diff options
Diffstat (limited to 'src/threed/api/gl-funcs.txt')
-rw-r--r-- | src/threed/api/gl-funcs.txt | 858 |
1 files changed, 0 insertions, 858 deletions
diff --git a/src/threed/api/gl-funcs.txt b/src/threed/api/gl-funcs.txt deleted file mode 100644 index 6bef6ce4..00000000 --- a/src/threed/api/gl-funcs.txt +++ /dev/null @@ -1,858 +0,0 @@ -void glActiveTexture(GLenum texture); - inline es1, es2 - alt_name glActiveTextureARB - -void glAttachShader(GLuint program, GLuint shader); - shader_only yes - inline es2 - alt_name glAttachObjectARB - -void glBindAttribLocation(GLuint program, GLuint index, const char* name); - shader_only yes - inline es2 - alt_name glBindAttribLocationARB - -void glBindBuffer(GLenum target, GLuint buffer); - inline es1, es2 - -void glBindFramebuffer(GLenum target, GLuint framebuffer); - inline es2 - -void glBindRenderbuffer(GLenum target, GLuint renderbuffer); - inline es2 - -void glBindTexture(GLenum target, GLuint texture); - inline all - -void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); - inline es2 - -void glBlendEquation( GLenum mode ); - inline es2 - -void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); - inline es2 - -void glBlendFunc(GLenum sfactor, GLenum dfactor); - inline all - -void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); - inline es2 - -void glBufferData(GLenum target, qgl_GLsizeiptr size, const void* data, GLenum usage); - inline es1, es2 - -void glBufferSubData(GLenum target, qgl_GLintptr offset, qgl_GLsizeiptr size, const void* data); - inline es1, es2 - -GLenum glCheckFramebufferStatus(GLenum target); - inline es2 - -void glClear(GLbitfield mask); - inline all - -void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); - inline all - -void glClearDepth(GLclampf depth); - inline all_diff - es_name glClearDepthf - -void glClearStencil(GLint s); - inline all - -void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); - inline all - -void glCompileShader(GLuint shader); - shader_only yes - inline es2 - alt_name glCompileShader - -void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data); - inline es1, es2 - -void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data); - inline es1, es2 - -void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); - inline all - -void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); - inline all - -GLuint glCreateProgram(void); - shader_only yes - inline es2 - alt_name glCreateProgramObjectARB - -GLuint glCreateShader(GLenum type); - shader_only yes - inline es2 - alt_name glCreateShaderObjectARB - -void glCullFace(GLenum mode); - inline all - -void glDeleteBuffers(GLsizei n, const GLuint* buffers); - inline es1, es2 - -void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); - inline es2 - -void glDeleteProgram(GLuint program); - shader_only yes - inline es2 - alt_name glDeleteObjectARB - -void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); - inline es2 - -void glDeleteShader(GLuint shader); - shader_only yes - inline es2 - alt_name glDeleteObjectARB - -void glDeleteTextures(GLsizei n, const GLuint* textures); - inline all - -void glDepthFunc(GLenum func); - inline all - -void glDepthMask(GLboolean flag); - inline all - -void glDepthRange(GLclampf zNear, GLclampf zFar); - inline all_diff - es_name glDepthRangef - -void glDetachShader(GLuint program, GLuint shader); - shader_only yes - inline es2 - alt_name glDetachObjectARB - -void glDisable(GLenum cap); - inline all - -void glDisableVertexAttribArray(GLuint index); - shader_only yes - inline es2 - alt_name glDisableVertexAttribArrayARB - -void glDrawArrays(GLenum mode, GLint first, GLsizei count); - inline all - -void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices); - inline all - -void glEnable(GLenum cap); - inline all - -void glEnableVertexAttribArray(GLuint index); - shader_only yes - inline es2 - alt_name glEnableVertexAttribArrayARB - -void glFinish(void); - inline all - -void glFlush(void); - inline all - -void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); - inline