1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
|
#
#
# Adaption of the delphi3d.net OpenGL units to FreePascal
# Sebastian Guenther (sg@freepascal.org) in 2002
# These units are free to use
#
#******************************************************************************
# Converted to Delphi by Tom Nuydens (tom@delphi3d.net)
# For the latest updates, visit Delphi3D: http://www.delphi3d.net
#******************************************************************************
when defined(windows):
{.push callconv: stdcall.}
else:
{.push callconv: cdecl.}
when defined(windows):
const dllname* = "opengl32.dll"
elif defined(macosx):
const dllname* = "/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib"
else:
const dllname* = "libGL.so.1"
type
PGLenum* = ptr TGLenum
PGLboolean* = ptr TGLboolean
PGLbitfield* = ptr TGLbitfield
TGLbyte* = int8
PGLbyte* = ptr TGlbyte
PGLshort* = ptr TGLshort
PGLint* = ptr TGLint
PGLsizei* = ptr TGLsizei
PGLubyte* = ptr TGLubyte
PGLushort* = ptr TGLushort
PGLuint* = ptr TGLuint
PGLfloat* = ptr TGLfloat
PGLclampf* = ptr TGLclampf
PGLdouble* = ptr TGLdouble
PGLclampd* = ptr TGLclampd
PGLvoid* = Pointer
PPGLvoid* = ptr PGLvoid
TGLenum* = cint
TGLboolean* = bool
TGLbitfield* = cint
TGLshort* = int16
TGLint* = cint
TGLsizei* = int
TGLubyte* = int8
TGLushort* = int16
TGLuint* = cint
TGLfloat* = float32
TGLclampf* = float32
TGLdouble* = float
TGLclampd* = float
const # Version
GL_VERSION_1_1* = 1 # AccumOp
constGL_ACCUM* = 0x00000100
GL_LOAD* = 0x00000101
GL_RETURN* = 0x00000102
GL_MULT* = 0x00000103
GL_ADD* = 0x00000104 # 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 # AttribMask
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_DEPTH_BUFFER_BIT* = 0x00000100
GL_ACCUM_BUFFER_BIT* = 0x00000200
GL_STENCIL_BUFFER_BIT* = 0x00000400
GL_VIEWPORT_BIT* = 0x00000800
GL_TRANSFORM_BIT* = 0x00001000
GL_ENABLE_BIT* = 0x00002000
GL_COLOR_BUFFER_BIT* = 0x00004000
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 # 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
GL_QUADS* = 0x00000007
GL_QUAD_STRIP* = 0x00000008
GL_POLYGON* = 0x00000009 # 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_ZERO
# GL_ONE
GL_DST_COLOR* = 0x00000306
GL_ONE_MINUS_DST_COLOR* = 0x00000307
GL_SRC_ALPHA_SATURATE* = 0x00000308 # GL_SRC_ALPHA
# GL_ONE_MINUS_SRC_ALPHA
# GL_DST_ALPHA
# GL_ONE_MINUS_DST_ALPHA
# Boolean
GL_TRUE* = 1
GL_FALSE* = 0 # ClearBufferMask
# GL_COLOR_BUFFER_BIT
# GL_ACCUM_BUFFER_BIT
# GL_STENCIL_BUFFER_BIT
# GL_DEPTH_BUFFER_BIT
# ClientArrayType
# GL_VERTEX_ARRAY
# GL_NORMAL_ARRAY
# GL_COLOR_ARRAY
# GL_INDEX_ARRAY
# GL_TEXTURE_COORD_ARRAY
# GL_EDGE_FLAG_ARRAY
# ClipPlaneName
GL_CLIP_PLANE0* = 0x00003000
GL_CLIP_PLANE1* = 0x00003001
GL_CLIP_PLANE2* = 0x00003002
GL_CLIP_PLANE3* = 0x00003003
GL_CLIP_PLANE4* = 0x00003004
GL_CLIP_PLANE5* = 0x00003005 # ColorMaterialFace
# GL_FRONT
# GL_BACK
# GL_FRONT_AND_BACK
# ColorMaterialParameter
# GL_AMBIENT
# GL_DIFFUSE
# GL_SPECULAR
# GL_EMISSION
# GL_AMBIENT_AND_DIFFUSE
# ColorPointerType
# GL_BYTE
# GL_UNSIGNED_BYTE
# GL_SHORT
# GL_UNSIGNED_SHORT
# GL_INT
# GL_UNSIGNED_INT
# GL_FLOAT
# GL_DOUBLE
# CullFaceMode
# GL_FRONT
# GL_BACK
# GL_FRONT_AND_BACK
# DataType
GL_BYTE* = 0x00001400
GL_UNSIGNED_BYTE* = 0x00001401
GL_SHORT* = 0x00001402
GL_UNSIGNED_SHORT* = 0x00001403
GL_INT* = 0x00001404
GL_UNSIGNED_INT* = 0x00001405
GL_FLOAT* = 0x00001406
GL_2_BYTES* = 0x00001407
GL_3_BYTES* = 0x00001408
GL_4_BYTES* = 0x00001409
GL_DOUBLE* = 0x0000140A # DepthFunction
# GL_NEVER
# GL_LESS
# GL_EQUAL
# GL_LEQUAL
# GL_GREATER
# GL_NOTEQUAL
# GL_GEQUAL
# GL_ALWAYS
# 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
GL_AUX0* = 0x00000409
GL_AUX1* = 0x0000040A
GL_AUX2* = 0x0000040B
GL_AUX3* = 0x0000040C # Enable
# GL_FOG
# GL_LIGHTING
# GL_TEXTURE_1D
# GL_TEXTURE_2D
# GL_LINE_STIPPLE
# GL_POLYGON_STIPPLE
# GL_CULL_FACE
# GL_ALPHA_TEST
# GL_BLEND
# GL_INDEX_LOGIC_OP
# GL_COLOR_LOGIC_OP
# GL_DITHER
# GL_STENCIL_TEST
# GL_DEPTH_TEST
# GL_CLIP_PLANE0
# GL_CLIP_PLANE1
# GL_CLIP_PLANE2
# GL_CLIP_PLANE3
# GL_CLIP_PLANE4
# GL_CLIP_PLANE5
# GL_LIGHT0
# GL_LIGHT1
# GL_LIGHT2
# GL_LIGHT3
# GL_LIGHT4
# GL_LIGHT5
# GL_LIGHT6
# GL_LIGHT7
# GL_TEXTURE_GEN_S
# GL_TEXTURE_GEN_T
# GL_TEXTURE_GEN_R
# GL_TEXTURE_GEN_Q
# GL_MAP1_VERTEX_3
# GL_MAP1_VERTEX_4
# GL_MAP1_COLOR_4
# GL_MAP1_INDEX
# GL_MAP1_NORMAL
# GL_MAP1_TEXTURE_COORD_1
# GL_MAP1_TEXTURE_COORD_2
# GL_MAP1_TEXTURE_COORD_3
# GL_MAP1_TEXTURE_COORD_4
# GL_MAP2_VERTEX_3
# GL_MAP2_VERTEX_4
# GL_MAP2_COLOR_4
# GL_MAP2_INDEX
# GL_MAP2_NORMAL
# GL_MAP2_TEXTURE_COORD_1
# GL_MAP2_TEXTURE_COORD_2
# GL_MAP2_TEXTURE_COORD_3
# GL_MAP2_TEXTURE_COORD_4
# GL_POINT_SMOOTH
# GL_LINE_SMOOTH
# GL_POLYGON_SMOOTH
# GL_SCISSOR_TEST
# GL_COLOR_MATERIAL
# GL_NORMALIZE
# GL_AUTO_NORMAL
# GL_VERTEX_ARRAY
# GL_NORMAL_ARRAY
# GL_COLOR_ARRAY
# GL_INDEX_ARRAY
# GL_TEXTURE_COORD_ARRAY
# GL_EDGE_FLAG_ARRAY
# GL_POLYGON_OFFSET_POINT
# GL_POLYGON_OFFSET_LINE
# GL_POLYGON_OFFSET_FILL
# ErrorCode
GL_NO_ERROR* = 0
GL_INVALID_ENUM* = 0x00000500
GL_INVALID_VALUE* = 0x00000501
GL_INVALID_OPERATION* = 0x00000502
GL_STACK_OVERFLOW* = 0x00000503
GL_STACK_UNDERFLOW* = 0x00000504
GL_OUT_OF_MEMORY* = 0x00000505 # FeedBackMode
GL_2D* = 0x00000600
GL_3D* = 0x00000601
GL_3D_COLOR* = 0x00000602
GL_3D_COLOR_TEXTURE* = 0x00000603
GL_4D_COLOR_TEXTURE* = 0x00000604 # FeedBackToken
