# # # 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: "".} {.pragma: oglx, header: "".} {.pragma: wgl, header: "".} {.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)