GL

opengl.GL (extern class)

Static Members

LINC: Int

GL_ZERO: Int

GL_FALSE: Int

GL_LOGIC_OP: Int

GL_NONE: Int

GL_TEXTURE_COMPONENTS: Int

GL_NO_ERROR: Int

GL_POINTS: Int

GL_CURRENT_BIT: Int

GL_TRUE: Int

GL_ONE: Int

GL_CLIENT_PIXEL_STORE_BIT: Int

GL_LINES: Int

GL_LINE_LOOP: Int

GL_POINT_BIT: Int

GL_CLIENT_VERTEX_ARRAY_BIT: Int

GL_LINE_STRIP: Int

GL_LINE_BIT: Int

GL_TRIANGLES: Int

GL_TRIANGLE_STRIP: Int

GL_TRIANGLE_FAN: Int

GL_QUADS: Int

GL_QUAD_STRIP: Int

GL_POLYGON_BIT: Int

GL_POLYGON: Int

GL_POLYGON_STIPPLE_BIT: Int

GL_PIXEL_MODE_BIT: Int

GL_LIGHTING_BIT: Int

GL_FOG_BIT: Int

GL_DEPTH_BUFFER_BIT: Int

GL_ACCUM: Int

GL_LOAD: Int

GL_RETURN: Int

GL_MULT: Int

GL_ADD: Int

GL_NEVER: Int

GL_ACCUM_BUFFER_BIT: Int

GL_LESS: Int

GL_EQUAL: Int

GL_LEQUAL: Int

GL_GREATER: Int

GL_NOTEQUAL: Int

GL_GEQUAL: Int

GL_ALWAYS: Int

GL_SRC_COLOR: Int

GL_ONE_MINUS_SRC_COLOR: Int

GL_SRC_ALPHA: Int

GL_ONE_MINUS_SRC_ALPHA: Int

GL_DST_ALPHA: Int

GL_ONE_MINUS_DST_ALPHA: Int

GL_DST_COLOR: Int

GL_ONE_MINUS_DST_COLOR: Int

GL_SRC_ALPHA_SATURATE: Int

GL_STENCIL_BUFFER_BIT: Int

GL_FRONT_LEFT: Int

GL_FRONT_RIGHT: Int

GL_BACK_LEFT: Int

GL_BACK_RIGHT: Int

GL_FRONT: Int

GL_BACK: Int

GL_LEFT: Int

GL_RIGHT: Int

GL_FRONT_AND_BACK: Int

GL_AUX0: Int

GL_AUX1: Int

GL_AUX2: Int

GL_AUX3: Int

GL_INVALID_ENUM: Int

GL_INVALID_VALUE: Int

GL_INVALID_OPERATION: Int

GL_STACK_OVERFLOW: Int

GL_STACK_UNDERFLOW: Int

GL_OUT_OF_MEMORY: Int

GL_2D: Int

GL_3D: Int

GL_3D_COLOR: Int

GL_3D_COLOR_TEXTURE: Int

GL_4D_COLOR_TEXTURE: Int

GL_PASS_THROUGH_TOKEN: Int

GL_POINT_TOKEN: Int

GL_LINE_TOKEN: Int

GL_POLYGON_TOKEN: Int

GL_BITMAP_TOKEN: Int

GL_DRAW_PIXEL_TOKEN: Int

GL_COPY_PIXEL_TOKEN: Int

GL_LINE_RESET_TOKEN: Int

GL_EXP: Int

GL_VIEWPORT_BIT: Int

GL_EXP2: Int

GL_CW: Int

GL_CCW: Int

GL_COEFF: Int

GL_ORDER: Int

GL_DOMAIN: Int

GL_CURRENT_COLOR: Int

GL_CURRENT_INDEX: Int

GL_CURRENT_NORMAL: Int

GL_CURRENT_TEXTURE_COORDS: Int

GL_CURRENT_RASTER_COLOR: Int

GL_CURRENT_RASTER_INDEX: Int

GL_CURRENT_RASTER_TEXTURE_COORDS: Int

GL_CURRENT_RASTER_POSITION: Int

GL_CURRENT_RASTER_POSITION_VALID: Int

GL_CURRENT_RASTER_DISTANCE: Int

GL_POINT_SMOOTH: Int

GL_POINT_SIZE: Int

GL_POINT_SIZE_RANGE: Int

GL_POINT_SIZE_GRANULARITY: Int

GL_LINE_SMOOTH: Int

GL_LINE_WIDTH: Int

GL_LINE_WIDTH_RANGE: Int

GL_LINE_WIDTH_GRANULARITY: Int

GL_LINE_STIPPLE: Int

GL_LINE_STIPPLE_PATTERN: Int

GL_LINE_STIPPLE_REPEAT: Int

GL_LIST_MODE: Int

GL_MAX_LIST_NESTING: Int

GL_LIST_BASE: Int

GL_LIST_INDEX: Int

GL_POLYGON_MODE: Int

GL_POLYGON_SMOOTH: Int

GL_POLYGON_STIPPLE: Int

GL_EDGE_FLAG: Int

GL_CULL_FACE: Int

GL_CULL_FACE_MODE: Int

GL_FRONT_FACE: Int

GL_LIGHTING: Int

GL_LIGHT_MODEL_LOCAL_VIEWER: Int

GL_LIGHT_MODEL_TWO_SIDE: Int

GL_LIGHT_MODEL_AMBIENT: Int

GL_SHADE_MODEL: Int

GL_COLOR_MATERIAL_FACE: Int

GL_COLOR_MATERIAL_PARAMETER: Int

GL_COLOR_MATERIAL: Int

GL_FOG: Int

GL_FOG_INDEX: Int

