE_REF_TO_TEXTURE 0x884E #define GL_COMPARE_R_TO_TEXTURE 0x884E #define GL_COMPILE 0x1300 #define GL_COMPILE_AND_EXECUTE 0x1301 #define GL_COMPILE_STATUS 0x8B81 #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_RED 0x8225 #define GL_COMPRESSED_RED_RGTC1 0x8DBB #define GL_COMPRESSED_RG 0x8226 #define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGBA 0x84EE #define GL_COMPRESSED_RG_RGTC2 0x8DBD #define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC #define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B #define GL_COMPRESSED_SRGB 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA 0x8C49 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #define GL_CONDITION_SATISFIED 0x911C #define GL_CONSTANT 0x8576 #define GL_CONSTANT_ALPHA 0x8003 #define GL_CONSTANT_ATTENUATION 0x1207 #define GL_CONSTANT_COLOR 0x8001 #define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 #define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 #define GL_CONTEXT_FLAGS 0x821E #define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 #define GL_CONTEXT_PROFILE_MASK 0x9126 #define GL_COORD_REPLACE 0x8862 #define GL_COPY 0x1503 #define GL_COPY_INVERTED 0x150C #define GL_COPY_PIXEL_TOKEN 0x0706 #define GL_COPY_READ_BUFFER 0x8F36 #define GL_COPY_WRITE_BUFFER 0x8F37 #define GL_CULL_FACE 0x0B44 #define GL_CULL_FACE_MODE 0x0B45 #define GL_CURRENT_BIT 0x00000001 #define GL_CURRENT_COLOR 0x0B00 #define GL_CURRENT_FOG_COORD 0x8453 #define GL_CURRENT_FOG_COORDINATE 0x8453 #define GL_CURRENT_INDEX 0x0B01 #define GL_CURRENT_NORMAL 0x0B02 #define GL_CURRENT_PROGRAM 0x8B8D #define GL_CURRENT_QUERY 0x8865 #define GL_CURRENT_RASTER_COLOR 0x0B04 #define GL_CURRENT_RASTER_DISTANCE 0x0B09 #define GL_CURRENT_RASTER_INDEX 0x0B05 #define GL_CURRENT_RASTER_POSITION 0x0B07 #define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F #define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 #define GL_CURRENT_SECONDARY_COLOR 0x8459 #define GL_CURRENT_TEXTURE_COORDS 0x0B03 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_CW 0x0900 #define GL_DECAL 0x2101 #define GL_DECR 0x1E03 #define GL_DECR_WRAP 0x8508 #define GL_DELETE_STATUS 0x8B80 #define GL_DEPTH 0x1801 #define GL_DEPTH24_STENCIL8 0x88F0 #define GL_DEPTH32F_STENCIL8 0x8CAD #define GL_DEPTH_ATTACHMENT 0x8D00 #define GL_DEPTH_BIAS 0x0D1F #define GL_DEPTH_BITS 0x0D56 #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_DEPTH_CLAMP 0x864F #define GL_DEPTH_CLEAR_VALUE 0x0B73 #define GL_DEPTH_COMPONENT 0x1902 #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_DEPTH_COMPONENT24 0x81A6 #define GL_DEPTH_COMPONENT32 0x81A7 #define GL_DEPTH_COMPONENT32F 0x8CAC #define GL_DEPTH_FUNC 0x0B74 #define GL_DEPTH_RANGE 0x0B70 #define GL_DEPTH_SCALE 0x0D1E #define GL_DEPTH_STENCIL 0x84F9 #define GL_DEPTH_STENCIL_ATTACHMENT 0x821A #define GL_DEPTH_TEST 0x0B71 #define GL_DEPTH_TEXTURE_MODE 0x884B #define GL_DEPTH_WRITEMASK 0x0B72 #define GL_DIFFUSE 0x1201 #define GL_DITHER 0x0BD0 #define GL_DOMAIN 0x0A02 #define GL_DONT_CARE 0x1100 #define GL_DOT3_RGB 0x86AE #define GL_DOT3_RGBA 0x86AF #define GL_DOUBLE 0x140A #define GL_DOUBLEBUFFER 0x0C32 #define GL_DRAW_BUFFER 0x0C01 #define GL_DRAW_BUFFER0 0x8825 #define GL_DRAW_BUFFER1 0x8826 #define GL_DRAW_BUFFER10 0x882F #define GL_DRAW_BUFFER11 0x8830 #define GL_DRAW_BUFFER12 0x8831 #define GL_DRAW_BUFFER13 0x8832 #define GL_DRAW_BUFFER14 0x8833 #define GL_DRAW_BUFFER15 0x8834 #define GL_DRAW_BUFFER2 0x8827 #define GL_DRAW_BUFFER3 0x8828 #define GL_DRAW_BUFFER4 0x8829 #define GL_DRAW_BUFFER5 0x882A #define GL_DRAW_BUFFER6 0x882B #define GL_DRAW_BUFFER7 0x882C #define GL_DRAW_BUFFER8 0x882D #define GL_DRAW_BUFFER9 0x882E #define GL_DRAW_FRAMEBUFFER 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 #define GL_DRAW_PIXEL_TOKEN 0x0705 #define GL_DST_ALPHA 0x0304 #define GL_DST_COLOR 0x0306 #define GL_DYNAMIC_COPY 0x88EA #define GL_DYNAMIC_DRAW 0x88E8 #define GL_DYNAMIC_READ 0x88E9 #define GL_EDGE_FLAG 0x0B43 #define GL_EDGE_FLAG_ARRAY 0x8079 #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B #define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 #define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_EMISSION 0x1600 #define GL_ENABLE_BIT 0x00002000 #define GL_EQUAL 0x0202 #define GL_EQUIV 0x1509 #define GL_EVAL_BIT 0x00010000 #define GL_EXP 0x0800 #define GL_EXP2 0x0801 #define GL_EXTENSIONS 0x1F03 #define GL_EYE_LINEAR 0x2400 #define GL_EYE_PLANE 0x2502 #define GL_FALSE 0 #define GL_FASTEST 0x1101 #define GL_FEEDBACK 0x1C01 #define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 #define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 #define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 #define GL_FILL 0x1B02 #define GL_FIRST_VERTEX_CONVENTION 0x8E4D #define GL_FIXED_ONLY 0x891D #define GL_FLAT 0x1D00 #define GL_FLOAT 0x1406 #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT2x3 0x8B65 #define GL_FLOAT_MAT2x4 0x8B66 #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT3x2 0x8B67 #define GL_FLOAT_MAT3x4 0x8B68 #define GL_FLOAT_MAT4 0x8B5C #define GL_FLOAT_MAT4x2 0x8B69 #define GL_FLOAT_MAT4x3 0x8B6A #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_FOG 0x0B60 #define GL_FOG_BIT 0x00000080 #define GL_FOG_COLOR 0x0B66 #define GL_FOG_COORD 0x8451 #define GL_FOG_COORDINATE 0x8451 #define GL_FOG_COORDINATE_ARRAY 0x8457 #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 #define GL_FOG_COORDINATE_SOURCE 0x8450 #define GL_FOG_COORD_ARRAY 0x8457 #define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D #define GL_FOG_COORD_ARRAY_POINTER 0x8456 #define GL_FOG_COORD_ARRAY_STRIDE 0x8455 #define GL_FOG_COORD_ARRAY_TYPE 0x8454 #define GL_FOG_COORD_SRC 0x8450 #define GL_FOG_DENSITY 0x0B62 #define GL_FOG_END 0x0B64 #define GL_FOG_HINT 0x0C54 #define GL_FOG_INDEX 0x0B61 #define GL_FOG_MODE 0x0B65 #define GL_FOG_START 0x0B63 #define GL_FRAGMENT_DEPTH 0x8452 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B #define GL_FRAMEBUFFER 0x8D40 #define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 #define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 #define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 #define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 #define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 #define GL_FRAMEBUFFER_BINDING 0x8CA6 #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #define GL_FRAMEBUFFER_DEFAULT 0x8218 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC #define GL_FRAMEBUFFER_SRGB 0x8DB9 #define GL_FRAMEBUFFER_UNDEFINED 0x8219 #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #define GL_FRONT 0x0404 #define GL_FRONT_AND_BACK 0x0408 #define GL_FRONT_FACE 0x0B46 #define GL_FRONT_LEFT 0x0400 #define GL_FRONT_RIGHT 0x0401 #define GL_FUNC_ADD 0x8006 #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_FUNC_SUBTRACT 0x800A #define GL_GENERATE_MIPMAP 0x8191 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_GEOMETRY_INPUT_TYPE 0x8917 #define GL_GEOMETRY_OUTPUT_TYPE 0x8918 #define GL_GEOMETRY_SHADER 0x8DD9 #define GL_GEOMETRY_VERTICES_OUT 0x8916 #define GL_GEQUAL 0x0206 #define GL_GREATER 0x0204 #define GL_GREEN 0x1904 #define GL_GREEN_BIAS 0x0D19 #define GL_GREEN_BITS 0x0D53 #define GL_GREEN_INTEGER 0x8D95 #define GL_GREEN_SCALE 0x0D18 #define GL_HALF_FLOAT 0x140B #define GL_HINT_BIT 0x00008000 #define GL_INCR 0x1E02 #define GL_INCR_WRAP 0x8507 #define GL_INDEX 0x8222 #define GL_INDEX_ARRAY 0x8077 #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 #define GL_INDEX_ARRAY_POINTER 0x8091 #define GL_INDEX_ARRAY_STRIDE 0x8086 #define GL_INDEX_ARRAY_TYPE 0x8085 #define GL_INDEX_BITS 0x0D51 #define GL_INDEX_CLEAR_VALUE 0x0C20 #define GL_INDEX_LOGIC_OP 0x0BF1 #define GL_INDEX_MODE 0x0C30 #define GL_INDEX_OFFSET 0x0D13 #define GL_INDEX_SHIFT 0x0D12 #define GL_INDEX_WRITEMASK 0x0C21 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_INT 0x1404 #define GL_INTENSITY 0x8049 #define GL_INTENSITY12 0x804C #define GL_INTENSITY16 0x804D #define GL_INTENSITY4 0x804A #define GL_INTENSITY8 0x804B #define GL_INTERLEAVED_ATTRIBS 0x8C8C #define GL_INTERPOLATE 0x8575 #define GL_INT_2_10_10_10_REV 0x8D9F #define GL_INT_SAMPLER_1D 0x8DC9 #define GL_INT_SAMPLER_1D_ARRAY 0x8DCE #define