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 # FogMode
# GL_LINEAR
GL_EXP* = 0x00000800
GL_EXP2* = 0x00000801 # FogParameter
# GL_FOG_COLOR
# GL_FOG_DENSITY
# GL_FOG_END
# GL_FOG_INDEX
# GL_FOG_MODE
# GL_FOG_START
# FrontFaceDirection
GL_CW* = 0x00000900
GL_CCW* = 0x00000901 # GetMapTarget
GL_COEFF* = 0x00000A00
GL_ORDER* = 0x00000A01
GL_DOMAIN* = 0x00000A02 # GetPixelMap
# GL_PIXEL_MAP_I_TO_I
# GL_PIXEL_MAP_S_TO_S
# GL_PIXEL_MAP_I_TO_R
# GL_PIXEL_MAP_I_TO_G
# GL_PIXEL_MAP_I_TO_B
# GL_PIXEL_MAP_I_TO_A
# GL_PIXEL_MAP_R_TO_R
# GL_PIXEL_MAP_G_TO_G
# GL_PIXEL_MAP_B_TO_B
# GL_PIXEL_MAP_A_TO_A
# GetPointerTarget
# GL_VERTEX_ARRAY_POINTER
# GL_NORMAL_ARRAY_POINTER
# GL_COLOR_ARRAY_POINTER
# GL_INDEX_ARRAY_POINTER
# GL_TEXTURE_COORD_ARRAY_POINTER
# GL_EDGE_FLAG_ARRAY_POINTER
# GetTarget
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
constGL_POINT_SIZE* = 0x00000B11
GL_POINT_SIZE_RANGE* = 0x00000B12
GL_POINT_SIZE_GRANULARITY* = 0x00000B13
GL_LINE_SMOOTH* = 0x00000B20
constGL_LINE_WIDTH* = 0x00000B21
GL_LINE_WIDTH_RANGE* = 0x00000B22
GL_LINE_WIDTH_GRANULARITY* = 0x00000B23
constGL_LINE_STIPPLE* = 0x00000B24
GL_LINE_STIPPLE_PATTERN* = 0x00000B25
GL_LINE_STIPPLE_REPEAT* = 0x00000B26
GL_LIST_MODE* = 0x00000B30
GL_MAX_LIST_NESTING* = 0x00000B31
constGL_LIST_BASE* = 0x00000B32
GL_LIST_INDEX* = 0x00000B33
constGL_POLYGON_MODE* = 0x00000B40
GL_POLYGON_SMOOTH* = 0x00000B41
constGL_POLYGON_STIPPLE* = 0x00000B42
constGL_EDGE_FLAG* = 0x00000B43
constGL_CULL_FACE* = 0x00000B44
GL_CULL_FACE_MODE* = 0x00000B45
constGL_FRONT_FACE* = 0x00000B46
GL_LIGHTING* = 0x00000B50
GL_LIGHT_MODEL_LOCAL_VIEWER* = 0x00000B51
GL_LIGHT_MODEL_TWO_SIDE* = 0x00000B52
GL_LIGHT_MODEL_AMBIENT* = 0x00000B53
constGL_SHADE_MODEL* = 0x00000B54
GL_COLOR_MATERIAL_FACE* = 0x00000B55
GL_COLOR_MATERIAL_PARAMETER* = 0x00000B56
constGL_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
constGL_DEPTH_RANGE* = 0x00000B70
GL_DEPTH_TEST* = 0x00000B71
GL_DEPTH_WRITEMASK* = 0x00000B72
GL_DEPTH_CLEAR_VALUE* = 0x00000B73
constGL_DEPTH_FUNC* = 0x00000B74
GL_ACCUM_CLEAR_VALUE* = 0x00000B80
GL_STENCIL_TEST* = 0x00000B90
GL_STENCIL_CLEAR_VALUE* = 0x00000B91
constGL_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
constGL_MATRIX_MODE* = 0x00000BA0
GL_NORMALIZE* = 0x00000BA1
constGL_VIEWPORT* = 0x00000BA2
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_DITHER* = 0x00000BD0
GL_BLEND_DST* = 0x00000BE0
GL_BLEND_SRC* = 0x00000BE1
GL_BLEND* = 0x00000BE2
GL_LOGIC_OP_MODE* = 0x00000BF0
GL_INDEX_LOGIC_OP* = 0x00000BF1
GL_COLOR_LOGIC_OP* = 0x00000BF2
GL_AUX_BUFFERS* = 0x00000C00
constGL_DRAW_BUFFER* = 0x00000C01
constGL_READ_BUFFER* = 0x00000C02
GL_SCISSOR_BOX* = 0x00000C10
GL_SCISSOR_TEST* = 0x00000C11
GL_INDEX_CLEAR_VALUE* = 0x00000C20
GL_INDEX_WRITEMASK* = 0x00000C21
GL_COLOR_CLEAR_VALUE* = 0x00000C22
GL_COLOR_WRITEMASK* = 0x00000C23
GL_INDEX_MODE* = 0x00000C30
GL_RGBA_MODE* = 0x00000C31
GL_DOUBLEBUFFER* = 0x00000C32
GL_STEREO* = 0x00000C33
constGL_RENDER_MODE* = 0x00000C40
GL_PERSPECTIVE_CORRECTION_HINT* = 0x00000C50
GL_POINT_SMOOTH_HINT* = 0x00000C51
GL_LINE_SMOOTH_HINT* = 0x00000C52
GL_POLYGON_SMOOTH_HINT* = 0x00000C53
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_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_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_TEXTURE_SIZE* = 0x00000D33
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_VIEWPORT_DIMS* = 0x00000D3A
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH* = 0x00000D3B
GL_SUBPIXEL_BITS* = 0x00000D50
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_TEXTURE_1D* = 0x00000DE0
GL_TEXTURE_2D* = 0x00000DE1
GL_FEEDBACK_BUFFER_POINTER* = 0x00000DF0
GL_FEEDBACK_BUFFER_SIZE* = 0x00000DF1
GL_FEEDBACK_BUFFER_TYPE* = 0x00000DF2
GL_SELECTION_BUFFER_POINTER* = 0x00000DF3
GL_SELECTION_BUFFER_SIZE* = 0x00000DF4 # GL_TEXTURE_BINDING_1D
# GL_TEXTURE_BINDING_2D
# GL_VERTEX_ARRAY
# GL_NORMAL_ARRAY
# GL_COLOR_ARRAY
# GL_INDEX_ARRAY
# GL_TEXTURE_COORD_ARRAY
# GL_EDGE_FLAG_ARRAY
# GL_VERTEX_ARRAY_SIZE
# GL_VERTEX_ARRAY_TYPE
# GL_VERTEX_ARRAY_STRIDE
# GL_NORMAL_ARRAY_TYPE
# GL_NORMAL_ARRAY_STRIDE
# GL_COLOR_ARRAY_SIZE
# GL_COLOR_ARRAY_TYPE
# GL_COLOR_ARRAY_STRIDE
# GL_INDEX_ARRAY_TYPE
# GL_INDEX_ARRAY_STRIDE
# GL_TEXTURE_COORD_ARRAY_SIZE
# GL_TEXTURE_COORD_ARRAY_TYPE
# GL_TEXTURE_COORD_ARRAY_STRIDE
# GL_EDGE_FLAG_ARRAY_STRIDE
# GL_POLYGON_OFFSET_FACTOR
# GL_POLYGON_OFFSET_UNITS
# GetTextureParameter
# GL_TEXTURE_MAG_FILTER
# GL_TEXTURE_MIN_FILTER
# GL_TEXTURE_WRAP_S
# GL_TEXTURE_WRAP_T
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
# GL_TEXTURE_GREEN_SIZE
# GL_TEXTURE_BLUE_SIZE
# GL_TEXTURE_ALPHA_SIZE
# GL_TEXTURE_LUMINANCE_SIZE
# GL_TEXTURE_INTENSITY_SIZE
# GL_TEXTURE_PRIORITY
# GL_TEXTURE_RESIDENT
# HintMode
GL_DONT_CARE* = 0x00001100
GL_FASTEST* = 0x00001101
GL_NICEST* = 0x00001102 # HintTarget
# GL_PERSPECTIVE_CORRECTION_HINT
# GL_POINT_SMOOTH_HINT
# GL_LINE_SMOOTH_HINT
# GL_POLYGON_SMOOTH_HINT
# GL_FOG_HINT
# IndexPointerType
# GL_SHORT
# GL_INT
# GL_FLOAT
# GL_DOUBLE
# LightModelParameter
# GL_LIGHT_MODEL_AMBIENT
# GL_LIGHT_MODEL_LOCAL_VIEWER
# GL_LIGHT_MODEL_TWO_SIDE
# LightName
GL_LIGHT0* = 0x00004000
GL_LIGHT1* = 0x00004001
GL_LIGHT2* = 0x00004002
GL_LIGHT3* = 0x00004003
GL_LIGHT4* = 0x00004004
GL_LIGHT5* = 0x00004005
GL_LIGHT6* = 0x00004006
GL_LIGHT7* = 0x00004007 # LightParameter
