summaryrefslogtreecommitdiffstats
path: root/src/threed/api/gl-funcs.txt
diff options
context:
space:
mode:
Diffstat (limited to 'src/threed/api/gl-funcs.txt')
-rw-r--r--src/threed/api/gl-funcs.txt858
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