GL_INT_SAMPLER_2D 0x8DCA #define GL_INT_SAMPLER_2D_ARRAY 0x8DCF #define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 #define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C #define GL_INT_SAMPLER_2D_RECT 0x8DCD #define GL_INT_SAMPLER_3D 0x8DCB #define GL_INT_SAMPLER_BUFFER 0x8DD0 #define GL_INT_SAMPLER_CUBE 0x8DCC #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 #define GL_INVALID_INDEX 0xFFFFFFFF #define GL_INVALID_OPERATION 0x0502 #define GL_INVALID_VALUE 0x0501 #define GL_INVERT 0x150A #define GL_KEEP 0x1E00 #define GL_LAST_VERTEX_CONVENTION 0x8E4E #define GL_LEFT 0x0406 #define GL_LEQUAL 0x0203 #define GL_LESS 0x0201 #define GL_LIGHT0 0x4000 #define GL_LIGHT1 0x4001 #define GL_LIGHT2 0x4002 #define GL_LIGHT3 0x4003 #define GL_LIGHT4 0x4004 #define GL_LIGHT5 0x4005 #define GL_LIGHT6 0x4006 #define GL_LIGHT7 0x4007 #define GL_LIGHTING 0x0B50 #define GL_LIGHTING_BIT 0x00000040 #define GL_LIGHT_MODEL_AMBIENT 0x0B53 #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 #define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 #define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 #define GL_LINE 0x1B01 #define GL_LINEAR 0x2601 #define GL_LINEAR_ATTENUATION 0x1208 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_LINES 0x0001 #define GL_LINES_ADJACENCY 0x000A #define GL_LINE_BIT 0x00000004 #define GL_LINE_LOOP 0x0002 #define GL_LINE_RESET_TOKEN 0x0707 #define GL_LINE_SMOOTH 0x0B20 #define GL_LINE_SMOOTH_HINT 0x0C52 #define GL_LINE_STIPPLE 0x0B24 #define GL_LINE_STIPPLE_PATTERN 0x0B25 #define GL_LINE_STIPPLE_REPEAT 0x0B26 #define GL_LINE_STRIP 0x0003 #define GL_LINE_STRIP_ADJACENCY 0x000B #define GL_LINE_TOKEN 0x0702 #define GL_LINE_WIDTH 0x0B21 #define GL_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_LINE_WIDTH_RANGE 0x0B22 #define GL_LINK_STATUS 0x8B82 #define GL_LIST_BASE 0x0B32 #define GL_LIST_BIT 0x00020000 #define GL_LIST_INDEX 0x0B33 #define GL_LIST_MODE 0x0B30 #define GL_LOAD 0x0101 #define GL_LOGIC_OP 0x0BF1 #define GL_LOGIC_OP_MODE 0x0BF0 #define GL_LOWER_LEFT 0x8CA1 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE12 0x8041 #define GL_LUMINANCE12_ALPHA12 0x8047 #define GL_LUMINANCE12_ALPHA4 0x8046 #define GL_LUMINANCE16 0x8042 #define GL_LUMINANCE16_ALPHA16 0x8048 #define GL_LUMINANCE4 0x803F #define GL_LUMINANCE4_ALPHA4 0x8043 #define GL_LUMINANCE6_ALPHA2 0x8044 #define GL_LUMINANCE8 0x8040 #define GL_LUMINANCE8_ALPHA8 0x8045 #define GL_LUMINANCE_ALPHA 0x190A #define GL_MAJOR_VERSION 0x821B #define GL_MAP1_COLOR_4 0x0D90 #define GL_MAP1_GRID_DOMAIN 0x0DD0 #define GL_MAP1_GRID_SEGMENTS 0x0DD1 #define GL_MAP1_INDEX 0x0D91 #define GL_MAP1_NORMAL 0x0D92 #define GL_MAP1_TEXTURE_COORD_1 0x0D93 #define GL_MAP1_TEXTURE_COORD_2 0x0D94 #define GL_MAP1_TEXTURE_COORD_3 0x0D95 #define GL_MAP1_TEXTURE_COORD_4 0x0D96 #define GL_MAP1_VERTEX_3 0x0D97 #define GL_MAP1_VERTEX_4 0x0D98 #define GL_MAP2_COLOR_4 0x0DB0 #define GL_MAP2_GRID_DOMAIN 0x0DD2 #define GL_MAP2_GRID_SEGMENTS 0x0DD3 #define GL_MAP2_INDEX 0x0DB1 #define GL_MAP2_NORMAL 0x0DB2 #define GL_MAP2_TEXTURE_COORD_1 0x0DB3 #define GL_MAP2_TEXTURE_COORD_2 0x0DB4 #define GL_MAP2_TEXTURE_COORD_3 0x0DB5 #define GL_MAP2_TEXTURE_COORD_4 0x0DB6 #define GL_MAP2_VERTEX_3 0x0DB7 #define GL_MAP2_VERTEX_4 0x0DB8 #define GL_MAP_COLOR 0x0D10 #define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 #define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 #define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 #define GL_MAP_READ_BIT 0x0001 #define GL_MAP_STENCIL 0x0D11 #define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 #define GL_MAP_WRITE_BIT 0x0002 #define GL_MATRIX_MODE 0x0BA0 #define GL_MAX 0x8008 #define GL_MAX_3D_TEXTURE_SIZE 0x8073 #define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF #define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 #define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B #define GL_MAX_CLIP_DISTANCES 0x0D32 #define GL_MAX_CLIP_PLANES 0x0D32 #define GL_MAX_COLOR_ATTACHMENTS 0x8CDF #define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C #define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F #define GL_MAX_DRAW_BUFFERS 0x8824 #define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC #define GL_MAX_ELEMENTS_INDICES 0x80E9 #define GL_MAX_ELEMENTS_VERTICES 0x80E8 #define GL_MAX_EVAL_ORDER 0x0D30 #define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 #define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 #define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 #define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF #define GL_MAX_INTEGER_SAMPLES 0x9110 #define GL_MAX_LIGHTS 0x0D31 #define GL_MAX_LIST_NESTING 0x0B31 #define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 #define GL_MAX_NAME_STACK_DEPTH 0x0D37 #define GL_MAX_PIXEL_MAP_TABLE 0x0D34 #define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 #define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 #define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #define GL_MAX_SAMPLES 0x8D57 #define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 #define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 #define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B #define GL_MAX_TEXTURE_COORDS 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD #define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F #define GL_MAX_VARYING_COMPONENTS 0x8B4B #define GL_MAX_VARYING_FLOATS 0x8B4B #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A #define GL_MAX_VIEWPORT_DIMS 0x0D3A #define GL_MIN 0x8007 #define GL_MINOR_VERSION 0x821C #define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 #define GL_MIRRORED_REPEAT 0x8370 #define GL_MODELVIEW 0x1700 #define GL_MODELVIEW_MATRIX 0x0BA6 #define GL_MODELVIEW_STACK_DEPTH 0x0BA3 #define GL_MODULATE 0x2100 #define GL_MULT 0x0103 #define GL_MULTISAMPLE 0x809D #define GL_MULTISAMPLE_BIT 0x20000000 #define GL_N3F_V3F 0x2A25 #define GL_NAME_STACK_DEPTH 0x0D70 #define GL_NAND 0x150E #define GL_NEAREST 0x2600 #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #define GL_NEVER 0x0200 #define GL_NICEST 0x1102 #define GL_NONE 0 #define GL_NOOP 0x1505 #define GL_NOR 0x1508 #define GL_NORMALIZE 0x0BA1 #define GL_NORMAL_ARRAY 0x8075 #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 #define GL_NORMAL_ARRAY_POINTER 0x808F #define GL_NORMAL_ARRAY_STRIDE 0x807F #define GL_NORMAL_ARRAY_TYPE 0x807E #define GL_NORMAL_MAP 0x8511 #define GL_NOTEQUAL 0x0205 #define GL_NO_ERROR 0 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_NUM_EXTENSIONS 0x821D #define GL_OBJECT_LINEAR 0x2401 #define GL_OBJECT_PLANE 0x2501 #define GL_OBJECT_TYPE 0x9112 #define GL_ONE 1 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_ONE_MINUS_DST_ALPHA 0x0305 #define GL_ONE_MINUS_DST_COLOR 0x0307 #define GL_ONE_MINUS_SRC1_ALPHA 0x88FB #define GL_ONE_MINUS_SRC1_COLOR 0x88FA #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_ONE_MINUS_SRC_COLOR 0x0301 #define GL_OPERAND0_ALPHA 0x8598 #define GL_OPERAND0_RGB 0x8590 #define GL_OPERAND1_ALPHA 0x8599 #define GL_OPERAND1_RGB 0x8591 #define GL_OPERAND2_ALPHA 0x859A #define GL_OPERAND2_RGB 0x8592 #define GL_OR 0x1507 #define GL_ORDER 0x0A01 #define GL_OR_INVERTED 0x150D #define GL_OR_REVERSE 0x150B #define GL_OUT_OF_MEMORY 0x0505 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_PACK_IMAGE_HEIGHT 0x806C #define GL_PACK_LSB_FIRST 0x0D01 #define GL_PACK_ROW_LENGTH 0x0D02 #define GL_PACK_SKIP_IMAGES 0x806B #define GL_PACK_SKIP_PIXELS 0x0D04 #define GL_PACK_SKIP_ROWS 0x0D03 #define GL_PACK_SWAP_BYTES 0x0D00 #define GL_PASS_THROUGH_TOKEN 0x0700 #define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 #define GL_PIXEL_MAP_A_TO_A 0x0C79 #define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 #define GL_PIXEL_MAP_B_TO_B 0x0C78 #define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 #define GL_PIXEL_MAP_G_TO_G 0x0C77 #define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 #define GL_PIXEL_MAP_I_TO_A 0x0C75 #define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 #define GL_PIXEL_MAP_I_TO_B 0x0C74 #define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 #define GL_PIXEL_MAP_I_TO_G 0x0C73 #define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 #define GL_PIXEL_MAP_I_TO_I 0x0C70 #define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 #define GL_PIXEL_MAP_I_TO_R 0x0C72 #define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 #define GL_PIXEL_MAP_R_TO_R 0x0C76 #define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 #define GL_PIXEL_MAP_S_TO_S 0x0C71 #define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 #define GL_PIXEL_MODE_BIT 0x00000020 #define GL_PIXEL_PACK_BUFFER 0x88EB #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED #define GL_PIXEL_UNPACK_BUFFER 0x88EC #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF #define GL_POINT 0x1B00 #define GL_POINTS 0x0000 #define GL_POINT_BIT 0x00000002 #define GL_POINT_DISTANCE_ATTENUATION 0x8129 #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 #define GL_POINT_SIZE 0x0B11 #define GL_POINT_SIZE_GRANULARITY 0x0B13 #define GL_POINT_SIZE_MAX 0x8127 #define GL_POINT_SIZE_MIN 0x8126 #define GL_POINT_SIZE_RANGE 0x0B12 #define GL_POINT_SMOOTH 0x0B10 #define GL_POINT_SMOOTH_HINT 0x0C51 #define GL_POINT_SPRITE 0x8861 #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 #define GL_POINT_TOKEN 0x0701 #define GL_POLYGON 0x0009 #define GL_POLYGON_BIT 0x00000008 #define GL_POLYGON_MODE 0x0B40 #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_POLYGON_OFFSET_LINE 0x2A02 #define GL_POLYGON_OFFSET_POINT 0x2A01 #define GL_POLYGON_OFFSET_UNITS 0x2A00 #define GL_POLYGON_SMOOTH 0x0B41 #define GL_POLYGON_SMOOTH_HINT 0x0C53 #define GL_POLYGON_STIPPLE 0x0B42 #define GL_POLYGON_STIPPLE_BIT 0x00000010 #define GL_POLYGON_TOKEN 0x0703 #define GL_POSITION 0x1203 #define GL_PREVIOUS 0x8578 #define GL_PRIMARY_COLOR 0x8577 #define GL_PRIMITIVES_GENERATED 0x8C87 #define GL_PRIMITIVE_RESTART 0x8F9D #define GL_PRIMITIVE_RESTART_INDEX 0x8F9E #define GL_PROGRAM_POINT_SIZE 0x8642 #define GL_PROJECTION 0x1701 #define GL_PROJECTION_MATRIX 0x0BA7 #define GL_PROJECTION_STACK_DEPTH 0x0BA4 #define GL_PROVOKING_VERTEX 0x8E4F #define GL_PROXY_TEXTURE_1D 0x8063 #define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 #define GL_PROXY_TEXTURE_2D 0x8064 #define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B #define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 #define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 #define GL_PROXY_TEXTURE_3D 0x8070 #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B #define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 #define GL_Q 0x2003 #define GL_QUADRATIC_ATTENUATION 0x1209 #define GL_QUADS 0x0007 #define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C #define GL_QUAD_STRIP 0x0008 #define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 #define GL_QUERY_BY_REGION_WAIT 0x8E15 #define GL_QUERY_COUNTER_BITS 0x8864 #define GL_QUERY_NO_WAIT 0x8E14 #define GL_QUERY_RESULT 0x8866 #define GL_QUERY_RESULT_AVAILABLE 0x8867 #define GL_QUERY_WAIT 0x8E13 #define GL_R 0x2002 #define GL_R11F_G11F_B10F 0x8C3A #define GL_R16 0x822A #define GL_R16F 0x822D #define GL_R16I 0x8233 #define GL_R16UI 0x8234 #define GL_R16_SNORM 0x8F98 #define GL_R32F 0x822E #define GL_R32I 0x8235 #define GL_R32UI 0x8236 #define GL_R3_G3_B2 0x2A10 #define GL_R8 0x8229 #define GL_R8I 0x8231 #define GL_R8UI 0x8232 #define GL_R8_SNORM 0x8F94 #define GL_RASTERIZER_DISCARD 0x8C89 #define GL_READ_BUFFER 0x0C02 #define GL_READ_FRAMEBUFFER 0x8CA8 #define GL_READ_FRAMEBUFFER_BINDING 0x8CAA #define GL_READ_ONLY 0x88B8 #define GL_READ_WRITE 0x88BA #define GL_RED 0x1903 #define GL_RED_BIAS 0x0D15 #define GL_RED_BITS 0x0D52 #define GL_RED_INTEGER 0x8D94 #define GL_RED_SCALE 0x0D14 #define GL_REFLECTION_MAP 0x8512 #define GL_RENDER 0x1C00 #define GL_RENDERBUFFER 0x8D41 #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 #define GL_RENDERBUFFER_BINDING 0x8CA7 #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 #define GL_RENDERBUFFER_HEIGHT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 #define GL_RENDERBUFFER_RED_SIZE 0x8D50 #define GL_RENDERBUFFER_SAMPLES 0x8CAB #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #define GL_RENDERBUFFER_WIDTH 0x8D42 #define GL_RENDERER 