OpenGLContext.debug.state | index /home/mcfletch/pylive/OpenGLContext/debug/state.py |
Store and report differences in OpenGL engine state
The idea of this module is to allow you to watch for
unexpected changes across complex code hierarchies.
It is particularly useful if you have a single pass
of your renderer operating correctly, but all
subsequent passes fail. Instantiating a State
object on the first pass, then using its diff
method on a State instantiated during the second
pass will return a dictionary with the changed
OpenGL state values mapped to the original and
new values.
Usage example:
s = state.State ()
if self.context.lastState:
print self.context.lastState.diff( s )
self.context.lastState = s
Note: the state stored is not the entire machine
state, simply because I haven't implemented that.
What you get currently is the subset of state
from the original glGet demo.
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Functions | ||
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glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorPointer( pointer )Wrapping Operation: None
glColorSubTable( target,start,count,format,type,data )Wrapping Operation: None
glColorTable( target,internalformat,width,format,type,table )Wrapping Operation: None
glColorTableParameterfv( target,pname,params )Wrapping Operation: None
glConvolutionFilter1D( target,internalformat,width,format,type,image )Wrapping Operation: None
glConvolutionFilter2D( target,internalformat,width,height,format,type,image )Wrapping Operation: None
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glDrawElements( mode,indices )Wrapping Operation: None
glDrawElements( mode,indices )Wrapping Operation: None
glDrawElements( mode,indices )Wrapping Operation: None
glDrawPixels( width,height,format,type,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawPixels( format,pixels )Wrapping Operation: None
glDrawRangeElements( mode,start,end,count,type,indices )Wrapping Operation: None
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glEdgeFlagPointer( pointer )Wrapping Operation: None
glEdgeFlagv( flag )Wrapping Operation: None
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glGenFramebuffers( n )Wrapping Operation: None
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glGenVertexArrays( n )Wrapping Operation: None
glGetIntegerv( pname )Wrapping Operation: None
glGetIntegerv( pname )Wrapping Operation: None
glGetBufferParameteriv( target,pname )Wrapping Operation: None
glGetClipPlane( plane,equation )Wrapping Operation: None
glGetColorTableParameterfv( target,pname )Wrapping Operation: None
glGetColorTableParameteriv( target,pname )Wrapping Operation: None
glGetConvolutionParameterfv( target,pname )Wrapping Operation: None
glGetConvolutionParameteriv( target,pname )Wrapping Operation: None
glGetDoublev( pname )Wrapping Operation: None
glGetDoublev( pname )Wrapping Operation: None
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glGetFloatv( pname )Wrapping Operation: None
glGetHistogramParameterfv( target,pname )Wrapping Operation: None
glGetHistogramParameteriv( target,pname )Wrapping Operation: None
glGetIntegerv( pname )Wrapping Operation: None
glGetIntegerv( pname )Wrapping Operation: None
glGetLightfv( light,pname )Wrapping Operation: None
glGetLightiv( light,pname )Wrapping Operation: None
glGetMapdv( target,query,v )Wrapping Operation: None
glGetMapfv( target,query,v )Wrapping Operation: None
glGetMapiv( target,query,v )Wrapping Operation: None
glGetMaterialfv( face,pname )Wrapping Operation: None
glGetMaterialiv( face,pname )Wrapping Operation: None
glGetPixelMapfv( map )Wrapping Operation: None
glGetPixelMapuiv( map )Wrapping Operation: None
glGetPixelMapusv( map )Wrapping Operation: None
glGetPolygonStipple( )Wrapping Operation: None
glGetPolygonStipple( )Wrapping Operation: None
glGetQueryObjectiv( id,pname )Wrapping Operation: None
glGetQueryObjectuiv( id,pname )Wrapping Operation: None
glGetQueryiv( target,pname )Wrapping Operation: None
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glGetTexEnviv( target,pname )Wrapping Operation: None
glGetTexGendv( coord,pname )Wrapping Operation: None
glGetTexGenfv( coord,pname )Wrapping Operation: None
glGetTexGeniv( coord,pname )Wrapping Operation: None
glGetTexLevelParameterfv( target,level,pname )Wrapping Operation: None
glGetTexLevelParameteriv( target,level,pname )Wrapping Operation: None
glGetTexParameterfv( target,pname )Wrapping Operation: None
glGetTexParameteriv( target,pname )Wrapping Operation: None
Wrapping Operation: None
glIndexPointer( pointer )Wrapping Operation: None
glIndexPointer( pointer )Wrapping Operation: None
glIndexPointer( pointer )Wrapping Operation: None
glIndexPointer( pointer )Wrapping Operation: None
glIndexPointer( pointer )Wrapping Operation: None
glIndexPointer( pointer )Wrapping Operation: None
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glLoadMatrixf( m )Wrapping Operation: None
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glLoadTransposeMatrixf( m )Wrapping Operation: None
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glMultMatrixf( m )Wrapping Operation: None
glMultTransposeMatrixd( m )Wrapping Operation: None
glMultTransposeMatrixf( m )Wrapping Operation: None
glMultiTexCoord1dv( target,v )Wrapping Operation: None
glMultiTexCoord1fv( target,v )Wrapping Operation: None
glMultiTexCoord1iv( target,v )Wrapping Operation: None
glMultiTexCoord1sv( target,v )Wrapping Operation: None
glMultiTexCoord2dv( target,v )Wrapping Operation: None
glMultiTexCoord2fv( target,v )Wrapping Operation: None
glMultiTexCoord2iv( target,v )Wrapping Operation: None
glMultiTexCoord2sv( target,v )Wrapping Operation: None
glMultiTexCoord3dv( target,v )Wrapping Operation: None
glMultiTexCoord3fv( target,v )Wrapping Operation: None
glMultiTexCoord3iv( target,v )Wrapping Operation: None
glMultiTexCoord3sv( target,v )Wrapping Operation: None
glMultiTexCoord4dv( target,v )Wrapping Operation: None
glMultiTexCoord4fv( target,v )Wrapping Operation: None
glMultiTexCoord4iv( target,v )Wrapping Operation: None
glMultiTexCoord4sv( target,v )Wrapping Operation: None
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glNormalPointer( type,stride,pointer )Wrapping Operation: None
glNormalPointer( pointer )Wrapping Operation: None
glNormalPointer( pointer )Wrapping Operation: None
glNormalPointer( pointer )Wrapping Operation: None
glNormalPointer( pointer )Wrapping Operation: None
glNormalPointer( pointer )Wrapping Operation: None
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glPixelMapuiv( map,mapsize,values )Wrapping Operation: None
glPixelMapusv( map,mapsize,values )Wrapping Operation: None
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Wrapping Operation: glShaderSource( GLhandle(shaderObj),[bytes(string),...]) -> None
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glTexCoordPointer( size,type,stride,pointer )Wrapping Operation: None
glTexCoordPointer( pointer )Wrapping Operation: None
glTexCoordPointer( pointer )Wrapping Operation: None
glTexCoordPointer( pointer )Wrapping Operation: None
glTexCoordPointer( pointer )Wrapping Operation: None
glTexCoordPointer( pointer )Wrapping Operation: None
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glTexImage1D( target,level,internalFormat,width,border,format,type,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage1D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,width,height,border,format,type,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage2D( target,level,internalFormat,border,format,pixels )Wrapping Operation: None
glTexImage3D( target,level,internalformat,width,height,depth,border,format,type,pixels )Wrapping Operation: None
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glTexSubImage1D( target,level,xoffset,width,format,type,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage1D( target,level,xoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,width,height,format,type,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage2D( target,level,xoffset,yoffset,format,pixels )Wrapping Operation: None
glTexSubImage3D( target,level,xoffset,yoffset,zoffset,width,height,depth,format,type,pixels )Wrapping Operation: None
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glUniform1iv( location,count,value )Wrapping Operation: None
glUniform2fv( location,count,value )Wrapping Operation: None
glUniform2iv( location,count,value )Wrapping Operation: None
glUniform3fv( location,count,value )Wrapping Operation: None
glUniform3iv( location,count,value )Wrapping Operation: None
glUniform4fv( location,count,value )Wrapping Operation: None
glUniform4iv( location,count,value )Wrapping Operation: None
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glVertexPointer( size,type,stride,pointer )Wrapping Operation: None
glVertexPointer( pointer )Wrapping Operation: None
glVertexPointer( pointer )Wrapping Operation: None
glVertexPointer( pointer )Wrapping Operation: None
glVertexPointer( pointer )Wrapping Operation: None
glVertexPointer( pointer )Wrapping Operation: None
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Data | ||
ARRAY_TYPE_TO_CONSTANT = [('GLclampd', GL_DOUBLE), ('GLclampf', GL_FLOAT), ('GLfloat', GL_FLOAT), ('GLdouble', GL_DOUBLE), ('GLbyte', GL_BYTE), ('GLshort', GL_SHORT), ('GLint', GL_INT), ('GLubyte', GL_UNSIGNED_BYTE), ('GLushort', GL_UNSIGNED_SHORT), ('GLuint', GL_UNSIGNED_INT), ('GLenum', GL_UNSIGNED_INT)] ArrayDatatype = <OpenGL_accelerate.arraydatatype.ArrayDatatype object> EXTENSION_NAME = 'GL_ARB_vertex_attrib_binding' GL_2D = GL_2D GL_2_BYTES = GL_2_BYTES GL_3D = GL_3D GL_3D_COLOR = GL_3D_COLOR GL_3D_COLOR_TEXTURE = GL_3D_COLOR_TEXTURE GL_3_BYTES = GL_3_BYTES GL_4D_COLOR_TEXTURE = GL_4D_COLOR_TEXTURE GL_4_BYTES = GL_4_BYTES GL_ACCUM = GL_ACCUM GL_ACCUM_ALPHA_BITS = GL_ACCUM_ALPHA_BITS GL_ACCUM_BLUE_BITS = GL_ACCUM_BLUE_BITS GL_ACCUM_BUFFER_BIT = GL_ACCUM_BUFFER_BIT GL_ACCUM_CLEAR_VALUE = GL_ACCUM_CLEAR_VALUE GL_ACCUM_GREEN_BITS = GL_ACCUM_GREEN_BITS GL_ACCUM_RED_BITS = GL_ACCUM_RED_BITS GL_ACTIVE_ATOMIC_COUNTER_BUFFERS = GL_ACTIVE_ATOMIC_COUNTER_BUFFERS GL_ACTIVE_ATTRIBUTES = GL_ACTIVE_ATTRIBUTES GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = GL_ACTIVE_ATTRIBUTE_MAX_LENGTH GL_ACTIVE_PROGRAM = GL_ACTIVE_PROGRAM GL_ACTIVE_RESOURCES = GL_ACTIVE_RESOURCES GL_ACTIVE_SUBROUTINES = GL_ACTIVE_SUBROUTINES GL_ACTIVE_SUBROUTINE_MAX_LENGTH = GL_ACTIVE_SUBROUTINE_MAX_LENGTH GL_ACTIVE_SUBROUTINE_UNIFORMS = GL_ACTIVE_SUBROUTINE_UNIFORMS GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS = GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH = GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH GL_ACTIVE_TEXTURE = GL_ACTIVE_TEXTURE GL_ACTIVE_UNIFORMS = GL_ACTIVE_UNIFORMS GL_ACTIVE_UNIFORM_BLOCKS = GL_ACTIVE_UNIFORM_BLOCKS GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH GL_ACTIVE_UNIFORM_MAX_LENGTH = GL_ACTIVE_UNIFORM_MAX_LENGTH GL_ACTIVE_VARIABLES = GL_ACTIVE_VARIABLES GL_ADD = GL_ADD GL_ADD_SIGNED = GL_ADD_SIGNED GL_ALIASED_LINE_WIDTH_RANGE = GL_ALIASED_LINE_WIDTH_RANGE GL_ALIASED_POINT_SIZE_RANGE = GL_ALIASED_POINT_SIZE_RANGE GL_ALL_ATTRIB_BITS = GL_ALL_ATTRIB_BITS GL_ALL_BARRIER_BITS = GL_ALL_BARRIER_BITS GL_ALL_CLIENT_ATTRIB_BITS = GL_ALL_CLIENT_ATTRIB_BITS GL_ALL_SHADER_BITS = GL_ALL_SHADER_BITS GL_ALPHA = GL_ALPHA GL_ALPHA12 = GL_ALPHA12 GL_ALPHA16 = GL_ALPHA16 GL_ALPHA4 = GL_ALPHA4 GL_ALPHA8 = GL_ALPHA8 GL_ALPHA_BIAS = GL_ALPHA_BIAS GL_ALPHA_BITS = GL_ALPHA_BITS GL_ALPHA_INTEGER = GL_ALPHA_INTEGER GL_ALPHA_SCALE = GL_ALPHA_SCALE GL_ALPHA_TEST = GL_ALPHA_TEST GL_ALPHA_TEST_FUNC = GL_ALPHA_TEST_FUNC GL_ALPHA_TEST_REF = GL_ALPHA_TEST_REF GL_ALREADY_SIGNALED = GL_ALREADY_SIGNALED GL_ALWAYS = GL_ALWAYS GL_AMBIENT = GL_AMBIENT GL_AMBIENT_AND_DIFFUSE = GL_AMBIENT_AND_DIFFUSE GL_AND = GL_AND GL_AND_INVERTED = GL_AND_INVERTED GL_AND_REVERSE = GL_AND_REVERSE GL_ANY_SAMPLES_PASSED = GL_ANY_SAMPLES_PASSED GL_ANY_SAMPLES_PASSED_CONSERVATIVE = GL_ANY_SAMPLES_PASSED_CONSERVATIVE GL_ARRAY_BUFFER = GL_ARRAY_BUFFER GL_ARRAY_BUFFER_BINDING = GL_ARRAY_BUFFER_BINDING GL_ARRAY_SIZE = GL_ARRAY_SIZE GL_ARRAY_STRIDE = GL_ARRAY_STRIDE GL_ATOMIC_COUNTER_BARRIER_BIT = GL_ATOMIC_COUNTER_BARRIER_BIT GL_ATOMIC_COUNTER_BUFFER = GL_ATOMIC_COUNTER_BUFFER GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS = GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES = GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES GL_ATOMIC_COUNTER_BUFFER_BINDING = GL_ATOMIC_COUNTER_BUFFER_BINDING GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE = GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE GL_ATOMIC_COUNTER_BUFFER_INDEX = GL_ATOMIC_COUNTER_BUFFER_INDEX GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER = GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER = GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER = GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER = GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER = GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER = GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER GL_ATOMIC_COUNTER_BUFFER_SIZE = GL_ATOMIC_COUNTER_BUFFER_SIZE GL_ATOMIC_COUNTER_BUFFER_START = GL_ATOMIC_COUNTER_BUFFER_START GL_ATTACHED_SHADERS = GL_ATTACHED_SHADERS GL_ATTRIB_STACK_DEPTH = GL_ATTRIB_STACK_DEPTH GL_AUTO_GENERATE_MIPMAP = GL_AUTO_GENERATE_MIPMAP GL_AUTO_NORMAL = GL_AUTO_NORMAL GL_AUX0 = GL_AUX0 GL_AUX1 = GL_AUX1 GL_AUX2 = GL_AUX2 GL_AUX3 = GL_AUX3 GL_AUX_BUFFERS = GL_AUX_BUFFERS GL_BACK = GL_BACK GL_BACK_LEFT = GL_BACK_LEFT GL_BACK_RIGHT = GL_BACK_RIGHT GL_BGR = GL_BGR GL_BGRA = GL_BGRA GL_BGRA_INTEGER = GL_BGRA_INTEGER GL_BGR_INTEGER = GL_BGR_INTEGER GL_BITMAP = GL_BITMAP GL_BITMAP_TOKEN = GL_BITMAP_TOKEN GL_BLEND = GL_BLEND GL_BLEND_COLOR = GL_BLEND_COLOR GL_BLEND_DST = GL_BLEND_DST GL_BLEND_DST_ALPHA = GL_BLEND_DST_ALPHA GL_BLEND_DST_RGB = GL_BLEND_DST_RGB GL_BLEND_EQUATION = GL_BLEND_EQUATION GL_BLEND_EQUATION_ALPHA = GL_BLEND_EQUATION_ALPHA GL_BLEND_EQUATION_RGB = GL_BLEND_EQUATION_RGB GL_BLEND_SRC = GL_BLEND_SRC GL_BLEND_SRC_ALPHA = GL_BLEND_SRC_ALPHA GL_BLEND_SRC_RGB = GL_BLEND_SRC_RGB GL_BLOCK_INDEX = GL_BLOCK_INDEX GL_BLUE = GL_BLUE GL_BLUE_BIAS = GL_BLUE_BIAS GL_BLUE_BITS = GL_BLUE_BITS GL_BLUE_INTEGER = GL_BLUE_INTEGER GL_BLUE_SCALE = GL_BLUE_SCALE GL_BOOL = GL_BOOL GL_BOOL_VEC2 = GL_BOOL_VEC2 GL_BOOL_VEC3 = GL_BOOL_VEC3 GL_BOOL_VEC4 = GL_BOOL_VEC4 GL_BUFFER = GL_BUFFER GL_BUFFER_ACCESS = GL_BUFFER_ACCESS GL_BUFFER_ACCESS_FLAGS = GL_BUFFER_ACCESS_FLAGS GL_BUFFER_BINDING = GL_BUFFER_BINDING GL_BUFFER_DATA_SIZE = GL_BUFFER_DATA_SIZE GL_BUFFER_MAPPED = GL_BUFFER_MAPPED GL_BUFFER_MAP_LENGTH = GL_BUFFER_MAP_LENGTH GL_BUFFER_MAP_OFFSET = GL_BUFFER_MAP_OFFSET GL_BUFFER_MAP_POINTER = GL_BUFFER_MAP_POINTER GL_BUFFER_SIZE = GL_BUFFER_SIZE GL_BUFFER_UPDATE_BARRIER_BIT = GL_BUFFER_UPDATE_BARRIER_BIT GL_BUFFER_USAGE = GL_BUFFER_USAGE GL_BUFFER_VARIABLE = GL_BUFFER_VARIABLE GL_BYTE = GL_BYTE GL_C3F_V3F = GL_C3F_V3F GL_C4F_N3F_V3F = GL_C4F_N3F_V3F GL_C4UB_V2F = GL_C4UB_V2F GL_C4UB_V3F = GL_C4UB_V3F GL_CAVEAT_SUPPORT = GL_CAVEAT_SUPPORT GL_CCW = GL_CCW GL_CLAMP = GL_CLAMP GL_CLAMP_FRAGMENT_COLOR = GL_CLAMP_FRAGMENT_COLOR GL_CLAMP_READ_COLOR = GL_CLAMP_READ_COLOR GL_CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER GL_CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE GL_CLAMP_VERTEX_COLOR = GL_CLAMP_VERTEX_COLOR GL_CLEAR = GL_CLEAR GL_CLEAR_BUFFER = GL_CLEAR_BUFFER GL_CLIENT_ACTIVE_TEXTURE = GL_CLIENT_ACTIVE_TEXTURE GL_CLIENT_ALL_ATTRIB_BITS = GL_CLIENT_ALL_ATTRIB_BITS GL_CLIENT_ATTRIB_STACK_DEPTH = GL_CLIENT_ATTRIB_STACK_DEPTH GL_CLIENT_PIXEL_STORE_BIT = GL_CLIENT_PIXEL_STORE_BIT GL_CLIENT_VERTEX_ARRAY_BIT = GL_CLIENT_VERTEX_ARRAY_BIT GL_CLIP_DISTANCE0 = GL_CLIP_DISTANCE0 GL_CLIP_DISTANCE1 = GL_CLIP_DISTANCE1 GL_CLIP_DISTANCE2 = GL_CLIP_DISTANCE2 GL_CLIP_DISTANCE3 = GL_CLIP_DISTANCE3 GL_CLIP_DISTANCE4 = GL_CLIP_DISTANCE4 GL_CLIP_DISTANCE5 = GL_CLIP_DISTANCE5 GL_CLIP_DISTANCE6 = GL_CLIP_DISTANCE6 GL_CLIP_DISTANCE7 = GL_CLIP_DISTANCE7 GL_CLIP_PLANE0 = GL_CLIP_PLANE0 GL_CLIP_PLANE1 = GL_CLIP_PLANE1 GL_CLIP_PLANE2 = GL_CLIP_PLANE2 GL_CLIP_PLANE3 = GL_CLIP_PLANE3 GL_CLIP_PLANE4 = GL_CLIP_PLANE4 GL_CLIP_PLANE5 = GL_CLIP_PLANE5 GL_COEFF = GL_COEFF GL_COLOR = GL_COLOR GL_COLOR_ARRAY = GL_COLOR_ARRAY GL_COLOR_ARRAY_BUFFER_BINDING = GL_COLOR_ARRAY_BUFFER_BINDING GL_COLOR_ARRAY_POINTER = GL_COLOR_ARRAY_POINTER GL_COLOR_ARRAY_SIZE = GL_COLOR_ARRAY_SIZE GL_COLOR_ARRAY_STRIDE = GL_COLOR_ARRAY_STRIDE GL_COLOR_ARRAY_TYPE = GL_COLOR_ARRAY_TYPE GL_COLOR_ATTACHMENT0 = GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT1 = GL_COLOR_ATTACHMENT1 GL_COLOR_ATTACHMENT10 = GL_COLOR_ATTACHMENT10 GL_COLOR_ATTACHMENT11 = GL_COLOR_ATTACHMENT11 GL_COLOR_ATTACHMENT12 = GL_COLOR_ATTACHMENT12 GL_COLOR_ATTACHMENT13 = GL_COLOR_ATTACHMENT13 GL_COLOR_ATTACHMENT14 = GL_COLOR_ATTACHMENT14 GL_COLOR_ATTACHMENT15 = GL_COLOR_ATTACHMENT15 GL_COLOR_ATTACHMENT2 = GL_COLOR_ATTACHMENT2 GL_COLOR_ATTACHMENT3 = GL_COLOR_ATTACHMENT3 GL_COLOR_ATTACHMENT4 = GL_COLOR_ATTACHMENT4 GL_COLOR_ATTACHMENT5 = GL_COLOR_ATTACHMENT5 GL_COLOR_ATTACHMENT6 = GL_COLOR_ATTACHMENT6 GL_COLOR_ATTACHMENT7 = GL_COLOR_ATTACHMENT7 GL_COLOR_ATTACHMENT8 = GL_COLOR_ATTACHMENT8 GL_COLOR_ATTACHMENT9 = GL_COLOR_ATTACHMENT9 GL_COLOR_BUFFER_BIT = GL_COLOR_BUFFER_BIT GL_COLOR_CLEAR_VALUE = GL_COLOR_CLEAR_VALUE GL_COLOR_COMPONENTS = GL_COLOR_COMPONENTS GL_COLOR_ENCODING = GL_COLOR_ENCODING GL_COLOR_INDEX = GL_COLOR_INDEX GL_COLOR_INDEXES = GL_COLOR_INDEXES GL_COLOR_LOGIC_OP = GL_COLOR_LOGIC_OP GL_COLOR_MATERIAL = GL_COLOR_MATERIAL GL_COLOR_MATERIAL_FACE = GL_COLOR_MATERIAL_FACE GL_COLOR_MATERIAL_PARAMETER = GL_COLOR_MATERIAL_PARAMETER GL_COLOR_MATRIX = GL_COLOR_MATRIX GL_COLOR_MATRIX_STACK_DEPTH = GL_COLOR_MATRIX_STACK_DEPTH GL_COLOR_RENDERABLE = GL_COLOR_RENDERABLE GL_COLOR_SUM = GL_COLOR_SUM GL_COLOR_TABLE = GL_COLOR_TABLE GL_COLOR_TABLE_ALPHA_SIZE = GL_COLOR_TABLE_ALPHA_SIZE GL_COLOR_TABLE_BIAS = GL_COLOR_TABLE_BIAS GL_COLOR_TABLE_BLUE_SIZE = GL_COLOR_TABLE_BLUE_SIZE GL_COLOR_TABLE_FORMAT = GL_COLOR_TABLE_FORMAT GL_COLOR_TABLE_GREEN_SIZE = GL_COLOR_TABLE_GREEN_SIZE GL_COLOR_TABLE_INTENSITY_SIZE = GL_COLOR_TABLE_INTENSITY_SIZE GL_COLOR_TABLE_LUMINANCE_SIZE = GL_COLOR_TABLE_LUMINANCE_SIZE GL_COLOR_TABLE_RED_SIZE = GL_COLOR_TABLE_RED_SIZE GL_COLOR_TABLE_SCALE = GL_COLOR_TABLE_SCALE GL_COLOR_TABLE_WIDTH = GL_COLOR_TABLE_WIDTH GL_COLOR_WRITEMASK = GL_COLOR_WRITEMASK GL_COMBINE = GL_COMBINE GL_COMBINE_ALPHA = GL_COMBINE_ALPHA GL_COMBINE_RGB = GL_COMBINE_RGB GL_COMMAND_BARRIER_BIT = GL_COMMAND_BARRIER_BIT GL_COMPARE_REF_TO_TEXTURE = GL_COMPARE_REF_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE = GL_COMPARE_R_TO_TEXTURE GL_COMPATIBLE_SUBROUTINES = GL_COMPATIBLE_SUBROUTINES GL_COMPILE = GL_COMPILE GL_COMPILE_AND_EXECUTE = GL_COMPILE_AND_EXECUTE GL_COMPILE_STATUS = GL_COMPILE_STATUS GL_COMPRESSED_ALPHA = GL_COMPRESSED_ALPHA GL_COMPRESSED_INTENSITY = GL_COMPRESSED_INTENSITY GL_COMPRESSED_LUMINANCE = GL_COMPRESSED_LUMINANCE GL_COMPRESSED_LUMINANCE_ALPHA = GL_COMPRESSED_LUMINANCE_ALPHA GL_COMPRESSED_R11_EAC = GL_COMPRESSED_R11_EAC GL_COMPRESSED_RED = GL_COMPRESSED_RED GL_COMPRESSED_RG = GL_COMPRESSED_RG GL_COMPRESSED_RG11_EAC = GL_COMPRESSED_RG11_EAC GL_COMPRESSED_RGB = GL_COMPRESSED_RGB GL_COMPRESSED_RGB8_ETC2 = GL_COMPRESSED_RGB8_ETC2 GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 = GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 GL_COMPRESSED_RGBA = GL_COMPRESSED_RGBA GL_COMPRESSED_RGBA8_ETC2_EAC = GL_COMPRESSED_RGBA8_ETC2_EAC GL_COMPRESSED_SIGNED_R11_EAC = GL_COMPRESSED_SIGNED_R11_EAC GL_COMPRESSED_SIGNED_RG11_EAC = GL_COMPRESSED_SIGNED_RG11_EAC GL_COMPRESSED_SLUMINANCE = GL_COMPRESSED_SLUMINANCE GL_COMPRESSED_SLUMINANCE_ALPHA = GL_COMPRESSED_SLUMINANCE_ALPHA GL_COMPRESSED_SRGB = GL_COMPRESSED_SRGB GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC = GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC GL_COMPRESSED_SRGB8_ETC2 = GL_COMPRESSED_SRGB8_ETC2 GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 = GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 GL_COMPRESSED_SRGB_ALPHA = GL_COMPRESSED_SRGB_ALPHA GL_COMPRESSED_TEXTURE_FORMATS = GL_COMPRESSED_TEXTURE_FORMATS GL_COMPUTE_LOCAL_WORK_SIZE = GL_COMPUTE_LOCAL_WORK_SIZE GL_COMPUTE_SHADER = GL_COMPUTE_SHADER GL_COMPUTE_SHADER_BIT = GL_COMPUTE_SHADER_BIT GL_COMPUTE_SUBROUTINE = GL_COMPUTE_SUBROUTINE GL_COMPUTE_SUBROUTINE_UNIFORM = GL_COMPUTE_SUBROUTINE_UNIFORM GL_COMPUTE_TEXTURE = GL_COMPUTE_TEXTURE GL_CONDITION_SATISFIED = GL_CONDITION_SATISFIED GL_CONSTANT = GL_CONSTANT GL_CONSTANT_ALPHA = GL_CONSTANT_ALPHA GL_CONSTANT_ATTENUATION = GL_CONSTANT_ATTENUATION GL_CONSTANT_BORDER = GL_CONSTANT_BORDER GL_CONSTANT_COLOR = GL_CONSTANT_COLOR GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = GL_CONTEXT_COMPATIBILITY_PROFILE_BIT GL_CONTEXT_CORE_PROFILE_BIT = GL_CONTEXT_CORE_PROFILE_BIT GL_CONTEXT_FLAGS = GL_CONTEXT_FLAGS GL_CONTEXT_FLAG_DEBUG_BIT = GL_CONTEXT_FLAG_DEBUG_BIT GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT GL_CONTEXT_PROFILE_MASK = GL_CONTEXT_PROFILE_MASK GL_CONVOLUTION_1D = GL_CONVOLUTION_1D GL_CONVOLUTION_2D = GL_CONVOLUTION_2D GL_CONVOLUTION_BORDER_COLOR = GL_CONVOLUTION_BORDER_COLOR GL_CONVOLUTION_BORDER_MODE = GL_CONVOLUTION_BORDER_MODE GL_CONVOLUTION_FILTER_BIAS = GL_CONVOLUTION_FILTER_BIAS GL_CONVOLUTION_FILTER_SCALE = GL_CONVOLUTION_FILTER_SCALE GL_CONVOLUTION_FORMAT = GL_CONVOLUTION_FORMAT GL_CONVOLUTION_HEIGHT = GL_CONVOLUTION_HEIGHT GL_CONVOLUTION_WIDTH = GL_CONVOLUTION_WIDTH GL_COORD_REPLACE = GL_COORD_REPLACE GL_COPY = GL_COPY GL_COPY_INVERTED = GL_COPY_INVERTED GL_COPY_PIXEL_TOKEN = GL_COPY_PIXEL_TOKEN GL_COPY_READ_BUFFER_BINDING = GL_COPY_READ_BUFFER_BINDING GL_COPY_WRITE_BUFFER_BINDING = GL_COPY_WRITE_BUFFER_BINDING GL_CULL_FACE = GL_CULL_FACE GL_CULL_FACE_MODE = GL_CULL_FACE_MODE GL_CURRENT_BIT = GL_CURRENT_BIT GL_CURRENT_COLOR = GL_CURRENT_COLOR GL_CURRENT_FOG_COORD = GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE = GL_CURRENT_FOG_COORDINATE GL_CURRENT_INDEX = GL_CURRENT_INDEX GL_CURRENT_NORMAL = GL_CURRENT_NORMAL GL_CURRENT_PROGRAM = GL_CURRENT_PROGRAM GL_CURRENT_QUERY = GL_CURRENT_QUERY GL_CURRENT_RASTER_COLOR = GL_CURRENT_RASTER_COLOR GL_CURRENT_RASTER_DISTANCE = GL_CURRENT_RASTER_DISTANCE GL_CURRENT_RASTER_INDEX = GL_CURRENT_RASTER_INDEX GL_CURRENT_RASTER_POSITION = GL_CURRENT_RASTER_POSITION GL_CURRENT_RASTER_POSITION_VALID = GL_CURRENT_RASTER_POSITION_VALID GL_CURRENT_RASTER_SECONDARY_COLOR = GL_CURRENT_RASTER_SECONDARY_COLOR GL_CURRENT_RASTER_TEXTURE_COORDS = GL_CURRENT_RASTER_TEXTURE_COORDS GL_CURRENT_SECONDARY_COLOR = GL_CURRENT_SECONDARY_COLOR GL_CURRENT_TEXTURE_COORDS = GL_CURRENT_TEXTURE_COORDS GL_CURRENT_VERTEX_ATTRIB = GL_CURRENT_VERTEX_ATTRIB GL_CW = GL_CW GL_DEBUG_CALLBACK_FUNCTION = GL_DEBUG_CALLBACK_FUNCTION GL_DEBUG_CALLBACK_USER_PARAM = GL_DEBUG_CALLBACK_USER_PARAM GL_DEBUG_GROUP_STACK_DEPTH = GL_DEBUG_GROUP_STACK_DEPTH GL_DEBUG_LOGGED_MESSAGES = GL_DEBUG_LOGGED_MESSAGES GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH = GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH GL_DEBUG_OUTPUT = GL_DEBUG_OUTPUT GL_DEBUG_OUTPUT_SYNCHRONOUS = GL_DEBUG_OUTPUT_SYNCHRONOUS GL_DEBUG_SEVERITY_HIGH = GL_DEBUG_SEVERITY_HIGH GL_DEBUG_SEVERITY_LOW = GL_DEBUG_SEVERITY_LOW GL_DEBUG_SEVERITY_MEDIUM = GL_DEBUG_SEVERITY_MEDIUM GL_DEBUG_SEVERITY_NOTIFICATION = GL_DEBUG_SEVERITY_NOTIFICATION GL_DEBUG_SOURCE_API = GL_DEBUG_SOURCE_API GL_DEBUG_SOURCE_APPLICATION = GL_DEBUG_SOURCE_APPLICATION GL_DEBUG_SOURCE_OTHER = GL_DEBUG_SOURCE_OTHER GL_DEBUG_SOURCE_SHADER_COMPILER = GL_DEBUG_SOURCE_SHADER_COMPILER GL_DEBUG_SOURCE_THIRD_PARTY = GL_DEBUG_SOURCE_THIRD_PARTY GL_DEBUG_SOURCE_WINDOW_SYSTEM = GL_DEBUG_SOURCE_WINDOW_SYSTEM GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR = GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR GL_DEBUG_TYPE_ERROR = GL_DEBUG_TYPE_ERROR GL_DEBUG_TYPE_MARKER = GL_DEBUG_TYPE_MARKER GL_DEBUG_TYPE_OTHER = GL_DEBUG_TYPE_OTHER GL_DEBUG_TYPE_PERFORMANCE = GL_DEBUG_TYPE_PERFORMANCE GL_DEBUG_TYPE_POP_GROUP = GL_DEBUG_TYPE_POP_GROUP GL_DEBUG_TYPE_PORTABILITY = GL_DEBUG_TYPE_PORTABILITY GL_DEBUG_TYPE_PUSH_GROUP = GL_DEBUG_TYPE_PUSH_GROUP GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR = GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR GL_DECAL = GL_DECAL GL_DECR = GL_DECR GL_DECR_WRAP = GL_DECR_WRAP GL_DELETE_STATUS = GL_DELETE_STATUS GL_DEPTH = GL_DEPTH GL_DEPTH24_STENCIL8 = GL_DEPTH24_STENCIL8 GL_DEPTH_ATTACHMENT = GL_DEPTH_ATTACHMENT GL_DEPTH_BIAS = GL_DEPTH_BIAS GL_DEPTH_BITS = GL_DEPTH_BITS GL_DEPTH_BUFFER = GL_DEPTH_BUFFER GL_DEPTH_BUFFER_BIT = GL_DEPTH_BUFFER_BIT GL_DEPTH_CLEAR_VALUE = GL_DEPTH_CLEAR_VALUE GL_DEPTH_COMPONENT = GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT16 = GL_DEPTH_COMPONENT16 GL_DEPTH_COMPONENT24 = GL_DEPTH_COMPONENT24 GL_DEPTH_COMPONENT32 = GL_DEPTH_COMPONENT32 GL_DEPTH_COMPONENTS = GL_DEPTH_COMPONENTS GL_DEPTH_FUNC = GL_DEPTH_FUNC GL_DEPTH_RANGE = GL_DEPTH_RANGE GL_DEPTH_RENDERABLE = GL_DEPTH_RENDERABLE GL_DEPTH_SCALE = GL_DEPTH_SCALE GL_DEPTH_STENCIL = GL_DEPTH_STENCIL GL_DEPTH_STENCIL_ATTACHMENT = GL_DEPTH_STENCIL_ATTACHMENT GL_DEPTH_STENCIL_TEXTURE_MODE = GL_DEPTH_STENCIL_TEXTURE_MODE GL_DEPTH_TEST = GL_DEPTH_TEST GL_DEPTH_TEXTURE_MODE = GL_DEPTH_TEXTURE_MODE GL_DEPTH_WRITEMASK = GL_DEPTH_WRITEMASK GL_DIFFUSE = GL_DIFFUSE GL_DISPATCH_INDIRECT_BUFFER = GL_DISPATCH_INDIRECT_BUFFER GL_DISPATCH_INDIRECT_BUFFER_BINDING = GL_DISPATCH_INDIRECT_BUFFER_BINDING GL_DISPLAY_LIST = GL_DISPLAY_LIST GL_DITHER = GL_DITHER GL_DOMAIN = GL_DOMAIN GL_DONT_CARE = GL_DONT_CARE GL_DOT3_RGB = GL_DOT3_RGB GL_DOT3_RGBA = GL_DOT3_RGBA GL_DOUBLE = GL_DOUBLE GL_DOUBLEBUFFER = GL_DOUBLEBUFFER GL_DOUBLE_MAT2 = GL_DOUBLE_MAT2 GL_DOUBLE_MAT2x3 = GL_DOUBLE_MAT2x3 GL_DOUBLE_MAT2x4 = GL_DOUBLE_MAT2x4 GL_DOUBLE_MAT3 = GL_DOUBLE_MAT3 GL_DOUBLE_MAT3x2 = GL_DOUBLE_MAT3x2 GL_DOUBLE_MAT3x4 = GL_DOUBLE_MAT3x4 GL_DOUBLE_MAT4 = GL_DOUBLE_MAT4 GL_DOUBLE_MAT4x2 = GL_DOUBLE_MAT4x2 GL_DOUBLE_MAT4x3 = GL_DOUBLE_MAT4x3 GL_DOUBLE_VEC2 = GL_DOUBLE_VEC2 GL_DOUBLE_VEC3 = GL_DOUBLE_VEC3 GL_DOUBLE_VEC4 = GL_DOUBLE_VEC4 GL_DRAW_BUFFER = GL_DRAW_BUFFER GL_DRAW_BUFFER0 = GL_DRAW_BUFFER0 GL_DRAW_BUFFER1 = GL_DRAW_BUFFER1 GL_DRAW_BUFFER10 = GL_DRAW_BUFFER10 GL_DRAW_BUFFER11 = GL_DRAW_BUFFER11 GL_DRAW_BUFFER12 = GL_DRAW_BUFFER12 GL_DRAW_BUFFER13 = GL_DRAW_BUFFER13 GL_DRAW_BUFFER14 = GL_DRAW_BUFFER14 GL_DRAW_BUFFER15 = GL_DRAW_BUFFER15 GL_DRAW_BUFFER2 = GL_DRAW_BUFFER2 GL_DRAW_BUFFER3 = GL_DRAW_BUFFER3 GL_DRAW_BUFFER4 = GL_DRAW_BUFFER4 GL_DRAW_BUFFER5 = GL_DRAW_BUFFER5 GL_DRAW_BUFFER6 = GL_DRAW_BUFFER6 GL_DRAW_BUFFER7 = GL_DRAW_BUFFER7 GL_DRAW_BUFFER8 = GL_DRAW_BUFFER8 GL_DRAW_BUFFER9 = GL_DRAW_BUFFER9 GL_DRAW_FRAMEBUFFER = GL_DRAW_FRAMEBUFFER GL_DRAW_INDIRECT_BUFFER = GL_DRAW_INDIRECT_BUFFER GL_DRAW_INDIRECT_BUFFER_BINDING = GL_DRAW_INDIRECT_BUFFER_BINDING GL_DRAW_PIXEL_TOKEN = GL_DRAW_PIXEL_TOKEN GL_DST_ALPHA = GL_DST_ALPHA GL_DST_COLOR = GL_DST_COLOR GL_DYNAMIC_COPY = GL_DYNAMIC_COPY GL_DYNAMIC_DRAW = GL_DYNAMIC_DRAW GL_DYNAMIC_READ = GL_DYNAMIC_READ GL_EDGE_FLAG = GL_EDGE_FLAG GL_EDGE_FLAG_ARRAY = GL_EDGE_FLAG_ARRAY GL_EDGE_FLAG_ARRAY_BUFFER_BINDING = GL_EDGE_FLAG_ARRAY_BUFFER_BINDING GL_EDGE_FLAG_ARRAY_POINTER = GL_EDGE_FLAG_ARRAY_POINTER GL_EDGE_FLAG_ARRAY_STRIDE = GL_EDGE_FLAG_ARRAY_STRIDE GL_ELEMENT_ARRAY_BARRIER_BIT = GL_ELEMENT_ARRAY_BARRIER_BIT GL_ELEMENT_ARRAY_BUFFER = GL_ELEMENT_ARRAY_BUFFER GL_ELEMENT_ARRAY_BUFFER_BINDING = GL_ELEMENT_ARRAY_BUFFER_BINDING GL_EMISSION = GL_EMISSION GL_ENABLE_BIT = GL_ENABLE_BIT GL_EQUAL = GL_EQUAL GL_EQUIV = GL_EQUIV GL_EVAL_BIT = GL_EVAL_BIT GL_EXP = GL_EXP GL_EXP2 = GL_EXP2 GL_EXTENSIONS = GL_EXTENSIONS GL_EYE_LINEAR = GL_EYE_LINEAR GL_EYE_PLANE = GL_EYE_PLANE GL_FALSE = GL_FALSE GL_FASTEST = GL_FASTEST GL_FEEDBACK = GL_FEEDBACK GL_FEEDBACK_BUFFER_POINTER = GL_FEEDBACK_BUFFER_POINTER GL_FEEDBACK_BUFFER_SIZE = GL_FEEDBACK_BUFFER_SIZE GL_FEEDBACK_BUFFER_TYPE = GL_FEEDBACK_BUFFER_TYPE GL_FILL = GL_FILL GL_FILTER = GL_FILTER GL_FIRST_VERTEX_CONVENTION = GL_FIRST_VERTEX_CONVENTION GL_FIXED = GL_FIXED GL_FIXED_ONLY = GL_FIXED_ONLY GL_FLAT = GL_FLAT GL_FLOAT = GL_FLOAT GL_FLOAT_MAT2 = GL_FLOAT_MAT2 GL_FLOAT_MAT2x3 = GL_FLOAT_MAT2x3 GL_FLOAT_MAT2x4 = GL_FLOAT_MAT2x4 GL_FLOAT_MAT3 = GL_FLOAT_MAT3 GL_FLOAT_MAT3x2 = GL_FLOAT_MAT3x2 GL_FLOAT_MAT3x4 = GL_FLOAT_MAT3x4 GL_FLOAT_MAT4 = GL_FLOAT_MAT4 GL_FLOAT_MAT4x2 = GL_FLOAT_MAT4x2 GL_FLOAT_MAT4x3 = GL_FLOAT_MAT4x3 GL_FLOAT_VEC2 = GL_FLOAT_VEC2 GL_FLOAT_VEC3 = GL_FLOAT_VEC3 GL_FLOAT_VEC4 = GL_FLOAT_VEC4 GL_FOG = GL_FOG GL_FOG_BIT = GL_FOG_BIT GL_FOG_COLOR = GL_FOG_COLOR GL_FOG_COORD = GL_FOG_COORD GL_FOG_COORDINATE = GL_FOG_COORDINATE GL_FOG_COORDINATE_ARRAY = GL_FOG_COORDINATE_ARRAY GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING = GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_POINTER = GL_FOG_COORDINATE_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_STRIDE = GL_FOG_COORDINATE_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_TYPE = GL_FOG_COORDINATE_ARRAY_TYPE GL_FOG_COORDINATE_SOURCE = GL_FOG_COORDINATE_SOURCE GL_FOG_COORD_ARRAY = GL_FOG_COORD_ARRAY GL_FOG_COORD_ARRAY_BUFFER_BINDING = GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORD_ARRAY_POINTER = GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORD_ARRAY_STRIDE = GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORD_ARRAY_TYPE = GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORD_SRC = GL_FOG_COORD_SRC GL_FOG_DENSITY = GL_FOG_DENSITY GL_FOG_END = GL_FOG_END GL_FOG_HINT = GL_FOG_HINT GL_FOG_INDEX = GL_FOG_INDEX GL_FOG_MODE = GL_FOG_MODE GL_FOG_START = GL_FOG_START GL_FRACTIONAL_EVEN = GL_FRACTIONAL_EVEN GL_FRACTIONAL_ODD = GL_FRACTIONAL_ODD GL_FRAGMENT_DEPTH = GL_FRAGMENT_DEPTH GL_FRAGMENT_INTERPOLATION_OFFSET_BITS = GL_FRAGMENT_INTERPOLATION_OFFSET_BITS GL_FRAGMENT_SHADER = GL_FRAGMENT_SHADER GL_FRAGMENT_SHADER_BIT = GL_FRAGMENT_SHADER_BIT GL_FRAGMENT_SHADER_DERIVATIVE_HINT = GL_FRAGMENT_SHADER_DERIVATIVE_HINT GL_FRAGMENT_SUBROUTINE = GL_FRAGMENT_SUBROUTINE GL_FRAGMENT_SUBROUTINE_UNIFORM = GL_FRAGMENT_SUBROUTINE_UNIFORM GL_FRAGMENT_TEXTURE = GL_FRAGMENT_TEXTURE GL_FRAMEBUFFER = GL_FRAMEBUFFER GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE GL_FRAMEBUFFER_ATTACHMENT_LAYERED = GL_FRAMEBUFFER_ATTACHMENT_LAYERED GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL GL_FRAMEBUFFER_BARRIER_BIT = GL_FRAMEBUFFER_BARRIER_BIT GL_FRAMEBUFFER_BINDING = GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BLEND = GL_FRAMEBUFFER_BLEND GL_FRAMEBUFFER_COMPLETE = GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_DEFAULT = GL_FRAMEBUFFER_DEFAULT GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS = GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS GL_FRAMEBUFFER_DEFAULT_HEIGHT = GL_FRAMEBUFFER_DEFAULT_HEIGHT GL_FRAMEBUFFER_DEFAULT_LAYERS = GL_FRAMEBUFFER_DEFAULT_LAYERS GL_FRAMEBUFFER_DEFAULT_SAMPLES = GL_FRAMEBUFFER_DEFAULT_SAMPLES GL_FRAMEBUFFER_DEFAULT_WIDTH = GL_FRAMEBUFFER_DEFAULT_WIDTH GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS = GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER GL_FRAMEBUFFER_INCOMPLETE_FORMATS = GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER GL_FRAMEBUFFER_RENDERABLE = GL_FRAMEBUFFER_RENDERABLE GL_FRAMEBUFFER_RENDERABLE_LAYERED = GL_FRAMEBUFFER_RENDERABLE_LAYERED GL_FRAMEBUFFER_UNDEFINED = GL_FRAMEBUFFER_UNDEFINED GL_FRAMEBUFFER_UNSUPPORTED = GL_FRAMEBUFFER_UNSUPPORTED GL_FRONT = GL_FRONT GL_FRONT_AND_BACK = GL_FRONT_AND_BACK GL_FRONT_FACE = GL_FRONT_FACE GL_FRONT_LEFT = GL_FRONT_LEFT GL_FRONT_RIGHT = GL_FRONT_RIGHT GL_FULL_SUPPORT = GL_FULL_SUPPORT GL_FUNC_ADD = GL_FUNC_ADD GL_FUNC_REVERSE_SUBTRACT = GL_FUNC_REVERSE_SUBTRACT GL_FUNC_SUBTRACT = GL_FUNC_SUBTRACT GL_GENERATE_MIPMAP = GL_GENERATE_MIPMAP GL_GENERATE_MIPMAP_HINT = GL_GENERATE_MIPMAP_HINT GL_GEOMETRY_INPUT_TYPE = GL_GEOMETRY_INPUT_TYPE GL_GEOMETRY_OUTPUT_TYPE = GL_GEOMETRY_OUTPUT_TYPE GL_GEOMETRY_SHADER = GL_GEOMETRY_SHADER GL_GEOMETRY_SHADER_BIT = GL_GEOMETRY_SHADER_BIT GL_GEOMETRY_SHADER_INVOCATIONS = GL_GEOMETRY_SHADER_INVOCATIONS GL_GEOMETRY_SUBROUTINE = GL_GEOMETRY_SUBROUTINE GL_GEOMETRY_SUBROUTINE_UNIFORM = GL_GEOMETRY_SUBROUTINE_UNIFORM GL_GEOMETRY_TEXTURE = GL_GEOMETRY_TEXTURE GL_GEOMETRY_VERTICES_OUT = GL_GEOMETRY_VERTICES_OUT GL_GEQUAL = GL_GEQUAL GL_GET_CP_SIZES = {GL_CONVOLUTION_BORDER_MODE: 1, GL_CONVOLUTION_FILTER_SCALE: 4, GL_CONVOLUTION_FILTER_BIAS: 4, GL_CONVOLUTION_FORMAT: 1, GL_CONVOLUTION_WIDTH: 1, GL_CONVOLUTION_HEIGHT: 1, GL_MAX_CONVOLUTION_WIDTH: 1, GL_MAX_CONVOLUTION_HEIGHT: 1, GL_CONVOLUTION_BORDER_COLOR: 4} GL_GET_CTP_SIZES = {GL_COLOR_TABLE_FORMAT: 1, GL_COLOR_TABLE_WIDTH: 1, GL_COLOR_TABLE_RED_SIZE: 1, GL_COLOR_TABLE_GREEN_SIZE: 1, GL_COLOR_TABLE_BLUE_SIZE: 1, GL_COLOR_TABLE_ALPHA_SIZE: 1, GL_COLOR_TABLE_LUMINANCE_SIZE: 1, GL_COLOR_TABLE_INTENSITY_SIZE: 1} GL_GET_TEXTURE_IMAGE_FORMAT = GL_GET_TEXTURE_IMAGE_FORMAT GL_GET_TEXTURE_IMAGE_TYPE = GL_GET_TEXTURE_IMAGE_TYPE GL_GREATER = GL_GREATER GL_GREEN = GL_GREEN GL_GREEN_BIAS = GL_GREEN_BIAS GL_GREEN_BITS = GL_GREEN_BITS GL_GREEN_INTEGER = GL_GREEN_INTEGER GL_GREEN_SCALE = GL_GREEN_SCALE GL_HALF_NV = GL_HALF_NV GL_HIGH_FLOAT = GL_HIGH_FLOAT GL_HIGH_INT = GL_HIGH_INT GL_HINT_BIT = GL_HINT_BIT GL_HISTOGRAM = GL_HISTOGRAM GL_HISTOGRAM_ALPHA_SIZE = GL_HISTOGRAM_ALPHA_SIZE GL_HISTOGRAM_BLUE_SIZE = GL_HISTOGRAM_BLUE_SIZE GL_HISTOGRAM_FORMAT = GL_HISTOGRAM_FORMAT GL_HISTOGRAM_GREEN_SIZE = GL_HISTOGRAM_GREEN_SIZE GL_HISTOGRAM_LUMINANCE_SIZE = GL_HISTOGRAM_LUMINANCE_SIZE GL_HISTOGRAM_RED_SIZE = GL_HISTOGRAM_RED_SIZE GL_HISTOGRAM_SINK = GL_HISTOGRAM_SINK GL_HISTOGRAM_WIDTH = GL_HISTOGRAM_WIDTH GL_IMAGE_1D = GL_IMAGE_1D GL_IMAGE_1D_ARRAY = GL_IMAGE_1D_ARRAY GL_IMAGE_2D = GL_IMAGE_2D GL_IMAGE_2D_ARRAY = GL_IMAGE_2D_ARRAY GL_IMAGE_2D_MULTISAMPLE = GL_IMAGE_2D_MULTISAMPLE GL_IMAGE_2D_MULTISAMPLE_ARRAY = GL_IMAGE_2D_MULTISAMPLE_ARRAY GL_IMAGE_2D_RECT = GL_IMAGE_2D_RECT GL_IMAGE_3D = GL_IMAGE_3D GL_IMAGE_BINDING_ACCESS = GL_IMAGE_BINDING_ACCESS GL_IMAGE_BINDING_FORMAT = GL_IMAGE_BINDING_FORMAT GL_IMAGE_BINDING_LAYER = GL_IMAGE_BINDING_LAYER GL_IMAGE_BINDING_LAYERED = GL_IMAGE_BINDING_LAYERED GL_IMAGE_BINDING_LEVEL = GL_IMAGE_BINDING_LEVEL GL_IMAGE_BINDING_NAME = GL_IMAGE_BINDING_NAME GL_IMAGE_BUFFER = GL_IMAGE_BUFFER GL_IMAGE_CLASS_10_10_10_2 = GL_IMAGE_CLASS_10_10_10_2 GL_IMAGE_CLASS_11_11_10 = GL_IMAGE_CLASS_11_11_10 GL_IMAGE_CLASS_1_X_16 = GL_IMAGE_CLASS_1_X_16 GL_IMAGE_CLASS_1_X_32 = GL_IMAGE_CLASS_1_X_32 GL_IMAGE_CLASS_1_X_8 = GL_IMAGE_CLASS_1_X_8 GL_IMAGE_CLASS_2_X_16 = GL_IMAGE_CLASS_2_X_16 GL_IMAGE_CLASS_2_X_32 = GL_IMAGE_CLASS_2_X_32 GL_IMAGE_CLASS_2_X_8 = GL_IMAGE_CLASS_2_X_8 GL_IMAGE_CLASS_4_X_16 = GL_IMAGE_CLASS_4_X_16 GL_IMAGE_CLASS_4_X_32 = GL_IMAGE_CLASS_4_X_32 GL_IMAGE_CLASS_4_X_8 = GL_IMAGE_CLASS_4_X_8 GL_IMAGE_COMPATIBILITY_CLASS = GL_IMAGE_COMPATIBILITY_CLASS GL_IMAGE_CUBE = GL_IMAGE_CUBE GL_IMAGE_CUBE_MAP_ARRAY = GL_IMAGE_CUBE_MAP_ARRAY GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS = GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE = GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE GL_IMAGE_FORMAT_COMPATIBILITY_TYPE = GL_IMAGE_FORMAT_COMPATIBILITY_TYPE GL_IMAGE_PIXEL_FORMAT = GL_IMAGE_PIXEL_FORMAT GL_IMAGE_PIXEL_TYPE = GL_IMAGE_PIXEL_TYPE GL_IMAGE_TEXEL_SIZE = GL_IMAGE_TEXEL_SIZE GL_IMPLEMENTATION_COLOR_READ_FORMAT = GL_IMPLEMENTATION_COLOR_READ_FORMAT GL_IMPLEMENTATION_COLOR_READ_TYPE = GL_IMPLEMENTATION_COLOR_READ_TYPE GL_INCR = GL_INCR GL_INCR_WRAP = GL_INCR_WRAP GL_INDEX = GL_INDEX GL_INDEX_ARRAY = GL_INDEX_ARRAY GL_INDEX_ARRAY_BUFFER_BINDING = GL_INDEX_ARRAY_BUFFER_BINDING GL_INDEX_ARRAY_POINTER = GL_INDEX_ARRAY_POINTER GL_INDEX_ARRAY_STRIDE = GL_INDEX_ARRAY_STRIDE GL_INDEX_ARRAY_TYPE = GL_INDEX_ARRAY_TYPE GL_INDEX_BITS = GL_INDEX_BITS GL_INDEX_CLEAR_VALUE = GL_INDEX_CLEAR_VALUE GL_INDEX_LOGIC_OP = GL_INDEX_LOGIC_OP GL_INDEX_MODE = GL_INDEX_MODE GL_INDEX_OFFSET = GL_INDEX_OFFSET GL_INDEX_SHIFT = GL_INDEX_SHIFT GL_INDEX_WRITEMASK = GL_INDEX_WRITEMASK GL_INFO_LOG_LENGTH = GL_INFO_LOG_LENGTH GL_INT = GL_INT GL_INTENSITY = GL_INTENSITY GL_INTENSITY12 = GL_INTENSITY12 GL_INTENSITY16 = GL_INTENSITY16 GL_INTENSITY4 = GL_INTENSITY4 GL_INTENSITY8 = GL_INTENSITY8 GL_INTERLEAVED_ARRAY_POINTER = GL_INTERLEAVED_ARRAY_POINTER GL_INTERLEAVED_ATTRIBS = GL_INTERLEAVED_ATTRIBS GL_INTERNALFORMAT_ALPHA_SIZE = GL_INTERNALFORMAT_ALPHA_SIZE GL_INTERNALFORMAT_ALPHA_TYPE = GL_INTERNALFORMAT_ALPHA_TYPE GL_INTERNALFORMAT_BLUE_SIZE = GL_INTERNALFORMAT_BLUE_SIZE GL_INTERNALFORMAT_BLUE_TYPE = GL_INTERNALFORMAT_BLUE_TYPE GL_INTERNALFORMAT_DEPTH_SIZE = GL_INTERNALFORMAT_DEPTH_SIZE GL_INTERNALFORMAT_DEPTH_TYPE = GL_INTERNALFORMAT_DEPTH_TYPE GL_INTERNALFORMAT_GREEN_SIZE = GL_INTERNALFORMAT_GREEN_SIZE GL_INTERNALFORMAT_GREEN_TYPE = GL_INTERNALFORMAT_GREEN_TYPE GL_INTERNALFORMAT_PREFERRED = GL_INTERNALFORMAT_PREFERRED GL_INTERNALFORMAT_RED_SIZE = GL_INTERNALFORMAT_RED_SIZE GL_INTERNALFORMAT_RED_TYPE = GL_INTERNALFORMAT_RED_TYPE GL_INTERNALFORMAT_SHARED_SIZE = GL_INTERNALFORMAT_SHARED_SIZE GL_INTERNALFORMAT_STENCIL_SIZE = GL_INTERNALFORMAT_STENCIL_SIZE GL_INTERNALFORMAT_STENCIL_TYPE = GL_INTERNALFORMAT_STENCIL_TYPE GL_INTERNALFORMAT_SUPPORTED = GL_INTERNALFORMAT_SUPPORTED GL_INTERPOLATE = GL_INTERPOLATE GL_INT_2_10_10_10_REV = GL_INT_2_10_10_10_REV GL_INT_IMAGE_1D = GL_INT_IMAGE_1D GL_INT_IMAGE_1D_ARRAY = GL_INT_IMAGE_1D_ARRAY GL_INT_IMAGE_2D = GL_INT_IMAGE_2D GL_INT_IMAGE_2D_ARRAY = GL_INT_IMAGE_2D_ARRAY GL_INT_IMAGE_2D_MULTISAMPLE = GL_INT_IMAGE_2D_MULTISAMPLE GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY = GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY GL_INT_IMAGE_2D_RECT = GL_INT_IMAGE_2D_RECT GL_INT_IMAGE_3D = GL_INT_IMAGE_3D GL_INT_IMAGE_BUFFER = GL_INT_IMAGE_BUFFER GL_INT_IMAGE_CUBE = GL_INT_IMAGE_CUBE GL_INT_IMAGE_CUBE_MAP_ARRAY = GL_INT_IMAGE_CUBE_MAP_ARRAY GL_INT_SAMPLER_1D = GL_INT_SAMPLER_1D GL_INT_SAMPLER_1D_ARRAY = GL_INT_SAMPLER_1D_ARRAY GL_INT_SAMPLER_2D = GL_INT_SAMPLER_2D GL_INT_SAMPLER_2D_ARRAY = GL_INT_SAMPLER_2D_ARRAY GL_INT_SAMPLER_2D_MULTISAMPLE = GL_INT_SAMPLER_2D_MULTISAMPLE GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY GL_INT_SAMPLER_2D_RECT = GL_INT_SAMPLER_2D_RECT GL_INT_SAMPLER_3D = GL_INT_SAMPLER_3D GL_INT_SAMPLER_BUFFER = GL_INT_SAMPLER_BUFFER GL_INT_SAMPLER_CUBE = GL_INT_SAMPLER_CUBE GL_INT_SAMPLER_CUBE_MAP_ARRAY = GL_INT_SAMPLER_CUBE_MAP_ARRAY GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB = GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB GL_INT_VEC2 = GL_INT_VEC2 GL_INT_VEC3 = GL_INT_VEC3 GL_INT_VEC4 = GL_INT_VEC4 GL_INVALID_ENUM = GL_INVALID_ENUM GL_INVALID_FRAMEBUFFER_OPERATION = GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_INDEX = GL_INVALID_INDEX GL_INVALID_OPERATION = GL_INVALID_OPERATION GL_INVALID_VALUE = GL_INVALID_VALUE GL_INVERT = GL_INVERT GL_ISOLINES = GL_ISOLINES GL_IS_PER_PATCH = GL_IS_PER_PATCH GL_IS_ROW_MAJOR = GL_IS_ROW_MAJOR GL_KEEP = GL_KEEP GL_LAST_VERTEX_CONVENTION = GL_LAST_VERTEX_CONVENTION GL_LAYER_PROVOKING_VERTEX = GL_LAYER_PROVOKING_VERTEX GL_LEFT = GL_LEFT GL_LEQUAL = GL_LEQUAL GL_LESS = GL_LESS GL_LIGHT0 = GL_LIGHT0 GL_LIGHT1 = GL_LIGHT1 GL_LIGHT2 = GL_LIGHT2 GL_LIGHT3 = GL_LIGHT3 GL_LIGHT4 = GL_LIGHT4 GL_LIGHT5 = GL_LIGHT5 GL_LIGHT6 = GL_LIGHT6 GL_LIGHT7 = GL_LIGHT7 GL_LIGHTING = GL_LIGHTING GL_LIGHTING_BIT = GL_LIGHTING_BIT GL_LIGHT_MODEL_AMBIENT = GL_LIGHT_MODEL_AMBIENT GL_LIGHT_MODEL_COLOR_CONTROL = GL_LIGHT_MODEL_COLOR_CONTROL GL_LIGHT_MODEL_LOCAL_VIEWER = GL_LIGHT_MODEL_LOCAL_VIEWER GL_LIGHT_MODEL_TWO_SIDE = GL_LIGHT_MODEL_TWO_SIDE GL_LINE = GL_LINE GL_LINEAR = GL_LINEAR GL_LINEAR_ATTENUATION = GL_LINEAR_ATTENUATION GL_LINEAR_MIPMAP_LINEAR = GL_LINEAR_MIPMAP_LINEAR GL_LINEAR_MIPMAP_NEAREST = GL_LINEAR_MIPMAP_NEAREST GL_LINES = GL_LINES GL_LINES_ADJACENCY = GL_LINES_ADJACENCY GL_LINE_BIT = GL_LINE_BIT GL_LINE_LOOP = GL_LINE_LOOP GL_LINE_RESET_TOKEN = GL_LINE_RESET_TOKEN GL_LINE_SMOOTH = GL_LINE_SMOOTH GL_LINE_SMOOTH_HINT = GL_LINE_SMOOTH_HINT GL_LINE_STIPPLE = GL_LINE_STIPPLE GL_LINE_STIPPLE_PATTERN = GL_LINE_STIPPLE_PATTERN GL_LINE_STIPPLE_REPEAT = GL_LINE_STIPPLE_REPEAT GL_LINE_STRIP = GL_LINE_STRIP GL_LINE_STRIP_ADJACENCY = GL_LINE_STRIP_ADJACENCY GL_LINE_TOKEN = GL_LINE_TOKEN GL_LINE_WIDTH = GL_LINE_WIDTH GL_LINE_WIDTH_GRANULARITY = GL_SMOOTH_LINE_WIDTH_GRANULARITY GL_LINE_WIDTH_RANGE = GL_SMOOTH_LINE_WIDTH_RANGE GL_LINK_STATUS = GL_LINK_STATUS GL_LIST_BASE = GL_LIST_BASE GL_LIST_BIT = GL_LIST_BIT GL_LIST_INDEX = GL_LIST_INDEX GL_LIST_MODE = GL_LIST_MODE GL_LOAD = GL_LOAD GL_LOCATION = GL_LOCATION GL_LOCATION_INDEX = GL_LOCATION_INDEX GL_LOGIC_OP = GL_LOGIC_OP GL_LOGIC_OP_MODE = GL_LOGIC_OP_MODE GL_LOWER_LEFT = GL_LOWER_LEFT GL_LOW_FLOAT = GL_LOW_FLOAT GL_LOW_INT = GL_LOW_INT GL_LUMINANCE = GL_LUMINANCE GL_LUMINANCE12 = GL_LUMINANCE12 GL_LUMINANCE12_ALPHA12 = GL_LUMINANCE12_ALPHA12 GL_LUMINANCE12_ALPHA4 = GL_LUMINANCE12_ALPHA4 GL_LUMINANCE16 = GL_LUMINANCE16 GL_LUMINANCE16_ALPHA16 = GL_LUMINANCE16_ALPHA16 GL_LUMINANCE4 = GL_LUMINANCE4 GL_LUMINANCE4_ALPHA4 = GL_LUMINANCE4_ALPHA4 GL_LUMINANCE6_ALPHA2 = GL_LUMINANCE6_ALPHA2 GL_LUMINANCE8 = GL_LUMINANCE8 GL_LUMINANCE8_ALPHA8 = GL_LUMINANCE8_ALPHA8 GL_LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA GL_MAJOR_VERSION = GL_MAJOR_VERSION GL_MANUAL_GENERATE_MIPMAP = GL_MANUAL_GENERATE_MIPMAP GL_MAP1_COLOR_4 = GL_MAP1_COLOR_4 GL_MAP1_GRID_DOMAIN = GL_MAP1_GRID_DOMAIN GL_MAP1_GRID_SEGMENTS = GL_MAP1_GRID_SEGMENTS GL_MAP1_INDEX = GL_MAP1_INDEX GL_MAP1_NORMAL = GL_MAP1_NORMAL GL_MAP1_TEXTURE_COORD_1 = GL_MAP1_TEXTURE_COORD_1 GL_MAP1_TEXTURE_COORD_2 = GL_MAP1_TEXTURE_COORD_2 GL_MAP1_TEXTURE_COORD_3 = GL_MAP1_TEXTURE_COORD_3 GL_MAP1_TEXTURE_COORD_4 = GL_MAP1_TEXTURE_COORD_4 GL_MAP1_VERTEX_3 = GL_MAP1_VERTEX_3 GL_MAP1_VERTEX_4 = GL_MAP1_VERTEX_4 GL_MAP2_COLOR_4 = GL_MAP2_COLOR_4 GL_MAP2_GRID_DOMAIN = GL_MAP2_GRID_DOMAIN GL_MAP2_GRID_SEGMENTS = GL_MAP2_GRID_SEGMENTS GL_MAP2_INDEX = GL_MAP2_INDEX GL_MAP2_NORMAL = GL_MAP2_NORMAL GL_MAP2_TEXTURE_COORD_1 = GL_MAP2_TEXTURE_COORD_1 GL_MAP2_TEXTURE_COORD_2 = GL_MAP2_TEXTURE_COORD_2 GL_MAP2_TEXTURE_COORD_3 = GL_MAP2_TEXTURE_COORD_3 GL_MAP2_TEXTURE_COORD_4 = GL_MAP2_TEXTURE_COORD_4 GL_MAP2_VERTEX_3 = GL_MAP2_VERTEX_3 GL_MAP2_VERTEX_4 = GL_MAP2_VERTEX_4 GL_MAP_COLOR = GL_MAP_COLOR GL_MAP_FLUSH_EXPLICIT_BIT = GL_MAP_FLUSH_EXPLICIT_BIT GL_MAP_INVALIDATE_BUFFER_BIT = GL_MAP_INVALIDATE_BUFFER_BIT GL_MAP_INVALIDATE_RANGE_BIT = GL_MAP_INVALIDATE_RANGE_BIT GL_MAP_READ_BIT = GL_MAP_READ_BIT GL_MAP_STENCIL = GL_MAP_STENCIL GL_MAP_UNSYNCHRONIZED_BIT = GL_MAP_UNSYNCHRONIZED_BIT GL_MAP_WRITE_BIT = GL_MAP_WRITE_BIT GL_MATRIX_MODE = GL_MATRIX_MODE GL_MATRIX_STRIDE = GL_MATRIX_STRIDE GL_MAX = GL_MAX GL_MAX_3D_TEXTURE_SIZE = GL_MAX_3D_TEXTURE_SIZE GL_MAX_ARRAY_TEXTURE_LAYERS = GL_MAX_ARRAY_TEXTURE_LAYERS GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS = GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE = GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE GL_MAX_ATTRIB_STACK_DEPTH = GL_MAX_ATTRIB_STACK_DEPTH GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = GL_MAX_CLIENT_ATTRIB_STACK_DEPTH GL_MAX_CLIP_DISTANCES = GL_MAX_CLIP_DISTANCES GL_MAX_CLIP_PLANES = GL_MAX_CLIP_PLANES GL_MAX_COLOR_ATTACHMENTS = GL_MAX_COLOR_ATTACHMENTS GL_MAX_COLOR_MATRIX_STACK_DEPTH = GL_MAX_COLOR_MATRIX_STACK_DEPTH GL_MAX_COLOR_TEXTURE_SAMPLES = GL_MAX_COLOR_TEXTURE_SAMPLES GL_MAX_COMBINED_ATOMIC_COUNTERS = GL_MAX_COMBINED_ATOMIC_COUNTERS GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS = GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS = GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS GL_MAX_COMBINED_DIMENSIONS = GL_MAX_COMBINED_DIMENSIONS GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS GL_MAX_COMBINED_IMAGE_UNIFORMS = GL_MAX_COMBINED_IMAGE_UNIFORMS GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS = GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS = GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS = GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS = GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS GL_MAX_COMBINED_UNIFORM_BLOCKS = GL_MAX_COMBINED_UNIFORM_BLOCKS GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS GL_MAX_COMPUTE_ATOMIC_COUNTERS = GL_MAX_COMPUTE_ATOMIC_COUNTERS GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS = GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS GL_MAX_COMPUTE_IMAGE_UNIFORMS = GL_MAX_COMPUTE_IMAGE_UNIFORMS GL_MAX_COMPUTE_LOCAL_INVOCATIONS = GL_MAX_COMPUTE_LOCAL_INVOCATIONS GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS = GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS GL_MAX_COMPUTE_SHARED_MEMORY_SIZE = GL_MAX_COMPUTE_SHARED_MEMORY_SIZE GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS = GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS GL_MAX_COMPUTE_UNIFORM_BLOCKS = GL_MAX_COMPUTE_UNIFORM_BLOCKS GL_MAX_COMPUTE_UNIFORM_COMPONENTS = GL_MAX_COMPUTE_UNIFORM_COMPONENTS GL_MAX_COMPUTE_WORK_GROUP_COUNT = GL_MAX_COMPUTE_WORK_GROUP_COUNT GL_MAX_COMPUTE_WORK_GROUP_SIZE = GL_MAX_COMPUTE_WORK_GROUP_SIZE GL_MAX_CONVOLUTION_HEIGHT = GL_MAX_CONVOLUTION_HEIGHT GL_MAX_CONVOLUTION_WIDTH = GL_MAX_CONVOLUTION_WIDTH GL_MAX_CUBE_MAP_TEXTURE_SIZE = GL_MAX_CUBE_MAP_TEXTURE_SIZE GL_MAX_DEBUG_GROUP_STACK_DEPTH = GL_MAX_DEBUG_GROUP_STACK_DEPTH GL_MAX_DEBUG_LOGGED_MESSAGES = GL_MAX_DEBUG_LOGGED_MESSAGES GL_MAX_DEBUG_MESSAGE_LENGTH = GL_MAX_DEBUG_MESSAGE_LENGTH GL_MAX_DEPTH = GL_MAX_DEPTH GL_MAX_DEPTH_TEXTURE_SAMPLES = GL_MAX_DEPTH_TEXTURE_SAMPLES GL_MAX_DRAW_BUFFERS = GL_MAX_DRAW_BUFFERS GL_MAX_DUAL_SOURCE_DRAW_BUFFERS = GL_MAX_DUAL_SOURCE_DRAW_BUFFERS GL_MAX_ELEMENTS_INDICES = GL_MAX_ELEMENTS_INDICES GL_MAX_ELEMENTS_VERTICES = GL_MAX_ELEMENTS_VERTICES GL_MAX_ELEMENT_INDEX = GL_MAX_ELEMENT_INDEX GL_MAX_EVAL_ORDER = GL_MAX_EVAL_ORDER GL_MAX_FRAGMENT_ATOMIC_COUNTERS = GL_MAX_FRAGMENT_ATOMIC_COUNTERS GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS = GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS GL_MAX_FRAGMENT_IMAGE_UNIFORMS = GL_MAX_FRAGMENT_IMAGE_UNIFORMS GL_MAX_FRAGMENT_INPUT_COMPONENTS = GL_MAX_FRAGMENT_INPUT_COMPONENTS GL_MAX_FRAGMENT_INTERPOLATION_OFFSET = GL_MAX_FRAGMENT_INTERPOLATION_OFFSET GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS = GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS GL_MAX_FRAGMENT_UNIFORM_BLOCKS = GL_MAX_FRAGMENT_UNIFORM_BLOCKS GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = GL_MAX_FRAGMENT_UNIFORM_COMPONENTS GL_MAX_FRAGMENT_UNIFORM_VECTORS = GL_MAX_FRAGMENT_UNIFORM_VECTORS GL_MAX_FRAMEBUFFER_HEIGHT = GL_MAX_FRAMEBUFFER_HEIGHT GL_MAX_FRAMEBUFFER_LAYERS = GL_MAX_FRAMEBUFFER_LAYERS GL_MAX_FRAMEBUFFER_SAMPLES = GL_MAX_FRAMEBUFFER_SAMPLES GL_MAX_FRAMEBUFFER_WIDTH = GL_MAX_FRAMEBUFFER_WIDTH GL_MAX_GEOMETRY_ATOMIC_COUNTERS = GL_MAX_GEOMETRY_ATOMIC_COUNTERS GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS = GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS GL_MAX_GEOMETRY_IMAGE_UNIFORMS = GL_MAX_GEOMETRY_IMAGE_UNIFORMS GL_MAX_GEOMETRY_INPUT_COMPONENTS = GL_MAX_GEOMETRY_INPUT_COMPONENTS GL_MAX_GEOMETRY_OUTPUT_COMPONENTS = GL_MAX_GEOMETRY_OUTPUT_COMPONENTS GL_MAX_GEOMETRY_OUTPUT_VERTICES = GL_MAX_GEOMETRY_OUTPUT_VERTICES GL_MAX_GEOMETRY_SHADER_INVOCATIONS = GL_MAX_GEOMETRY_SHADER_INVOCATIONS GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS = GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS GL_MAX_GEOMETRY_UNIFORM_BLOCKS = GL_MAX_GEOMETRY_UNIFORM_BLOCKS GL_MAX_GEOMETRY_UNIFORM_COMPONENTS = GL_MAX_GEOMETRY_UNIFORM_COMPONENTS GL_MAX_HEIGHT = GL_MAX_HEIGHT GL_MAX_IMAGE_SAMPLES = GL_MAX_IMAGE_SAMPLES GL_MAX_IMAGE_UNITS = GL_MAX_IMAGE_UNITS GL_MAX_INTEGER_SAMPLES = GL_MAX_INTEGER_SAMPLES GL_MAX_LABEL_LENGTH = GL_MAX_LABEL_LENGTH GL_MAX_LAYERS = GL_MAX_LAYERS GL_MAX_LIGHTS = GL_MAX_LIGHTS GL_MAX_LIST_NESTING = GL_MAX_LIST_NESTING GL_MAX_MODELVIEW_STACK_DEPTH = GL_MAX_MODELVIEW_STACK_DEPTH GL_MAX_NAME_LENGTH = GL_MAX_NAME_LENGTH GL_MAX_NAME_STACK_DEPTH = GL_MAX_NAME_STACK_DEPTH GL_MAX_NUM_ACTIVE_VARIABLES = GL_MAX_NUM_ACTIVE_VARIABLES GL_MAX_NUM_COMPATIBLE_SUBROUTINES = GL_MAX_NUM_COMPATIBLE_SUBROUTINES GL_MAX_PATCH_VERTICES = GL_MAX_PATCH_VERTICES GL_MAX_PIXEL_MAP_TABLE = GL_MAX_PIXEL_MAP_TABLE GL_MAX_PROGRAM_TEXEL_OFFSET = GL_MAX_PROGRAM_TEXEL_OFFSET GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB = GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET = GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB = GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB GL_MAX_PROJECTION_STACK_DEPTH = GL_MAX_PROJECTION_STACK_DEPTH GL_MAX_RECTANGLE_TEXTURE_SIZE = GL_MAX_RECTANGLE_TEXTURE_SIZE GL_MAX_RENDERBUFFER_SIZE = GL_MAX_RENDERBUFFER_SIZE GL_MAX_SAMPLES = GL_MAX_SAMPLES GL_MAX_SAMPLE_MASK_WORDS = GL_MAX_SAMPLE_MASK_WORDS GL_MAX_SERVER_WAIT_TIMEOUT = GL_MAX_SERVER_WAIT_TIMEOUT GL_MAX_SHADER_STORAGE_BLOCK_SIZE = GL_MAX_SHADER_STORAGE_BLOCK_SIZE GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS = GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS GL_MAX_SUBROUTINES = GL_MAX_SUBROUTINES GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS = GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS = GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS = GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS = GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS GL_MAX_TESS_CONTROL_INPUT_COMPONENTS = GL_MAX_TESS_CONTROL_INPUT_COMPONENTS GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS = GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS = GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS = GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS = GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS = GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS = GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS = GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS = GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS = GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS = GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS = GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS = GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS = GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS = GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS = GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS GL_MAX_TESS_GEN_LEVEL = GL_MAX_TESS_GEN_LEVEL GL_MAX_TESS_PATCH_COMPONENTS = GL_MAX_TESS_PATCH_COMPONENTS GL_MAX_TEXTURE_BUFFER_SIZE = GL_MAX_TEXTURE_BUFFER_SIZE GL_MAX_TEXTURE_BUFFER_SIZE_ARB = GL_MAX_TEXTURE_BUFFER_SIZE_ARB GL_MAX_TEXTURE_COORDS = GL_MAX_TEXTURE_COORDS GL_MAX_TEXTURE_IMAGE_UNITS = GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_LOD_BIAS = GL_MAX_TEXTURE_LOD_BIAS GL_MAX_TEXTURE_SIZE = GL_MAX_TEXTURE_SIZE GL_MAX_TEXTURE_STACK_DEPTH = GL_MAX_TEXTURE_STACK_DEPTH GL_MAX_TEXTURE_UNITS = GL_MAX_TEXTURE_UNITS GL_MAX_TRANSFORM_FEEDBACK_BUFFERS = GL_MAX_TRANSFORM_FEEDBACK_BUFFERS GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS GL_MAX_UNIFORM_BLOCK_SIZE = GL_MAX_UNIFORM_BLOCK_SIZE GL_MAX_UNIFORM_BUFFER_BINDINGS = GL_MAX_UNIFORM_BUFFER_BINDINGS GL_MAX_UNIFORM_LOCATIONS = GL_MAX_UNIFORM_LOCATIONS GL_MAX_VARYING_COMPONENTS = GL_MAX_VARYING_COMPONENTS GL_MAX_VARYING_FLOATS = GL_MAX_VARYING_FLOATS GL_MAX_VARYING_VECTORS = GL_MAX_VARYING_VECTORS GL_MAX_VERTEX_ATOMIC_COUNTERS = GL_MAX_VERTEX_ATOMIC_COUNTERS GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS = GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS GL_MAX_VERTEX_ATTRIBS = GL_MAX_VERTEX_ATTRIBS GL_MAX_VERTEX_ATTRIB_BINDINGS = GL_MAX_VERTEX_ATTRIB_BINDINGS GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET = GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET GL_MAX_VERTEX_IMAGE_UNIFORMS = GL_MAX_VERTEX_IMAGE_UNIFORMS GL_MAX_VERTEX_OUTPUT_COMPONENTS = GL_MAX_VERTEX_OUTPUT_COMPONENTS GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS GL_MAX_VERTEX_STREAMS = GL_MAX_VERTEX_STREAMS GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS GL_MAX_VERTEX_UNIFORM_BLOCKS = GL_MAX_VERTEX_UNIFORM_BLOCKS GL_MAX_VERTEX_UNIFORM_COMPONENTS = GL_MAX_VERTEX_UNIFORM_COMPONENTS GL_MAX_VERTEX_UNIFORM_VECTORS = GL_MAX_VERTEX_UNIFORM_VECTORS GL_MAX_VIEWPORTS = GL_MAX_VIEWPORTS GL_MAX_VIEWPORT_DIMS = GL_MAX_VIEWPORT_DIMS GL_MAX_WIDTH = GL_MAX_WIDTH GL_MEDIUM_FLOAT = GL_MEDIUM_FLOAT GL_MEDIUM_INT = GL_MEDIUM_INT GL_MIN = GL_MIN GL_MINMAX = GL_MINMAX GL_MINMAX_FORMAT = GL_MINMAX_FORMAT GL_MINMAX_SINK = GL_MINMAX_SINK GL_MINOR_VERSION = GL_MINOR_VERSION GL_MIN_FRAGMENT_INTERPOLATION_OFFSET = GL_MIN_FRAGMENT_INTERPOLATION_OFFSET GL_MIN_MAP_BUFFER_ALIGNMENT = GL_MIN_MAP_BUFFER_ALIGNMENT GL_MIN_PROGRAM_TEXEL_OFFSET = GL_MIN_PROGRAM_TEXEL_OFFSET GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET = GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB = GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB GL_MIN_SAMPLE_SHADING_VALUE = GL_MIN_SAMPLE_SHADING_VALUE GL_MIPMAP = GL_MIPMAP GL_MIRRORED_REPEAT = GL_MIRRORED_REPEAT GL_MODELVIEW = GL_MODELVIEW GL_MODELVIEW0_EXT = GL_MODELVIEW GL_MODELVIEW0_MATRIX_EXT = GL_MODELVIEW_MATRIX GL_MODELVIEW0_STACK_DEPTH_EXT = GL_MODELVIEW_STACK_DEPTH GL_MODELVIEW_MATRIX = GL_MODELVIEW_MATRIX GL_MODELVIEW_STACK_DEPTH = GL_MODELVIEW_STACK_DEPTH GL_MODULATE = GL_MODULATE GL_MULT = GL_MULT GL_MULTISAMPLE = GL_MULTISAMPLE GL_MULTISAMPLE_BIT = GL_MULTISAMPLE_BIT GL_N3F_V3F = GL_N3F_V3F GL_NAME_LENGTH = GL_NAME_LENGTH GL_NAME_STACK_DEPTH = GL_NAME_STACK_DEPTH GL_NAND = GL_NAND GL_NEAREST = GL_NEAREST GL_NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR GL_NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST GL_NEVER = GL_NEVER GL_NICEST = GL_NICEST GL_NONE = GL_NONE GL_NOOP = GL_NOOP GL_NOR = GL_NOR GL_NORMALIZE = GL_NORMALIZE GL_NORMAL_ARRAY = GL_NORMAL_ARRAY GL_NORMAL_ARRAY_BUFFER_BINDING = GL_NORMAL_ARRAY_BUFFER_BINDING GL_NORMAL_ARRAY_POINTER = GL_NORMAL_ARRAY_POINTER GL_NORMAL_ARRAY_STRIDE = GL_NORMAL_ARRAY_STRIDE GL_NORMAL_ARRAY_TYPE = GL_NORMAL_ARRAY_TYPE GL_NORMAL_MAP = GL_NORMAL_MAP GL_NOTEQUAL = GL_NOTEQUAL GL_NO_ERROR = GL_NO_ERROR GL_NUM_ACTIVE_VARIABLES = GL_NUM_ACTIVE_VARIABLES GL_NUM_COMPATIBLE_SUBROUTINES = GL_NUM_COMPATIBLE_SUBROUTINES GL_NUM_COMPRESSED_TEXTURE_FORMATS = GL_NUM_COMPRESSED_TEXTURE_FORMATS GL_NUM_EXTENSIONS = GL_NUM_EXTENSIONS GL_NUM_PROGRAM_BINARY_FORMATS = GL_NUM_PROGRAM_BINARY_FORMATS GL_NUM_SAMPLE_COUNTS = GL_NUM_SAMPLE_COUNTS GL_NUM_SHADER_BINARY_FORMATS = GL_NUM_SHADER_BINARY_FORMATS GL_NUM_SHADING_LANGUAGE_VERSIONS = GL_NUM_SHADING_LANGUAGE_VERSIONS GL_OBJECT_ACTIVE_UNIFORMS = GL_OBJECT_ACTIVE_UNIFORMS_ARB GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH = GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB GL_OBJECT_COMPILE_STATUS = GL_OBJECT_COMPILE_STATUS_ARB GL_OBJECT_LINEAR = GL_OBJECT_LINEAR GL_OBJECT_LINK_STATUS = GL_OBJECT_LINK_STATUS_ARB GL_OBJECT_PLANE = GL_OBJECT_PLANE GL_OBJECT_TYPE = GL_OBJECT_TYPE GL_OFFSET = GL_OFFSET GL_ONE = GL_ONE GL_ONE_MINUS_CONSTANT_ALPHA = GL_ONE_MINUS_CONSTANT_ALPHA GL_ONE_MINUS_CONSTANT_COLOR = GL_ONE_MINUS_CONSTANT_COLOR GL_ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA GL_ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR GL_ONE_MINUS_SRC1_ALPHA = GL_ONE_MINUS_SRC1_ALPHA GL_ONE_MINUS_SRC1_COLOR = GL_ONE_MINUS_SRC1_COLOR GL_ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR GL_OPERAND0_ALPHA = GL_OPERAND0_ALPHA GL_OPERAND0_RGB = GL_OPERAND0_RGB GL_OPERAND1_ALPHA = GL_OPERAND1_ALPHA GL_OPERAND1_RGB = GL_OPERAND1_RGB GL_OPERAND2_ALPHA = GL_OPERAND2_ALPHA GL_OPERAND2_RGB = GL_OPERAND2_RGB GL_OR = GL_OR GL_ORDER = GL_ORDER GL_OR_INVERTED = GL_OR_INVERTED GL_OR_REVERSE = GL_OR_REVERSE GL_OUT_OF_MEMORY = GL_OUT_OF_MEMORY GL_PACK_ALIGNMENT = GL_PACK_ALIGNMENT GL_PACK_COMPRESSED_BLOCK_DEPTH = GL_PACK_COMPRESSED_BLOCK_DEPTH GL_PACK_COMPRESSED_BLOCK_HEIGHT = GL_PACK_COMPRESSED_BLOCK_HEIGHT GL_PACK_COMPRESSED_BLOCK_SIZE = GL_PACK_COMPRESSED_BLOCK_SIZE GL_PACK_COMPRESSED_BLOCK_WIDTH = GL_PACK_COMPRESSED_BLOCK_WIDTH GL_PACK_IMAGE_HEIGHT = GL_PACK_IMAGE_HEIGHT GL_PACK_LSB_FIRST = GL_PACK_LSB_FIRST GL_PACK_ROW_LENGTH = GL_PACK_ROW_LENGTH GL_PACK_SKIP_IMAGES = GL_PACK_SKIP_IMAGES GL_PACK_SKIP_PIXELS = GL_PACK_SKIP_PIXELS GL_PACK_SKIP_ROWS = GL_PACK_SKIP_ROWS GL_PACK_SWAP_BYTES = GL_PACK_SWAP_BYTES GL_PASS_THROUGH_TOKEN = GL_PASS_THROUGH_TOKEN GL_PATCHES = GL_PATCHES GL_PATCH_DEFAULT_INNER_LEVEL = GL_PATCH_DEFAULT_INNER_LEVEL GL_PATCH_DEFAULT_OUTER_LEVEL = GL_PATCH_DEFAULT_OUTER_LEVEL GL_PATCH_VERTICES = GL_PATCH_VERTICES GL_PERSPECTIVE_CORRECTION_HINT = GL_PERSPECTIVE_CORRECTION_HINT GL_PIXEL_BUFFER_BARRIER_BIT = GL_PIXEL_BUFFER_BARRIER_BIT GL_PIXEL_MAP_A_TO_A = GL_PIXEL_MAP_A_TO_A GL_PIXEL_MAP_A_TO_A_SIZE = GL_PIXEL_MAP_A_TO_A_SIZE GL_PIXEL_MAP_B_TO_B = GL_PIXEL_MAP_B_TO_B GL_PIXEL_MAP_B_TO_B_SIZE = GL_PIXEL_MAP_B_TO_B_SIZE GL_PIXEL_MAP_G_TO_G = GL_PIXEL_MAP_G_TO_G GL_PIXEL_MAP_G_TO_G_SIZE = GL_PIXEL_MAP_G_TO_G_SIZE GL_PIXEL_MAP_I_TO_A = GL_PIXEL_MAP_I_TO_A GL_PIXEL_MAP_I_TO_A_SIZE = GL_PIXEL_MAP_I_TO_A_SIZE GL_PIXEL_MAP_I_TO_B = GL_PIXEL_MAP_I_TO_B GL_PIXEL_MAP_I_TO_B_SIZE = GL_PIXEL_MAP_I_TO_B_SIZE GL_PIXEL_MAP_I_TO_G = GL_PIXEL_MAP_I_TO_G GL_PIXEL_MAP_I_TO_G_SIZE = GL_PIXEL_MAP_I_TO_G_SIZE GL_PIXEL_MAP_I_TO_I = GL_PIXEL_MAP_I_TO_I GL_PIXEL_MAP_I_TO_I_SIZE = GL_PIXEL_MAP_I_TO_I_SIZE GL_PIXEL_MAP_I_TO_R = GL_PIXEL_MAP_I_TO_R GL_PIXEL_MAP_I_TO_R_SIZE = GL_PIXEL_MAP_I_TO_R_SIZE GL_PIXEL_MAP_R_TO_R = GL_PIXEL_MAP_R_TO_R GL_PIXEL_MAP_R_TO_R_SIZE = GL_PIXEL_MAP_R_TO_R_SIZE GL_PIXEL_MAP_S_TO_S = GL_PIXEL_MAP_S_TO_S GL_PIXEL_MAP_S_TO_S_SIZE = GL_PIXEL_MAP_S_TO_S_SIZE GL_PIXEL_MODE_BIT = GL_PIXEL_MODE_BIT GL_PIXEL_PACK_BUFFER = GL_PIXEL_PACK_BUFFER GL_PIXEL_PACK_BUFFER_BINDING = GL_PIXEL_PACK_BUFFER_BINDING GL_PIXEL_UNPACK_BUFFER = GL_PIXEL_UNPACK_BUFFER GL_PIXEL_UNPACK_BUFFER_BINDING = GL_PIXEL_UNPACK_BUFFER_BINDING GL_POINT = GL_POINT GL_POINTS = GL_POINTS GL_POINT_BIT = GL_POINT_BIT GL_POINT_DISTANCE_ATTENUATION = GL_POINT_DISTANCE_ATTENUATION GL_POINT_FADE_THRESHOLD_SIZE = GL_POINT_FADE_THRESHOLD_SIZE GL_POINT_SIZE = GL_POINT_SIZE GL_POINT_SIZE_GRANULARITY = GL_SMOOTH_POINT_SIZE_GRANULARITY GL_POINT_SIZE_MAX = GL_POINT_SIZE_MAX GL_POINT_SIZE_MIN = GL_POINT_SIZE_MIN GL_POINT_SIZE_RANGE = GL_SMOOTH_POINT_SIZE_RANGE GL_POINT_SMOOTH = GL_POINT_SMOOTH GL_POINT_SMOOTH_HINT = GL_POINT_SMOOTH_HINT GL_POINT_SPRITE = GL_POINT_SPRITE GL_POINT_SPRITE_COORD_ORIGIN = GL_POINT_SPRITE_COORD_ORIGIN GL_POINT_TOKEN = GL_POINT_TOKEN GL_POLYGON = GL_POLYGON GL_POLYGON_BIT = GL_POLYGON_BIT GL_POLYGON_MODE = GL_POLYGON_MODE GL_POLYGON_OFFSET_FACTOR = GL_POLYGON_OFFSET_FACTOR GL_POLYGON_OFFSET_FILL = GL_POLYGON_OFFSET_FILL GL_POLYGON_OFFSET_LINE = GL_POLYGON_OFFSET_LINE GL_POLYGON_OFFSET_POINT = GL_POLYGON_OFFSET_POINT GL_POLYGON_OFFSET_UNITS = GL_POLYGON_OFFSET_UNITS GL_POLYGON_SMOOTH = GL_POLYGON_SMOOTH GL_POLYGON_SMOOTH_HINT = GL_POLYGON_SMOOTH_HINT GL_POLYGON_STIPPLE = GL_POLYGON_STIPPLE GL_POLYGON_STIPPLE_BIT = GL_POLYGON_STIPPLE_BIT GL_POLYGON_TOKEN = GL_POLYGON_TOKEN GL_POSITION = GL_POSITION GL_POST_COLOR_MATRIX_ALPHA_BIAS = GL_POST_COLOR_MATRIX_ALPHA_BIAS GL_POST_COLOR_MATRIX_ALPHA_SCALE = GL_POST_COLOR_MATRIX_ALPHA_SCALE GL_POST_COLOR_MATRIX_BLUE_BIAS = GL_POST_COLOR_MATRIX_BLUE_BIAS GL_POST_COLOR_MATRIX_BLUE_SCALE = GL_POST_COLOR_MATRIX_BLUE_SCALE GL_POST_COLOR_MATRIX_COLOR_TABLE = GL_POST_COLOR_MATRIX_COLOR_TABLE GL_POST_COLOR_MATRIX_GREEN_BIAS = GL_POST_COLOR_MATRIX_GREEN_BIAS GL_POST_COLOR_MATRIX_GREEN_SCALE = GL_POST_COLOR_MATRIX_GREEN_SCALE GL_POST_COLOR_MATRIX_RED_BIAS = GL_POST_COLOR_MATRIX_RED_BIAS GL_POST_COLOR_MATRIX_RED_SCALE = GL_POST_COLOR_MATRIX_RED_SCALE GL_POST_CONVOLUTION_ALPHA_BIAS = GL_POST_CONVOLUTION_ALPHA_BIAS GL_POST_CONVOLUTION_ALPHA_SCALE = GL_POST_CONVOLUTION_ALPHA_SCALE GL_POST_CONVOLUTION_BLUE_BIAS = GL_POST_CONVOLUTION_BLUE_BIAS GL_POST_CONVOLUTION_BLUE_SCALE = GL_POST_CONVOLUTION_BLUE_SCALE GL_POST_CONVOLUTION_COLOR_TABLE = GL_POST_CONVOLUTION_COLOR_TABLE GL_POST_CONVOLUTION_GREEN_BIAS = GL_POST_CONVOLUTION_GREEN_BIAS GL_POST_CONVOLUTION_GREEN_SCALE = GL_POST_CONVOLUTION_GREEN_SCALE GL_POST_CONVOLUTION_RED_BIAS = GL_POST_CONVOLUTION_RED_BIAS GL_POST_CONVOLUTION_RED_SCALE = GL_POST_CONVOLUTION_RED_SCALE GL_PREVIOUS = GL_PREVIOUS GL_PRIMARY_COLOR = GL_PRIMARY_COLOR GL_PRIMITIVES_GENERATED = GL_PRIMITIVES_GENERATED GL_PRIMITIVE_RESTART = GL_PRIMITIVE_RESTART GL_PRIMITIVE_RESTART_FIXED_INDEX = GL_PRIMITIVE_RESTART_FIXED_INDEX GL_PRIMITIVE_RESTART_INDEX = GL_PRIMITIVE_RESTART_INDEX GL_PROGRAM = GL_PROGRAM GL_PROGRAM_BINARY_FORMATS = GL_PROGRAM_BINARY_FORMATS GL_PROGRAM_BINARY_LENGTH = GL_PROGRAM_BINARY_LENGTH GL_PROGRAM_BINARY_RETRIEVABLE_HINT = GL_PROGRAM_BINARY_RETRIEVABLE_HINT GL_PROGRAM_INPUT = GL_PROGRAM_INPUT GL_PROGRAM_OUTPUT = GL_PROGRAM_OUTPUT GL_PROGRAM_PIPELINE = GL_PROGRAM_PIPELINE GL_PROGRAM_PIPELINE_BINDING = GL_PROGRAM_PIPELINE_BINDING GL_PROGRAM_POINT_SIZE = GL_PROGRAM_POINT_SIZE GL_PROGRAM_SEPARABLE = GL_PROGRAM_SEPARABLE GL_PROJECTION = GL_PROJECTION GL_PROJECTION_MATRIX = GL_PROJECTION_MATRIX GL_PROJECTION_STACK_DEPTH = GL_PROJECTION_STACK_DEPTH GL_PROVOKING_VERTEX = GL_PROVOKING_VERTEX GL_PROXY_COLOR_TABLE = GL_PROXY_COLOR_TABLE GL_PROXY_HISTOGRAM = GL_PROXY_HISTOGRAM GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = GL_PROXY_POST_CONVOLUTION_COLOR_TABLE GL_PROXY_TEXTURE_1D = GL_PROXY_TEXTURE_1D GL_PROXY_TEXTURE_1D_ARRAY = GL_PROXY_TEXTURE_1D_ARRAY GL_PROXY_TEXTURE_2D = GL_PROXY_TEXTURE_2D GL_PROXY_TEXTURE_2D_ARRAY = GL_PROXY_TEXTURE_2D_ARRAY GL_PROXY_TEXTURE_2D_MULTISAMPLE = GL_PROXY_TEXTURE_2D_MULTISAMPLE GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY GL_PROXY_TEXTURE_3D = GL_PROXY_TEXTURE_3D GL_PROXY_TEXTURE_CUBE_MAP = GL_PROXY_TEXTURE_CUBE_MAP GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = GL_PROXY_TEXTURE_CUBE_MAP_ARRAY GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB = GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB GL_PROXY_TEXTURE_RECTANGLE = GL_PROXY_TEXTURE_RECTANGLE GL_Q = GL_Q GL_QUADRATIC_ATTENUATION = GL_QUADRATIC_ATTENUATION GL_QUADS = GL_QUADS GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION GL_QUAD_STRIP = GL_QUAD_STRIP GL_QUERY = GL_QUERY GL_QUERY_BY_REGION_NO_WAIT = GL_QUERY_BY_REGION_NO_WAIT GL_QUERY_BY_REGION_WAIT = GL_QUERY_BY_REGION_WAIT GL_QUERY_COUNTER_BITS = GL_QUERY_COUNTER_BITS GL_QUERY_NO_WAIT = GL_QUERY_NO_WAIT GL_QUERY_RESULT = GL_QUERY_RESULT GL_QUERY_RESULT_AVAILABLE = GL_QUERY_RESULT_AVAILABLE GL_QUERY_WAIT = GL_QUERY_WAIT GL_R = GL_R GL_R11F_G11F_B10F = GL_R11F_G11F_B10F GL_R16_SNORM = GL_R16_SNORM GL_R3_G3_B2 = GL_R3_G3_B2 GL_R8_SNORM = GL_R8_SNORM GL_RASTERIZER_DISCARD = GL_RASTERIZER_DISCARD GL_READ_BUFFER = GL_READ_BUFFER GL_READ_FRAMEBUFFER = GL_READ_FRAMEBUFFER GL_READ_FRAMEBUFFER_BINDING = GL_READ_FRAMEBUFFER_BINDING GL_READ_ONLY = GL_READ_ONLY GL_READ_PIXELS = GL_READ_PIXELS GL_READ_PIXELS_FORMAT = GL_READ_PIXELS_FORMAT GL_READ_PIXELS_TYPE = GL_READ_PIXELS_TYPE GL_READ_WRITE = GL_READ_WRITE GL_RED = GL_RED GL_REDUCE = GL_REDUCE GL_RED_BIAS = GL_RED_BIAS GL_RED_BITS = GL_RED_BITS GL_RED_INTEGER = GL_RED_INTEGER GL_RED_SCALE = GL_RED_SCALE GL_RED_SNORM = GL_RED_SNORM GL_REFERENCED_BY_COMPUTE_SHADER = GL_REFERENCED_BY_COMPUTE_SHADER GL_REFERENCED_BY_FRAGMENT_SHADER = GL_REFERENCED_BY_FRAGMENT_SHADER GL_REFERENCED_BY_GEOMETRY_SHADER = GL_REFERENCED_BY_GEOMETRY_SHADER GL_REFERENCED_BY_TESS_CONTROL_SHADER = GL_REFERENCED_BY_TESS_CONTROL_SHADER GL_REFERENCED_BY_TESS_EVALUATION_SHADER = GL_REFERENCED_BY_TESS_EVALUATION_SHADER GL_REFERENCED_BY_VERTEX_SHADER = GL_REFERENCED_BY_VERTEX_SHADER GL_REFLECTION_MAP = GL_REFLECTION_MAP GL_RENDER = GL_RENDER GL_RENDERBUFFER = GL_RENDERBUFFER GL_RENDERBUFFER_ALPHA_SIZE = GL_RENDERBUFFER_ALPHA_SIZE GL_RENDERBUFFER_BINDING = GL_RENDERBUFFER_BINDING GL_RENDERBUFFER_BLUE_SIZE = GL_RENDERBUFFER_BLUE_SIZE GL_RENDERBUFFER_DEPTH_SIZE = GL_RENDERBUFFER_DEPTH_SIZE GL_RENDERBUFFER_GREEN_SIZE = GL_RENDERBUFFER_GREEN_SIZE GL_RENDERBUFFER_HEIGHT = GL_RENDERBUFFER_HEIGHT GL_RENDERBUFFER_INTERNAL_FORMAT = GL_RENDERBUFFER_INTERNAL_FORMAT GL_RENDERBUFFER_RED_SIZE = GL_RENDERBUFFER_RED_SIZE GL_RENDERBUFFER_SAMPLES = GL_RENDERBUFFER_SAMPLES GL_RENDERBUFFER_STENCIL_SIZE = GL_RENDERBUFFER_STENCIL_SIZE GL_RENDERBUFFER_WIDTH = GL_RENDERBUFFER_WIDTH GL_RENDERER = GL_RENDERER GL_RENDER_MODE = GL_RENDER_MODE GL_REPEAT = GL_REPEAT GL_REPLACE = GL_REPLACE GL_REPLICATE_BORDER = GL_REPLICATE_BORDER GL_RESCALE_NORMAL = GL_RESCALE_NORMAL GL_RETURN = GL_RETURN GL_RG16_SNORM = GL_RG16_SNORM GL_RG8_SNORM = GL_RG8_SNORM GL_RGB = GL_RGB GL_RGB10 = GL_RGB10 GL_RGB10_A2 = GL_RGB10_A2 GL_RGB10_A2UI = GL_RGB10_A2UI GL_RGB12 = GL_RGB12 GL_RGB16 = GL_RGB16 GL_RGB16F = GL_RGB16F GL_RGB16I = GL_RGB16I GL_RGB16UI = GL_RGB16UI GL_RGB16_SNORM = GL_RGB16_SNORM GL_RGB32F = GL_RGB32F GL_RGB32I = GL_RGB32I GL_RGB32UI = GL_RGB32UI GL_RGB4 = GL_RGB4 GL_RGB5 = GL_RGB5 GL_RGB565 = GL_RGB565 GL_RGB5_A1 = GL_RGB5_A1 GL_RGB8 = GL_RGB8 GL_RGB8I = GL_RGB8I GL_RGB8UI = GL_RGB8UI GL_RGB8_SNORM = GL_RGB8_SNORM GL_RGB9_E5 = GL_RGB9_E5 GL_RGBA = GL_RGBA GL_RGBA12 = GL_RGBA12 GL_RGBA16 = GL_RGBA16 GL_RGBA16F = GL_RGBA16F GL_RGBA16I = GL_RGBA16I GL_RGBA16UI = GL_RGBA16UI GL_RGBA16_SNORM = GL_RGBA16_SNORM GL_RGBA2 = GL_RGBA2 GL_RGBA32F = GL_RGBA32F GL_RGBA32I = GL_RGBA32I GL_RGBA32UI = GL_RGBA32UI GL_RGBA4 = GL_RGBA4 GL_RGBA8 = GL_RGBA8 GL_RGBA8I = GL_RGBA8I GL_RGBA8UI = GL_RGBA8UI GL_RGBA8_SNORM = GL_RGBA8_SNORM GL_RGBA_INTEGER = GL_RGBA_INTEGER GL_RGBA_MODE = GL_RGBA_MODE GL_RGBA_SNORM = GL_RGBA_SNORM GL_RGB_INTEGER = GL_RGB_INTEGER GL_RGB_SCALE = GL_RGB_SCALE GL_RGB_SNORM = GL_RGB_SNORM GL_RG_SNORM = GL_RG_SNORM GL_RIGHT = GL_RIGHT GL_S = GL_S GL_SAMPLER = GL_SAMPLER GL_SAMPLER_1D = GL_SAMPLER_1D GL_SAMPLER_1D_ARRAY = GL_SAMPLER_1D_ARRAY GL_SAMPLER_1D_ARRAY_SHADOW = GL_SAMPLER_1D_ARRAY_SHADOW GL_SAMPLER_1D_SHADOW = GL_SAMPLER_1D_SHADOW GL_SAMPLER_2D = GL_SAMPLER_2D GL_SAMPLER_2D_ARRAY = GL_SAMPLER_2D_ARRAY GL_SAMPLER_2D_ARRAY_SHADOW = GL_SAMPLER_2D_ARRAY_SHADOW GL_SAMPLER_2D_MULTISAMPLE = GL_SAMPLER_2D_MULTISAMPLE GL_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_SAMPLER_2D_MULTISAMPLE_ARRAY GL_SAMPLER_2D_RECT = GL_SAMPLER_2D_RECT GL_SAMPLER_2D_RECT_SHADOW = GL_SAMPLER_2D_RECT_SHADOW GL_SAMPLER_2D_SHADOW = GL_SAMPLER_2D_SHADOW GL_SAMPLER_3D = GL_SAMPLER_3D GL_SAMPLER_BINDING = GL_SAMPLER_BINDING GL_SAMPLER_BUFFER = GL_SAMPLER_BUFFER GL_SAMPLER_CUBE = GL_SAMPLER_CUBE GL_SAMPLER_CUBE_MAP_ARRAY = GL_SAMPLER_CUBE_MAP_ARRAY GL_SAMPLER_CUBE_MAP_ARRAY_ARB = GL_SAMPLER_CUBE_MAP_ARRAY_ARB GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB = GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB GL_SAMPLER_CUBE_SHADOW = GL_SAMPLER_CUBE_SHADOW GL_SAMPLES = GL_SAMPLES GL_SAMPLES_PASSED = GL_SAMPLES_PASSED GL_SAMPLE_ALPHA_TO_COVERAGE = GL_SAMPLE_ALPHA_TO_COVERAGE GL_SAMPLE_ALPHA_TO_ONE = GL_SAMPLE_ALPHA_TO_ONE GL_SAMPLE_BUFFERS = GL_SAMPLE_BUFFERS GL_SAMPLE_COVERAGE = GL_SAMPLE_COVERAGE GL_SAMPLE_COVERAGE_INVERT = GL_SAMPLE_COVERAGE_INVERT GL_SAMPLE_COVERAGE_VALUE = GL_SAMPLE_COVERAGE_VALUE GL_SAMPLE_MASK = GL_SAMPLE_MASK GL_SAMPLE_MASK_VALUE = GL_SAMPLE_MASK_VALUE GL_SAMPLE_POSITION = GL_SAMPLE_POSITION GL_SAMPLE_SHADING = GL_SAMPLE_SHADING GL_SCISSOR_BIT = GL_SCISSOR_BIT GL_SCISSOR_BOX = GL_SCISSOR_BOX GL_SCISSOR_TEST = GL_SCISSOR_TEST GL_SECONDARY_COLOR_ARRAY = GL_SECONDARY_COLOR_ARRAY GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING = GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING GL_SECONDARY_COLOR_ARRAY_POINTER = GL_SECONDARY_COLOR_ARRAY_POINTER GL_SECONDARY_COLOR_ARRAY_SIZE = GL_SECONDARY_COLOR_ARRAY_SIZE GL_SECONDARY_COLOR_ARRAY_STRIDE = GL_SECONDARY_COLOR_ARRAY_STRIDE GL_SECONDARY_COLOR_ARRAY_TYPE = GL_SECONDARY_COLOR_ARRAY_TYPE GL_SELECT = GL_SELECT GL_SELECTION_BUFFER_POINTER = GL_SELECTION_BUFFER_POINTER GL_SELECTION_BUFFER_SIZE = GL_SELECTION_BUFFER_SIZE GL_SEPARABLE_2D = GL_SEPARABLE_2D GL_SEPARATE_ATTRIBS = GL_SEPARATE_ATTRIBS GL_SEPARATE_SPECULAR_COLOR = GL_SEPARATE_SPECULAR_COLOR GL_SET = GL_SET GL_SHADER = GL_SHADER GL_SHADER_BINARY_FORMATS = GL_SHADER_BINARY_FORMATS GL_SHADER_COMPILER = GL_SHADER_COMPILER GL_SHADER_IMAGE_ACCESS_BARRIER_BIT = GL_SHADER_IMAGE_ACCESS_BARRIER_BIT GL_SHADER_IMAGE_ATOMIC = GL_SHADER_IMAGE_ATOMIC GL_SHADER_IMAGE_LOAD = GL_SHADER_IMAGE_LOAD GL_SHADER_IMAGE_STORE = GL_SHADER_IMAGE_STORE GL_SHADER_SOURCE_LENGTH = GL_SHADER_SOURCE_LENGTH GL_SHADER_STORAGE_BARRIER_BIT = GL_SHADER_STORAGE_BARRIER_BIT GL_SHADER_STORAGE_BLOCK = GL_SHADER_STORAGE_BLOCK GL_SHADER_STORAGE_BUFFER = GL_SHADER_STORAGE_BUFFER GL_SHADER_STORAGE_BUFFER_BINDING = GL_SHADER_STORAGE_BUFFER_BINDING GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT = GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT GL_SHADER_STORAGE_BUFFER_SIZE = GL_SHADER_STORAGE_BUFFER_SIZE GL_SHADER_STORAGE_BUFFER_START = GL_SHADER_STORAGE_BUFFER_START GL_SHADER_TYPE = GL_SHADER_TYPE GL_SHADE_MODEL = GL_SHADE_MODEL GL_SHADING_LANGUAGE_VERSION = GL_SHADING_LANGUAGE_VERSION GL_SHININESS = GL_SHININESS GL_SHORT = GL_SHORT GL_SIGNALED = GL_SIGNALED GL_SIGNED_NORMALIZED = GL_SIGNED_NORMALIZED GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST = GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE = GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST = GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE = GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE GL_SINGLE_COLOR = GL_SINGLE_COLOR GL_SLUMINANCE = GL_SLUMINANCE GL_SLUMINANCE8 = GL_SLUMINANCE8 GL_SLUMINANCE8_ALPHA8 = GL_SLUMINANCE8_ALPHA8 GL_SLUMINANCE_ALPHA = GL_SLUMINANCE_ALPHA GL_SMOOTH = GL_SMOOTH GL_SMOOTH_LINE_WIDTH_GRANULARITY = GL_SMOOTH_LINE_WIDTH_GRANULARITY GL_SMOOTH_LINE_WIDTH_RANGE = GL_SMOOTH_LINE_WIDTH_RANGE GL_SMOOTH_POINT_SIZE_GRANULARITY = GL_SMOOTH_POINT_SIZE_GRANULARITY GL_SMOOTH_POINT_SIZE_RANGE = GL_SMOOTH_POINT_SIZE_RANGE GL_SOURCE0_ALPHA = GL_SOURCE0_ALPHA GL_SOURCE0_RGB = GL_SOURCE0_RGB GL_SOURCE1_ALPHA = GL_SOURCE1_ALPHA GL_SOURCE1_RGB = GL_SOURCE1_RGB GL_SOURCE2_ALPHA = GL_SOURCE2_ALPHA GL_SOURCE2_RGB = GL_SOURCE2_RGB GL_SPECULAR = GL_SPECULAR GL_SPHERE_MAP = GL_SPHERE_MAP GL_SPOT_CUTOFF = GL_SPOT_CUTOFF GL_SPOT_DIRECTION = GL_SPOT_DIRECTION GL_SPOT_EXPONENT = GL_SPOT_EXPONENT GL_SRC0_ALPHA = GL_SRC0_ALPHA GL_SRC0_RGB = GL_SRC0_RGB GL_SRC1_ALPHA = GL_SRC1_ALPHA GL_SRC1_COLOR = GL_SRC1_COLOR GL_SRC1_RGB = GL_SRC1_RGB GL_SRC2_ALPHA = GL_SRC2_ALPHA GL_SRC2_RGB = GL_SRC2_RGB GL_SRC_ALPHA = GL_SRC_ALPHA GL_SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE GL_SRC_COLOR = GL_SRC_COLOR GL_SRGB = GL_SRGB GL_SRGB8 = GL_SRGB8 GL_SRGB8_ALPHA8 = GL_SRGB8_ALPHA8 GL_SRGB_ALPHA = GL_SRGB_ALPHA GL_SRGB_DECODE_ARB = GL_SRGB_DECODE_ARB GL_SRGB_READ = GL_SRGB_READ GL_SRGB_WRITE = GL_SRGB_WRITE GL_STACK_OVERFLOW = GL_STACK_OVERFLOW GL_STACK_UNDERFLOW = GL_STACK_UNDERFLOW GL_STATIC_COPY = GL_STATIC_COPY GL_STATIC_DRAW = GL_STATIC_DRAW GL_STATIC_READ = GL_STATIC_READ GL_STENCIL = GL_STENCIL GL_STENCIL_ATTACHMENT = GL_STENCIL_ATTACHMENT GL_STENCIL_BACK_FAIL = GL_STENCIL_BACK_FAIL GL_STENCIL_BACK_FUNC = GL_STENCIL_BACK_FUNC GL_STENCIL_BACK_PASS_DEPTH_FAIL = GL_STENCIL_BACK_PASS_DEPTH_FAIL GL_STENCIL_BACK_PASS_DEPTH_PASS = GL_STENCIL_BACK_PASS_DEPTH_PASS GL_STENCIL_BACK_REF = GL_STENCIL_BACK_REF GL_STENCIL_BACK_VALUE_MASK = GL_STENCIL_BACK_VALUE_MASK GL_STENCIL_BACK_WRITEMASK = GL_STENCIL_BACK_WRITEMASK GL_STENCIL_BITS = GL_STENCIL_BITS GL_STENCIL_BUFFER = GL_STENCIL_BUFFER GL_STENCIL_BUFFER_BIT = GL_STENCIL_BUFFER_BIT GL_STENCIL_CLEAR_VALUE = GL_STENCIL_CLEAR_VALUE GL_STENCIL_COMPONENTS = GL_STENCIL_COMPONENTS GL_STENCIL_FAIL = GL_STENCIL_FAIL GL_STENCIL_FUNC = GL_STENCIL_FUNC GL_STENCIL_INDEX = GL_STENCIL_INDEX GL_STENCIL_INDEX1 = GL_STENCIL_INDEX1 GL_STENCIL_INDEX16 = GL_STENCIL_INDEX16 GL_STENCIL_INDEX4 = GL_STENCIL_INDEX4 GL_STENCIL_INDEX8 = GL_STENCIL_INDEX8 GL_STENCIL_PASS_DEPTH_FAIL = GL_STENCIL_PASS_DEPTH_FAIL GL_STENCIL_PASS_DEPTH_PASS = GL_STENCIL_PASS_DEPTH_PASS GL_STENCIL_REF = GL_STENCIL_REF GL_STENCIL_RENDERABLE = GL_STENCIL_RENDERABLE GL_STENCIL_TEST = GL_STENCIL_TEST GL_STENCIL_VALUE_MASK = GL_STENCIL_VALUE_MASK GL_STENCIL_WRITEMASK = GL_STENCIL_WRITEMASK GL_STEREO = GL_STEREO GL_STREAM_COPY = GL_STREAM_COPY GL_STREAM_DRAW = GL_STREAM_DRAW GL_STREAM_READ = GL_STREAM_READ GL_SUBPIXEL_BITS = GL_SUBPIXEL_BITS GL_SUBTRACT = GL_SUBTRACT GL_SYNC_CONDITION = GL_SYNC_CONDITION GL_SYNC_FENCE = GL_SYNC_FENCE GL_SYNC_FLAGS = GL_SYNC_FLAGS GL_SYNC_FLUSH_COMMANDS_BIT = GL_SYNC_FLUSH_COMMANDS_BIT GL_SYNC_GPU_COMMANDS_COMPLETE = GL_SYNC_GPU_COMMANDS_COMPLETE GL_SYNC_STATUS = GL_SYNC_STATUS GL_T = GL_T GL_T2F_C3F_V3F = GL_T2F_C3F_V3F GL_T2F_C4F_N3F_V3F = GL_T2F_C4F_N3F_V3F GL_T2F_C4UB_V3F = GL_T2F_C4UB_V3F GL_T2F_N3F_V3F = GL_T2F_N3F_V3F GL_T2F_V3F = GL_T2F_V3F GL_T4F_C4F_N3F_V4F = GL_T4F_C4F_N3F_V4F GL_T4F_V4F = GL_T4F_V4F GL_TABLE_TOO_LARGE = GL_TABLE_TOO_LARGE GL_TESS_CONTROL_OUTPUT_VERTICES = GL_TESS_CONTROL_OUTPUT_VERTICES GL_TESS_CONTROL_SHADER = GL_TESS_CONTROL_SHADER GL_TESS_CONTROL_SHADER_BIT = GL_TESS_CONTROL_SHADER_BIT GL_TESS_CONTROL_SUBROUTINE = GL_TESS_CONTROL_SUBROUTINE GL_TESS_CONTROL_SUBROUTINE_UNIFORM = GL_TESS_CONTROL_SUBROUTINE_UNIFORM GL_TESS_CONTROL_TEXTURE = GL_TESS_CONTROL_TEXTURE GL_TESS_EVALUATION_SHADER = GL_TESS_EVALUATION_SHADER GL_TESS_EVALUATION_SHADER_BIT = GL_TESS_EVALUATION_SHADER_BIT GL_TESS_EVALUATION_SUBROUTINE = GL_TESS_EVALUATION_SUBROUTINE GL_TESS_EVALUATION_SUBROUTINE_UNIFORM = GL_TESS_EVALUATION_SUBROUTINE_UNIFORM GL_TESS_EVALUATION_TEXTURE = GL_TESS_EVALUATION_TEXTURE GL_TESS_GEN_MODE = GL_TESS_GEN_MODE GL_TESS_GEN_POINT_MODE = GL_TESS_GEN_POINT_MODE GL_TESS_GEN_SPACING = GL_TESS_GEN_SPACING GL_TESS_GEN_VERTEX_ORDER = GL_TESS_GEN_VERTEX_ORDER GL_TEXTURE = GL_TEXTURE GL_TEXTURE0 = GL_TEXTURE0 GL_TEXTURE1 = GL_TEXTURE1 GL_TEXTURE10 = GL_TEXTURE10 GL_TEXTURE11 = GL_TEXTURE11 GL_TEXTURE12 = GL_TEXTURE12 GL_TEXTURE13 = GL_TEXTURE13 GL_TEXTURE14 = GL_TEXTURE14 GL_TEXTURE15 = GL_TEXTURE15 GL_TEXTURE16 = GL_TEXTURE16 GL_TEXTURE17 = GL_TEXTURE17 GL_TEXTURE18 = GL_TEXTURE18 GL_TEXTURE19 = GL_TEXTURE19 GL_TEXTURE2 = GL_TEXTURE2 GL_TEXTURE20 = GL_TEXTURE20 GL_TEXTURE21 = GL_TEXTURE21 GL_TEXTURE22 = GL_TEXTURE22 GL_TEXTURE23 = GL_TEXTURE23 GL_TEXTURE24 = GL_TEXTURE24 GL_TEXTURE25 = GL_TEXTURE25 GL_TEXTURE26 = GL_TEXTURE26 GL_TEXTURE27 = GL_TEXTURE27 GL_TEXTURE28 = GL_TEXTURE28 GL_TEXTURE29 = GL_TEXTURE29 GL_TEXTURE3 = GL_TEXTURE3 GL_TEXTURE30 = GL_TEXTURE30 GL_TEXTURE31 = GL_TEXTURE31 GL_TEXTURE4 = GL_TEXTURE4 GL_TEXTURE5 = GL_TEXTURE5 GL_TEXTURE6 = GL_TEXTURE6 GL_TEXTURE7 = GL_TEXTURE7 GL_TEXTURE8 = GL_TEXTURE8 GL_TEXTURE9 = GL_TEXTURE9 GL_TEXTURE_1D = GL_TEXTURE_1D GL_TEXTURE_1D_ARRAY = GL_TEXTURE_1D_ARRAY GL_TEXTURE_2D = GL_TEXTURE_2D GL_TEXTURE_2D_ARRAY = GL_TEXTURE_2D_ARRAY GL_TEXTURE_2D_MULTISAMPLE = GL_TEXTURE_2D_MULTISAMPLE GL_TEXTURE_2D_MULTISAMPLE_ARRAY = GL_TEXTURE_2D_MULTISAMPLE_ARRAY GL_TEXTURE_3D = GL_TEXTURE_3D GL_TEXTURE_ALPHA_SIZE = GL_TEXTURE_ALPHA_SIZE GL_TEXTURE_ALPHA_TYPE = GL_TEXTURE_ALPHA_TYPE GL_TEXTURE_BASE_LEVEL = GL_TEXTURE_BASE_LEVEL GL_TEXTURE_BINDING_1D = GL_TEXTURE_BINDING_1D GL_TEXTURE_BINDING_1D_ARRAY = GL_TEXTURE_BINDING_1D_ARRAY GL_TEXTURE_BINDING_2D = GL_TEXTURE_BINDING_2D GL_TEXTURE_BINDING_2D_ARRAY = GL_TEXTURE_BINDING_2D_ARRAY GL_TEXTURE_BINDING_2D_MULTISAMPLE = GL_TEXTURE_BINDING_2D_MULTISAMPLE GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY GL_TEXTURE_BINDING_3D = GL_TEXTURE_BINDING_3D GL_TEXTURE_BINDING_BUFFER = GL_TEXTURE_BINDING_BUFFER GL_TEXTURE_BINDING_BUFFER_ARB = GL_TEXTURE_BINDING_BUFFER_ARB GL_TEXTURE_BINDING_CUBE_MAP = GL_TEXTURE_BINDING_CUBE_MAP GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = GL_TEXTURE_BINDING_CUBE_MAP_ARRAY GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB = GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB GL_TEXTURE_BINDING_RECTANGLE = GL_TEXTURE_BINDING_RECTANGLE GL_TEXTURE_BIT = GL_TEXTURE_BIT GL_TEXTURE_BLUE_SIZE = GL_TEXTURE_BLUE_SIZE GL_TEXTURE_BLUE_TYPE = GL_TEXTURE_BLUE_TYPE GL_TEXTURE_BORDER = GL_TEXTURE_BORDER GL_TEXTURE_BORDER_COLOR = GL_TEXTURE_BORDER_COLOR GL_TEXTURE_BUFFER = GL_TEXTURE_BUFFER GL_TEXTURE_BUFFER_ARB = GL_TEXTURE_BUFFER_ARB GL_TEXTURE_BUFFER_DATA_STORE_BINDING = GL_TEXTURE_BUFFER_DATA_STORE_BINDING GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB = GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB GL_TEXTURE_BUFFER_FORMAT_ARB = GL_TEXTURE_BUFFER_FORMAT_ARB GL_TEXTURE_BUFFER_OFFSET = GL_TEXTURE_BUFFER_OFFSET GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT = GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT GL_TEXTURE_BUFFER_SIZE = GL_TEXTURE_BUFFER_SIZE GL_TEXTURE_COMPARE_FUNC = GL_TEXTURE_COMPARE_FUNC GL_TEXTURE_COMPARE_MODE = GL_TEXTURE_COMPARE_MODE GL_TEXTURE_COMPONENTS = GL_TEXTURE_INTERNAL_FORMAT GL_TEXTURE_COMPRESSED = GL_TEXTURE_COMPRESSED GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT = GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT GL_TEXTURE_COMPRESSED_BLOCK_SIZE = GL_TEXTURE_COMPRESSED_BLOCK_SIZE GL_TEXTURE_COMPRESSED_BLOCK_WIDTH = GL_TEXTURE_COMPRESSED_BLOCK_WIDTH GL_TEXTURE_COMPRESSED_IMAGE_SIZE = GL_TEXTURE_COMPRESSED_IMAGE_SIZE GL_TEXTURE_COMPRESSION_HINT = GL_TEXTURE_COMPRESSION_HINT GL_TEXTURE_COORD_ARRAY = GL_TEXTURE_COORD_ARRAY GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING = GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING GL_TEXTURE_COORD_ARRAY_POINTER = GL_TEXTURE_COORD_ARRAY_POINTER GL_TEXTURE_COORD_ARRAY_SIZE = GL_TEXTURE_COORD_ARRAY_SIZE GL_TEXTURE_COORD_ARRAY_STRIDE = GL_TEXTURE_COORD_ARRAY_STRIDE GL_TEXTURE_COORD_ARRAY_TYPE = GL_TEXTURE_COORD_ARRAY_TYPE GL_TEXTURE_CUBE_MAP = GL_TEXTURE_CUBE_MAP GL_TEXTURE_CUBE_MAP_ARRAY = GL_TEXTURE_CUBE_MAP_ARRAY GL_TEXTURE_CUBE_MAP_ARRAY_ARB = GL_TEXTURE_CUBE_MAP_ARRAY_ARB GL_TEXTURE_CUBE_MAP_NEGATIVE_X = GL_TEXTURE_CUBE_MAP_NEGATIVE_X GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z GL_TEXTURE_CUBE_MAP_POSITIVE_X = GL_TEXTURE_CUBE_MAP_POSITIVE_X GL_TEXTURE_CUBE_MAP_POSITIVE_Y = GL_TEXTURE_CUBE_MAP_POSITIVE_Y GL_TEXTURE_CUBE_MAP_POSITIVE_Z = GL_TEXTURE_CUBE_MAP_POSITIVE_Z GL_TEXTURE_DEPTH = GL_TEXTURE_DEPTH GL_TEXTURE_DEPTH_SIZE = GL_TEXTURE_DEPTH_SIZE GL_TEXTURE_DEPTH_TYPE = GL_TEXTURE_DEPTH_TYPE GL_TEXTURE_ENV = GL_TEXTURE_ENV GL_TEXTURE_ENV_COLOR = GL_TEXTURE_ENV_COLOR GL_TEXTURE_ENV_MODE = GL_TEXTURE_ENV_MODE GL_TEXTURE_FETCH_BARRIER_BIT = GL_TEXTURE_FETCH_BARRIER_BIT GL_TEXTURE_FILTER_CONTROL = GL_TEXTURE_FILTER_CONTROL GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = GL_TEXTURE_FIXED_SAMPLE_LOCATIONS GL_TEXTURE_GATHER = GL_TEXTURE_GATHER GL_TEXTURE_GATHER_SHADOW = GL_TEXTURE_GATHER_SHADOW GL_TEXTURE_GEN_MODE = GL_TEXTURE_GEN_MODE GL_TEXTURE_GEN_Q = GL_TEXTURE_GEN_Q GL_TEXTURE_GEN_R = GL_TEXTURE_GEN_R GL_TEXTURE_GEN_S = GL_TEXTURE_GEN_S GL_TEXTURE_GEN_T = GL_TEXTURE_GEN_T GL_TEXTURE_GREEN_SIZE = GL_TEXTURE_GREEN_SIZE GL_TEXTURE_GREEN_TYPE = GL_TEXTURE_GREEN_TYPE GL_TEXTURE_HEIGHT = GL_TEXTURE_HEIGHT GL_TEXTURE_IMAGE_FORMAT = GL_TEXTURE_IMAGE_FORMAT GL_TEXTURE_IMAGE_TYPE = GL_TEXTURE_IMAGE_TYPE GL_TEXTURE_IMMUTABLE_FORMAT = GL_TEXTURE_IMMUTABLE_FORMAT GL_TEXTURE_IMMUTABLE_LEVELS = GL_TEXTURE_IMMUTABLE_LEVELS GL_TEXTURE_INTENSITY_SIZE = GL_TEXTURE_INTENSITY_SIZE GL_TEXTURE_INTENSITY_TYPE = GL_TEXTURE_INTENSITY_TYPE GL_TEXTURE_INTERNAL_FORMAT = GL_TEXTURE_INTERNAL_FORMAT GL_TEXTURE_LOD_BIAS = GL_TEXTURE_LOD_BIAS GL_TEXTURE_LUMINANCE_SIZE = GL_TEXTURE_LUMINANCE_SIZE GL_TEXTURE_LUMINANCE_TYPE = GL_TEXTURE_LUMINANCE_TYPE GL_TEXTURE_MAG_FILTER = GL_TEXTURE_MAG_FILTER GL_TEXTURE_MATRIX = GL_TEXTURE_MATRIX GL_TEXTURE_MAX_LEVEL = GL_TEXTURE_MAX_LEVEL GL_TEXTURE_MAX_LOD = GL_TEXTURE_MAX_LOD GL_TEXTURE_MIN_FILTER = GL_TEXTURE_MIN_FILTER GL_TEXTURE_MIN_LOD = GL_TEXTURE_MIN_LOD GL_TEXTURE_PRIORITY = GL_TEXTURE_PRIORITY GL_TEXTURE_RECTANGLE = GL_TEXTURE_RECTANGLE GL_TEXTURE_RED_SIZE = GL_TEXTURE_RED_SIZE GL_TEXTURE_RED_TYPE = GL_TEXTURE_RED_TYPE GL_TEXTURE_RESIDENT = GL_TEXTURE_RESIDENT GL_TEXTURE_SAMPLES = GL_TEXTURE_SAMPLES GL_TEXTURE_SHADOW = GL_TEXTURE_SHADOW GL_TEXTURE_SHARED_SIZE = GL_TEXTURE_SHARED_SIZE GL_TEXTURE_STACK_DEPTH = GL_TEXTURE_STACK_DEPTH GL_TEXTURE_STENCIL_SIZE = GL_TEXTURE_STENCIL_SIZE GL_TEXTURE_SWIZZLE_A = GL_TEXTURE_SWIZZLE_A GL_TEXTURE_SWIZZLE_B = GL_TEXTURE_SWIZZLE_B GL_TEXTURE_SWIZZLE_G = GL_TEXTURE_SWIZZLE_G GL_TEXTURE_SWIZZLE_R = GL_TEXTURE_SWIZZLE_R GL_TEXTURE_SWIZZLE_RGBA = GL_TEXTURE_SWIZZLE_RGBA GL_TEXTURE_UPDATE_BARRIER_BIT = GL_TEXTURE_UPDATE_BARRIER_BIT GL_TEXTURE_VIEW = GL_TEXTURE_VIEW GL_TEXTURE_VIEW_MIN_LAYER = GL_TEXTURE_VIEW_MIN_LAYER GL_TEXTURE_VIEW_MIN_LEVEL = GL_TEXTURE_VIEW_MIN_LEVEL GL_TEXTURE_VIEW_NUM_LAYERS = GL_TEXTURE_VIEW_NUM_LAYERS GL_TEXTURE_VIEW_NUM_LEVELS = GL_TEXTURE_VIEW_NUM_LEVELS GL_TEXTURE_WIDTH = GL_TEXTURE_WIDTH GL_TEXTURE_WRAP_R = GL_TEXTURE_WRAP_R GL_TEXTURE_WRAP_S = GL_TEXTURE_WRAP_S GL_TEXTURE_WRAP_T = GL_TEXTURE_WRAP_T GL_TIMEOUT_EXPIRED = GL_TIMEOUT_EXPIRED GL_TIMEOUT_IGNORED = GL_TIMEOUT_IGNORED GL_TIMESTAMP = GL_TIMESTAMP GL_TIME_ELAPSED = GL_TIME_ELAPSED GL_TOP_LEVEL_ARRAY_SIZE = GL_TOP_LEVEL_ARRAY_SIZE GL_TOP_LEVEL_ARRAY_STRIDE = GL_TOP_LEVEL_ARRAY_STRIDE GL_TRANSFORM_BIT = GL_TRANSFORM_BIT GL_TRANSFORM_FEEDBACK = GL_TRANSFORM_FEEDBACK GL_TRANSFORM_FEEDBACK_ACTIVE = GL_TRANSFORM_FEEDBACK_ACTIVE GL_TRANSFORM_FEEDBACK_BARRIER_BIT = GL_TRANSFORM_FEEDBACK_BARRIER_BIT GL_TRANSFORM_FEEDBACK_BINDING = GL_TRANSFORM_FEEDBACK_BINDING GL_TRANSFORM_FEEDBACK_BUFFER = GL_TRANSFORM_FEEDBACK_BUFFER GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = GL_TRANSFORM_FEEDBACK_BUFFER_BINDING GL_TRANSFORM_FEEDBACK_BUFFER_MODE = GL_TRANSFORM_FEEDBACK_BUFFER_MODE GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = GL_TRANSFORM_FEEDBACK_BUFFER_SIZE GL_TRANSFORM_FEEDBACK_BUFFER_START = GL_TRANSFORM_FEEDBACK_BUFFER_START GL_TRANSFORM_FEEDBACK_PAUSED = GL_TRANSFORM_FEEDBACK_PAUSED GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN GL_TRANSFORM_FEEDBACK_VARYING = GL_TRANSFORM_FEEDBACK_VARYING GL_TRANSFORM_FEEDBACK_VARYINGS = GL_TRANSFORM_FEEDBACK_VARYINGS GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH GL_TRANSPOSE_COLOR_MATRIX = GL_TRANSPOSE_COLOR_MATRIX GL_TRANSPOSE_MODELVIEW_MATRIX = GL_TRANSPOSE_MODELVIEW_MATRIX GL_TRANSPOSE_PROJECTION_MATRIX = GL_TRANSPOSE_PROJECTION_MATRIX GL_TRANSPOSE_TEXTURE_MATRIX = GL_TRANSPOSE_TEXTURE_MATRIX GL_TRIANGLES = GL_TRIANGLES GL_TRIANGLES_ADJACENCY = GL_TRIANGLES_ADJACENCY GL_TRIANGLE_FAN = GL_TRIANGLE_FAN GL_TRIANGLE_STRIP = GL_TRIANGLE_STRIP GL_TRIANGLE_STRIP_ADJACENCY = GL_TRIANGLE_STRIP_ADJACENCY GL_TRUE = GL_TRUE GL_TYPE = GL_TYPE GL_UNDEFINED_VERTEX = GL_UNDEFINED_VERTEX GL_UNIFORM = GL_UNIFORM GL_UNIFORM_ARRAY_STRIDE = GL_UNIFORM_ARRAY_STRIDE GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX = GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX GL_UNIFORM_BARRIER_BIT = GL_UNIFORM_BARRIER_BIT GL_UNIFORM_BLOCK = GL_UNIFORM_BLOCK GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES GL_UNIFORM_BLOCK_BINDING = GL_UNIFORM_BLOCK_BINDING GL_UNIFORM_BLOCK_DATA_SIZE = GL_UNIFORM_BLOCK_DATA_SIZE GL_UNIFORM_BLOCK_INDEX = GL_UNIFORM_BLOCK_INDEX GL_UNIFORM_BLOCK_NAME_LENGTH = GL_UNIFORM_BLOCK_NAME_LENGTH GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER = GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER = GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER = GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER GL_UNIFORM_BUFFER = GL_UNIFORM_BUFFER GL_UNIFORM_BUFFER_BINDING = GL_UNIFORM_BUFFER_BINDING GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT GL_UNIFORM_BUFFER_SIZE = GL_UNIFORM_BUFFER_SIZE GL_UNIFORM_BUFFER_START = GL_UNIFORM_BUFFER_START GL_UNIFORM_IS_ROW_MAJOR = GL_UNIFORM_IS_ROW_MAJOR GL_UNIFORM_MATRIX_STRIDE = GL_UNIFORM_MATRIX_STRIDE GL_UNIFORM_NAME_LENGTH = GL_UNIFORM_NAME_LENGTH GL_UNIFORM_OFFSET = GL_UNIFORM_OFFSET GL_UNIFORM_SIZE = GL_UNIFORM_SIZE GL_UNIFORM_TYPE = GL_UNIFORM_TYPE GL_UNPACK_ALIGNMENT = GL_UNPACK_ALIGNMENT GL_UNPACK_COMPRESSED_BLOCK_DEPTH = GL_UNPACK_COMPRESSED_BLOCK_DEPTH GL_UNPACK_COMPRESSED_BLOCK_HEIGHT = GL_UNPACK_COMPRESSED_BLOCK_HEIGHT GL_UNPACK_COMPRESSED_BLOCK_SIZE = GL_UNPACK_COMPRESSED_BLOCK_SIZE GL_UNPACK_COMPRESSED_BLOCK_WIDTH = GL_UNPACK_COMPRESSED_BLOCK_WIDTH GL_UNPACK_IMAGE_HEIGHT = GL_UNPACK_IMAGE_HEIGHT GL_UNPACK_LSB_FIRST = GL_UNPACK_LSB_FIRST GL_UNPACK_ROW_LENGTH = GL_UNPACK_ROW_LENGTH GL_UNPACK_SKIP_IMAGES = GL_UNPACK_SKIP_IMAGES GL_UNPACK_SKIP_PIXELS = GL_UNPACK_SKIP_PIXELS GL_UNPACK_SKIP_ROWS = GL_UNPACK_SKIP_ROWS GL_UNPACK_SWAP_BYTES = GL_UNPACK_SWAP_BYTES GL_UNSIGNALED = GL_UNSIGNALED GL_UNSIGNED_BYTE = GL_UNSIGNED_BYTE GL_UNSIGNED_BYTE_2_3_3_REV = GL_UNSIGNED_BYTE_2_3_3_REV GL_UNSIGNED_BYTE_3_3_2 = GL_UNSIGNED_BYTE_3_3_2 GL_UNSIGNED_INT = GL_UNSIGNED_INT GL_UNSIGNED_INT64 = GL_UNSIGNED_INT64_AMD GL_UNSIGNED_INT_10F_11F_11F_REV = GL_UNSIGNED_INT_10F_11F_11F_REV GL_UNSIGNED_INT_10_10_10_2 = GL_UNSIGNED_INT_10_10_10_2 GL_UNSIGNED_INT_24_8 = GL_UNSIGNED_INT_24_8 GL_UNSIGNED_INT_2_10_10_10_REV = GL_UNSIGNED_INT_2_10_10_10_REV GL_UNSIGNED_INT_5_9_9_9_REV = GL_UNSIGNED_INT_5_9_9_9_REV GL_UNSIGNED_INT_8_8_8_8 = GL_UNSIGNED_INT_8_8_8_8 GL_UNSIGNED_INT_8_8_8_8_REV = GL_UNSIGNED_INT_8_8_8_8_REV GL_UNSIGNED_INT_ATOMIC_COUNTER = GL_UNSIGNED_INT_ATOMIC_COUNTER GL_UNSIGNED_INT_IMAGE_1D = GL_UNSIGNED_INT_IMAGE_1D GL_UNSIGNED_INT_IMAGE_1D_ARRAY = GL_UNSIGNED_INT_IMAGE_1D_ARRAY GL_UNSIGNED_INT_IMAGE_2D = GL_UNSIGNED_INT_IMAGE_2D GL_UNSIGNED_INT_IMAGE_2D_ARRAY = GL_UNSIGNED_INT_IMAGE_2D_ARRAY GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY GL_UNSIGNED_INT_IMAGE_2D_RECT = GL_UNSIGNED_INT_IMAGE_2D_RECT GL_UNSIGNED_INT_IMAGE_3D = GL_UNSIGNED_INT_IMAGE_3D GL_UNSIGNED_INT_IMAGE_BUFFER = GL_UNSIGNED_INT_IMAGE_BUFFER GL_UNSIGNED_INT_IMAGE_CUBE = GL_UNSIGNED_INT_IMAGE_CUBE GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY = GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY GL_UNSIGNED_INT_SAMPLER_1D = GL_UNSIGNED_INT_SAMPLER_1D GL_UNSIGNED_INT_SAMPLER_1D_ARRAY = GL_UNSIGNED_INT_SAMPLER_1D_ARRAY GL_UNSIGNED_INT_SAMPLER_2D = GL_UNSIGNED_INT_SAMPLER_2D GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_ARRAY GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY GL_UNSIGNED_INT_SAMPLER_2D_RECT = GL_UNSIGNED_INT_SAMPLER_2D_RECT GL_UNSIGNED_INT_SAMPLER_3D = GL_UNSIGNED_INT_SAMPLER_3D GL_UNSIGNED_INT_SAMPLER_BUFFER = GL_UNSIGNED_INT_SAMPLER_BUFFER GL_UNSIGNED_INT_SAMPLER_CUBE = GL_UNSIGNED_INT_SAMPLER_CUBE GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB = GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB GL_UNSIGNED_INT_VEC2 = GL_UNSIGNED_INT_VEC2 GL_UNSIGNED_INT_VEC3 = GL_UNSIGNED_INT_VEC3 GL_UNSIGNED_INT_VEC4 = GL_UNSIGNED_INT_VEC4 GL_UNSIGNED_NORMALIZED = GL_UNSIGNED_NORMALIZED GL_UNSIGNED_SHORT = GL_UNSIGNED_SHORT GL_UNSIGNED_SHORT_1_5_5_5_REV = GL_UNSIGNED_SHORT_1_5_5_5_REV GL_UNSIGNED_SHORT_4_4_4_4 = GL_UNSIGNED_SHORT_4_4_4_4 GL_UNSIGNED_SHORT_4_4_4_4_REV = GL_UNSIGNED_SHORT_4_4_4_4_REV GL_UNSIGNED_SHORT_5_5_5_1 = GL_UNSIGNED_SHORT_5_5_5_1 GL_UNSIGNED_SHORT_5_6_5 = GL_UNSIGNED_SHORT_5_6_5 GL_UNSIGNED_SHORT_5_6_5_REV = GL_UNSIGNED_SHORT_5_6_5_REV GL_UPPER_LEFT = GL_UPPER_LEFT GL_V2F = GL_V2F GL_V3F = GL_V3F GL_VALIDATE_STATUS = GL_VALIDATE_STATUS GL_VENDOR = GL_VENDOR GL_VERSION = GL_VERSION GL_VERTEX_ARRAY = GL_VERTEX_ARRAY GL_VERTEX_ARRAY_BINDING = GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BUFFER_BINDING = GL_VERTEX_ARRAY_BUFFER_BINDING GL_VERTEX_ARRAY_POINTER = GL_VERTEX_ARRAY_POINTER GL_VERTEX_ARRAY_SIZE = GL_VERTEX_ARRAY_SIZE GL_VERTEX_ARRAY_STRIDE = GL_VERTEX_ARRAY_STRIDE GL_VERTEX_ARRAY_TYPE = GL_VERTEX_ARRAY_TYPE GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT = GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING GL_VERTEX_ATTRIB_ARRAY_DIVISOR = GL_VERTEX_ATTRIB_ARRAY_DIVISOR GL_VERTEX_ATTRIB_ARRAY_ENABLED = GL_VERTEX_ATTRIB_ARRAY_ENABLED GL_VERTEX_ATTRIB_ARRAY_INTEGER = GL_VERTEX_ATTRIB_ARRAY_INTEGER GL_VERTEX_ATTRIB_ARRAY_LONG = GL_VERTEX_ATTRIB_ARRAY_LONG GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = GL_VERTEX_ATTRIB_ARRAY_NORMALIZED GL_VERTEX_ATTRIB_ARRAY_POINTER = GL_VERTEX_ATTRIB_ARRAY_POINTER GL_VERTEX_ATTRIB_ARRAY_SIZE = GL_VERTEX_ATTRIB_ARRAY_SIZE GL_VERTEX_ATTRIB_ARRAY_STRIDE = GL_VERTEX_ATTRIB_ARRAY_STRIDE GL_VERTEX_ATTRIB_ARRAY_TYPE = GL_VERTEX_ATTRIB_ARRAY_TYPE GL_VERTEX_ATTRIB_BINDING = GL_VERTEX_ATTRIB_BINDING GL_VERTEX_ATTRIB_RELATIVE_OFFSET = GL_VERTEX_ATTRIB_RELATIVE_OFFSET GL_VERTEX_BINDING_DIVISOR = GL_VERTEX_BINDING_DIVISOR GL_VERTEX_BINDING_OFFSET = GL_VERTEX_BINDING_OFFSET GL_VERTEX_BINDING_STRIDE = GL_VERTEX_BINDING_STRIDE GL_VERTEX_PROGRAM_POINT_SIZE = GL_VERTEX_PROGRAM_POINT_SIZE GL_VERTEX_PROGRAM_TWO_SIDE = GL_VERTEX_PROGRAM_TWO_SIDE GL_VERTEX_SHADER = GL_VERTEX_SHADER GL_VERTEX_SHADER_BIT = GL_VERTEX_SHADER_BIT GL_VERTEX_SUBROUTINE = GL_VERTEX_SUBROUTINE GL_VERTEX_SUBROUTINE_UNIFORM = GL_VERTEX_SUBROUTINE_UNIFORM GL_VERTEX_TEXTURE = GL_VERTEX_TEXTURE GL_VIEWPORT = GL_VIEWPORT GL_VIEWPORT_BIT = GL_VIEWPORT_BIT GL_VIEWPORT_BOUNDS_RANGE = GL_VIEWPORT_BOUNDS_RANGE GL_VIEWPORT_INDEX_PROVOKING_VERTEX = GL_VIEWPORT_INDEX_PROVOKING_VERTEX GL_VIEWPORT_SUBPIXEL_BITS = GL_VIEWPORT_SUBPIXEL_BITS GL_VIEW_CLASS_128_BITS = GL_VIEW_CLASS_128_BITS GL_VIEW_CLASS_16_BITS = GL_VIEW_CLASS_16_BITS GL_VIEW_CLASS_24_BITS = GL_VIEW_CLASS_24_BITS GL_VIEW_CLASS_32_BITS = GL_VIEW_CLASS_32_BITS GL_VIEW_CLASS_48_BITS = GL_VIEW_CLASS_48_BITS GL_VIEW_CLASS_64_BITS = GL_VIEW_CLASS_64_BITS GL_VIEW_CLASS_8_BITS = GL_VIEW_CLASS_8_BITS GL_VIEW_CLASS_96_BITS = GL_VIEW_CLASS_96_BITS GL_VIEW_CLASS_BPTC_FLOAT = GL_VIEW_CLASS_BPTC_FLOAT GL_VIEW_CLASS_BPTC_UNORM = GL_VIEW_CLASS_BPTC_UNORM GL_VIEW_CLASS_RGTC1_RED = GL_VIEW_CLASS_RGTC1_RED GL_VIEW_CLASS_RGTC2_RG = GL_VIEW_CLASS_RGTC2_RG GL_VIEW_CLASS_S3TC_DXT1_RGB = GL_VIEW_CLASS_S3TC_DXT1_RGB GL_VIEW_CLASS_S3TC_DXT1_RGBA = GL_VIEW_CLASS_S3TC_DXT1_RGBA GL_VIEW_CLASS_S3TC_DXT3_RGBA = GL_VIEW_CLASS_S3TC_DXT3_RGBA GL_VIEW_CLASS_S3TC_DXT5_RGBA = GL_VIEW_CLASS_S3TC_DXT5_RGBA GL_VIEW_COMPATIBILITY_CLASS = GL_VIEW_COMPATIBILITY_CLASS GL_VOID_P = <object object> GL_WAIT_FAILED = GL_WAIT_FAILED GL_WEIGHT_ARRAY_BUFFER_BINDING = GL_WEIGHT_ARRAY_BUFFER_BINDING GL_WRITE_ONLY = GL_WRITE_ONLY GL_XOR = GL_XOR GL_ZERO = GL_ZERO GL_ZOOM_X = GL_ZOOM_X GL_ZOOM_Y = GL_ZOOM_Y GLenumArray = <OpenGL_accelerate.arraydatatype.ArrayDatatype object> GLintArray = <OpenGL_accelerate.arraydatatype.ArrayDatatype object> GLvoid = None __file__ = '/home/mcfletch/pylive/OpenGLContext/debug/state.py' __name__ = 'OpenGLContext.debug.state' __package__ = 'OpenGLContext.debug' ctypes_version = [1, 1, 0] glActiveShaderProgram = <OpenGL.platform.baseplatform.glActiveShaderProgram object> glActiveTexture = <OpenGL.platform.baseplatform.glActiveTexture object> glAreTexturesResident = OpenGL.lazywrapper.lazy( 'glAreTexturesResident' ) glAttachShader = <OpenGL.platform.baseplatform.glAttachShader object> glBegin = OpenGL.lazywrapper.lazy( 'glBegin' ) glBeginConditionalRender = <OpenGL.platform.baseplatform.glBeginConditionalRender object> glBeginQuery = <OpenGL.platform.baseplatform.glBeginQuery object> glBeginQueryIndexed = <OpenGL.platform.baseplatform.glBeginQueryIndexed object> glBeginTransformFeedback = <OpenGL.platform.baseplatform.glBeginTransformFeedback object> glBindAttribLocation = <OpenGL.platform.baseplatform.glBindAttribLocation object> glBindBuffer = <OpenGL.platform.baseplatform.glBindBuffer object> glBindBufferBase = <OpenGL.platform.baseplatform.glBindBufferBase object> glBindBufferRange = <OpenGL.platform.baseplatform.glBindBufferRange object> glBindFragDataLocation = <OpenGL.platform.baseplatform.glBindFragDataLocation object> glBindFragDataLocationIndexed = <OpenGL.platform.baseplatform.glBindFragDataLocationIndexed object> glBindFramebuffer = <OpenGL.platform.baseplatform.glBindFramebuffer object> glBindImageTexture = <OpenGL.platform.baseplatform.glBindImageTexture object> glBindProgramPipeline = <OpenGL.platform.baseplatform.glBindProgramPipeline object> glBindRenderbuffer = <OpenGL.platform.baseplatform.glBindRenderbuffer object> glBindSampler = <OpenGL.platform.baseplatform.glBindSampler object> glBindTransformFeedback = <OpenGL.platform.baseplatform.glBindTransformFeedback object> glBindVertexArray = <OpenGL.platform.baseplatform.glBindVertexArray object> glBindVertexBuffer = <OpenGL.platform.baseplatform.glBindVertexBuffer object> glBlendColor = <OpenGL.platform.baseplatform.glBlendColor object> glBlendEquation = <OpenGL.platform.baseplatform.glBlendEquation object> glBlendEquationSeparate = <OpenGL.platform.baseplatform.glBlendEquationSeparate object> glBlendEquationSeparatei = <OpenGL.platform.baseplatform.glBlendEquationSeparatei object> glBlendEquationi = <OpenGL.platform.baseplatform.glBlendEquationi object> glBlendFuncSeparate = <OpenGL.platform.baseplatform.glBlendFuncSeparate object> glBlendFuncSeparatei = <OpenGL.platform.baseplatform.glBlendFuncSeparatei object> glBlendFunci = <OpenGL.platform.baseplatform.glBlendFunci object> glBlitFramebuffer = <OpenGL.platform.baseplatform.glBlitFramebuffer object> glBufferData = OpenGL.lazywrapper.lazy( 'glBufferData' ) glBufferSubData = OpenGL.lazywrapper.lazy( 'glBufferSubData' ) glCallLists = OpenGL.lazywrapper.lazy( 'glCallLists' ) glCheckFramebufferStatus = <OpenGL.platform.baseplatform.glCheckFramebufferStatus object> glClampColor = <OpenGL.platform.baseplatform.glClampColor object> glClearBufferData = <OpenGL.platform.baseplatform.glClearBufferData object> glClearBufferSubData = <OpenGL.platform.baseplatform.glClearBufferSubData object> glClearBufferfi = <OpenGL.platform.baseplatform.glClearBufferfi object> glClearBufferfv = <OpenGL.platform.baseplatform.glClearBufferfv object> glClearBufferiv = <OpenGL.platform.baseplatform.glClearBufferiv object> glClearBufferuiv = <OpenGL.platform.baseplatform.glClearBufferuiv object> glClearDepthf = <OpenGL.platform.baseplatform.glClearDepthf object> glClearNamedBufferDataEXT = <OpenGL.platform.baseplatform.glClearNamedBufferDataEXT object> glClearNamedBufferSubDataEXT = <OpenGL.platform.baseplatform.glClearNamedBufferSubDataEXT object> glClientActiveTexture = <OpenGL.platform.baseplatform.glClientActiveTexture object> glClientWaitSync = <OpenGL.platform.baseplatform.glClientWaitSync object> glColorMaski = <OpenGL.platform.baseplatform.glColorMaski object> glColorP3ui = <OpenGL.platform.baseplatform.glColorP3ui object> glColorP3uiv = <OpenGL.platform.baseplatform.glColorP3uiv object> glColorP4ui = <OpenGL.platform.baseplatform.glColorP4ui object> glColorP4uiv = <OpenGL.platform.baseplatform.glColorP4uiv object> glColorTableParameteriv = <OpenGL.platform.baseplatform.glColorTableParameteriv object> glCompileShader = <OpenGL.platform.baseplatform.glCompileShader object> glCompressedTexImage1D = <OpenGL.platform.baseplatform.glCompressedTexImage1D object> glCompressedTexImage2D = <OpenGL.platform.baseplatform.glCompressedTexImage2D object> glCompressedTexImage3D = <OpenGL.platform.baseplatform.glCompressedTexImage3D object> glCompressedTexSubImage1D = <OpenGL.platform.baseplatform.glCompressedTexSubImage1D object> glCompressedTexSubImage2D = <OpenGL.platform.baseplatform.glCompressedTexSubImage2D object> glCompressedTexSubImage3D = <OpenGL.platform.baseplatform.glCompressedTexSubImage3D object> glConvolutionParameterf = <OpenGL.platform.baseplatform.glConvolutionParameterf object> glConvolutionParameterfv = <OpenGL.platform.baseplatform.glConvolutionParameterfv object> glConvolutionParameteri = <OpenGL.platform.baseplatform.glConvolutionParameteri object> glConvolutionParameteriv = <OpenGL.platform.baseplatform.glConvolutionParameteriv object> glCopyBufferSubData = <OpenGL.platform.baseplatform.glCopyBufferSubData object> glCopyColorSubTable = <OpenGL.platform.baseplatform.glCopyColorSubTable object> glCopyColorTable = <OpenGL.platform.baseplatform.glCopyColorTable object> glCopyConvolutionFilter1D = <OpenGL.platform.baseplatform.glCopyConvolutionFilter1D object> glCopyConvolutionFilter2D = <OpenGL.platform.baseplatform.glCopyConvolutionFilter2D object> glCopyImageSubData = <OpenGL.platform.baseplatform.glCopyImageSubData object> glCopyTexSubImage3D = <OpenGL.platform.baseplatform.glCopyTexSubImage3D object> glCreateProgram = <OpenGL.platform.baseplatform.glCreateProgram object> glCreateShader = <OpenGL.platform.baseplatform.glCreateShader object> glCreateShaderProgramv = <OpenGL.platform.baseplatform.glCreateShaderProgramv object> glDebugMessageCallback = <OpenGL.platform.baseplatform.glDebugMessageCallback object> glDebugMessageControl = <OpenGL.platform.baseplatform.glDebugMessageControl object> glDebugMessageInsert = <OpenGL.platform.baseplatform.glDebugMessageInsert object> glDeleteFramebuffers = OpenGL.lazywrapper.lazy( 'glDeleteFramebuffers' ) glDeleteProgram = <OpenGL.platform.baseplatform.glDeleteProgram object> glDeleteProgramPipelines = <OpenGL.platform.baseplatform.glDeleteProgramPipelines object> glDeleteQueries = OpenGL.lazywrapper.lazy( 'glDeleteQueries' ) glDeleteRenderbuffers = <OpenGL.platform.baseplatform.glDeleteRenderbuffers object> glDeleteSamplers = <OpenGL.platform.baseplatform.glDeleteSamplers object> glDeleteShader = <OpenGL.platform.baseplatform.glDeleteShader object> glDeleteSync = <OpenGL.platform.baseplatform.glDeleteSync object> glDeleteTextures = OpenGL.lazywrapper.lazy( 'glDeleteTextures' ) glDeleteTransformFeedbacks = <OpenGL.platform.baseplatform.glDeleteTransformFeedbacks object> glDeleteVertexArrays = <OpenGL.platform.baseplatform.glDeleteVertexArrays object> glDepthRangeArrayv = <OpenGL.platform.baseplatform.glDepthRangeArrayv object> glDepthRangeIndexed = <OpenGL.platform.baseplatform.glDepthRangeIndexed object> glDepthRangef = <OpenGL.platform.baseplatform.glDepthRangef object> glDetachShader = <OpenGL.platform.baseplatform.glDetachShader object> glDisableVertexAttribArray = <OpenGL.platform.baseplatform.glDisableVertexAttribArray object> glDisablei = <OpenGL.platform.baseplatform.glDisablei object> glDispatchCompute = <OpenGL.platform.baseplatform.glDispatchCompute object> glDispatchComputeIndirect = <OpenGL.platform.baseplatform.glDispatchComputeIndirect object> glDrawArraysIndirect = <OpenGL.platform.baseplatform.glDrawArraysIndirect object> glDrawArraysInstanced = <OpenGL.platform.baseplatform.glDrawArraysInstanced object> glDrawArraysInstancedBaseInstance = <OpenGL.platform.baseplatform.glDrawArraysInstancedBaseInstance object> glDrawBuffers = OpenGL.lazywrapper.lazy( 'glDrawBuffers' ) glDrawElementsBaseVertex = <OpenGL.platform.baseplatform.glDrawElementsBaseVertex object> glDrawElementsIndirect = <OpenGL.platform.baseplatform.glDrawElementsIndirect object> glDrawElementsInstanced = <OpenGL.platform.baseplatform.glDrawElementsInstanced object> glDrawElementsInstancedBaseInstance = <OpenGL.platform.baseplatform.glDrawElementsInstancedBaseInstance object> glDrawElementsInstancedBaseVertex = <OpenGL.platform.baseplatform.glDrawElementsInstancedBaseVertex object> glDrawElementsInstancedBaseVertexBaseInstance = <OpenGL.platform.baseplatform.glDrawElementsInstancedBaseVertexBaseInstance object> glDrawRangeElementsBaseVertex = <OpenGL.platform.baseplatform.glDrawRangeElementsBaseVertex object> glDrawTransformFeedback = <OpenGL.platform.baseplatform.glDrawTransformFeedback object> glDrawTransformFeedbackInstanced = <OpenGL.platform.baseplatform.glDrawTransformFeedbackInstanced object> glDrawTransformFeedbackStream = <OpenGL.platform.baseplatform.glDrawTransformFeedbackStream object> glDrawTransformFeedbackStreamInstanced = <OpenGL.platform.baseplatform.glDrawTransformFeedbackStreamInstanced object> glEnableVertexAttribArray = <OpenGL.platform.baseplatform.glEnableVertexAttribArray object> glEnablei = <OpenGL.platform.baseplatform.glEnablei object> glEnd = OpenGL.lazywrapper.lazy( 'glEnd' ) glEndConditionalRender = <OpenGL.platform.baseplatform.glEndConditionalRender object> glEndQuery = <OpenGL.platform.baseplatform.glEndQuery object> glEndQueryIndexed = <OpenGL.platform.baseplatform.glEndQueryIndexed object> glEndTransformFeedback = <OpenGL.platform.baseplatform.glEndTransformFeedback object> glFenceSync = <OpenGL.platform.baseplatform.glFenceSync object> glFlushMappedBufferRange = <OpenGL.platform.baseplatform.glFlushMappedBufferRange object> glFogCoordPointer = <OpenGL.platform.baseplatform.glFogCoordPointer object> glFogCoordd = <OpenGL.platform.baseplatform.glFogCoordd object> glFogCoorddv = <OpenGL.platform.baseplatform.glFogCoorddv object> glFogCoordf = <OpenGL.platform.baseplatform.glFogCoordf object> glFogCoordfv = <OpenGL.platform.baseplatform.glFogCoordfv object> glFramebufferParameteri = <OpenGL.platform.baseplatform.glFramebufferParameteri object> glFramebufferRenderbuffer = <OpenGL.platform.baseplatform.glFramebufferRenderbuffer object> glFramebufferTexture = <OpenGL.platform.baseplatform.glFramebufferTexture object> glFramebufferTexture1D = <OpenGL.platform.baseplatform.glFramebufferTexture1D object> glFramebufferTexture2D = <OpenGL.platform.baseplatform.glFramebufferTexture2D object> glFramebufferTexture3D = <OpenGL.platform.baseplatform.glFramebufferTexture3D object> glFramebufferTextureLayer = <OpenGL.platform.baseplatform.glFramebufferTextureLayer object> glGenProgramPipelines = <OpenGL.platform.baseplatform.glGenProgramPipelines object> glGenQueries = OpenGL.lazywrapper.lazy( 'glGenQueries' ) glGenSamplers = <OpenGL.platform.baseplatform.glGenSamplers object> glGenTextures = OpenGL.lazywrapper.lazy( 'glGenTextures' ) glGenTransformFeedbacks = <OpenGL.platform.baseplatform.glGenTransformFeedbacks object> glGenerateMipmap = <OpenGL.platform.baseplatform.glGenerateMipmap object> glGetActiveAtomicCounterBufferiv = <OpenGL.platform.baseplatform.glGetActiveAtomicCounterBufferiv object> glGetActiveAttrib = <OpenGL.platform.baseplatform.glGetActiveAttrib object> glGetActiveSubroutineName = <OpenGL.platform.baseplatform.glGetActiveSubroutineName object> glGetActiveSubroutineUniformName = <OpenGL.platform.baseplatform.glGetActiveSubroutineUniformName object> glGetActiveSubroutineUniformiv = <OpenGL.platform.baseplatform.glGetActiveSubroutineUniformiv object> glGetActiveUniform = OpenGL.lazywrapper.lazy( 'glGetActiveUniform' ) glGetActiveUniformBlockName = <OpenGL.platform.baseplatform.glGetActiveUniformBlockName object> glGetActiveUniformBlockiv = <OpenGL.platform.baseplatform.glGetActiveUniformBlockiv object> glGetActiveUniformName = <OpenGL.platform.baseplatform.glGetActiveUniformName object> glGetActiveUniformsiv = <OpenGL.platform.baseplatform.glGetActiveUniformsiv object> glGetAttachedShaders = OpenGL.lazywrapper.lazy( 'glGetAttachedShaders' ) glGetAttribLocation = OpenGL.lazywrapper.lazy( 'glGetAttribLocation' ) glGetBooleani_v = <OpenGL.platform.baseplatform.glGetBooleani_v object> glGetBufferParameteri64v = <OpenGL.platform.baseplatform.glGetBufferParameteri64v object> glGetBufferPointerv = OpenGL.lazywrapper.lazy( 'glGetBufferPointerv' ) glGetBufferSubData = <OpenGL.platform.baseplatform.glGetBufferSubData object> glGetColorTable = OpenGL.lazywrapper.lazy( 'glGetColorTable' ) glGetCompressedTexImage = <OpenGL.platform.baseplatform.glGetCompressedTexImage object> glGetConvolutionFilter = OpenGL.lazywrapper.lazy( 