es2 - -void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); - inline es2 - -void glFrontFace(GLenum mode); - inline all - -void glGenBuffers(GLsizei n, GLuint* buffers); - inline es1, es2 - -void glGenerateMipmap(GLenum target); - inline es2 - -void glGenFramebuffers(GLsizei n, GLuint* framebuffers); - inline es2 - -void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers); - inline es2 - -void glGenTextures(GLsizei n, GLuint* textures); - inline all - -void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); - shader_only yes - inline es2 - alt_name glGetActiveAttribARB - -void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name); - shader_only yes - inline es2 - alt_name glGetActiveUniformARB - -void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); - shader_only yes - inline es2 - alt_name glGetAttachedObjectsARB - -int glGetAttribLocation(GLuint program, const char* name); - shader_only yes - inline es2 - alt_name glGetAttribLocationARB - -void glGetBooleanv(GLenum pname, GLboolean* params); - inline all - -void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params); - inline es2 - -GLenum glGetError(void); - inline all - -void glGetFloatv(GLenum pname, GLfloat* params); - inline all - -void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); - inline es2 - -void glGetIntegerv(GLenum pname, GLint* params); - inline all - -void glGetProgramiv(GLuint program, GLenum pname, GLint* params); - shader_only yes - inline es2 - alt_name glGetObjectParameterivARB - -void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog); - shader_only yes - inline es2 - alt_name glGetInfoLogARB - -void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); - inline es2 - -void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); - shader_only yes - inline es2 - alt_name glGetObjectParameterivARB - -void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog); - shader_only yes - inline es2 - alt_name glGetInfoLogARB - -void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); - shader_only yes - inline es2 - special_handling yes - -void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source); - shader_only yes - inline es2 - alt_name glGetShaderSourceARB - -const GLubyte* glGetString(GLenum name); - inline all - -void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); - inline all - -void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params); - inline all - -void glGetUniformfv(GLuint program, GLint location, GLfloat* params); - shader_only yes - inline es2 - alt_name glGetUniformfvARB - -void glGetUniformiv(GLuint program, GLint location, GLint* params); - shader_only yes - inline es2 - alt_name glGetUniformivARB - -int glGetUniformLocation(GLuint program, const char* name); - shader_only yes - inline es2 - alt_name glGetUniformLocationARB - -void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); - shader_only yes - inline es2 - alt_name glGetVertexAttribfvARB - -void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); - shader_only yes - inline es2 - alt_name glGetVertexAttribivARB - -void glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer); - shader_only yes - inline es2 - alt_name glGetVertexAttribPointervARB - -void glHint(GLenum target, GLenum mode); - inline all - -GLboolean glIsBuffer(GLuint buffer); - inline es1, es2 - -GLboolean glIsEnabled(GLenum cap); - inline all - -GLboolean glIsFramebuffer(GLuint framebuffer); - inline es2 - -GLboolean glIsProgram(GLuint program); - shader_only yes - inline es2 - alt_name glIsProgramARB - special_handling yes - -GLboolean glIsRenderbuffer(GLuint renderbuffer); - inline es2 - -GLboolean glIsShader(GLuint shader); - shader_only yes - inline es2 - alt_name glIsShaderARB - special_handling yes - -GLboolean glIsTexture(GLuint texture); - inline all - -void glLineWidth(GLfloat width); - inline all - -void glLinkProgram(GLuint program); - shader_only yes - inline es2 - alt_name glLinkProgramARB - -void glPixelStorei(GLenum pname, GLint param); - inline all - -void glPolygonOffset(GLfloat factor, GLfloat units); - inline all - -void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); - inline all - -void glReleaseShaderCompiler(void); - shader_only yes - inline es2 - alt_name glReleaseShaderCompilerARB - special_handling yes - -void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); - inline es2 - -void glSampleCoverage(GLclampf value, GLboolean invert); - inline es1, es2 - -void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); - inline all - -void glShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLint length); - shader_only yes - inline es2 - alt_name glShaderBinaryARB - -void glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length); - shader_only yes - inline es2 - alt_name glShaderSourceARB - -void glStencilFunc(GLenum func, GLint ref, GLuint mask); - inline all - -void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); - inline es2 - -void glStencilMask(GLuint mask); - inline all - -void glStencilMaskSeparate(GLenum face, GLuint mask); - inline es2 - -void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); - inline all - -void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); - inline es2 - -void glTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels); - inline all - -void glTexParameterf(GLenum target, GLenum pname, GLfloat param); - inline all - -void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params); - inline all - -void glTexParameteri(GLenum target, GLenum pname, GLint param); - inline all - -void glTexParameteriv(GLenum target, GLenum pname, const GLint* params); - inline all - -void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels); - inline all - -void glUniform1f(GLint location, GLfloat x); - shader_only yes - inline es2 - alt_name glUniform1fARB - -void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); - shader_only yes - inline es2 - alt_name glUniform1fvARB - -void glUniform1i(GLint location, GLint x); - shader_only yes - inline es2 - alt_name glUniform1iARB - -void glUniform1iv(GLint location, GLsizei count, const GLint* v); - shader_only yes - inline es2 - alt_name glUniform1ivARB - -void glUniform2f(GLint location, GLfloat x, GLfloat y); - shader_only yes - inline es2 - alt_name glUniform2fARB - -void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); - shader_only yes - inline es2 - alt_name glUniform2fvARB - -void glUniform2i(GLint location, GLint x, GLint y); - shader_only yes - inline es2 - alt_name glUniform2iARB - -void glUniform2iv(GLint location, GLsizei count, const GLint* v); - shader_only yes - inline es2 - alt_name glUniform2ivARB - -void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); - shader_only yes - inline es2 - alt_name glUniform3fARB - -void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); - shader_only yes - inline es2 - alt_name glUniform3fvARB - -void glUniform3i(GLint location, GLint x, GLint y, GLint z); - shader_only yes - inline es2 - alt_name glUniform3iARB - -void glUniform3iv(GLint location, GLsizei count, const GLint* v); - shader_only yes - inline es2 - alt_name glUniform3ivARB - -void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); - shader_only yes - inline es2 - alt_name glUniform4fARB - -void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); - shader_only yes - inline es2 - alt_name glUniform4fvARB - -void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); - shader_only yes - inline es2 - alt_name glUniform4iARB - -void glUniform4iv(GLint location, GLsizei count, const GLint* v); - shader_only yes - inline es2 - alt_name glUniform4ivARB - -void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); - shader_only yes - inline es2 - alt_name glUniformMatrix2fvARB - -void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); - shader_only yes - inline es2 - alt_name glUniformMatrix3fvARB - -void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); - shader_only yes - inline es2 - alt_name glUniformMatrix4fvARB - -void glUseProgram(GLuint program); - shader_only yes - inline es2 - alt_name glUseProgramObjectARB - -void glValidateProgram(GLuint program); - shader_only yes - inline es2 - alt_name glValidateProgramARB - -void glVertexAttrib1f(GLuint indx, GLfloat x); - shader_only yes - inline es2 - alt_name glVertexAttrib1fARB - -void glVertexAttrib1fv(GLuint indx, const GLfloat* values); - shader_only yes - inline es2 - alt_name glVertexAttrib1fvARB - -void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); - shader_only yes - inline es2 - alt_name glVertexAttrib2fARB - -void glVertexAttrib2fv(GLuint indx, const GLfloat* values); - shader_only yes - inline es2 - alt_name glVertexAttrib2fvARB - -void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); - shader_only yes - inline es2 - alt_name glVertexAttrib3fARB - -void glVertexAttrib3fv(GLuint indx, const GLfloat* values); - shader_only yes - inline es2 - alt_name glVertexAttrib3fvARB - -void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); - shader_only yes - inline es2 - alt_name glVertexAttrib4fARB - -void glVertexAttrib4fv(GLuint indx, const GLfloat* values); - shader_only yes - inline es2 - alt_name glVertexAttrib4fvARB - -void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr); - shader_only yes - inline es2 - alt_name glVertexAttribPointerARB - -void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); - inline all - -#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A -#define GL_ACTIVE_ATTRIBUTES 0x8B89 -#define GL_ACTIVE_TEXTURE 0x84E0 -#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 -#define GL_ACTIVE_UNIFORMS 0x8B86 -#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E -#define GL_ALIASED_POINT_SIZE_RANGE 0x846D -#define GL_ALPHA 0x1906 -#define GL_ALPHA_BITS 0x0D55 -#define GL_ALWAYS 0x0207 -#define GL_ARRAY_BUFFER 0x8892 -#define GL_ARRAY_BUFFER_BINDING 0x8894 -#define GL_ATTACHED_SHADERS 0x8B85 -#define GL_BACK 0x0405 -#define GL_BLEND 0x0BE2 -#define GL_BLEND_COLOR 0x8005 -#define GL_BLEND_DST_ALPHA 0x80CA -#define GL_BLEND_DST_RGB 0x80C8 -#define GL_BLEND_EQUATION 0x8009 -#define GL_BLEND_EQUATION_ALPHA 0x883D -#define GL_BLEND_EQUATION_RGB 0x8009 -#define GL_BLEND_SRC_ALPHA 0x80CB -#define GL_BLEND_SRC_RGB 0x80C9 -#define GL_BLUE_BITS 0x0D54 -#define GL_BOOL 0x8B56 -#define GL_BOOL_VEC2 0x8B57 -#define GL_BOOL_VEC3 0x8B58 -#define GL_BOOL_VEC4 0x8B59 -#define GL_BUFFER_SIZE 0x8764 -#define GL_BUFFER_USAGE 0x8765 -#define GL_BYTE 0x1400 -#define GL_CCW 0x0901 -#define GL_CLAMP_TO_EDGE 0x812F -#define GL_COLOR_ATTACHMENT0 0x8CE0 -#define GL_COLOR_BUFFER_BIT 0x00004000 -#define GL_COLOR_CLEAR_VALUE 0x0C22 -#define GL_COLOR_WRITEMASK 0x0C23 -#define GL_COMPILE_STATUS 0x8B81 -#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 -#define GL_CONSTANT_ALPHA 0x8003 -#define GL_CONSTANT_COLOR 0x8001 -#define GL_CULL_FACE 0x0B44 -#define GL_CULL_FACE_MODE 0x0B45 -#define GL_CURRENT_PROGRAM 0x8B8D -#define GL_CURRENT_VERTEX_ATTRIB 0x8626 -#define GL_CW 0x0900 -#define GL_DECR 0x1E03 -#define GL_DECR_WRAP 0x8508 -#define GL_DELETE_STATUS 0x8B80 -#define GL_DEPTH_ATTACHMENT 0x8D00 -#define GL_DEPTH_BITS 0x0D56 -#define GL_DEPTH_BUFFER_BIT 0x00000100 -#define GL_DEPTH_CLEAR_VALUE 0x0B73 -#define GL_DEPTH_COMPONENT 0x1902 -#define GL_DEPTH_COMPONENT16 0x81A5 -#define GL_DEPTH_FUNC 0x0B74 -#define GL_DEPTH_RANGE 0x0B70 -#define GL_DEPTH_TEST 0x0B71 -#define GL_DEPTH_WRITEMASK 0x0B72 -#define GL_DITHER 0x0BD0 -#define GL_DONT_CARE 0x1100 -#define GL_DST_ALPHA 0x0304 -#define GL_DST_COLOR 0x0306 -#define GL_DYNAMIC_DRAW 0x88E8 -#define GL_ELEMENT_ARRAY_BUFFER 0x8893 -#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 -#define GL_EQUAL 0x0202 -#define GL_EXTENSIONS 0x1F03 -#define GL_FALSE 0 -#define GL_FASTEST 0x1101 -#define GL_FIXED 0x140C -#define GL_FLOAT 0x1406 -#define GL_FLOAT_MAT2 0x8B5A -#define GL_FLOAT_MAT3 0x8B5B -#define GL_FLOAT_MAT4 0x8B5C -#define GL_FLOAT_VEC2 0x8B50 -#define GL_FLOAT_VEC3 0x8B51 -#define GL_FLOAT_VEC4 0x8B52 -#define GL_FRAGMENT_SHADER 0x8B30 -#define GL_FRAMEBUFFER 0x8D40 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 -#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 -#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 -#define GL_FRAMEBUFFER_BINDING 0x8CA6 -#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 -#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 -#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 -#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 -#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD -#define GL_FRONT 0x0404 -#define GL_FRONT_AND_BACK 0x0408 -#define GL_FRONT_FACE 0x0B46 -#define GL_FUNC_ADD 0x8006 -#define GL_FUNC_REVERSE_SUBTRACT 0x800B -#define GL_FUNC_SUBTRACT 0x800A -#define GL_GENERATE_MIPMAP_HINT 0x8192 -#define GL_GEQUAL 0x0206 -#define GL_GREATER 0x0204 -#define GL_GREEN_BITS 0x0D53 -#define GL_HIGH_FLOAT 0x8DF2 -#define GL_HIGH_INT 0x8DF5 -#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B -#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A -#define GL_INCR 0x1E02 -#define GL_INCR_WRAP 0x8507 -#define GL_INFO_LOG_LENGTH 0x8B84 -#define GL_INT 0x1404 -#define GL_INT_VEC2 0x8B53 -#define GL_INT_VEC3 0x8B54 -#define GL_INT_VEC4 0x8B55 -#define GL_INVALID_ENUM 0x0500 -#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 -#define GL_INVALID_OPERATION 0x0502 -#define GL_INVALID_VALUE 0x0501 -#define GL_INVERT 0x150A -#define GL_KEEP 0x1E00 -#define GL_LEQUAL 0x0203 -#define GL_LESS 0x0201 -#define GL_LINEAR 0x2601 -#define GL_LINEAR_MIPMAP_LINEAR 0x2703 -#define GL_LINEAR_MIPMAP_NEAREST 0x2701 -#define GL_LINE_LOOP 0x0002 -#define GL_LINES 0x0001 -#define GL_LINE_STRIP 0x0003 -#define GL_LINE_WIDTH 0x0B21 -#define GL_LINK_STATUS 0x8B82 -#define GL_LOW_FLOAT 0x8DF0 -#define GL_LOW_INT 0x8DF3 -#define GL_LUMINANCE 0x1909 -#define GL_LUMINANCE_ALPHA 0x190A -#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D -#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C -#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD -#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 -#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 -#define GL_MAX_TEXTURE_SIZE 0x0D33 -#define GL_MAX_VARYING_VECTORS 0x8DFC -#define GL_MAX_VERTEX_ATTRIBS 0x8869 -#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C -#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB -#define GL_MAX_VIEWPORT_DIMS 0x0D3A -#define GL_MEDIUM_FLOAT 0x8DF1 -#define GL_MEDIUM_INT 0x8DF4 -#define GL_MIRRORED_REPEAT 0x8370 -#define GL_NEAREST 0x2600 -#define GL_NEAREST_MIPMAP_LINEAR 0x2702 -#define GL_NEAREST_MIPMAP_NEAREST 0x2700 -#define GL_NEVER 0x0200 -#define GL_NICEST 0x1102 -#define GL_NO_ERROR 0 -#define GL_NONE 0 -#define GL_NOTEQUAL 0x0205 -#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 -#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 -#define GL_ONE 1 -#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 -#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 -#define GL_ONE_MINUS_DST_ALPHA 0x0305 -#define GL_ONE_MINUS_DST_COLOR 0x0307 -#define GL_ONE_MINUS_SRC_ALPHA 0x0303 -#define GL_ONE_MINUS_SRC_COLOR 0x0301 -#define GL_OUT_OF_MEMORY 0x0505 -#define GL_PACK_ALIGNMENT 0x0D05 -#define GL_POINTS 0x0000 -#define GL_POLYGON_OFFSET_FACTOR 0x8038 -#define GL_POLYGON_OFFSET_FILL 0x8037 -#define GL_POLYGON_OFFSET_UNITS 0x2A00 -#define GL_RED_BITS 0x0D52 -#define GL_RENDERBUFFER 0x8D41 -#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 -#define GL_RENDERBUFFER_BINDING 0x8CA7 -#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 -#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 -#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 -#define GL_RENDERBUFFER_HEIGHT 0x8D43 -#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 -#define GL_RENDERBUFFER_RED_SIZE 0x8D50 -#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 -#define GL_RENDERBUFFER_WIDTH 0x8D42 -#define GL_RENDERER 0x1F01 -#define GL_REPEAT 0x2901 -#define GL_REPLACE 0x1E01 -#define GL_RGB 0x1907 -#define GL_RGB565 0x8D62 -#define GL_RGB5_A1 0x8057 -#define GL_RGBA 0x1908 -#define GL_RGBA4 0x8056 -#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E -#define GL_SAMPLE_BUFFERS 0x80A8 -#define GL_SAMPLE_COVERAGE 0x80A0 -#define GL_SAMPLE_COVERAGE_INVERT 0x80AB -#define GL_SAMPLE_COVERAGE_VALUE 0x80AA -#define GL_SAMPLER_2D 0x8B5E -#define GL_SAMPLER_CUBE 0x8B60 -#define GL_SAMPLES 0x80A9 -#define GL_SCISSOR_BOX 0x0C10 -#define GL_SCISSOR_TEST 0x0C11 -#define GL_SHADER_BINARY_FORMATS 0x8DF8 -#define GL_SHADER_COMPILER 0x8DFA -#define GL_SHADER_SOURCE_LENGTH 0x8B88 -#define GL_SHADER_TYPE 0x8B4F -#define GL_SHADING_LANGUAGE_VERSION 0x8B8C -#define GL_SHORT 0x1402 -#define GL_SRC_ALPHA 0x0302 -#define GL_SRC_ALPHA_SATURATE 0x0308 -#define GL_SRC_COLOR 0x0300 -#define GL_STATIC_DRAW 0x88E4 -#define GL_STENCIL_ATTACHMENT 0x8D20 -#define GL_STENCIL_BACK_FAIL 0x8801 -#define GL_STENCIL_BACK_FUNC 0x8800 -#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 -#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 -#define GL_STENCIL_BACK_REF 0x8CA3 -#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 -#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 -#define GL_STENCIL_BITS 0x0D57 -#define GL_STENCIL_BUFFER_BIT 0x00000400 -#define GL_STENCIL_CLEAR_VALUE 0x0B91 -#define GL_STENCIL_FAIL 0x0B94 -#define GL_STENCIL_FUNC 0x0B92 -#define GL_STENCIL_INDEX 0x1901 -#define GL_STENCIL_INDEX8 0x8D48 -#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 -#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 -#define GL_STENCIL_REF 0x0B97 -#define GL_STENCIL_TEST 0x0B90 -#define GL_STENCIL_VALUE_MASK 0x0B93 -#define GL_STENCIL_WRITEMASK 0x0B98 -#define GL_STREAM_DRAW 0x88E0 -#define GL_SUBPIXEL_BITS 0x0D50 -#define GL_TEXTURE0 0x84C0 -#define GL_TEXTURE 0x1702 -#define GL_TEXTURE10 0x84CA -#define GL_TEXTURE1 0x84C1 -#define GL_TEXTURE11 0x84CB -#define GL_TEXTURE12 0x84CC -#define GL_TEXTURE13 0x84CD -#define GL_TEXTURE14 0x84CE -#define GL_TEXTURE15 0x84CF -#define GL_TEXTURE16 0x84D0 -#define GL_TEXTURE17 0x84D1 -#define GL_TEXTURE18 0x84D2 -#define GL_TEXTURE19 0x84D3 -#define GL_TEXTURE20 0x84D4 -#define GL_TEXTURE2 0x84C2 -#define GL_TEXTURE21 0x84D5 -#define GL_TEXTURE22 0x84D6 -#define GL_TEXTURE23 0x84D7 -#define GL_TEXTURE24 0x84D8 -#define GL_TEXTURE25 0x84D9 -#define GL_TEXTURE26 0x84DA -#define GL_TEXTURE27 0x84DB -#define GL_TEXTURE28 0x84DC -#define GL_TEXTURE29 0x84DD -#define GL_TEXTURE_2D 0x0DE1 -#define GL_TEXTURE30 0x84DE -#define GL_TEXTURE3 0x84C3 -#define GL_TEXTURE31 0x84DF -#define GL_TEXTURE4 0x84C4 -#define GL_TEXTURE5 0x84C5 -#define GL_TEXTURE6 0x84C6 -#define GL_TEXTURE7 0x84C7 -#define GL_TEXTURE8 0x84C8 -#define GL_TEXTURE9 0x84C9 -#define GL_TEXTURE_BINDING_2D 0x8069 -#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 -#define GL_TEXTURE_CUBE_MAP 0x8513 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 -#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A -#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 -#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 -#define GL_TEXTURE_MAG_FILTER 0x2800 -#define GL_TEXTURE_MIN_FILTER 0x2801 -#define GL_TEXTURE_WRAP_S 0x2802 -#define GL_TEXTURE_WRAP_T 0x2803 -#define GL_TRIANGLE_FAN 0x0006 -#define GL_TRIANGLES 0x0004 -#define GL_TRIANGLE_STRIP 0x0005 -#define GL_TRUE 1 -#define GL_UNPACK_ALIGNMENT 0x0CF5 -#define GL_UNSIGNED_BYTE 0x1401 -#define GL_UNSIGNED_INT 0x1405 -#define GL_UNSIGNED_SHORT 0x1403 -#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 -#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 -#define GL_UNSIGNED_SHORT_5_6_5 0x8363 -#define GL_VALIDATE_STATUS 0x8B83 -#define GL_VENDOR 0x1F00 -#define GL_VERSION 0x1F02 -#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F -#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 -#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A -#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 -#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 -#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 -#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 -#define GL_VERTEX_SHADER 0x8B31 -#define GL_VIEWPORT 0x0BA2 -#define GL_ZERO 0 |