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 # InterleavedArrays
# GL_V2F
# GL_V3F
# GL_C4UB_V2F
# GL_C4UB_V3F
# GL_C3F_V3F
# GL_N3F_V3F
# GL_C4F_N3F_V3F
# GL_T2F_V3F
# GL_T4F_V4F
# GL_T2F_C4UB_V3F
# GL_T2F_C3F_V3F
# GL_T2F_N3F_V3F
# GL_T2F_C4F_N3F_V3F
# GL_T4F_C4F_N3F_V4F
# ListMode
GL_COMPILE* = 0x00001300
GL_COMPILE_AND_EXECUTE* = 0x00001301 # ListNameType
# GL_BYTE
# GL_UNSIGNED_BYTE
# GL_SHORT
# GL_UNSIGNED_SHORT
# GL_INT
# GL_UNSIGNED_INT
# GL_FLOAT
# GL_2_BYTES
# GL_3_BYTES
# GL_4_BYTES
# LogicOp
constGL_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 # MapTarget
# GL_MAP1_COLOR_4
# GL_MAP1_INDEX
# GL_MAP1_NORMAL
# GL_MAP1_TEXTURE_COORD_1
# GL_MAP1_TEXTURE_COORD_2
# GL_MAP1_TEXTURE_COORD_3
# GL_MAP1_TEXTURE_COORD_4
# GL_MAP1_VERTEX_3
# GL_MAP1_VERTEX_4
# GL_MAP2_COLOR_4
# GL_MAP2_INDEX
# GL_MAP2_NORMAL
# GL_MAP2_TEXTURE_COORD_1
# GL_MAP2_TEXTURE_COORD_2
# GL_MAP2_TEXTURE_COORD_3
# GL_MAP2_TEXTURE_COORD_4
# GL_MAP2_VERTEX_3
# GL_MAP2_VERTEX_4
# MaterialFace
# GL_FRONT
# GL_BACK
# GL_FRONT_AND_BACK
# MaterialParameter
GL_EMISSION* = 0x00001600
GL_SHININESS* = 0x00001601
GL_AMBIENT_AND_DIFFUSE* = 0x00001602
GL_COLOR_INDEXES* = 0x00001603 # GL_AMBIENT
# GL_DIFFUSE
# GL_SPECULAR
# MatrixMode
GL_MODELVIEW* = 0x00001700
GL_PROJECTION* = 0x00001701
GL_TEXTURE* = 0x00001702 # MeshMode1
# GL_POINT
# GL_LINE
# MeshMode2
# GL_POINT
# GL_LINE
# GL_FILL
# NormalPointerType
# GL_BYTE
# GL_SHORT
# GL_INT
# GL_FLOAT
# GL_DOUBLE
# PixelCopyType
GL_COLOR* = 0x00001800
GL_DEPTH* = 0x00001801
GL_STENCIL* = 0x00001802 # PixelFormat
GL_COLOR_INDEX* = 0x00001900
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
GL_LUMINANCE* = 0x00001909
GL_LUMINANCE_ALPHA* = 0x0000190A # PixelMap
# GL_PIXEL_MAP_I_TO_I
# GL_PIXEL_MAP_S_TO_S
# GL_PIXEL_MAP_I_TO_R
# GL_PIXEL_MAP_I_TO_G
# GL_PIXEL_MAP_I_TO_B
# GL_PIXEL_MAP_I_TO_A
# GL_PIXEL_MAP_R_TO_R
# GL_PIXEL_MAP_G_TO_G
# GL_PIXEL_MAP_B_TO_B
# GL_PIXEL_MAP_A_TO_A
# PixelStore
# GL_UNPACK_SWAP_BYTES
# GL_UNPACK_LSB_FIRST
# GL_UNPACK_ROW_LENGTH
# GL_UNPACK_SKIP_ROWS
# GL_UNPACK_SKIP_PIXELS
# GL_UNPACK_ALIGNMENT
# GL_PACK_SWAP_BYTES
# GL_PACK_LSB_FIRST
# GL_PACK_ROW_LENGTH
# GL_PACK_SKIP_ROWS
# GL_PACK_SKIP_PIXELS
# GL_PACK_ALIGNMENT
# PixelTransfer
# GL_MAP_COLOR
# GL_MAP_STENCIL
# GL_INDEX_SHIFT
# GL_INDEX_OFFSET
# GL_RED_SCALE
# GL_RED_BIAS
# GL_GREEN_SCALE
# GL_GREEN_BIAS
# GL_BLUE_SCALE
# GL_BLUE_BIAS
# GL_ALPHA_SCALE
# GL_ALPHA_BIAS
# GL_DEPTH_SCALE
# GL_DEPTH_BIAS
# PixelType
constGL_BITMAP* = 0x00001A00
GL_POINT* = 0x00001B00
GL_LINE* = 0x00001B01
GL_FILL* = 0x00001B02 # ReadBufferMode
# GL_FRONT_LEFT
# GL_FRONT_RIGHT
# GL_BACK_LEFT
# GL_BACK_RIGHT
# GL_FRONT
# GL_BACK
# GL_LEFT
# GL_RIGHT
# GL_AUX0
# GL_AUX1
# GL_AUX2
# GL_AUX3
# RenderingMode
GL_RENDER* = 0x00001C00
GL_FEEDBACK* = 0x00001C01
GL_SELECT* = 0x00001C02 # ShadingModel
GL_FLAT* = 0x00001D00
GL_SMOOTH* = 0x00001D01 # StencilFunction
# GL_NEVER
# GL_LESS
# GL_EQUAL
# GL_LEQUAL
# GL_GREATER
# GL_NOTEQUAL
# GL_GEQUAL
# GL_ALWAYS
# StencilOp
# GL_ZERO
GL_KEEP* = 0x00001E00
GL_REPLACE* = 0x00001E01
GL_INCR* = 0x00001E02
GL_DECR* = 0x00001E03 # GL_INVERT
# StringName
GL_VENDOR* = 0x00001F00
GL_RENDERER* = 0x00001F01
GL_VERSION* = 0x00001F02
GL_EXTENSIONS* = 0x00001F03 # TextureCoordName
GL_S* = 0x00002000
GL_T* = 0x00002001
GL_R* = 0x00002002
GL_Q* = 0x00002003 # TexCoordPointerType
# GL_SHORT
# GL_INT
# GL_FLOAT
# GL_DOUBLE
# TextureEnvMode
GL_MODULATE* = 0x00002100
GL_DECAL* = 0x00002101 # GL_BLEND
# GL_REPLACE
# TextureEnvParameter
GL_TEXTURE_ENV_MODE* = 0x00002200
GL_TEXTURE_ENV_COLOR* = 0x00002201 # TextureEnvTarget
GL_TEXTURE_ENV* = 0x00002300 # TextureGenMode
GL_EYE_LINEAR* = 0x00002400
GL_OBJECT_LINEAR* = 0x00002401
GL_SPHERE_MAP* = 0x00002402 # TextureGenParameter
GL_TEXTURE_GEN_MODE* = 0x00002500
GL_OBJECT_PLANE* = 0x00002501
GL_EYE_PLANE* = 0x00002502 # TextureMagFilter
GL_NEAREST* = 0x00002600
GL_LINEAR* = 0x00002601 # TextureMinFilter
# GL_NEAREST
# GL_LINEAR
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 # GL_TEXTURE_BORDER_COLOR
# GL_TEXTURE_PRIORITY
# TextureTarget
# GL_TEXTURE_1D
# GL_TEXTURE_2D
# GL_PROXY_TEXTURE_1D
# GL_PROXY_TEXTURE_2D
# TextureWrapMode
GL_CLAMP* = 0x00002900
GL_REPEAT* = 0x00002901 # VertexPointerType
# GL_SHORT
# GL_INT
# GL_FLOAT
# GL_DOUBLE
# ClientAttribMask
GL_CLIENT_PIXEL_STORE_BIT* = 0x00000001
GL_CLIENT_VERTEX_ARRAY_BIT* = 0x00000002
GL_CLIENT_ALL_ATTRIB_BITS* = 0xFFFFFFFF # polygon_offset
GL_POLYGON_OFFSET_FACTOR* = 0x00008038
GL_POLYGON_OFFSET_UNITS* = 0x00002A00
GL_POLYGON_OFFSET_POINT* = 0x00002A01
GL_POLYGON_OFFSET_LINE* = 0x00002A02
GL_POLYGON_OFFSET_FILL* = 0x00008037 # texture
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_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
GL_TEXTURE_RED_SIZE* = 0x0000805C
GL_TEXTURE_GREEN_SIZE* = 0x0000805D
GL_TEXTURE_BLUE_SIZE* = 0x0000805E
GL_TEXTURE_ALPHA_SIZE* = 0x0000805F
GL_TEXTURE_LUMINANCE_SIZE* = 0x00008060
GL_TEXTURE_INTENSITY_SIZE* = 0x00008061
GL_PROXY_TEXTURE_1D* = 0x00008063
GL_PROXY_TEXTURE_2D* = 0x00008064 # texture_object
GL_TEXTURE_PRIORITY* = 0x00008066
GL_TEXTURE_RESIDENT* = 0x00008067
GL_TEXTURE_BINDING_1D* = 0x00008068
GL_TEXTURE_BINDING_2D* = 0x00008069 # vertex_array
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_ARRAY_TYPE* = 0x0000807B
GL_VERTEX_ARRAY_STRIDE* = 0x0000807C
GL_NORMAL_ARRAY_TYPE* = 0x0000807E
GL_NORMAL_ARRAY_STRIDE* = 0x0000807F