GL_FOG_DENSITY: Int

GL_FOG_START: Int

GL_FOG_END: Int

GL_FOG_MODE: Int

GL_FOG_COLOR: Int

GL_DEPTH_RANGE: Int

GL_DEPTH_TEST: Int

GL_DEPTH_WRITEMASK: Int

GL_DEPTH_CLEAR_VALUE: Int

GL_DEPTH_FUNC: Int

GL_ACCUM_CLEAR_VALUE: Int

GL_STENCIL_TEST: Int

GL_STENCIL_CLEAR_VALUE: Int

GL_STENCIL_FUNC: Int

GL_STENCIL_VALUE_MASK: Int

GL_STENCIL_FAIL: Int

GL_STENCIL_PASS_DEPTH_FAIL: Int

GL_STENCIL_PASS_DEPTH_PASS: Int

GL_STENCIL_REF: Int

GL_STENCIL_WRITEMASK: Int

GL_MATRIX_MODE: Int

GL_NORMALIZE: Int

GL_VIEWPORT: Int

GL_MODELVIEW_STACK_DEPTH: Int

GL_PROJECTION_STACK_DEPTH: Int

GL_TEXTURE_STACK_DEPTH: Int

GL_MODELVIEW_MATRIX: Int

GL_PROJECTION_MATRIX: Int

GL_TEXTURE_MATRIX: Int

GL_ATTRIB_STACK_DEPTH: Int

GL_CLIENT_ATTRIB_STACK_DEPTH: Int

GL_ALPHA_TEST: Int

GL_ALPHA_TEST_FUNC: Int

GL_ALPHA_TEST_REF: Int

GL_DITHER: Int

GL_BLEND_DST: Int

GL_BLEND_SRC: Int

GL_BLEND: Int

GL_LOGIC_OP_MODE: Int

GL_INDEX_LOGIC_OP: Int

GL_COLOR_LOGIC_OP: Int

GL_AUX_BUFFERS: Int

GL_DRAW_BUFFER: Int

GL_READ_BUFFER: Int

GL_SCISSOR_BOX: Int

GL_SCISSOR_TEST: Int

GL_INDEX_CLEAR_VALUE: Int

GL_INDEX_WRITEMASK: Int

GL_COLOR_CLEAR_VALUE: Int

GL_COLOR_WRITEMASK: Int

GL_INDEX_MODE: Int

GL_RGBA_MODE: Int

GL_DOUBLEBUFFER: Int

GL_STEREO: Int

GL_RENDER_MODE: Int

GL_PERSPECTIVE_CORRECTION_HINT: Int

GL_POINT_SMOOTH_HINT: Int

GL_LINE_SMOOTH_HINT: Int

GL_POLYGON_SMOOTH_HINT: Int

GL_FOG_HINT: Int

GL_TEXTURE_GEN_S: Int

GL_TEXTURE_GEN_T: Int

GL_TEXTURE_GEN_R: Int

GL_TEXTURE_GEN_Q: Int

GL_PIXEL_MAP_I_TO_I: Int

GL_PIXEL_MAP_S_TO_S: Int

GL_PIXEL_MAP_I_TO_R: Int

GL_PIXEL_MAP_I_TO_G: Int

GL_PIXEL_MAP_I_TO_B: Int

GL_PIXEL_MAP_I_TO_A: Int

GL_PIXEL_MAP_R_TO_R: Int

GL_PIXEL_MAP_G_TO_G: Int

GL_PIXEL_MAP_B_TO_B: Int

GL_PIXEL_MAP_A_TO_A: Int

GL_PIXEL_MAP_I_TO_I_SIZE: Int

GL_PIXEL_MAP_S_TO_S_SIZE: Int

GL_PIXEL_MAP_I_TO_R_SIZE: Int

GL_PIXEL_MAP_I_TO_G_SIZE: Int

GL_PIXEL_MAP_I_TO_B_SIZE: Int

GL_PIXEL_MAP_I_TO_A_SIZE: Int

GL_PIXEL_MAP_R_TO_R_SIZE: Int

GL_PIXEL_MAP_G_TO_G_SIZE: Int

GL_PIXEL_MAP_B_TO_B_SIZE: Int

GL_PIXEL_MAP_A_TO_A_SIZE: Int

GL_UNPACK_SWAP_BYTES: Int

GL_UNPACK_LSB_FIRST: Int

GL_UNPACK_ROW_LENGTH: Int

GL_UNPACK_SKIP_ROWS: Int

GL_UNPACK_SKIP_PIXELS: Int

GL_UNPACK_ALIGNMENT: Int

GL_PACK_SWAP_BYTES: Int

GL_PACK_LSB_FIRST: Int

GL_PACK_ROW_LENGTH: Int

GL_PACK_SKIP_ROWS: Int

GL_PACK_SKIP_PIXELS: Int

GL_PACK_ALIGNMENT: Int

GL_MAP_COLOR: Int

GL_MAP_STENCIL: Int

GL_INDEX_SHIFT: Int

GL_INDEX_OFFSET: Int

GL_RED_SCALE: Int

GL_RED_BIAS: Int

GL_ZOOM_X: Int

GL_ZOOM_Y: Int

GL_GREEN_SCALE: Int

GL_GREEN_BIAS: Int

GL_BLUE_SCALE: Int

GL_BLUE_BIAS: Int

GL_ALPHA_SCALE: Int

GL_ALPHA_BIAS: Int

GL_DEPTH_SCALE: Int

GL_DEPTH_BIAS: Int

GL_MAX_EVAL_ORDER: Int

GL_MAX_LIGHTS: Int

GL_MAX_CLIP_PLANES: Int

GL_MAX_TEXTURE_SIZE: Int

GL_MAX_PIXEL_MAP_TABLE: Int

GL_MAX_ATTRIB_STACK_DEPTH: Int

GL_MAX_MODELVIEW_STACK_DEPTH: Int

GL_MAX_NAME_STACK_DEPTH: Int

GL_MAX_PROJECTION_STACK_DEPTH: Int

GL_MAX_TEXTURE_STACK_DEPTH: Int