0x1F01 #define GL_RENDER_MODE 0x0C40 #define GL_REPEAT 0x2901 #define GL_REPLACE 0x1E01 #define GL_RESCALE_NORMAL 0x803A #define GL_RETURN 0x0102 #define GL_RG 0x8227 #define GL_RG16 0x822C #define GL_RG16F 0x822F #define GL_RG16I 0x8239 #define GL_RG16UI 0x823A #define GL_RG16_SNORM 0x8F99 #define GL_RG32F 0x8230 #define GL_RG32I 0x823B #define GL_RG32UI 0x823C #define GL_RG8 0x822B #define GL_RG8I 0x8237 #define GL_RG8UI 0x8238 #define GL_RG8_SNORM 0x8F95 #define GL_RGB 0x1907 #define GL_RGB10 0x8052 #define GL_RGB10_A2 0x8059 #define GL_RGB10_A2UI 0x906F #define GL_RGB12 0x8053 #define GL_RGB16 0x8054 #define GL_RGB16F 0x881B #define GL_RGB16I 0x8D89 #define GL_RGB16UI 0x8D77 #define GL_RGB16_SNORM 0x8F9A #define GL_RGB32F 0x8815 #define GL_RGB32I 0x8D83 #define GL_RGB32UI 0x8D71 #define GL_RGB4 0x804F #define GL_RGB5 0x8050 #define GL_RGB5_A1 0x8057 #define GL_RGB8 0x8051 #define GL_RGB8I 0x8D8F #define GL_RGB8UI 0x8D7D #define GL_RGB8_SNORM 0x8F96 #define GL_RGB9_E5 0x8C3D #define GL_RGBA 0x1908 #define GL_RGBA12 0x805A #define GL_RGBA16 0x805B #define GL_RGBA16F 0x881A #define GL_RGBA16I 0x8D88 #define GL_RGBA16UI 0x8D76 #define GL_RGBA16_SNORM 0x8F9B #define GL_RGBA2 0x8055 #define GL_RGBA32F 0x8814 #define GL_RGBA32I 0x8D82 #define GL_RGBA32UI 0x8D70 #define GL_RGBA4 0x8056 #define GL_RGBA8 0x8058 #define GL_RGBA8I 0x8D8E #define GL_RGBA8UI 0x8D7C #define GL_RGBA8_SNORM 0x8F97 #define GL_RGBA_INTEGER 0x8D99 #define GL_RGBA_MODE 0x0C31 #define GL_RGB_INTEGER 0x8D98 #define GL_RGB_SCALE 0x8573 #define GL_RG_INTEGER 0x8228 #define GL_RIGHT 0x0407 #define GL_S 0x2000 #define GL_SAMPLER_1D 0x8B5D #define GL_SAMPLER_1D_ARRAY 0x8DC0 #define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 #define GL_SAMPLER_1D_SHADOW 0x8B61 #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_2D_ARRAY 0x8DC1 #define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 #define GL_SAMPLER_2D_MULTISAMPLE 0x9108 #define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B #define GL_SAMPLER_2D_RECT 0x8B63 #define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 #define GL_SAMPLER_2D_SHADOW 0x8B62 #define GL_SAMPLER_3D 0x8B5F #define GL_SAMPLER_BINDING 0x8919 #define GL_SAMPLER_BUFFER 0x8DC2 #define GL_SAMPLER_CUBE 0x8B60 #define GL_SAMPLER_CUBE_SHADOW 0x8DC5 #define GL_SAMPLES 0x80A9 #define GL_SAMPLES_PASSED 0x8914 #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_ALPHA_TO_ONE 0x809F #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLE_COVERAGE 0x80A0 #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_MASK 0x8E51 #define GL_SAMPLE_MASK_VALUE 0x8E52 #define GL_SAMPLE_POSITION 0x8E50 #define GL_SCISSOR_BIT 0x00080000 #define GL_SCISSOR_BOX 0x0C10 #define GL_SCISSOR_TEST 0x0C11 #define GL_SECONDARY_COLOR_ARRAY 0x845E #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B #define GL_SELECT 0x1C02 #define GL_SELECTION_BUFFER_POINTER 0x0DF3 #define GL_SELECTION_BUFFER_SIZE 0x0DF4 #define GL_SEPARATE_ATTRIBS 0x8C8D #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #define GL_SET 0x150F #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_SHADER_TYPE 0x8B4F #define GL_SHADE_MODEL 0x0B54 #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_SHININESS 0x1601 #define GL_SHORT 0x1402 #define GL_SIGNALED 0x9119 #define GL_SIGNED_NORMALIZED 0x8F9C #define GL_SINGLE_COLOR 0x81F9 #define GL_SLUMINANCE 0x8C46 #define GL_SLUMINANCE8 0x8C47 #define GL_SLUMINANCE8_ALPHA8 0x8C45 #define GL_SLUMINANCE_ALPHA 0x8C44 #define GL_SMOOTH 0x1D01 #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_ALPHA 0x858A #define GL_SOURCE2_RGB 0x8582 #define GL_SPECULAR 0x1202 #define GL_SPHERE_MAP 0x2402 #define GL_SPOT_CUTOFF 0x1206 #define GL_SPOT_DIRECTION 0x1204 #define GL_SPOT_EXPONENT 0x1205 #define GL_SRC0_ALPHA 0x8588 #define GL_SRC0_RGB 0x8580 #define GL_SRC1_ALPHA 0x8589 #define GL_SRC1_COLOR 0x88F9 #define GL_SRC1_RGB 0x8581 #define GL_SRC2_ALPHA 0x858A #define GL_SRC2_RGB 0x8582 #define GL_SRC_ALPHA 0x0302 #define GL_SRC_ALPHA_SATURATE 0x0308 #define GL_SRC_COLOR 0x0300 #define GL_SRGB 0x8C40 #define GL_SRGB8 0x8C41 #define GL_SRGB8_ALPHA8 