GL_COLOR_ARRAY_SIZE* = 0x00008081
GL_COLOR_ARRAY_TYPE* = 0x00008082
GL_COLOR_ARRAY_STRIDE* = 0x00008083
GL_INDEX_ARRAY_TYPE* = 0x00008085
GL_INDEX_ARRAY_STRIDE* = 0x00008086
GL_TEXTURE_COORD_ARRAY_SIZE* = 0x00008088
GL_TEXTURE_COORD_ARRAY_TYPE* = 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 # Extensions
GL_EXT_vertex_array* = 1
GL_WIN_swap_hint* = 1
GL_EXT_bgra* = 1
GL_EXT_paletted_texture* = 1 # 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_ARRAY_TYPE_EXT* = 0x0000807B
GL_VERTEX_ARRAY_STRIDE_EXT* = 0x0000807C
GL_VERTEX_ARRAY_COUNT_EXT* = 0x0000807D
GL_NORMAL_ARRAY_TYPE_EXT* = 0x0000807E
GL_NORMAL_ARRAY_STRIDE_EXT* = 0x0000807F
GL_NORMAL_ARRAY_COUNT_EXT* = 0x00008080
GL_COLOR_ARRAY_SIZE_EXT* = 0x00008081
GL_COLOR_ARRAY_TYPE_EXT* = 0x00008082
GL_COLOR_ARRAY_STRIDE_EXT* = 0x00008083
GL_COLOR_ARRAY_COUNT_EXT* = 0x00008084
GL_INDEX_ARRAY_TYPE_EXT* = 0x00008085
GL_INDEX_ARRAY_STRIDE_EXT* = 0x00008086
GL_INDEX_ARRAY_COUNT_EXT* = 0x00008087
GL_TEXTURE_COORD_ARRAY_SIZE_EXT* = 0x00008088
GL_TEXTURE_COORD_ARRAY_TYPE_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_DOUBLE_EXT* = GL_DOUBLE # EXT_bgra
GL_BGR_EXT* = 0x000080E0
GL_BGRA_EXT* = 0x000080E1 # EXT_paletted_texture
# These must match the GL_COLOR_TABLE_*_SGI enumerants
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
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 # For compatibility with OpenGL v1.0
constGL_LOGIC_OP* = GL_INDEX_LOGIC_OP
GL_TEXTURE_COMPONENTS* = GL_TEXTURE_INTERNAL_FORMAT
proc glAccum*(op: TGLenum, value: TGLfloat){.dynlib: dllname, importc.}
proc glAlphaFunc*(func: TGLenum, theref: TGLclampf){.dynlib: dllname, importc.}
proc glAreTexturesResident*(n: TGLsizei, textures: PGLuint,
residences: PGLboolean): TGLboolean{.dynlib: dllname,
importc.}
proc glArrayElement*(i: TGLint){.dynlib: dllname, importc.}
proc glBegin*(mode: TGLenum){.dynlib: dllname, importc.}
proc glBindTexture*(target: TGLenum, texture: TGLuint){.dynlib: dllname, importc.}
proc glBitmap*(width, height: TGLsizei, xorig, yorig: TGLfloat,
xmove, ymove: TGLfloat, bitmap: PGLubyte){.dynlib: dllname,
importc.}
proc glBlendFunc*(sfactor, dfactor: TGLenum){.dynlib: dllname, importc.}
proc glCallList*(list: TGLuint){.dynlib: dllname, importc.}
proc glCallLists*(n: TGLsizei, atype: TGLenum, lists: Pointer){.dynlib: dllname,
importc.}
proc glClear*(mask: TGLbitfield){.dynlib: dllname, importc.}
proc glClearAccum*(red, green, blue, alpha: TGLfloat){.dynlib: dllname, importc.}
proc glClearColor*(red, green, blue, alpha: TGLclampf){.dynlib: dllname, importc.}
proc glClearDepth*(depth: TGLclampd){.dynlib: dllname, importc.}
proc glClearIndex*(c: TGLfloat){.dynlib: dllname, importc.}
proc glClearStencil*(s: TGLint){.dynlib: dllname, importc.}
proc glClipPlane*(plane: TGLenum, equation: PGLdouble){.dynlib: dllname, importc.}
proc glColor3b*(red, green, blue: TGlbyte){.dynlib: dllname, importc.}
proc glColor3bv*(v: PGLbyte){.dynlib: dllname, importc.}
proc glColor3d*(red, green, blue: TGLdouble){.dynlib: dllname, importc.}
proc glColor3dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glColor3f*(red, green, blue: TGLfloat){.dynlib: dllname, importc.}
proc glColor3fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glColor3i*(red, green, blue: TGLint){.dynlib: dllname, importc.}
proc glColor3iv*(v: PGLint){.dynlib: dllname, importc.}
proc glColor3s*(red, green, blue: TGLshort){.dynlib: dllname, importc.}
proc glColor3sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glColor3ub*(red, green, blue: TGLubyte){.dynlib: dllname, importc.}
proc glColor3ubv*(v: PGLubyte){.dynlib: dllname, importc.}
proc glColor3ui*(red, green, blue: TGLuint){.dynlib: dllname, importc.}
proc glColor3uiv*(v: PGLuint){.dynlib: dllname, importc.}
proc glColor3us*(red, green, blue: TGLushort){.dynlib: dllname, importc.}
proc glColor3usv*(v: PGLushort){.dynlib: dllname, importc.}
proc glColor4b*(red, green, blue, alpha: TGlbyte){.dynlib: dllname, importc.}
proc glColor4bv*(v: PGLbyte){.dynlib: dllname, importc.}
proc glColor4d*(red, green, blue, alpha: TGLdouble){.dynlib: dllname, importc.}
proc glColor4dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glColor4f*(red, green, blue, alpha: TGLfloat){.dynlib: dllname, importc.}
proc glColor4fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glColor4i*(red, green, blue, alpha: TGLint){.dynlib: dllname, importc.}
proc glColor4iv*(v: PGLint){.dynlib: dllname, importc.}
proc glColor4s*(red, green, blue, alpha: TGLshort){.dynlib: dllname, importc.}
proc glColor4sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glColor4ub*(red, green, blue, alpha: TGLubyte){.dynlib: dllname, importc.}
proc glColor4ubv*(v: PGLubyte){.dynlib: dllname, importc.}
proc glColor4ui*(red, green, blue, alpha: TGLuint){.dynlib: dllname, importc.}
proc glColor4uiv*(v: PGLuint){.dynlib: dllname, importc.}
proc glColor4us*(red, green, blue, alpha: TGLushort){.dynlib: dllname, importc.}
proc glColor4usv*(v: PGLushort){.dynlib: dllname, importc.}
proc glColorMask*(red, green, blue, alpha: TGLboolean){.dynlib: dllname, importc.}
proc glColorMaterial*(face, mode: TGLenum){.dynlib: dllname, importc.}
proc glColorPointer*(size: TGLint, atype: TGLenum, stride: TGLsizei,
pointer: Pointer){.dynlib: dllname, importc.}
proc glCopyPixels*(x, y: TGLint, width, height: TGLsizei, atype: TGLenum){.