GL_MAX_VIEWPORT_DIMS: Int

GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: Int

GL_SUBPIXEL_BITS: Int

GL_INDEX_BITS: Int

GL_RED_BITS: Int

GL_GREEN_BITS: Int

GL_BLUE_BITS: Int

GL_ALPHA_BITS: Int

GL_DEPTH_BITS: Int

GL_STENCIL_BITS: Int

GL_ACCUM_RED_BITS: Int

GL_ACCUM_GREEN_BITS: Int

GL_ACCUM_BLUE_BITS: Int

GL_ACCUM_ALPHA_BITS: Int

GL_NAME_STACK_DEPTH: Int

GL_AUTO_NORMAL: Int

GL_MAP1_COLOR_4: Int

GL_MAP1_INDEX: Int

GL_MAP1_NORMAL: Int

GL_MAP1_TEXTURE_COORD_1: Int

GL_MAP1_TEXTURE_COORD_2: Int

GL_MAP1_TEXTURE_COORD_3: Int

GL_MAP1_TEXTURE_COORD_4: Int

GL_MAP1_VERTEX_3: Int

GL_MAP1_VERTEX_4: Int

GL_MAP2_COLOR_4: Int

GL_MAP2_INDEX: Int

GL_MAP2_NORMAL: Int

GL_MAP2_TEXTURE_COORD_1: Int

GL_MAP2_TEXTURE_COORD_2: Int

GL_MAP2_TEXTURE_COORD_3: Int

GL_MAP2_TEXTURE_COORD_4: Int

GL_MAP2_VERTEX_3: Int

GL_MAP2_VERTEX_4: Int

GL_MAP1_GRID_DOMAIN: Int

GL_MAP1_GRID_SEGMENTS: Int

GL_MAP2_GRID_DOMAIN: Int

GL_MAP2_GRID_SEGMENTS: Int

GL_TEXTURE_1D: Int

GL_TEXTURE_2D: Int

GL_FEEDBACK_BUFFER_POINTER: Int

GL_FEEDBACK_BUFFER_SIZE: Int

GL_FEEDBACK_BUFFER_TYPE: Int

GL_SELECTION_BUFFER_POINTER: Int

GL_SELECTION_BUFFER_SIZE: Int

GL_TEXTURE_WIDTH: Int

GL_TRANSFORM_BIT: Int

GL_TEXTURE_HEIGHT: Int

GL_TEXTURE_INTERNAL_FORMAT: Int

GL_TEXTURE_BORDER_COLOR: Int

GL_TEXTURE_BORDER: Int

GL_DONT_CARE: Int

GL_FASTEST: Int

GL_NICEST: Int

GL_AMBIENT: Int

GL_DIFFUSE: Int

GL_SPECULAR: Int

GL_POSITION: Int

GL_SPOT_DIRECTION: Int

GL_SPOT_EXPONENT: Int

GL_SPOT_CUTOFF: Int

GL_CONSTANT_ATTENUATION: Int

GL_LINEAR_ATTENUATION: Int

GL_QUADRATIC_ATTENUATION: Int

GL_COMPILE: Int

GL_COMPILE_AND_EXECUTE: Int

GL_BYTE: Int

GL_UNSIGNED_BYTE: Int

GL_SHORT: Int

GL_UNSIGNED_SHORT: Int

GL_INT: Int

GL_UNSIGNED_INT: Int

GL_FLOAT: Int

GL_2_BYTES: Int

GL_3_BYTES: Int

GL_4_BYTES: Int

GL_DOUBLE: Int

GL_CLEAR: Int

GL_AND: Int

GL_AND_REVERSE: Int

GL_COPY: Int

GL_AND_INVERTED: Int

GL_NOOP: Int

GL_XOR: Int

GL_OR: Int

GL_NOR: Int

GL_EQUIV: Int

GL_INVERT: Int

GL_OR_REVERSE: Int

GL_COPY_INVERTED: Int

GL_OR_INVERTED: Int

GL_NAND: Int

GL_SET: Int

GL_EMISSION: Int

GL_SHININESS: Int

GL_AMBIENT_AND_DIFFUSE: Int

GL_COLOR_INDEXES: Int

GL_MODELVIEW: Int

GL_PROJECTION: Int

GL_TEXTURE: Int

GL_COLOR: Int

GL_DEPTH: Int

GL_STENCIL: Int

GL_COLOR_INDEX: Int

GL_STENCIL_INDEX: Int

GL_DEPTH_COMPONENT: Int

GL_RED: Int

GL_GREEN: Int

GL_BLUE: Int

GL_ALPHA: Int

GL_RGB: Int

GL_RGBA: Int

GL_LUMINANCE: Int

GL_LUMINANCE_ALPHA: Int

GL_BITMAP: Int

GL_POINT: Int

GL_LINE: Int

GL_FILL: Int

GL_RENDER: Int

GL_FEEDBACK: Int

GL_SELECT: Int

GL_FLAT: Int

GL_SMOOTH: Int

GL_KEEP: Int

GL_REPLACE: Int

GL_INCR: Int

GL_DECR: Int

GL_VENDOR: Int

GL_RENDERER: Int

GL_VERSION: Int

GL_EXTENSIONS: Int

GL_S: Int

GL_ENABLE_BIT: Int

GL_T: Int

GL_R: Int

GL_Q: Int

GL_MODULATE: Int

GL_DECAL: Int

GL_TEXTURE_ENV_MODE: Int

GL_TEXTURE_ENV_COLOR: Int

GL_TEXTURE_ENV: Int

GL_EYE_LINEAR: Int