0x8C43 #define GL_SRGB_ALPHA 0x8C42 #define GL_STACK_OVERFLOW 0x0503 #define GL_STACK_UNDERFLOW 0x0504 #define GL_STATIC_COPY 0x88E6 #define GL_STATIC_DRAW 0x88E4 #define GL_STATIC_READ 0x88E5 #define GL_STENCIL 0x1802 #define GL_STENCIL_ATTACHMENT 0x8D20 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #define GL_STENCIL_BITS 0x0D57 #define GL_STENCIL_BUFFER_BIT 0x00000400 #define GL_STENCIL_CLEAR_VALUE 0x0B91 #define GL_STENCIL_FAIL 0x0B94 #define GL_STENCIL_FUNC 0x0B92 #define GL_STENCIL_INDEX 0x1901 #define GL_STENCIL_INDEX1 0x8D46 #define GL_STENCIL_INDEX16 0x8D49 #define GL_STENCIL_INDEX4 0x8D47 #define GL_STENCIL_INDEX8 0x8D48 #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 #define GL_STENCIL_REF 0x0B97 #define GL_STENCIL_TEST 0x0B90 #define GL_STENCIL_VALUE_MASK 0x0B93 #define GL_STENCIL_WRITEMASK 0x0B98 #define GL_STEREO 0x0C33 #define GL_STREAM_COPY 0x88E2 #define GL_STREAM_DRAW 0x88E0 #define GL_STREAM_READ 0x88E1 #define GL_SUBPIXEL_BITS 0x0D50 #define GL_SUBTRACT 0x84E7 #define GL_SYNC_CONDITION 0x9113 #define GL_SYNC_FENCE 0x9116 #define GL_SYNC_FLAGS 0x9115 #define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 #define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 #define GL_SYNC_STATUS 0x9114 #define GL_T 0x2001 #define GL_T2F_C3F_V3F 0x2A2A #define GL_T2F_C4F_N3F_V3F 0x2A2C #define GL_T2F_C4UB_V3F 0x2A29 #define GL_T2F_N3F_V3F 0x2A2B #define GL_T2F_V3F 0x2A27 #define GL_T4F_C4F_N3F_V4F 0x2A2D #define GL_T4F_V4F 0x2A28 #define GL_TEXTURE 0x1702 #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE_1D 0x0DE0 #define GL_TEXTURE_1D_ARRAY 0x8C18 #define GL_TEXTURE_2D 0x0DE1 #define GL_TEXTURE_2D_ARRAY 0x8C1A #define GL_TEXTURE_2D_MULTISAMPLE 0x9100 #define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 #define GL_TEXTURE_3D 0x806F #define GL_TEXTURE_ALPHA_SIZE 0x805F #define GL_TEXTURE_ALPHA_TYPE 0x8C13 #define GL_TEXTURE_BASE_LEVEL 0x813C #define GL_TEXTURE_BINDING_1D 0x8068 #define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D #define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 #define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 #define GL_TEXTURE_BINDING_3D 0x806A #define GL_TEXTURE_BINDING_BUFFER 0x8C2C #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 #define GL_TEXTURE_BIT 0x00040000 #define GL_TEXTURE_BLUE_SIZE 0x805E #define GL_TEXTURE_BLUE_TYPE 0x8C12 #define GL_TEXTURE_BORDER 0x1005 #define GL_TEXTURE_BORDER_COLOR 0x1004 #define GL_TEXTURE_BUFFER 0x8C2A #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D #define GL_TEXTURE_COMPARE_FUNC 0x884D #define GL_TEXTURE_COMPARE_MODE 0x884C #define GL_TEXTURE_COMPONENTS 0x1003 #define GL_TEXTURE_COMPRESSED 0x86A1 #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 #define GL_TEXTURE_COMPRESSION_HINT 0x84EF #define GL_TEXTURE_COORD_ARRAY 0x8078 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A #define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 #define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 #define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A #define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F #define GL_TEXTURE_DEPTH 0x8071 #define GL_TEXTURE_DEPTH_SIZE 0x884A #define GL_TEXTURE_DEPTH_TYPE 0x8C16 #define GL_TEXTURE_ENV 0x2300 #define GL_TEXTURE_ENV_COLOR 0x2201 #define GL_TEXTURE_ENV_MODE 0x2200 #define GL_TEXTURE_FILTER_CONTROL 0x8500 #define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 #define GL_TEXTURE_GEN_MODE 0x2500 #define GL_TEXTURE_GEN_Q 0x0C63 #define GL_TEXTURE_GEN_R 0x0C62 #define GL_TEXTURE_GEN_S 0x0C60 #define GL_TEXTURE_GEN_T 0x0C61 #define GL_TEXTURE_GREEN_SIZE 0x805D #define GL_TEXTURE_GREEN_TYPE 0x8C11 #define GL_TEXTURE_HEIGHT 0x1001 #define GL_TEXTURE_INTENSITY_SIZE 0x8061 #define GL_TEXTURE_INTENSITY_TYPE 0x8C15 #define GL_TEXTURE_INTERNAL_FORMAT 0x1003 #define GL_TEXTURE_LOD_BIAS 0x8501 #define GL_TEXTURE_LUMINANCE_SIZE 0x8060 #define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MATRIX 0x0BA8 #define GL_TEXTURE_MAX_LEVEL 0x813D #define GL_TEXTURE_MAX_LOD 0x813B #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_MIN_LOD 