dynlib: dllname, importc.}
proc glCopyTexImage1D*(target: TGLenum, level: TGLint, internalFormat: TGLenum,
x, y: TGLint, width: TGLsizei, border: TGLint){.
dynlib: dllname, importc.}
proc glCopyTexImage2D*(target: TGLenum, level: TGLint, internalFormat: TGLenum,
x, y: TGLint, width, height: TGLsizei, border: TGLint){.
dynlib: dllname, importc.}
proc glCopyTexSubImage1D*(target: TGLenum, level, xoffset, x, y: TGLint,
width: TGLsizei){.dynlib: dllname, importc.}
proc glCopyTexSubImage2D*(target: TGLenum, level, xoffset, yoffset, x, y: TGLint,
width, height: TGLsizei){.dynlib: dllname, importc.}
proc glCullFace*(mode: TGLenum){.dynlib: dllname, importc.}
proc glDeleteLists*(list: TGLuint, range: TGLsizei){.dynlib: dllname, importc.}
proc glDeleteTextures*(n: TGLsizei, textures: PGLuint){.dynlib: dllname, importc.}
proc glDepthFunc*(func: TGLenum){.dynlib: dllname, importc.}
proc glDepthMask*(flag: TGLboolean){.dynlib: dllname, importc.}
proc glDepthRange*(zNear, zFar: TGLclampd){.dynlib: dllname, importc.}
proc glDisable*(cap: TGLenum){.dynlib: dllname, importc.}
proc glDisableClientState*(aarray: TGLenum){.dynlib: dllname, importc.}
proc glDrawArrays*(mode: TGLenum, first: TGLint, count: TGLsizei){.dynlib: dllname,
importc.}
proc glDrawBuffer*(mode: TGLenum){.dynlib: dllname, importc.}
proc glDrawElements*(mode: TGLenum, count: TGLsizei, atype: TGLenum,
indices: Pointer){.dynlib: dllname, importc.}
proc glDrawPixels*(width, height: TGLsizei, format, atype: TGLenum,
pixels: Pointer){.dynlib: dllname, importc.}
proc glEdgeFlag*(flag: TGLboolean){.dynlib: dllname, importc.}
proc glEdgeFlagPointer*(stride: TGLsizei, pointer: Pointer){.dynlib: dllname,
importc.}
proc glEdgeFlagv*(flag: PGLboolean){.dynlib: dllname, importc.}
proc glEnable*(cap: TGLenum){.dynlib: dllname, importc.}
proc glEnableClientState*(aarray: TGLenum){.dynlib: dllname, importc.}
proc glEnd*(){.dynlib: dllname, importc.}
proc glEndList*(){.dynlib: dllname, importc.}
proc glEvalCoord1d*(u: TGLdouble){.dynlib: dllname, importc.}
proc glEvalCoord1dv*(u: PGLdouble){.dynlib: dllname, importc.}
proc glEvalCoord1f*(u: TGLfloat){.dynlib: dllname, importc.}
proc glEvalCoord1fv*(u: PGLfloat){.dynlib: dllname, importc.}
proc glEvalCoord2d*(u, v: TGLdouble){.dynlib: dllname, importc.}
proc glEvalCoord2dv*(u: PGLdouble){.dynlib: dllname, importc.}
proc glEvalCoord2f*(u, v: TGLfloat){.dynlib: dllname, importc.}
proc glEvalCoord2fv*(u: PGLfloat){.dynlib: dllname, importc.}
proc glEvalMesh1*(mode: TGLenum, i1, i2: TGLint){.dynlib: dllname, importc.}
proc glEvalMesh2*(mode: TGLenum, i1, i2, j1, j2: TGLint){.dynlib: dllname, importc.}
proc glEvalPoint1*(i: TGLint){.dynlib: dllname, importc.}
proc glEvalPoint2*(i, j: TGLint){.dynlib: dllname, importc.}
proc glFeedbackBuffer*(size: TGLsizei, atype: TGLenum, buffer: PGLfloat){.
dynlib: dllname, importc.}
proc glFinish*(){.dynlib: dllname, importc.}
proc glFlush*(){.dynlib: dllname, importc.}
proc glFogf*(pname: TGLenum, param: TGLfloat){.dynlib: dllname, importc.}
proc glFogfv*(pname: TGLenum, params: PGLfloat){.dynlib: dllname, importc.}
proc glFogi*(pname: TGLenum, param: TGLint){.dynlib: dllname, importc.}
proc glFogiv*(pname: TGLenum, params: PGLint){.dynlib: dllname, importc.}
proc glFrontFace*(mode: TGLenum){.dynlib: dllname, importc.}
proc glFrustum*(left, right, bottom, top, zNear, zFar: TGLdouble){.