GL_OBJECT_LINEAR: Int

GL_SPHERE_MAP: Int

GL_TEXTURE_GEN_MODE: Int

GL_OBJECT_PLANE: Int

GL_EYE_PLANE: Int

GL_NEAREST: Int

GL_LINEAR: Int

GL_NEAREST_MIPMAP_NEAREST: Int

GL_LINEAR_MIPMAP_NEAREST: Int

GL_NEAREST_MIPMAP_LINEAR: Int

GL_LINEAR_MIPMAP_LINEAR: Int

GL_TEXTURE_MAG_FILTER: Int

GL_TEXTURE_MIN_FILTER: Int

GL_TEXTURE_WRAP_S: Int

GL_TEXTURE_WRAP_T: Int

GL_CLAMP: Int

GL_REPEAT: Int

GL_POLYGON_OFFSET_UNITS: Int

GL_POLYGON_OFFSET_POINT: Int

GL_POLYGON_OFFSET_LINE: Int

GL_R3_G3_B2: Int

GL_V2F: Int

GL_V3F: Int

GL_C4UB_V2F: Int

GL_C4UB_V3F: Int

GL_C3F_V3F: Int

GL_N3F_V3F: Int

GL_C4F_N3F_V3F: Int

GL_T2F_V3F: Int

GL_T4F_V4F: Int

GL_T2F_C4UB_V3F: Int

GL_T2F_C3F_V3F: Int

GL_T2F_N3F_V3F: Int

GL_T2F_C4F_N3F_V3F: Int

GL_T4F_C4F_N3F_V4F: Int

GL_CLIP_PLANE0: Int

GL_CLIP_PLANE1: Int

GL_CLIP_PLANE2: Int

GL_CLIP_PLANE3: Int

GL_CLIP_PLANE4: Int

GL_CLIP_PLANE5: Int

GL_LIGHT0: Int

GL_COLOR_BUFFER_BIT: Int

GL_LIGHT1: Int

GL_LIGHT2: Int

GL_LIGHT3: Int

GL_LIGHT4: Int

GL_LIGHT5: Int

GL_LIGHT6: Int

GL_LIGHT7: Int

GL_HINT_BIT: Int

GL_POLYGON_OFFSET_FILL: Int

GL_POLYGON_OFFSET_FACTOR: Int

GL_ALPHA4: Int

GL_ALPHA8: Int

GL_ALPHA12: Int

GL_ALPHA16: Int

GL_LUMINANCE4: Int

GL_LUMINANCE8: Int

GL_LUMINANCE12: Int

GL_LUMINANCE16: Int

GL_LUMINANCE4_ALPHA4: Int

GL_LUMINANCE6_ALPHA2: Int

GL_LUMINANCE8_ALPHA8: Int

GL_LUMINANCE12_ALPHA4: Int

GL_LUMINANCE12_ALPHA12: Int

GL_LUMINANCE16_ALPHA16: Int

GL_INTENSITY: Int

GL_INTENSITY4: Int

GL_INTENSITY8: Int

GL_INTENSITY12: Int

GL_INTENSITY16: Int

GL_RGB4: Int

GL_RGB5: Int

GL_RGB8: Int

GL_RGB10: Int

GL_RGB12: Int

GL_RGB16: Int

GL_RGBA2: Int

GL_RGBA4: Int

GL_RGB5_A1: Int

GL_RGBA8: Int

GL_RGB10_A2: Int

GL_RGBA12: Int

GL_RGBA16: Int

GL_TEXTURE_RED_SIZE: Int

GL_TEXTURE_GREEN_SIZE: Int

GL_TEXTURE_BLUE_SIZE: Int

GL_TEXTURE_ALPHA_SIZE: Int

GL_TEXTURE_LUMINANCE_SIZE: Int

GL_TEXTURE_INTENSITY_SIZE: Int

GL_PROXY_TEXTURE_1D: Int

GL_PROXY_TEXTURE_2D: Int

GL_TEXTURE_PRIORITY: Int

GL_TEXTURE_RESIDENT: Int

GL_TEXTURE_BINDING_1D: Int

GL_TEXTURE_BINDING_2D: Int

GL_VERTEX_ARRAY: Int

GL_NORMAL_ARRAY: Int

GL_COLOR_ARRAY: Int

GL_INDEX_ARRAY: Int

GL_TEXTURE_COORD_ARRAY: Int

GL_EDGE_FLAG_ARRAY: Int

GL_VERTEX_ARRAY_SIZE: Int

GL_VERTEX_ARRAY_TYPE: Int

GL_VERTEX_ARRAY_STRIDE: Int

GL_NORMAL_ARRAY_TYPE: Int

GL_NORMAL_ARRAY_STRIDE: Int

GL_COLOR_ARRAY_SIZE: Int

GL_COLOR_ARRAY_TYPE: Int

GL_COLOR_ARRAY_STRIDE: Int

GL_INDEX_ARRAY_TYPE: Int

GL_INDEX_ARRAY_STRIDE: Int

GL_TEXTURE_COORD_ARRAY_SIZE: Int

GL_TEXTURE_COORD_ARRAY_TYPE: Int

GL_TEXTURE_COORD_ARRAY_STRIDE: Int

GL_EDGE_FLAG_ARRAY_STRIDE: Int

GL_VERTEX_ARRAY_POINTER: Int

GL_NORMAL_ARRAY_POINTER: Int

GL_COLOR_ARRAY_POINTER: Int

GL_INDEX_ARRAY_POINTER: Int

GL_TEXTURE_COORD_ARRAY_POINTER: Int

GL_EDGE_FLAG_ARRAY_POINTER: Int

GL_COLOR_INDEX1_EXT: Int

GL_COLOR_INDEX2_EXT: Int

GL_COLOR_INDEX4_EXT: Int

GL_COLOR_INDEX8_EXT: Int

GL_COLOR_INDEX12_EXT: Int

GL_COLOR_INDEX16_EXT: Int