0x813A #define GL_TEXTURE_PRIORITY 0x8066 #define GL_TEXTURE_RECTANGLE 0x84F5 #define GL_TEXTURE_RED_SIZE 0x805C #define GL_TEXTURE_RED_TYPE 0x8C10 #define GL_TEXTURE_RESIDENT 0x8067 #define GL_TEXTURE_SAMPLES 0x9106 #define GL_TEXTURE_SHARED_SIZE 0x8C3F #define GL_TEXTURE_STACK_DEPTH 0x0BA5 #define GL_TEXTURE_STENCIL_SIZE 0x88F1 #define GL_TEXTURE_SWIZZLE_A 0x8E45 #define GL_TEXTURE_SWIZZLE_B 0x8E44 #define GL_TEXTURE_SWIZZLE_G 0x8E43 #define GL_TEXTURE_SWIZZLE_R 0x8E42 #define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 #define GL_TEXTURE_WIDTH 0x1000 #define GL_TEXTURE_WRAP_R 0x8072 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 #define GL_TIMEOUT_EXPIRED 0x911B #define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFF #define GL_TIMESTAMP 0x8E28 #define GL_TIME_ELAPSED 0x88BF #define GL_TRANSFORM_BIT 0x00001000 #define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 #define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 #define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 #define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 #define GL_TRIANGLES 0x0004 #define GL_TRIANGLES_ADJACENCY 0x000C #define GL_TRIANGLE_FAN 0x0006 #define GL_TRIANGLE_STRIP 0x0005 #define GL_TRIANGLE_STRIP_ADJACENCY 0x000D #define GL_TRUE 1 #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 #define GL_UNIFORM_BLOCK_BINDING 0x8A3F #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 #define GL_UNIFORM_BLOCK_INDEX 0x8A3A #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 #define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 #define GL_UNIFORM_BUFFER 0x8A11 #define GL_UNIFORM_BUFFER_BINDING 0x8A28 #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 #define GL_UNIFORM_BUFFER_SIZE 0x8A2A #define GL_UNIFORM_BUFFER_START 0x8A29 #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D #define GL_UNIFORM_NAME_LENGTH 0x8A39 #define GL_UNIFORM_OFFSET 0x8A3B #define GL_UNIFORM_SIZE 0x8A38 #define GL_UNIFORM_TYPE 0x8A37 #define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_UNPACK_IMAGE_HEIGHT 0x806E #define GL_UNPACK_LSB_FIRST 0x0CF1 #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_UNPACK_SKIP_IMAGES 0x806D #define GL_UNPACK_SKIP_PIXELS 0x0CF4 #define GL_UNPACK_SKIP_ROWS 0x0CF3 #define GL_UNPACK_SWAP_BYTES 0x0CF0 #define GL_UNSIGNALED 0x9118 #define GL_UNSIGNED_BYTE 0x1401 #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #define GL_UNSIGNED_INT 0x1405 #define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B #define GL_UNSIGNED_INT_10_10_10_2 0x8036 #define GL_UNSIGNED_INT_24_8 0x84FA #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 #define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 #define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A #define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D #define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 #define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 #define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 #define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 #define GL_UNSIGNED_INT_VEC2 0x8DC6 #define GL_UNSIGNED_INT_VEC3 0x8DC7 #define GL_UNSIGNED_INT_VEC4 0x8DC8 #define GL_UNSIGNED_NORMALIZED 0x8C17 #define GL_UNSIGNED_SHORT 0x1403 #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #define GL_UPPER_LEFT 0x8CA2 #define GL_V2F 0x2A20 #define GL_V3F 0x2A21 #define GL_VALIDATE_STATUS 0x8B83 #define GL_VENDOR 0x1F00 #define GL_VERSION 0x1F02 #define GL_VERTEX_ARRAY 0x8074 #define GL_VERTEX_ARRAY_BINDING 0x85B5 #define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 #define GL_VERTEX_ARRAY_POINTER 0x808E #define GL_VERTEX_ARRAY_SIZE 0x807A #define GL_VERTEX_ARRAY_STRIDE 0x807C #define GL_VERTEX_ARRAY_TYPE 0x807B #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 #define GL_VERTEX_SHADER 0x8B31 #define GL_VIEWPORT 0x0BA2 #define GL_VIEWPORT_BIT 0x00000800 #define GL_WAIT_FAILED 0x911D #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E #define GL_WRITE_ONLY 0x88B9 #define GL_XOR 0x1506 #define GL_ZERO 0 #define GL_ZOOM_X 0x0D16 #define GL_ZOOM_Y 0x0D17