OpenGLContext.pygamecontext | index /home/mcfletch/pylive/OpenGLContext/pygamecontext.py |
Context functionality within the PyGame environment
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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
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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/pygamecontext.py' __name__ = 'OpenGLContext.pygamecontext' __package__ = 'OpenGLContext' 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' log = <logging.Logger object> void = None |