'glGetConvolutionFilter' ) glGetDebugMessageLog = <OpenGL.platform.baseplatform.glGetDebugMessageLog object> glGetDoublei_v = <OpenGL.platform.baseplatform.glGetDoublei_v object> glGetFloati_v = <OpenGL.platform.baseplatform.glGetFloati_v object> glGetFragDataIndex = <OpenGL.platform.baseplatform.glGetFragDataIndex object> glGetFragDataLocation = <OpenGL.platform.baseplatform.glGetFragDataLocation object> glGetFramebufferAttachmentParameteriv = <OpenGL.platform.baseplatform.glGetFramebufferAttachmentParameteriv object> glGetFramebufferParameteriv = <OpenGL.platform.baseplatform.glGetFramebufferParameteriv object> glGetHistogram = OpenGL.lazywrapper.lazy( 'glGetHistogram' ) glGetInfoLog = OpenGL.lazywrapper.lazy( 'glGetInfoLogARB' ) glGetInteger64i_v = <OpenGL.platform.baseplatform.glGetInteger64i_v object> glGetInteger64v = <OpenGL.platform.baseplatform.glGetInteger64v object> glGetIntegeri_v = <OpenGL.platform.baseplatform.glGetIntegeri_v object> glGetInternalformati64v = <OpenGL.platform.baseplatform.glGetInternalformati64v object> glGetInternalformativ = <OpenGL.platform.baseplatform.glGetInternalformativ object> glGetMinmax = OpenGL.lazywrapper.lazy( 'glGetMinmax' ) glGetMinmaxParameterfv = <OpenGL.platform.baseplatform.glGetMinmaxParameterfv object> glGetMinmaxParameteriv = <OpenGL.platform.baseplatform.glGetMinmaxParameteriv object> glGetMultisamplefv = <OpenGL.platform.baseplatform.glGetMultisamplefv object> glGetNamedFramebufferParameterivEXT = <OpenGL.platform.baseplatform.glGetNamedFramebufferParameterivEXT object> glGetObjectLabel = <OpenGL.platform.baseplatform.glGetObjectLabel object> glGetObjectPtrLabel = <OpenGL.platform.baseplatform.glGetObjectPtrLabel object> glGetProgramBinary = <OpenGL.platform.baseplatform.glGetProgramBinary object> glGetProgramInfoLog = OpenGL.lazywrapper.lazy( 'glGetProgramInfoLog' ) glGetProgramInterfaceiv = <OpenGL.platform.baseplatform.glGetProgramInterfaceiv object> glGetProgramPipelineInfoLog = <OpenGL.platform.baseplatform.glGetProgramPipelineInfoLog object> glGetProgramPipelineiv = <OpenGL.platform.baseplatform.glGetProgramPipelineiv object> glGetProgramResourceIndex = <OpenGL.platform.baseplatform.glGetProgramResourceIndex object> glGetProgramResourceLocation = <OpenGL.platform.baseplatform.glGetProgramResourceLocation object> glGetProgramResourceLocationIndex = <OpenGL.platform.baseplatform.glGetProgramResourceLocationIndex object> glGetProgramResourceName = <OpenGL.platform.baseplatform.glGetProgramResourceName object> glGetProgramResourceiv = <OpenGL.platform.baseplatform.glGetProgramResourceiv object> glGetProgramStageiv = <OpenGL.platform.baseplatform.glGetProgramStageiv object> glGetProgramiv = OpenGL.lazywrapper.lazy( 'glGetProgramiv' ) glGetQueryIndexediv = <OpenGL.platform.baseplatform.glGetQueryIndexediv object> glGetQueryObjecti64v = <OpenGL.platform.baseplatform.glGetQueryObjecti64v object> glGetQueryObjectui64v = <OpenGL.platform.baseplatform.glGetQueryObjectui64v object> glGetRenderbufferParameteriv = <OpenGL.platform.baseplatform.glGetRenderbufferParameteriv object> glGetSamplerParameterIiv = <OpenGL.platform.baseplatform.glGetSamplerParameterIiv object> glGetSamplerParameterIuiv = <OpenGL.platform.baseplatform.glGetSamplerParameterIuiv object> glGetSamplerParameterfv = <OpenGL.platform.baseplatform.glGetSamplerParameterfv object> glGetSamplerParameteriv = <OpenGL.platform.baseplatform.glGetSamplerParameteriv object> glGetSeparableFilter = OpenGL.lazywrapper.lazy( 'glGetSeparableFilter' ) glGetShaderInfoLog = OpenGL.lazywrapper.lazy( 'glGetShaderInfoLog' ) glGetShaderPrecisionFormat = OpenGL.lazywrapper.lazy( 'glGetShaderPrecisionFormat' ) glGetShaderSource = OpenGL.lazywrapper.lazy( 'glGetShaderSource' ) glGetShaderiv = OpenGL.lazywrapper.lazy( 'glGetShaderiv' ) glGetStringi = <OpenGL.platform.baseplatform.glGetStringi object> glGetSubroutineIndex = <OpenGL.platform.baseplatform.glGetSubroutineIndex object> glGetSubroutineUniformLocation = <OpenGL.platform.baseplatform.glGetSubroutineUniformLocation object> glGetSynciv = <OpenGL.platform.baseplatform.glGetSynciv object> glGetTexParameterIiv = <OpenGL.platform.baseplatform.glGetTexParameterIiv object> glGetTexParameterIuiv = <OpenGL.platform.baseplatform.glGetTexParameterIuiv object> glGetTransformFeedbackVarying = <OpenGL.platform.baseplatform.glGetTransformFeedbackVarying object> glGetUniformBlockIndex = <OpenGL.platform.baseplatform.glGetUniformBlockIndex object> glGetUniformIndices = <OpenGL.platform.baseplatform.glGetUniformIndices object> glGetUniformLocation = OpenGL.lazywrapper.lazy( 'glGetUniformLocation' ) glGetUniformSubroutineuiv = <OpenGL.platform.baseplatform.glGetUniformSubroutineuiv object> glGetUniformdv = <OpenGL.platform.baseplatform.glGetUniformdv object> glGetUniformfv = <OpenGL.platform.baseplatform.glGetUniformfv object> glGetUniformiv = <OpenGL.platform.baseplatform.glGetUniformiv object> glGetUniformuiv = <OpenGL.platform.baseplatform.glGetUniformuiv object> glGetVertexAttribIiv = <OpenGL.platform.baseplatform.glGetVertexAttribIiv object> glGetVertexAttribIuiv = <OpenGL.platform.baseplatform.glGetVertexAttribIuiv object> glGetVertexAttribLdv = <OpenGL.platform.baseplatform.glGetVertexAttribLdv object> glGetVertexAttribPointerv = <OpenGL.platform.baseplatform.glGetVertexAttribPointerv object> glGetVertexAttribdv = <OpenGL.platform.baseplatform.glGetVertexAttribdv object> glGetVertexAttribfv = <OpenGL.platform.baseplatform.glGetVertexAttribfv object> glGetVertexAttribiv = <OpenGL.platform.baseplatform.glGetVertexAttribiv object> glHistogram = <OpenGL.platform.baseplatform.glHistogram object> glInvalidateBufferData = <OpenGL.platform.baseplatform.glInvalidateBufferData object> glInvalidateBufferSubData = <OpenGL.platform.baseplatform.glInvalidateBufferSubData object> glInvalidateFramebuffer = <OpenGL.platform.baseplatform.glInvalidateFramebuffer object> glInvalidateSubFramebuffer = <OpenGL.platform.baseplatform.glInvalidateSubFramebuffer object> glInvalidateTexImage = <OpenGL.platform.baseplatform.glInvalidateTexImage object> glInvalidateTexSubImage = <OpenGL.platform.baseplatform.glInvalidateTexSubImage object> glIsBuffer = <OpenGL.platform.baseplatform.glIsBuffer object> glIsEnabledi = <OpenGL.platform.baseplatform.glIsEnabledi object> glIsFramebuffer = <OpenGL.platform.baseplatform.glIsFramebuffer object> glIsProgram = <OpenGL.platform.baseplatform.glIsProgram object> glIsProgramPipeline = <OpenGL.platform.baseplatform.glIsProgramPipeline object> glIsQuery = <OpenGL.platform.baseplatform.glIsQuery object> glIsRenderbuffer = <OpenGL.platform.baseplatform.glIsRenderbuffer object> glIsSampler = <OpenGL.platform.baseplatform.glIsSampler object> glIsShader = <OpenGL.platform.baseplatform.glIsShader object> glIsSync = <OpenGL.platform.baseplatform.glIsSync object> glIsTransformFeedback = <OpenGL.platform.baseplatform.glIsTransformFeedback object> glIsVertexArray = <OpenGL.platform.baseplatform.glIsVertexArray object> glLinkProgram = <OpenGL.platform.baseplatform.glLinkProgram object> glMapBuffer = <OpenGL.platform.baseplatform.glMapBuffer object> glMapBufferRange = <OpenGL.platform.baseplatform.glMapBufferRange object> glMemoryBarrier = <OpenGL.platform.baseplatform.glMemoryBarrier object> glMinSampleShading = <OpenGL.platform.baseplatform.glMinSampleShading object> glMinmax = <OpenGL.platform.baseplatform.glMinmax object> glMultiDrawArrays = <OpenGL.platform.baseplatform.glMultiDrawArrays object> glMultiDrawArraysIndirect = <OpenGL.platform.baseplatform.glMultiDrawArraysIndirect object> glMultiDrawElements = <OpenGL.platform.baseplatform.glMultiDrawElements object> glMultiDrawElementsBaseVertex = <OpenGL.platform.baseplatform.glMultiDrawElementsBaseVertex object> glMultiDrawElementsIndirect = <OpenGL.platform.baseplatform.glMultiDrawElementsIndirect object> glMultiTexCoord1d = <OpenGL.platform.baseplatform.glMultiTexCoord1d object> glMultiTexCoord1f = <OpenGL.platform.baseplatform.glMultiTexCoord1f object> glMultiTexCoord1i = <OpenGL.platform.baseplatform.glMultiTexCoord1i object> glMultiTexCoord1s = <OpenGL.platform.baseplatform.glMultiTexCoord1s object> glMultiTexCoord2d = <OpenGL.platform.baseplatform.glMultiTexCoord2d object> glMultiTexCoord2f = <OpenGL.platform.baseplatform.glMultiTexCoord2f object> glMultiTexCoord2i = <OpenGL.platform.baseplatform.glMultiTexCoord2i object> glMultiTexCoord2s = <OpenGL.platform.baseplatform.glMultiTexCoord2s object> glMultiTexCoord3d = <OpenGL.platform.baseplatform.glMultiTexCoord3d object> glMultiTexCoord3f = <OpenGL.platform.baseplatform.glMultiTexCoord3f object> glMultiTexCoord3i = <OpenGL.platform.baseplatform.glMultiTexCoord3i object> glMultiTexCoord3s = <OpenGL.platform.baseplatform.glMultiTexCoord3s object> glMultiTexCoord4d = <OpenGL.platform.baseplatform.glMultiTexCoord4d object> glMultiTexCoord4f = <OpenGL.platform.baseplatform.glMultiTexCoord4f object> glMultiTexCoord4i = <OpenGL.platform.baseplatform.glMultiTexCoord4i object> glMultiTexCoord4s = <OpenGL.platform.baseplatform.glMultiTexCoord4s object> glMultiTexCoordP1ui = <OpenGL.platform.baseplatform.glMultiTexCoordP1ui object> glMultiTexCoordP1uiv = <OpenGL.platform.baseplatform.glMultiTexCoordP1uiv object> glMultiTexCoordP2ui = <OpenGL.platform.baseplatform.glMultiTexCoordP2ui object> glMultiTexCoordP2uiv = <OpenGL.platform.baseplatform.glMultiTexCoordP2uiv object> glMultiTexCoordP3ui = <OpenGL.platform.baseplatform.glMultiTexCoordP3ui object> glMultiTexCoordP3uiv = <OpenGL.platform.baseplatform.glMultiTexCoordP3uiv object> glMultiTexCoordP4ui = <OpenGL.platform.baseplatform.glMultiTexCoordP4ui object> glMultiTexCoordP4uiv = <OpenGL.platform.baseplatform.glMultiTexCoordP4uiv object> glNamedFramebufferParameteriEXT = <OpenGL.platform.baseplatform.glNamedFramebufferParameteriEXT object> glNormalP3ui = <OpenGL.platform.baseplatform.glNormalP3ui object> glNormalP3uiv = <OpenGL.platform.baseplatform.glNormalP3uiv object> glObjectLabel = <OpenGL.platform.baseplatform.glObjectLabel object> glObjectPtrLabel = <OpenGL.platform.baseplatform.glObjectPtrLabel object> glPatchParameterfv = <OpenGL.platform.baseplatform.glPatchParameterfv object> glPatchParameteri = <OpenGL.platform.baseplatform.glPatchParameteri object> glPauseTransformFeedback = <OpenGL.platform.baseplatform.glPauseTransformFeedback object> glPointParameterf = <OpenGL.platform.baseplatform.glPointParameterf object> glPointParameterfv = <OpenGL.platform.baseplatform.glPointParameterfv object> glPointParameteri = <OpenGL.platform.baseplatform.glPointParameteri object> glPointParameteriv = <OpenGL.platform.baseplatform.glPointParameteriv object> glPopDebugGroup = <OpenGL.platform.baseplatform.glPopDebugGroup object> glPrimitiveRestartIndex = <OpenGL.platform.baseplatform.glPrimitiveRestartIndex object> glProgramBinary = <OpenGL.platform.baseplatform.glProgramBinary object> glProgramParameteri = <OpenGL.platform.baseplatform.glProgramParameteri object> glProgramUniform1d = <OpenGL.platform.baseplatform.glProgramUniform1d object> glProgramUniform1dv = <OpenGL.platform.baseplatform.glProgramUniform1dv object> glProgramUniform1f = <OpenGL.platform.baseplatform.glProgramUniform1f object> glProgramUniform1fv = <OpenGL.platform.baseplatform.glProgramUniform1fv object> glProgramUniform1i = <OpenGL.platform.baseplatform.glProgramUniform1i object> glProgramUniform1iv = <OpenGL.platform.baseplatform.glProgramUniform1iv object> glProgramUniform1ui = <OpenGL.platform.baseplatform.glProgramUniform1ui object> glProgramUniform1uiv = <OpenGL.platform.baseplatform.glProgramUniform1uiv object> glProgramUniform2d = <OpenGL.platform.baseplatform.glProgramUniform2d object> glProgramUniform2dv = <OpenGL.platform.baseplatform.glProgramUniform2dv object> glProgramUniform2f = <OpenGL.platform.baseplatform.glProgramUniform2f object> glProgramUniform2fv = <OpenGL.platform.baseplatform.glProgramUniform2fv object> glProgramUniform2i = <OpenGL.platform.baseplatform.glProgramUniform2i object> glProgramUniform2iv = <OpenGL.platform.baseplatform.glProgramUniform2iv object> glProgramUniform2ui = <OpenGL.platform.baseplatform.glProgramUniform2ui object> glProgramUniform2uiv = <OpenGL.platform.baseplatform.glProgramUniform2uiv object> glProgramUniform3d = <OpenGL.platform.baseplatform.glProgramUniform3d object> glProgramUniform3dv = <OpenGL.platform.baseplatform.glProgramUniform3dv object> glProgramUniform3f = <OpenGL.platform.baseplatform.glProgramUniform3f object> glProgramUniform3fv = <OpenGL.platform.baseplatform.glProgramUniform3fv object> glProgramUniform3i = <OpenGL.platform.baseplatform.glProgramUniform3i object> glProgramUniform3iv = <OpenGL.platform.baseplatform.glProgramUniform3iv object> glProgramUniform3ui = <OpenGL.platform.baseplatform.glProgramUniform3ui object> glProgramUniform3uiv = <OpenGL.platform.baseplatform.glProgramUniform3uiv object> glProgramUniform4d = <OpenGL.platform.baseplatform.glProgramUniform4d object> glProgramUniform4dv = <OpenGL.platform.baseplatform.glProgramUniform4dv object> glProgramUniform4f = <OpenGL.platform.baseplatform.glProgramUniform4f object> glProgramUniform4fv = <OpenGL.platform.baseplatform.glProgramUniform4fv object> glProgramUniform4i = <OpenGL.platform.baseplatform.glProgramUniform4i object> glProgramUniform4iv = <OpenGL.platform.baseplatform.glProgramUniform4iv object> glProgramUniform4ui = <OpenGL.platform.baseplatform.glProgramUniform4ui object> glProgramUniform4uiv = <OpenGL.platform.baseplatform.glProgramUniform4uiv object> glProgramUniformMatrix2dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix2dv object> glProgramUniformMatrix2fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix2fv object> glProgramUniformMatrix2x3dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix2x3dv object> glProgramUniformMatrix2x3fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix2x3fv object> glProgramUniformMatrix2x4dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix2x4dv object> glProgramUniformMatrix2x4fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix2x4fv object> glProgramUniformMatrix3dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix3dv object> glProgramUniformMatrix3fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix3fv object> glProgramUniformMatrix3x2dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix3x2dv object> glProgramUniformMatrix3x2fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix3x2fv object> glProgramUniformMatrix3x4dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix3x4dv object> glProgramUniformMatrix3x4fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix3x4fv object> glProgramUniformMatrix4dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix4dv object> glProgramUniformMatrix4fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix4fv object> glProgramUniformMatrix4x2dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix4x2dv object> glProgramUniformMatrix4x2fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix4x2fv object> glProgramUniformMatrix4x3dv = <OpenGL.platform.baseplatform.glProgramUniformMatrix4x3dv object> glProgramUniformMatrix4x3fv = <OpenGL.platform.baseplatform.glProgramUniformMatrix4x3fv object> glProvokingVertex = <OpenGL.platform.baseplatform.glProvokingVertex object> glPushDebugGroup = <OpenGL.platform.baseplatform.glPushDebugGroup object> glQueryCounter = <OpenGL.platform.baseplatform.glQueryCounter object> glReleaseShaderCompiler = <OpenGL.platform.baseplatform.glReleaseShaderCompiler object> glRenderbufferStorage = <OpenGL.platform.baseplatform.glRenderbufferStorage object> glRenderbufferStorageMultisample = <OpenGL.platform.baseplatform.glRenderbufferStorageMultisample object> glResetHistogram = <OpenGL.platform.baseplatform.glResetHistogram object> glResetMinmax = <OpenGL.platform.baseplatform.glResetMinmax object> glResumeTransformFeedback = <OpenGL.platform.baseplatform.glResumeTransformFeedback object> glSampleCoverage = <OpenGL.platform.baseplatform.glSampleCoverage object> glSampleMaski = <OpenGL.platform.baseplatform.glSampleMaski object> glSamplerParameterIiv = <OpenGL.platform.baseplatform.glSamplerParameterIiv object> glSamplerParameterIuiv = <OpenGL.platform.baseplatform.glSamplerParameterIuiv object> glSamplerParameterf = <OpenGL.platform.baseplatform.glSamplerParameterf object> glSamplerParameterfv = <OpenGL.platform.baseplatform.glSamplerParameterfv object> glSamplerParameteri = <OpenGL.platform.baseplatform.glSamplerParameteri object> glSamplerParameteriv = <OpenGL.platform.baseplatform.glSamplerParameteriv object> glScissorArrayv = <OpenGL.platform.baseplatform.glScissorArrayv object> glScissorIndexed = <OpenGL.platform.baseplatform.glScissorIndexed object> glScissorIndexedv = <OpenGL.platform.baseplatform.glScissorIndexedv object> glSecondaryColor3b = <OpenGL.platform.baseplatform.glSecondaryColor3b object> glSecondaryColor3bv = <OpenGL.platform.baseplatform.glSecondaryColor3bv object> glSecondaryColor3d = <OpenGL.platform.baseplatform.glSecondaryColor3d object> glSecondaryColor3dv = <OpenGL.platform.baseplatform.glSecondaryColor3dv object> glSecondaryColor3f = <OpenGL.platform.baseplatform.glSecondaryColor3f object> glSecondaryColor3fv = <OpenGL.platform.baseplatform.glSecondaryColor3fv object> glSecondaryColor3i = <OpenGL.platform.baseplatform.glSecondaryColor3i object> glSecondaryColor3iv = <OpenGL.platform.baseplatform.glSecondaryColor3iv object> glSecondaryColor3s = <OpenGL.platform.baseplatform.glSecondaryColor3s object> glSecondaryColor3sv = <OpenGL.platform.baseplatform.glSecondaryColor3sv object> glSecondaryColor3ub = <OpenGL.platform.baseplatform.glSecondaryColor3ub object> glSecondaryColor3ubv = <OpenGL.platform.baseplatform.glSecondaryColor3ubv object> glSecondaryColor3ui = <OpenGL.platform.baseplatform.glSecondaryColor3ui object> glSecondaryColor3uiv = <OpenGL.platform.baseplatform.glSecondaryColor3uiv object> glSecondaryColor3us = <OpenGL.platform.baseplatform.glSecondaryColor3us object> glSecondaryColor3usv = <OpenGL.platform.baseplatform.glSecondaryColor3usv object> glSecondaryColorP3ui = <OpenGL.platform.baseplatform.glSecondaryColorP3ui object> glSecondaryColorP3uiv = <OpenGL.platform.baseplatform.glSecondaryColorP3uiv object> glSecondaryColorPointer = <OpenGL.platform.baseplatform.glSecondaryColorPointer object> glShaderBinary = <OpenGL.platform.baseplatform.glShaderBinary object> glShaderStorageBlockBinding = <OpenGL.platform.baseplatform.glShaderStorageBlockBinding object> glStencilFuncSeparate = <OpenGL.platform.baseplatform.glStencilFuncSeparate object> glStencilMaskSeparate = <OpenGL.platform.baseplatform.glStencilMaskSeparate object> glStencilOpSeparate = <OpenGL.platform.baseplatform.glStencilOpSeparate object> glTexBuffer = <OpenGL.platform.baseplatform.glTexBuffer object> glTexBufferARB = <OpenGL.platform.baseplatform.glTexBufferARB object> glTexBufferRange = <OpenGL.platform.baseplatform.glTexBufferRange object> glTexCoordP1ui = <OpenGL.platform.baseplatform.glTexCoordP1ui object> glTexCoordP1uiv = <OpenGL.platform.baseplatform.glTexCoordP1uiv object> glTexCoordP2ui = <OpenGL.platform.baseplatform.glTexCoordP2ui object> glTexCoordP2uiv = <OpenGL.platform.baseplatform.glTexCoordP2uiv object> glTexCoordP3ui = <OpenGL.platform.baseplatform.glTexCoordP3ui object> glTexCoordP3uiv = <OpenGL.platform.baseplatform.glTexCoordP3uiv object> glTexCoordP4ui = <OpenGL.platform.baseplatform.glTexCoordP4ui object> glTexCoordP4uiv = <OpenGL.platform.baseplatform.glTexCoordP4uiv object> glTexImage2DMultisample = <OpenGL.platform.baseplatform.glTexImage2DMultisample object> glTexImage3DMultisample = <OpenGL.platform.baseplatform.glTexImage3DMultisample object> glTexImage3Db = <OpenGL.platform.baseplatform.glTexImage3D object> glTexImage3Df = <OpenGL.platform.baseplatform.glTexImage3D object> glTexImage3Di = <OpenGL.platform.baseplatform.glTexImage3D object> glTexImage3Ds = <OpenGL.platform.baseplatform.glTexImage3D object> glTexImage3Dub = <OpenGL.platform.baseplatform.glTexImage3D object> glTexImage3Dui = <OpenGL.platform.baseplatform.glTexImage3D object> glTexImage3Dus = <OpenGL.platform.baseplatform.glTexImage3D object> glTexParameterIiv = <OpenGL.platform.baseplatform.glTexParameterIiv object> glTexParameterIuiv = <OpenGL.platform.baseplatform.glTexParameterIuiv object> glTexStorage1D = <OpenGL.platform.baseplatform.glTexStorage1D object> glTexStorage2D = <OpenGL.platform.baseplatform.glTexStorage2D object> glTexStorage2DMultisample = <OpenGL.platform.baseplatform.glTexStorage2DMultisample object> glTexStorage3D = <OpenGL.platform.baseplatform.glTexStorage3D object> glTexStorage3DMultisample = <OpenGL.platform.baseplatform.glTexStorage3DMultisample object> glTexSubImage3Db = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTexSubImage3Df = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTexSubImage3Di = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTexSubImage3Ds = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTexSubImage3Dub = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTexSubImage3Dui = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTexSubImage3Dus = <OpenGL.platform.baseplatform.glTexSubImage3D object> glTextureBufferRangeEXT = <OpenGL.platform.baseplatform.glTextureBufferRangeEXT object> glTextureStorage1DEXT = <OpenGL.platform.baseplatform.glTextureStorage1DEXT object> glTextureStorage2DEXT = <OpenGL.platform.baseplatform.glTextureStorage2DEXT object> glTextureStorage2DMultisampleEXT = <OpenGL.platform.baseplatform.glTextureStorage2DMultisampleEXT object> glTextureStorage3DEXT = <OpenGL.platform.baseplatform.glTextureStorage3DEXT object> glTextureStorage3DMultisampleEXT = <OpenGL.platform.baseplatform.glTextureStorage3DMultisampleEXT object> glTextureView = <OpenGL.platform.baseplatform.glTextureView object> glTransformFeedbackVaryings = <OpenGL.platform.baseplatform.glTransformFeedbackVaryings object> glUniform1d = <OpenGL.platform.baseplatform.glUniform1d object> glUniform1dv = <OpenGL.platform.baseplatform.glUniform1dv object> glUniform1f = <OpenGL.platform.baseplatform.glUniform1f object> glUniform1i = <OpenGL.platform.baseplatform.glUniform1i object> glUniform1ui = <OpenGL.platform.baseplatform.glUniform1ui object> glUniform1uiv = <OpenGL.platform.baseplatform.glUniform1uiv object> glUniform2d = <OpenGL.platform.baseplatform.glUniform2d object> glUniform2dv = <OpenGL.platform.baseplatform.glUniform2dv object> glUniform2f = <OpenGL.platform.baseplatform.glUniform2f object> glUniform2i = <OpenGL.platform.baseplatform.glUniform2i object> glUniform2ui = <OpenGL.platform.baseplatform.glUniform2ui object> glUniform2uiv = <OpenGL.platform.baseplatform.glUniform2uiv object> glUniform3d = <OpenGL.platform.baseplatform.glUniform3d object> glUniform3dv = <OpenGL.platform.baseplatform.glUniform3dv object> glUniform3f = <OpenGL.platform.baseplatform.glUniform3f object> glUniform3i = <OpenGL.platform.baseplatform.glUniform3i object> glUniform3ui = <OpenGL.platform.baseplatform.glUniform3ui object> glUniform3uiv = <OpenGL.platform.baseplatform.glUniform3uiv object> glUniform4d = <OpenGL.platform.baseplatform.glUniform4d object> glUniform4dv = <OpenGL.platform.baseplatform.glUniform4dv object> glUniform4f = <OpenGL.platform.baseplatform.glUniform4f object> glUniform4i = <OpenGL.platform.baseplatform.glUniform4i object> glUniform4ui = <OpenGL.platform.baseplatform.glUniform4ui object> glUniform4uiv = <OpenGL.platform.baseplatform.glUniform4uiv object> glUniformBlockBinding = <OpenGL.platform.baseplatform.glUniformBlockBinding object> glUniformMatrix2dv = <OpenGL.platform.baseplatform.glUniformMatrix2dv object> glUniformMatrix2fv = <OpenGL.platform.baseplatform.glUniformMatrix2fv object> glUniformMatrix2x3dv = <OpenGL.platform.baseplatform.glUniformMatrix2x3dv object> glUniformMatrix2x3fv = <OpenGL.platform.baseplatform.glUniformMatrix2x3fv object> glUniformMatrix2x4dv = <OpenGL.platform.baseplatform.glUniformMatrix2x4dv object> glUniformMatrix2x4fv = <OpenGL.platform.baseplatform.glUniformMatrix2x4fv object> glUniformMatrix3dv = <OpenGL.platform.baseplatform.glUniformMatrix3dv object> glUniformMatrix3fv = <OpenGL.platform.baseplatform.glUniformMatrix3fv object> glUniformMatrix3x2dv = <OpenGL.platform.baseplatform.glUniformMatrix3x2dv object> glUniformMatrix3x2fv = <OpenGL.platform.baseplatform.glUniformMatrix3x2fv object> glUniformMatrix3x4dv = <OpenGL.platform.baseplatform.glUniformMatrix3x4dv object> glUniformMatrix3x4fv = <OpenGL.platform.baseplatform.glUniformMatrix3x4fv object> glUniformMatrix4dv = <OpenGL.platform.baseplatform.glUniformMatrix4dv object> glUniformMatrix4fv = <OpenGL.platform.baseplatform.glUniformMatrix4fv object> glUniformMatrix4x2dv = <OpenGL.platform.baseplatform.glUniformMatrix4x2dv object> glUniformMatrix4x2fv = <OpenGL.platform.baseplatform.glUniformMatrix4x2fv object> glUniformMatrix4x3dv = <OpenGL.platform.baseplatform.glUniformMatrix4x3dv object> glUniformMatrix4x3fv = <OpenGL.platform.baseplatform.glUniformMatrix4x3fv object> glUniformSubroutinesuiv = <OpenGL.platform.baseplatform.glUniformSubroutinesuiv object> glUnmapBuffer = <OpenGL.platform.baseplatform.glUnmapBuffer object> glUseProgram = <OpenGL.platform.baseplatform.glUseProgram object> glUseProgramStages = <OpenGL.platform.baseplatform.glUseProgramStages object> glValidateProgram = <OpenGL.platform.baseplatform.glValidateProgram object> glValidateProgramPipeline = <OpenGL.platform.baseplatform.glValidateProgramPipeline object> glVertexArrayBindVertexBufferEXT = <OpenGL.platform.baseplatform.glVertexArrayBindVertexBufferEXT object> glVertexArrayVertexAttribBindingEXT = <OpenGL.platform.baseplatform.glVertexArrayVertexAttribBindingEXT object> glVertexArrayVertexAttribFormatEXT = <OpenGL.platform.baseplatform.glVertexArrayVertexAttribFormatEXT object> glVertexArrayVertexAttribIFormatEXT = <OpenGL.platform.baseplatform.glVertexArrayVertexAttribIFormatEXT object> glVertexArrayVertexAttribLFormatEXT = <OpenGL.platform.baseplatform.glVertexArrayVertexAttribLFormatEXT object> glVertexArrayVertexBindingDivisorEXT = <OpenGL.platform.baseplatform.glVertexArrayVertexBindingDivisorEXT object> glVertexAttrib1d = <OpenGL.platform.baseplatform.glVertexAttrib1d object> glVertexAttrib1dv = <OpenGL.platform.baseplatform.glVertexAttrib1dv object> glVertexAttrib1f = <OpenGL.platform.baseplatform.glVertexAttrib1f object> glVertexAttrib1fv = <OpenGL.platform.baseplatform.glVertexAttrib1fv object> glVertexAttrib1s = <OpenGL.platform.baseplatform.glVertexAttrib1s object> glVertexAttrib1sv = <OpenGL.platform.baseplatform.glVertexAttrib1sv object> glVertexAttrib2d = <OpenGL.platform.baseplatform.glVertexAttrib2d object> glVertexAttrib2dv = <OpenGL.platform.baseplatform.glVertexAttrib2dv object> glVertexAttrib2f = <OpenGL.platform.baseplatform.glVertexAttrib2f object> glVertexAttrib2fv = <OpenGL.platform.baseplatform.glVertexAttrib2fv object> glVertexAttrib2s = <OpenGL.platform.baseplatform.glVertexAttrib2s object> glVertexAttrib2sv = <OpenGL.platform.baseplatform.glVertexAttrib2sv object> glVertexAttrib3d = <OpenGL.platform.baseplatform.glVertexAttrib3d object> glVertexAttrib3dv = <OpenGL.platform.baseplatform.glVertexAttrib3dv object> glVertexAttrib3f = <OpenGL.platform.baseplatform.glVertexAttrib3f object> glVertexAttrib3fv = <OpenGL.platform.baseplatform.glVertexAttrib3fv object> glVertexAttrib3s = <OpenGL.platform.baseplatform.glVertexAttrib3s object> glVertexAttrib3sv = <OpenGL.platform.baseplatform.glVertexAttrib3sv object> glVertexAttrib4Nbv = <OpenGL.platform.baseplatform.glVertexAttrib4Nbv object> glVertexAttrib4Niv = <OpenGL.platform.baseplatform.glVertexAttrib4Niv object> glVertexAttrib4Nsv = <OpenGL.platform.baseplatform.glVertexAttrib4Nsv object> glVertexAttrib4Nub = <OpenGL.platform.baseplatform.glVertexAttrib4Nub object> glVertexAttrib4Nubv = <OpenGL.platform.baseplatform.glVertexAttrib4Nubv object> glVertexAttrib4Nuiv = <OpenGL.platform.baseplatform.glVertexAttrib4Nuiv object> glVertexAttrib4Nusv = <OpenGL.platform.baseplatform.glVertexAttrib4Nusv object> glVertexAttrib4bv = <OpenGL.platform.baseplatform.glVertexAttrib4bv object> glVertexAttrib4d = <OpenGL.platform.baseplatform.glVertexAttrib4d object> glVertexAttrib4dv = <OpenGL.platform.baseplatform.glVertexAttrib4dv object> glVertexAttrib4f = <OpenGL.platform.baseplatform.glVertexAttrib4f object> glVertexAttrib4fv = <OpenGL.platform.baseplatform.glVertexAttrib4fv object> glVertexAttrib4iv = <OpenGL.platform.baseplatform.glVertexAttrib4iv object> glVertexAttrib4s = <OpenGL.platform.baseplatform.glVertexAttrib4s object> glVertexAttrib4sv = <OpenGL.platform.baseplatform.glVertexAttrib4sv object> glVertexAttrib4ubv = <OpenGL.platform.baseplatform.glVertexAttrib4ubv object> glVertexAttrib4uiv = <OpenGL.platform.baseplatform.glVertexAttrib4uiv object> glVertexAttrib4usv = <OpenGL.platform.baseplatform.glVertexAttrib4usv object> glVertexAttribBinding = <OpenGL.platform.baseplatform.glVertexAttribBinding object> glVertexAttribDivisor = <OpenGL.platform.baseplatform.glVertexAttribDivisor object> glVertexAttribFormat = <OpenGL.platform.baseplatform.glVertexAttribFormat object> glVertexAttribI1i = <OpenGL.platform.baseplatform.glVertexAttribI1i object> glVertexAttribI1iv = <OpenGL.platform.baseplatform.glVertexAttribI1iv object> glVertexAttribI1ui = <OpenGL.platform.baseplatform.glVertexAttribI1ui object> glVertexAttribI1uiv = <OpenGL.platform.baseplatform.glVertexAttribI1uiv object> glVertexAttribI2i = <OpenGL.platform.baseplatform.glVertexAttribI2i object> glVertexAttribI2iv = <OpenGL.platform.baseplatform.glVertexAttribI2iv object> glVertexAttribI2ui = <OpenGL.platform.baseplatform.glVertexAttribI2ui object> glVertexAttribI2uiv = <OpenGL.platform.baseplatform.glVertexAttribI2uiv object> glVertexAttribI3i = <OpenGL.platform.baseplatform.glVertexAttribI3i object> glVertexAttribI3iv = <OpenGL.platform.baseplatform.glVertexAttribI3iv object> glVertexAttribI3ui = <OpenGL.platform.baseplatform.glVertexAttribI3ui object> glVertexAttribI3uiv = <OpenGL.platform.baseplatform.glVertexAttribI3uiv object> glVertexAttribI4bv = <OpenGL.platform.baseplatform.glVertexAttribI4bv object> glVertexAttribI4i = <OpenGL.platform.baseplatform.glVertexAttribI4i object> glVertexAttribI4iv = <OpenGL.platform.baseplatform.glVertexAttribI4iv object> glVertexAttribI4sv = <OpenGL.platform.baseplatform.glVertexAttribI4sv object> glVertexAttribI4ubv = <OpenGL.platform.baseplatform.glVertexAttribI4ubv object> glVertexAttribI4ui = <OpenGL.platform.baseplatform.glVertexAttribI4ui object> glVertexAttribI4uiv = <OpenGL.platform.baseplatform.glVertexAttribI4uiv object> glVertexAttribI4usv = <OpenGL.platform.baseplatform.glVertexAttribI4usv object> glVertexAttribIFormat = <OpenGL.platform.baseplatform.glVertexAttribIFormat object> glVertexAttribIPointer = <OpenGL.platform.baseplatform.glVertexAttribIPointer object> glVertexAttribL1d = <OpenGL.platform.baseplatform.glVertexAttribL1d object> glVertexAttribL1dv = <OpenGL.platform.baseplatform.glVertexAttribL1dv object> glVertexAttribL2d = <OpenGL.platform.baseplatform.glVertexAttribL2d object> glVertexAttribL2dv = <OpenGL.platform.baseplatform.glVertexAttribL2dv object> glVertexAttribL3d = <OpenGL.platform.baseplatform.glVertexAttribL3d object> glVertexAttribL3dv = <OpenGL.platform.baseplatform.glVertexAttribL3dv object> glVertexAttribL4d = <OpenGL.platform.baseplatform.glVertexAttribL4d object> glVertexAttribL4dv = <OpenGL.platform.baseplatform.glVertexAttribL4dv object> glVertexAttribLFormat = <OpenGL.platform.baseplatform.glVertexAttribLFormat object> glVertexAttribLPointer = <OpenGL.platform.baseplatform.glVertexAttribLPointer object> glVertexAttribP1ui = <OpenGL.platform.baseplatform.glVertexAttribP1ui object> glVertexAttribP1uiv = <OpenGL.platform.baseplatform.glVertexAttribP1uiv object> glVertexAttribP2ui = <OpenGL.platform.baseplatform.glVertexAttribP2ui object> glVertexAttribP2uiv = <OpenGL.platform.baseplatform.glVertexAttribP2uiv object> glVertexAttribP3ui = <OpenGL.platform.baseplatform.glVertexAttribP3ui object> glVertexAttribP3uiv = <OpenGL.platform.baseplatform.glVertexAttribP3uiv object> glVertexAttribP4ui = <OpenGL.platform.baseplatform.glVertexAttribP4ui object> glVertexAttribP4uiv = <OpenGL.platform.baseplatform.glVertexAttribP4uiv object> glVertexAttribPointer = OpenGL.lazywrapper.lazy( 'glVertexAttribPointer' ) glVertexBindingDivisor = <OpenGL.platform.baseplatform.glVertexBindingDivisor object> glVertexP2ui = <OpenGL.platform.baseplatform.glVertexP2ui object> glVertexP2uiv = <OpenGL.platform.baseplatform.glVertexP2uiv object> glVertexP3ui = <OpenGL.platform.baseplatform.glVertexP3ui object> glVertexP3uiv = <OpenGL.platform.baseplatform.glVertexP3uiv object> glVertexP4ui = <OpenGL.platform.baseplatform.glVertexP4ui object> glVertexP4uiv = <OpenGL.platform.baseplatform.glVertexP4uiv object> glViewportArrayv = <OpenGL.platform.baseplatform.glViewportArrayv object> glViewportIndexedf = <OpenGL.platform.baseplatform.glViewportIndexedf object> glViewportIndexedfv = <OpenGL.platform.baseplatform.glViewportIndexedfv object> glWaitSync = <OpenGL.platform.baseplatform.glWaitSync object> glWindowPos2d = <OpenGL.platform.baseplatform.glWindowPos2d object> glWindowPos2dv = <OpenGL.platform.baseplatform.glWindowPos2dv object> glWindowPos2f = <OpenGL.platform.baseplatform.glWindowPos2f object> glWindowPos2fv = <OpenGL.platform.baseplatform.glWindowPos2fv object> glWindowPos2i = <OpenGL.platform.baseplatform.glWindowPos2i object> glWindowPos2iv = <OpenGL.platform.baseplatform.glWindowPos2iv object> glWindowPos2s = <OpenGL.platform.baseplatform.glWindowPos2s object> glWindowPos2sv = <OpenGL.platform.baseplatform.glWindowPos2sv object> glWindowPos3d = <OpenGL.platform.baseplatform.glWindowPos3d object> glWindowPos3dv = <OpenGL.platform.baseplatform.glWindowPos3dv object> glWindowPos3f = <OpenGL.platform.baseplatform.glWindowPos3f object> glWindowPos3fv = <OpenGL.platform.baseplatform.glWindowPos3fv object> glWindowPos3i = <OpenGL.platform.baseplatform.glWindowPos3i object> glWindowPos3iv = <OpenGL.platform.baseplatform.glWindowPos3iv object> glWindowPos3s = <OpenGL.platform.baseplatform.glWindowPos3s object> glWindowPos3sv = <OpenGL.platform.baseplatform.glWindowPos3sv object> i = '0' void = None |