dynlib: dllname, importc.}
proc glGenLists*(range: TGLsizei): TGLuint{.dynlib: dllname, importc.}
proc glGenTextures*(n: TGLsizei, textures: PGLuint){.dynlib: dllname, importc.}
proc glGetBooleanv*(pname: TGLenum, params: PGLboolean){.dynlib: dllname, importc.}
proc glGetClipPlane*(plane: TGLenum, equation: PGLdouble){.dynlib: dllname,
importc.}
proc glGetDoublev*(pname: TGLenum, params: PGLdouble){.dynlib: dllname, importc.}
proc glGetError*(): TGLenum{.dynlib: dllname, importc.}
proc glGetFloatv*(pname: TGLenum, params: PGLfloat){.dynlib: dllname, importc.}
proc glGetIntegerv*(pname: TGLenum, params: PGLint){.dynlib: dllname, importc.}
proc glGetLightfv*(light, pname: TGLenum, params: PGLfloat){.dynlib: dllname,
importc.}
proc glGetLightiv*(light, pname: TGLenum, params: PGLint){.dynlib: dllname,
importc.}
proc glGetMapdv*(target, query: TGLenum, v: PGLdouble){.dynlib: dllname, importc.}
proc glGetMapfv*(target, query: TGLenum, v: PGLfloat){.dynlib: dllname, importc.}
proc glGetMapiv*(target, query: TGLenum, v: PGLint){.dynlib: dllname, importc.}
proc glGetMaterialfv*(face, pname: TGLenum, params: PGLfloat){.dynlib: dllname,
importc.}
proc glGetMaterialiv*(face, pname: TGLenum, params: PGLint){.dynlib: dllname,
importc.}
proc glGetPixelMapfv*(map: TGLenum, values: PGLfloat){.dynlib: dllname, importc.}
proc glGetPixelMapuiv*(map: TGLenum, values: PGLuint){.dynlib: dllname, importc.}
proc glGetPixelMapusv*(map: TGLenum, values: PGLushort){.dynlib: dllname, importc.}
proc glGetPointerv*(pname: TGLenum, params: Pointer){.dynlib: dllname, importc.}
proc glGetPolygonStipple*(mask: PGLubyte){.dynlib: dllname, importc.}
proc glGetString*(name: TGLenum): cstring{.dynlib: dllname, importc.}
proc glGetTexEnvfv*(target, pname: TGLenum, params: PGLfloat){.dynlib: dllname,
importc.}
proc glGetTexEnviv*(target, pname: TGLenum, params: PGLint){.dynlib: dllname,
importc.}
proc glGetTexGendv*(coord, pname: TGLenum, params: PGLdouble){.dynlib: dllname,
importc.}
proc glGetTexGenfv*(coord, pname: TGLenum, params: PGLfloat){.dynlib: dllname,
importc.}
proc glGetTexGeniv*(coord, pname: TGLenum, params: PGLint){.dynlib: dllname,
importc.}
proc glGetTexImage*(target: TGLenum, level: TGLint, format: TGLenum, atype: TGLenum,
pixels: Pointer){.dynlib: dllname, importc.}
proc glGetTexLevelParameterfv*(target: TGLenum, level: TGLint, pname: TGLenum,
params: Pointer){.dynlib: dllname, importc.}
proc glGetTexLevelParameteriv*(target: TGLenum, level: TGLint, pname: TGLenum,
params: PGLint){.dynlib: dllname, importc.}
proc glGetTexParameterfv*(target, pname: TGLenum, params: PGLfloat){.
dynlib: dllname, importc.}
proc glGetTexParameteriv*(target, pname: TGLenum, params: PGLint){.
dynlib: dllname, importc.}
proc glHint*(target, mode: TGLenum){.dynlib: dllname, importc.}
proc glIndexMask*(mask: TGLuint){.dynlib: dllname, importc.}
proc glIndexPointer*(atype: TGLenum, stride: TGLsizei, pointer: Pointer){.
dynlib: dllname, importc.}
proc glIndexd*(c: TGLdouble){.dynlib: dllname, importc.}
proc glIndexdv*(c: PGLdouble){.dynlib: dllname, importc.}
proc glIndexf*(c: TGLfloat){.dynlib: dllname, importc.}
proc glIndexfv*(c: PGLfloat){.dynlib: dllname, importc.}
proc glIndexi*(c: TGLint){.dynlib: dllname, importc.}
proc glIndexiv*(c: PGLint){.dynlib: dllname, importc.}
proc glIndexs*(c: TGLshort){.dynlib: dllname, importc.}
proc glIndexsv*(c: PGLshort){.dynlib: dllname, importc.}
proc glIndexub*(c: TGLubyte){.dynlib: dllname, importc.}
proc glIndexubv*(c: PGLubyte){.dynlib: dllname, importc.}
proc glInitNames*(){.dynlib: dllname, importc.}
proc glInterleavedArrays*(format: TGLenum, stride: TGLsizei, pointer: Pointer){.
dynlib: dllname, importc.}
proc glIsEnabled*(cap: TGLenum): TGLboolean{.dynlib: dllname, importc.}
proc glIsList*(list: TGLuint): TGLboolean{.dynlib: dllname, importc.}
proc glIsTexture*(texture: TGLuint): TGLboolean{.dynlib: dllname, importc.}
proc glLightModelf*(pname: TGLenum, param: TGLfloat){.dynlib: dllname, importc.}
proc glLightModelfv*(pname: TGLenum, params: PGLfloat){.dynlib: dllname, importc.}
proc glLightModeli*(pname: TGLenum, param: TGLint){.dynlib: dllname, importc.}
proc glLightModeliv*(pname: TGLenum, params: PGLint){.dynlib: dllname, importc.}
proc glLightf*(light, pname: TGLenum, param: TGLfloat){.dynlib: dllname, importc.}
proc glLightfv*(light, pname: TGLenum, params: PGLfloat){.dynlib: dllname,
importc.}
proc glLighti*(light, pname: TGLenum, param: TGLint){.dynlib: dllname, importc.}
proc glLightiv*(light, pname: TGLenum, params: PGLint){.dynlib: dllname, importc.}
proc glLineStipple*(factor: TGLint, pattern: TGLushort){.dynlib: dllname, importc.}
proc glLineWidth*(width: TGLfloat){.dynlib: dllname, importc.}
proc glListBase*(base: TGLuint){.dynlib: dllname, importc.}
proc glLoadIdentity*(){.dynlib: dllname, importc.}
proc glLoadMatrixd*(m: PGLdouble){.dynlib: dllname, importc.}
proc glLoadMatrixf*(m: PGLfloat){.dynlib: dllname, importc.}
proc glLoadName*(name: TGLuint){.dynlib: dllname, importc.}
proc glLogicOp*(opcode: TGLenum){.dynlib: dllname, importc.}
proc glMap1d*(target: TGLenum, u1, u2: TGLdouble, stride, order: TGLint,
points: PGLdouble){.dynlib: dllname, importc.}
proc glMap1f*(target: TGLenum, u1, u2: TGLfloat, stride, order: TGLint,
points: PGLfloat){.dynlib: dllname, importc.}
proc glMap2d*(target: TGLenum, u1, u2: TGLdouble, ustride, uorder: TGLint,
v1, v2: TGLdouble, vstride, vorder: TGLint, points: PGLdouble){.
dynlib: dllname, importc.}
proc glMap2f*(target: TGLenum, u1, u2: TGLfloat, ustride, uorder: TGLint,
v1, v2: TGLfloat, vstride, vorder: TGLint, points: PGLfloat){.
dynlib: dllname, importc.}
proc glMapGrid1d*(un: TGLint, u1, u2: TGLdouble){.dynlib: dllname, importc.}
proc glMapGrid1f*(un: TGLint, u1, u2: TGLfloat){.dynlib: dllname, importc.}
proc glMapGrid2d*(un: TGLint, u1, u2: TGLdouble, vn: TGLint, v1, v2: TGLdouble){.
dynlib: dllname, importc.}
proc glMapGrid2f*(un: TGLint, u1, u2: TGLfloat, vn: TGLint, v1, v2: TGLfloat){.
dynlib: dllname, importc.}
proc glMaterialf*(face, pname: TGLenum, param: TGLfloat){.dynlib: dllname, importc.}
proc glMaterialfv*(face, pname: TGLenum, params: PGLfloat){.dynlib: dllname,
importc.}
proc glMateriali*(face, pname: TGLenum, param: TGLint){.dynlib: dllname, importc.}
proc glMaterialiv*(face, pname: TGLenum, params: PGLint){.dynlib: dllname,
importc.}
proc glMatrixMode*(mode: TGLenum){.dynlib: dllname, importc.}
proc glMultMatrixd*(m: PGLdouble){.dynlib: dllname, importc.}
proc glMultMatrixf*(m: PGLfloat){.dynlib: dllname, importc.}
proc glNewList*(list: TGLuint, mode: TGLenum){.dynlib: dllname, importc.}
proc glNormal3b*(nx, ny, nz: TGlbyte){.dynlib: dllname, importc.}
proc glNormal3bv*(v: PGLbyte){.dynlib: dllname, importc.}
proc glNormal3d*(nx, ny, nz: TGLdouble){.dynlib: dllname, importc.}
proc glNormal3dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glNormal3f*(nx, ny, nz: TGLfloat){.dynlib: dllname, importc.}
proc glNormal3fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glNormal3i*(nx, ny, nz: TGLint){.dynlib: dllname, importc.}
proc glNormal3iv*(v: PGLint){.dynlib: dllname, importc.}
proc glNormal3s*(nx, ny, nz: TGLshort){.dynlib: dllname, importc.}
proc glNormal3sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glNormalPointer*(atype: TGLenum, stride: TGLsizei, pointer: Pointer){.