GL_EVAL_BIT: Int

GL_LIST_BIT: Int

GL_TEXTURE_BIT: Int

GL_SCISSOR_BIT: Int

GL_ALL_ATTRIB_BITS: Int

GL_CLIENT_ALL_ATTRIB_BITS: Int

GL_SMOOTH_POINT_SIZE_RANGE: Int

GL_SMOOTH_POINT_SIZE_GRANULARITY: Int

GL_SMOOTH_LINE_WIDTH_RANGE: Int

GL_SMOOTH_LINE_WIDTH_GRANULARITY: Int

GL_UNSIGNED_BYTE_3_3_2: Int

GL_UNSIGNED_SHORT_4_4_4_4: Int

GL_UNSIGNED_SHORT_5_5_5_1: Int

GL_UNSIGNED_INT_8_8_8_8: Int

GL_UNSIGNED_INT_10_10_10_2: Int

GL_RESCALE_NORMAL: Int

GL_TEXTURE_BINDING_3D: Int

GL_PACK_SKIP_IMAGES: Int

GL_PACK_IMAGE_HEIGHT: Int

GL_UNPACK_SKIP_IMAGES: Int

GL_UNPACK_IMAGE_HEIGHT: Int

GL_TEXTURE_3D: Int

GL_PROXY_TEXTURE_3D: Int

GL_TEXTURE_DEPTH: Int

GL_TEXTURE_WRAP_R: Int

GL_MAX_3D_TEXTURE_SIZE: Int

GL_BGR: Int

GL_BGRA: Int

GL_MAX_ELEMENTS_VERTICES: Int

GL_MAX_ELEMENTS_INDICES: Int

GL_CLAMP_TO_EDGE: Int

GL_TEXTURE_MIN_LOD: Int

GL_TEXTURE_MAX_LOD: Int

GL_TEXTURE_BASE_LEVEL: Int

GL_TEXTURE_MAX_LEVEL: Int

GL_LIGHT_MODEL_COLOR_CONTROL: Int

GL_SINGLE_COLOR: Int

GL_SEPARATE_SPECULAR_COLOR: Int

GL_UNSIGNED_BYTE_2_3_3_REV: Int

GL_UNSIGNED_SHORT_5_6_5: Int

GL_UNSIGNED_SHORT_5_6_5_REV: Int

GL_UNSIGNED_SHORT_4_4_4_4_REV: Int

GL_UNSIGNED_SHORT_1_5_5_5_REV: Int

GL_UNSIGNED_INT_8_8_8_8_REV: Int

GL_ALIASED_POINT_SIZE_RANGE: Int

GL_ALIASED_LINE_WIDTH_RANGE: Int

GL_MULTISAMPLE: Int

GL_SAMPLE_ALPHA_TO_COVERAGE: Int

GL_SAMPLE_ALPHA_TO_ONE: Int

GL_SAMPLE_COVERAGE: Int

GL_SAMPLE_BUFFERS: Int

GL_SAMPLES: Int

GL_SAMPLE_COVERAGE_VALUE: Int

GL_SAMPLE_COVERAGE_INVERT: Int

GL_CLAMP_TO_BORDER: Int

GL_TEXTURE0: Int

GL_TEXTURE1: Int

GL_TEXTURE2: Int

GL_TEXTURE3: Int

GL_TEXTURE4: Int

GL_TEXTURE5: Int

GL_TEXTURE6: Int

GL_TEXTURE7: Int

GL_TEXTURE8: Int

GL_TEXTURE9: Int

GL_TEXTURE10: Int

GL_TEXTURE11: Int

GL_TEXTURE12: Int

GL_TEXTURE13: Int

GL_TEXTURE14: Int

GL_TEXTURE15: Int

GL_TEXTURE16: Int

GL_TEXTURE17: Int

GL_TEXTURE18: Int

GL_TEXTURE19: Int

GL_TEXTURE20: Int

GL_TEXTURE21: Int

GL_TEXTURE22: Int

GL_TEXTURE23: Int

GL_TEXTURE24: Int

GL_TEXTURE25: Int

GL_TEXTURE26: Int

GL_TEXTURE27: Int

GL_TEXTURE28: Int

GL_TEXTURE29: Int

GL_TEXTURE30: Int

GL_TEXTURE31: Int

GL_ACTIVE_TEXTURE: Int

GL_CLIENT_ACTIVE_TEXTURE: Int

GL_MAX_TEXTURE_UNITS: Int

GL_TRANSPOSE_MODELVIEW_MATRIX: Int

GL_TRANSPOSE_PROJECTION_MATRIX: Int

GL_TRANSPOSE_TEXTURE_MATRIX: Int

GL_TRANSPOSE_COLOR_MATRIX: Int

GL_SUBTRACT: Int

GL_COMPRESSED_ALPHA: Int

GL_COMPRESSED_LUMINANCE: Int

GL_COMPRESSED_LUMINANCE_ALPHA: Int

GL_COMPRESSED_INTENSITY: Int

GL_COMPRESSED_RGB: Int

GL_COMPRESSED_RGBA: Int

GL_TEXTURE_COMPRESSION_HINT: Int

GL_NORMAL_MAP: Int

GL_REFLECTION_MAP: Int

GL_TEXTURE_CUBE_MAP: Int

GL_TEXTURE_BINDING_CUBE_MAP: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_X: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_X: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_Y: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_Z: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: Int