dynlib: dllname, importc.}
proc glOrtho*(left, right, bottom, top, zNear, zFar: TGLdouble){.dynlib: dllname,
importc.}
proc glPassThrough*(token: TGLfloat){.dynlib: dllname, importc.}
proc glPixelMapfv*(map: TGLenum, mapsize: TGLsizei, values: PGLfloat){.
dynlib: dllname, importc.}
proc glPixelMapuiv*(map: TGLenum, mapsize: TGLsizei, values: PGLuint){.
dynlib: dllname, importc.}
proc glPixelMapusv*(map: TGLenum, mapsize: TGLsizei, values: PGLushort){.
dynlib: dllname, importc.}
proc glPixelStoref*(pname: TGLenum, param: TGLfloat){.dynlib: dllname, importc.}
proc glPixelStorei*(pname: TGLenum, param: TGLint){.dynlib: dllname, importc.}
proc glPixelTransferf*(pname: TGLenum, param: TGLfloat){.dynlib: dllname, importc.}
proc glPixelTransferi*(pname: TGLenum, param: TGLint){.dynlib: dllname, importc.}
proc glPixelZoom*(xfactor, yfactor: TGLfloat){.dynlib: dllname, importc.}
proc glPointSize*(size: TGLfloat){.dynlib: dllname, importc.}
proc glPolygonMode*(face, mode: TGLenum){.dynlib: dllname, importc.}
proc glPolygonOffset*(factor, units: TGLfloat){.dynlib: dllname, importc.}
proc glPolygonStipple*(mask: PGLubyte){.dynlib: dllname, importc.}
proc glPopAttrib*(){.dynlib: dllname, importc.}
proc glPopClientAttrib*(){.dynlib: dllname, importc.}
proc glPopMatrix*(){.dynlib: dllname, importc.}
proc glPopName*(){.dynlib: dllname, importc.}
proc glPrioritizeTextures*(n: TGLsizei, textures: PGLuint, priorities: PGLclampf){.
dynlib: dllname, importc.}
proc glPushAttrib*(mask: TGLbitfield){.dynlib: dllname, importc.}
proc glPushClientAttrib*(mask: TGLbitfield){.dynlib: dllname, importc.}
proc glPushMatrix*(){.dynlib: dllname, importc.}
proc glPushName*(name: TGLuint){.dynlib: dllname, importc.}
proc glRasterPos2d*(x, y: TGLdouble){.dynlib: dllname, importc.}
proc glRasterPos2dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glRasterPos2f*(x, y: TGLfloat){.dynlib: dllname, importc.}
proc glRasterPos2fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glRasterPos2i*(x, y: TGLint){.dynlib: dllname, importc.}
proc glRasterPos2iv*(v: PGLint){.dynlib: dllname, importc.}
proc glRasterPos2s*(x, y: TGLshort){.dynlib: dllname, importc.}
proc glRasterPos2sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glRasterPos3d*(x, y, z: TGLdouble){.dynlib: dllname, importc.}
proc glRasterPos3dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glRasterPos3f*(x, y, z: TGLfloat){.dynlib: dllname, importc.}
proc glRasterPos3fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glRasterPos3i*(x, y, z: TGLint){.dynlib: dllname, importc.}
proc glRasterPos3iv*(v: PGLint){.dynlib: dllname, importc.}
proc glRasterPos3s*(x, y, z: TGLshort){.dynlib: dllname, importc.}
proc glRasterPos3sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glRasterPos4d*(x, y, z, w: TGLdouble){.dynlib: dllname, importc.}
proc glRasterPos4dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glRasterPos4f*(x, y, z, w: TGLfloat){.dynlib: dllname, importc.}
proc glRasterPos4fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glRasterPos4i*(x, y, z, w: TGLint){.dynlib: dllname, importc.}
proc glRasterPos4iv*(v: PGLint){.dynlib: dllname, importc.}
proc glRasterPos4s*(x, y, z, w: TGLshort){.dynlib: dllname, importc.}
proc glRasterPos4sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glReadBuffer*(mode: TGLenum){.dynlib: dllname, importc.}
proc glReadPixels*(x, y: TGLint, width, height: TGLsizei, format, atype: TGLenum,
pixels: Pointer){.dynlib: dllname, importc.}
proc glRectd*(x1, y1, x2, y2: TGLdouble){.dynlib: dllname, importc.}
proc glRectdv*(v1: PGLdouble, v2: PGLdouble){.dynlib: dllname, importc.}
proc glRectf*(x1, y1, x2, y2: TGLfloat){.dynlib: dllname, importc.}
proc glRectfv*(v1: PGLfloat, v2: PGLfloat){.dynlib: dllname, importc.}
proc glRecti*(x1, y1, x2, y2: TGLint){.dynlib: dllname, importc.}
proc glRectiv*(v1: PGLint, v2: PGLint){.dynlib: dllname, importc.}
proc glRects*(x1, y1, x2, y2: TGLshort){.dynlib: dllname, importc.}
proc glRectsv*(v1: PGLshort, v2: PGLshort){.dynlib: dllname, importc.}
proc glRenderMode*(mode: TGLint): TGLint{.dynlib: dllname, importc.}
proc glRotated*(angle, x, y, z: TGLdouble){.dynlib: dllname, importc.}
proc glRotatef*(angle, x, y, z: TGLfloat){.dynlib: dllname, importc.}
proc glScaled*(x, y, z: TGLdouble){.dynlib: dllname, importc.}
proc glScalef*(x, y, z: TGLfloat){.dynlib: dllname, importc.}
proc glScissor*(x, y: TGLint, width, height: TGLsizei){.dynlib: dllname, importc.}
proc glSelectBuffer*(size: TGLsizei, buffer: PGLuint){.dynlib: dllname, importc.}
proc glShadeModel*(mode: TGLenum){.dynlib: dllname, importc.}
proc glStencilFunc*(func: TGLenum, theref: TGLint, mask: TGLuint){.dynlib: dllname,
importc.}
proc glStencilMask*(mask: TGLuint){.dynlib: dllname, importc.}
proc glStencilOp*(fail, zfail, zpass: TGLenum){.dynlib: dllname, importc.}
proc glTexCoord1d*(s: TGLdouble){.dynlib: dllname, importc.}
proc glTexCoord1dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glTexCoord1f*(s: TGLfloat){.dynlib: dllname, importc.}
proc glTexCoord1fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glTexCoord1i*(s: TGLint){.dynlib: dllname, importc.}
proc glTexCoord1iv*(v: PGLint){.dynlib: dllname, importc.}
proc glTexCoord1s*(s: TGLshort){.dynlib: dllname, importc.}
proc glTexCoord1sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glTexCoord2d*(s, t: TGLdouble){.dynlib: dllname, importc.}
proc glTexCoord2dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glTexCoord2f*(s, t: TGLfloat){.dynlib: dllname, importc.}
proc glTexCoord2fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glTexCoord2i*(s, t: TGLint){.dynlib: dllname, importc.}
proc glTexCoord2iv*(v: PGLint){.dynlib: dllname, importc.}
proc glTexCoord2s*(s, t: TGLshort){.dynlib: dllname, importc.}
proc glTexCoord2sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glTexCoord3d*(s, t, r: TGLdouble){.dynlib: dllname, importc.}
proc glTexCoord3dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glTexCoord3f*(s, t, r: TGLfloat){.dynlib: dllname, importc.}
proc glTexCoord3fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glTexCoord3i*(s, t, r: TGLint){.dynlib: dllname, importc.}
proc glTexCoord3iv*(v: PGLint){.dynlib: dllname, importc.}
proc glTexCoord3s*(s, t, r: TGLshort){.dynlib: dllname, importc.}
proc glTexCoord3sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glTexCoord4d*(s, t, r, q: TGLdouble){.dynlib: dllname, importc.}
proc glTexCoord4dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glTexCoord4f*(s, t, r, q: TGLfloat){.dynlib: dllname, importc.}
proc glTexCoord4fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glTexCoord4i*(s, t, r, q: TGLint){.dynlib: dllname, importc.}
proc glTexCoord4iv*(v: PGLint){.dynlib: dllname, importc.}
proc glTexCoord4s*(s, t, r, q: TGLshort){.dynlib: dllname, importc.}
proc glTexCoord4sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glTexCoordPointer*(size: TGLint, atype: TGLenum, stride: TGLsizei,
pointer: Pointer){.dynlib: dllname, importc.}
proc glTexEnvf*(target: TGLenum, pname: TGLenum, param: TGLfloat){.dynlib: dllname,
importc.}
proc glTexEnvfv*(target: TGLenum, pname: TGLenum, params: PGLfloat){.