GL_PROXY_TEXTURE_CUBE_MAP: Int

GL_MAX_CUBE_MAP_TEXTURE_SIZE: Int

GL_COMBINE: Int

GL_COMBINE_RGB: Int

GL_COMBINE_ALPHA: Int

GL_RGB_SCALE: Int

GL_ADD_SIGNED: Int

GL_INTERPOLATE: Int

GL_CONSTANT: Int

GL_PRIMARY_COLOR: Int

GL_PREVIOUS: Int

GL_SOURCE0_RGB: Int

GL_SOURCE1_RGB: Int

GL_SOURCE2_RGB: Int

GL_SOURCE0_ALPHA: Int

GL_SOURCE1_ALPHA: Int

GL_SOURCE2_ALPHA: Int

GL_OPERAND0_RGB: Int

GL_OPERAND1_RGB: Int

GL_OPERAND2_RGB: Int

GL_OPERAND0_ALPHA: Int

GL_OPERAND1_ALPHA: Int

GL_OPERAND2_ALPHA: Int

GL_TEXTURE_COMPRESSED_IMAGE_SIZE: Int

GL_TEXTURE_COMPRESSED: Int

GL_NUM_COMPRESSED_TEXTURE_FORMATS: Int

GL_COMPRESSED_TEXTURE_FORMATS: Int

GL_DOT3_RGB: Int

GL_DOT3_RGBA: Int

GL_MULTISAMPLE_BIT: Int

GL_BLEND_DST_RGB: Int

GL_BLEND_SRC_RGB: Int

GL_BLEND_DST_ALPHA: Int

GL_BLEND_SRC_ALPHA: Int

GL_POINT_SIZE_MIN: Int

GL_POINT_SIZE_MAX: Int

GL_POINT_FADE_THRESHOLD_SIZE: Int

GL_POINT_DISTANCE_ATTENUATION: Int

GL_GENERATE_MIPMAP: Int

GL_GENERATE_MIPMAP_HINT: Int

GL_DEPTH_COMPONENT16: Int

GL_DEPTH_COMPONENT24: Int

GL_DEPTH_COMPONENT32: Int

GL_MIRRORED_REPEAT: Int

GL_FOG_COORDINATE_SOURCE: Int

GL_FOG_COORDINATE: Int

GL_FRAGMENT_DEPTH: Int

GL_CURRENT_FOG_COORDINATE: Int

GL_FOG_COORDINATE_ARRAY_TYPE: Int

GL_FOG_COORDINATE_ARRAY_STRIDE: Int

GL_FOG_COORDINATE_ARRAY_POINTER: Int

GL_FOG_COORDINATE_ARRAY: Int

GL_COLOR_SUM: Int

GL_CURRENT_SECONDARY_COLOR: Int

GL_SECONDARY_COLOR_ARRAY_SIZE: Int

GL_SECONDARY_COLOR_ARRAY_TYPE: Int

GL_SECONDARY_COLOR_ARRAY_STRIDE: Int

GL_SECONDARY_COLOR_ARRAY_POINTER: Int

GL_SECONDARY_COLOR_ARRAY: Int

GL_MAX_TEXTURE_LOD_BIAS: Int

GL_TEXTURE_FILTER_CONTROL: Int

GL_TEXTURE_LOD_BIAS: Int

GL_INCR_WRAP: Int

GL_DECR_WRAP: Int

GL_TEXTURE_DEPTH_SIZE: Int

GL_DEPTH_TEXTURE_MODE: Int

GL_TEXTURE_COMPARE_MODE: Int

GL_TEXTURE_COMPARE_FUNC: Int

GL_COMPARE_R_TO_TEXTURE: Int

GL_CURRENT_FOG_COORD: Int

GL_FOG_COORD: Int

GL_FOG_COORD_ARRAY: Int

GL_FOG_COORD_ARRAY_BUFFER_BINDING: Int

GL_FOG_COORD_ARRAY_POINTER: Int

GL_FOG_COORD_ARRAY_STRIDE: Int

GL_FOG_COORD_ARRAY_TYPE: Int

GL_FOG_COORD_SRC: Int

GL_SRC0_ALPHA: Int

GL_SRC0_RGB: Int

GL_SRC1_ALPHA: Int

GL_SRC1_RGB: Int

GL_SRC2_ALPHA: Int

GL_SRC2_RGB: Int

GL_BUFFER_SIZE: Int

GL_BUFFER_USAGE: Int

GL_QUERY_COUNTER_BITS: Int

GL_CURRENT_QUERY: Int

GL_QUERY_RESULT: Int

GL_QUERY_RESULT_AVAILABLE: Int

GL_ARRAY_BUFFER: Int

GL_ELEMENT_ARRAY_BUFFER: Int

GL_ARRAY_BUFFER_BINDING: Int

GL_ELEMENT_ARRAY_BUFFER_BINDING: Int

GL_VERTEX_ARRAY_BUFFER_BINDING: Int

GL_NORMAL_ARRAY_BUFFER_BINDING: Int

GL_COLOR_ARRAY_BUFFER_BINDING: Int

GL_INDEX_ARRAY_BUFFER_BINDING: Int

GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING: Int

GL_EDGE_FLAG_ARRAY_BUFFER_BINDING: Int

GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING: Int

GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING: Int

GL_WEIGHT_ARRAY_BUFFER_BINDING: Int

GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: Int

GL_READ_ONLY: Int

GL_WRITE_ONLY: Int

GL_READ_WRITE: Int

GL_BUFFER_ACCESS: Int

GL_BUFFER_MAPPED: Int

GL_BUFFER_MAP_POINTER: Int

GL_STREAM_DRAW: Int

GL_STREAM_READ: Int

GL_STREAM_COPY: Int

GL_STATIC_DRAW: Int

GL_STATIC_READ: Int

GL_STATIC_COPY: Int

GL_DYNAMIC_DRAW: Int

GL_DYNAMIC_READ: Int

GL_DYNAMIC_COPY: Int

GL_SAMPLES_PASSED: Int

GL_BLEND_EQUATION_RGB: Int

GL_VERTEX_ATTRIB_ARRAY_ENABLED: Int

GL_VERTEX_ATTRIB_ARRAY_SIZE: Int

GL_VERTEX_ATTRIB_ARRAY_STRIDE: Int

GL_VERTEX_ATTRIB_ARRAY_TYPE: Int

GL_CURRENT_VERTEX_ATTRIB: Int

GL_VERTEX_PROGRAM_POINT_SIZE: Int

GL_VERTEX_PROGRAM_TWO_SIDE: Int

GL_VERTEX_ATTRIB_ARRAY_POINTER: Int

GL_STENCIL_BACK_FUNC: Int

GL_STENCIL_BACK_FAIL: Int

GL_STENCIL_BACK_PASS_DEPTH_FAIL: Int

GL_STENCIL_BACK_PASS_DEPTH_PASS: Int

GL_MAX_DRAW_BUFFERS: Int

GL_DRAW_BUFFER0: Int

GL_DRAW_BUFFER1: Int