dynlib: dllname, importc.}
proc glTexEnvi*(target: TGLenum, pname: TGLenum, param: TGLint){.dynlib: dllname,
importc.}
proc glTexEnviv*(target: TGLenum, pname: TGLenum, params: PGLint){.
dynlib: dllname, importc.}
proc glTexGend*(coord: TGLenum, pname: TGLenum, param: TGLdouble){.dynlib: dllname,
importc.}
proc glTexGendv*(coord: TGLenum, pname: TGLenum, params: PGLdouble){.
dynlib: dllname, importc.}
proc glTexGenf*(coord: TGLenum, pname: TGLenum, param: TGLfloat){.dynlib: dllname,
importc.}
proc glTexGenfv*(coord: TGLenum, pname: TGLenum, params: PGLfloat){.
dynlib: dllname, importc.}
proc glTexGeni*(coord: TGLenum, pname: TGLenum, param: TGLint){.dynlib: dllname,
importc.}
proc glTexGeniv*(coord: TGLenum, pname: TGLenum, params: PGLint){.dynlib: dllname,
importc.}
proc glTexImage1D*(target: TGLenum, level, internalformat: TGLint, width: TGLsizei,
border: TGLint, format, atype: TGLenum, pixels: Pointer){.
dynlib: dllname, importc.}
proc glTexImage2D*(target: TGLenum, level, internalformat: TGLint,
width, height: TGLsizei, border: TGLint, format, atype: TGLenum,
pixels: Pointer){.dynlib: dllname, importc.}
proc glTexParameterf*(target: TGLenum, pname: TGLenum, param: TGLfloat){.
dynlib: dllname, importc.}
proc glTexParameterfv*(target: TGLenum, pname: TGLenum, params: PGLfloat){.
dynlib: dllname, importc.}
proc glTexParameteri*(target: TGLenum, pname: TGLenum, param: TGLint){.
dynlib: dllname, importc.}
proc glTexParameteriv*(target: TGLenum, pname: TGLenum, params: PGLint){.
dynlib: dllname, importc.}
proc glTexSubImage1D*(target: TGLenum, level, xoffset: TGLint, width: TGLsizei,
format, atype: TGLenum, pixels: Pointer){.dynlib: dllname,
importc.}
proc glTexSubImage2D*(target: TGLenum, level, xoffset, yoffset: TGLint,
width, height: TGLsizei, format, atype: TGLenum,
pixels: Pointer){.dynlib: dllname, importc.}
proc glTranslated*(x, y, z: TGLdouble){.dynlib: dllname, importc.}
proc glTranslatef*(x, y, z: TGLfloat){.dynlib: dllname, importc.}
proc glVertex2d*(x, y: TGLdouble){.dynlib: dllname, importc.}
proc glVertex2dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glVertex2f*(x, y: TGLfloat){.dynlib: dllname, importc.}
proc glVertex2fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glVertex2i*(x, y: TGLint){.dynlib: dllname, importc.}
proc glVertex2iv*(v: PGLint){.dynlib: dllname, importc.}
proc glVertex2s*(x, y: TGLshort){.dynlib: dllname, importc.}
proc glVertex2sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glVertex3d*(x, y, z: TGLdouble){.dynlib: dllname, importc.}
proc glVertex3dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glVertex3f*(x, y, z: TGLfloat){.dynlib: dllname, importc.}
proc glVertex3fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glVertex3i*(x, y, z: TGLint){.dynlib: dllname, importc.}
proc glVertex3iv*(v: PGLint){.dynlib: dllname, importc.}
proc glVertex3s*(x, y, z: TGLshort){.dynlib: dllname, importc.}
proc glVertex3sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glVertex4d*(x, y, z, w: TGLdouble){.dynlib: dllname, importc.}
proc glVertex4dv*(v: PGLdouble){.dynlib: dllname, importc.}
proc glVertex4f*(x, y, z, w: TGLfloat){.dynlib: dllname, importc.}
proc glVertex4fv*(v: PGLfloat){.dynlib: dllname, importc.}
proc glVertex4i*(x, y, z, w: TGLint){.dynlib: dllname, importc.}
proc glVertex4iv*(v: PGLint){.dynlib: dllname, importc.}
proc glVertex4s*(x, y, z, w: TGLshort){.dynlib: dllname, importc.}
proc glVertex4sv*(v: PGLshort){.dynlib: dllname, importc.}
proc glVertexPointer*(size: TGLint, atype: TGLenum, stride: TGLsizei,
pointer: Pointer){.dynlib: dllname, importc.}
proc glViewport*(x, y: TGLint, width, height: TGLsizei){.dynlib: dllname, importc.}
type
PFNGLARRAYELEMENTEXTPROC* = proc (i: TGLint)
PFNGLDRAWARRAYSEXTPROC* = proc (mode: TGLenum, first: TGLint, count: TGLsizei)
PFNGLVERTEXPOINTEREXTPROC* = proc (size: TGLint, atype: TGLenum,
stride, count: TGLsizei, pointer: Pointer)
PFNGLNORMALPOINTEREXTPROC* = proc (atype: TGLenum, stride, count: TGLsizei,
pointer: Pointer)
PFNGLCOLORPOINTEREXTPROC* = proc (size: TGLint, atype: TGLenum,
stride, count: TGLsizei, pointer: Pointer)
PFNGLINDEXPOINTEREXTPROC* = proc (atype: TGLenum, stride, count: TGLsizei,
pointer: Pointer)
PFNGLTEXCOORDPOINTEREXTPROC* = proc (size: TGLint, atype: TGLenum,
stride, count: TGLsizei, pointer: Pointer)
PFNGLEDGEFLAGPOINTEREXTPROC* = proc (stride, count: TGLsizei,
pointer: PGLboolean)
PFNGLGETPOINTERVEXTPROC* = proc (pname: TGLenum, params: Pointer)
PFNGLARRAYELEMENTARRAYEXTPROC* = proc (mode: TGLenum, count: TGLsizei,
pi: Pointer) # WIN_swap_hint
PFNGLADDSWAPHINTRECTWINPROC* = proc (x, y: TGLint, width, height: TGLsizei)
PFNGLCOLORTABLEEXTPROC* = proc (target, internalFormat: TGLenum,
width: TGLsizei, format, atype: TGLenum,
data: Pointer)
PFNGLCOLORSUBTABLEEXTPROC* = proc (target: TGLenum, start, count: TGLsizei,
format, atype: TGLenum, data: Pointer)
PFNGLGETCOLORTABLEEXTPROC* = proc (target, format, atype: TGLenum,
data: Pointer)
PFNGLGETCOLORTABLEPARAMETERIVEXTPROC* = proc (target, pname: TGLenum,
params: PGLint)
PFNGLGETCOLORTABLEPARAMETERFVEXTPROC* = proc (target, pname: TGLenum,
params: PGLfloat)
{.pop.}
# implementation
|