GL_DRAW_BUFFER2: Int

GL_DRAW_BUFFER3: Int

GL_DRAW_BUFFER4: Int

GL_DRAW_BUFFER5: Int

GL_DRAW_BUFFER6: Int

GL_DRAW_BUFFER7: Int

GL_DRAW_BUFFER8: Int

GL_DRAW_BUFFER9: Int

GL_DRAW_BUFFER10: Int

GL_DRAW_BUFFER11: Int

GL_DRAW_BUFFER12: Int

GL_DRAW_BUFFER13: Int

GL_DRAW_BUFFER14: Int

GL_DRAW_BUFFER15: Int

GL_BLEND_EQUATION_ALPHA: Int

GL_POINT_SPRITE: Int

GL_COORD_REPLACE: Int

GL_MAX_VERTEX_ATTRIBS: Int

GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: Int

GL_MAX_TEXTURE_COORDS: Int

GL_MAX_TEXTURE_IMAGE_UNITS: Int

GL_FRAGMENT_SHADER: Int

GL_VERTEX_SHADER: Int

GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: Int

GL_MAX_VERTEX_UNIFORM_COMPONENTS: Int

GL_MAX_VARYING_FLOATS: Int

GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: Int

GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: Int

GL_SHADER_TYPE: Int

GL_FLOAT_VEC2: Int

GL_FLOAT_VEC3: Int

GL_FLOAT_VEC4: Int

GL_INT_VEC2: Int

GL_INT_VEC3: Int

GL_INT_VEC4: Int

GL_BOOL: Int

GL_BOOL_VEC2: Int

GL_BOOL_VEC3: Int

GL_BOOL_VEC4: Int

GL_FLOAT_MAT2: Int

GL_FLOAT_MAT3: Int

GL_FLOAT_MAT4: Int

GL_SAMPLER_1D: Int

GL_SAMPLER_2D: Int

GL_SAMPLER_3D: Int

GL_SAMPLER_CUBE: Int

GL_SAMPLER_1D_SHADOW: Int

GL_SAMPLER_2D_SHADOW: Int

GL_DELETE_STATUS: Int

GL_COMPILE_STATUS: Int


GL_VALIDATE_STATUS: Int

GL_INFO_LOG_LENGTH: Int

GL_ATTACHED_SHADERS: Int

GL_ACTIVE_UNIFORMS: Int

GL_ACTIVE_UNIFORM_MAX_LENGTH: Int

GL_SHADER_SOURCE_LENGTH: Int

GL_ACTIVE_ATTRIBUTES: Int

GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: Int

GL_FRAGMENT_SHADER_DERIVATIVE_HINT: Int

GL_SHADING_LANGUAGE_VERSION: Int

GL_CURRENT_PROGRAM: Int

GL_POINT_SPRITE_COORD_ORIGIN: Int

GL_LOWER_LEFT: Int

GL_UPPER_LEFT: Int

GL_STENCIL_BACK_REF: Int

GL_STENCIL_BACK_VALUE_MASK: Int

GL_STENCIL_BACK_WRITEMASK: Int

GL_CURRENT_RASTER_SECONDARY_COLOR: Int

GL_PIXEL_PACK_BUFFER: Int

GL_PIXEL_UNPACK_BUFFER: Int

GL_PIXEL_PACK_BUFFER_BINDING: Int

GL_PIXEL_UNPACK_BUFFER_BINDING: Int

GL_FLOAT_MAT2x3: Int

GL_FLOAT_MAT2x4: Int

GL_FLOAT_MAT3x2: Int

GL_FLOAT_MAT3x4: Int

GL_FLOAT_MAT4x2: Int

GL_FLOAT_MAT4x3: Int

GL_SRGB: Int

GL_SRGB8: Int

GL_SRGB_ALPHA: Int

GL_SRGB8_ALPHA8: Int

GL_SLUMINANCE_ALPHA: Int

GL_SLUMINANCE8_ALPHA8: Int

GL_SLUMINANCE: Int

GL_SLUMINANCE8: Int

GL_COMPRESSED_SRGB: Int

GL_COMPRESSED_SRGB_ALPHA: Int

GL_COMPRESSED_SLUMINANCE: Int

GL_COMPRESSED_SLUMINANCE_ALPHA: Int

GL_CLIP_DISTANCE0: Int

GL_CLIP_DISTANCE1: Int

GL_CLIP_DISTANCE2: Int

GL_CLIP_DISTANCE3: Int

GL_CLIP_DISTANCE4: Int

GL_CLIP_DISTANCE5: Int

GL_COMPARE_REF_TO_TEXTURE: Int

GL_MAX_CLIP_DISTANCES: Int

GL_MAX_VARYING_COMPONENTS: Int

GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT: Int

GL_MAJOR_VERSION: Int

GL_MINOR_VERSION: Int

GL_NUM_EXTENSIONS: Int

GL_CONTEXT_FLAGS: Int

GL_DEPTH_BUFFER: Int

GL_STENCIL_BUFFER: Int

GL_RGBA32F: Int

GL_RGB32F: Int

GL_RGBA16F: Int

GL_RGB16F: Int

GL_VERTEX_ATTRIB_ARRAY_INTEGER: Int

GL_MAX_ARRAY_TEXTURE_LAYERS: Int

GL_MIN_PROGRAM_TEXEL_OFFSET: Int

GL_MAX_PROGRAM_TEXEL_OFFSET: Int

GL_CLAMP_VERTEX_COLOR: Int

GL_CLAMP_FRAGMENT_COLOR: Int

GL_CLAMP_READ_COLOR: Int

GL_FIXED_ONLY: Int

GL_TEXTURE_RED_TYPE: Int

GL_TEXTURE_GREEN_TYPE: Int

GL_TEXTURE_BLUE_TYPE: Int

GL_TEXTURE_ALPHA_TYPE: Int

GL_TEXTURE_LUMINANCE_TYPE: Int

GL_TEXTURE_INTENSITY_TYPE: Int

GL_TEXTURE_DEPTH_TYPE: Int

GL_TEXTURE_1D_ARRAY: Int

GL_PROXY_TEXTURE_1D_ARRAY: Int

GL_TEXTURE_2D_ARRAY: Int

GL_PROXY_TEXTURE_2D_ARRAY: Int

GL_TEXTURE_BINDING_1D_ARRAY: Int

GL_TEXTURE_BINDING_2D_ARRAY: Int

GL_R11F_G11F_B10F: Int

GL_UNSIGNED_INT_10F_11F_11F_REV: Int

GL_RGB9_E5: Int

GL_UNSIGNED_INT_5_9_9_9_REV: Int

GL_TEXTURE_SHARED_SIZE: Int

GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: Int

GL_TRANSFORM_FEEDBACK_BUFFER_MODE: Int

GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: Int

GL_TRANSFORM_FEEDBACK_VARYINGS: Int

GL_TRANSFORM_FEEDBACK_BUFFER_START: Int

GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: Int

GL_PRIMITIVES_GENERATED: Int

GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: Int

GL_RASTERIZER_DISCARD: Int

GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: Int

GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: Int

GL_INTERLEAVED_ATTRIBS: Int

GL_SEPARATE_ATTRIBS: Int

GL_TRANSFORM_FEEDBACK_BUFFER: Int

GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: Int

GL_RGBA32UI: Int

GL_RGB32UI: Int

GL_RGBA16UI: Int

GL_RGB16UI: Int

GL_RGBA8UI: Int

GL_RGB8UI: Int

GL_RGBA32I: Int

GL_RGB32I: Int

GL_RGBA16I: Int

GL_RGB16I: Int

GL_RGBA8I: Int

GL_RGB8I: Int

GL_RED_INTEGER: Int

GL_GREEN_INTEGER: Int

GL_BLUE_INTEGER: Int

GL_ALPHA_INTEGER: Int

GL_RGB_INTEGER: Int

GL_RGBA_INTEGER: Int

GL_BGR_INTEGER: Int

GL_BGRA_INTEGER: Int

GL_SAMPLER_1D_ARRAY: Int

GL_SAMPLER_2D_ARRAY: Int

GL_SAMPLER_1D_ARRAY_SHADOW: Int

GL_SAMPLER_2D_ARRAY_SHADOW: Int

GL_SAMPLER_CUBE_SHADOW: Int

GL_UNSIGNED_INT_VEC2: Int

GL_UNSIGNED_INT_VEC3: Int

GL_UNSIGNED_INT_VEC4: Int

GL_INT_SAMPLER_1D: Int

GL_INT_SAMPLER_2D: Int

GL_INT_SAMPLER_3D: Int

GL_INT_SAMPLER_CUBE: Int

GL_INT_SAMPLER_1D_ARRAY: Int

GL_INT_SAMPLER_2D_ARRAY: Int

GL_UNSIGNED_INT_SAMPLER_1D: Int

GL_UNSIGNED_INT_SAMPLER_2D: Int

GL_UNSIGNED_INT_SAMPLER_3D: Int

GL_UNSIGNED_INT_SAMPLER_CUBE: Int

GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: Int

GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: Int

GL_QUERY_WAIT: Int

GL_QUERY_NO_WAIT: Int

GL_QUERY_BY_REGION_WAIT: Int

GL_QUERY_BY_REGION_NO_WAIT: Int

GL_TEXTURE_RECTANGLE: Int

GL_TEXTURE_BINDING_RECTANGLE: Int

GL_PROXY_TEXTURE_RECTANGLE: Int

GL_MAX_RECTANGLE_TEXTURE_SIZE: Int

GL_SAMPLER_2D_RECT: Int

GL_SAMPLER_2D_RECT_SHADOW: Int

GL_TEXTURE_BUFFER: Int

GL_MAX_TEXTURE_BUFFER_SIZE: Int

GL_TEXTURE_BINDING_BUFFER: Int

GL_TEXTURE_BUFFER_DATA_STORE_BINDING: Int

GL_TEXTURE_BUFFER_FORMAT: Int

GL_SAMPLER_BUFFER: Int

GL_INT_SAMPLER_2D_RECT: Int

GL_INT_SAMPLER_BUFFER: Int

GL_UNSIGNED_INT_SAMPLER_2D_RECT: Int

GL_UNSIGNED_INT_SAMPLER_BUFFER: Int

GL_RED_SNORM: Int

GL_RG_SNORM: Int

GL_RGB_SNORM: Int

GL_RGBA_SNORM: Int

GL_R8_SNORM: Int

GL_RG8_SNORM: Int

GL_RGB8_SNORM: Int

GL_RGBA8_SNORM: Int

GL_R16_SNORM: Int

GL_RG16_SNORM: Int

GL_RGB16_SNORM: Int

GL_RGBA16_SNORM: Int

GL_SIGNED_NORMALIZED: Int

GL_PRIMITIVE_RESTART: Int

GL_PRIMITIVE_RESTART_INDEX: Int

GL_BUFFER_ACCESS_FLAGS: Int

GL_BUFFER_MAP_LENGTH: Int

GL_BUFFER_MAP_OFFSET: Int

GL_CONTEXT_CORE_PROFILE_BIT: Int

GL_CONTEXT_COMPATIBILITY_PROFILE_BIT: Int

GL_LINES_ADJACENCY: Int

GL_LINE_STRIP_ADJACENCY: Int

GL_TRIANGLES_ADJACENCY: Int

GL_TRIANGLE_STRIP_ADJACENCY: Int

GL_PROGRAM_POINT_SIZE: Int

GL_GEOMETRY_VERTICES_OUT: Int

GL_GEOMETRY_INPUT_TYPE: Int

GL_GEOMETRY_OUTPUT_TYPE: Int

GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: Int

GL_FRAMEBUFFER_ATTACHMENT_LAYERED: Int

GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS: Int

GL_GEOMETRY_SHADER: Int

GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: Int

GL_MAX_GEOMETRY_OUTPUT_VERTICES: Int

GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: Int

GL_MAX_VERTEX_OUTPUT_COMPONENTS: Int

GL_MAX_GEOMETRY_INPUT_COMPONENTS: Int

GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: Int

GL_MAX_FRAGMENT_INPUT_COMPONENTS: Int

GL_CONTEXT_PROFILE_MASK: Int

GL_VERTEX_ATTRIB_ARRAY_DIVISOR: Int

GL_RGB10_A2UI: Int

GL_SAMPLE_SHADING: Int

GL_MIN_SAMPLE_SHADING_VALUE: Int

GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: Int

GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: Int

GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS: Int

GL_TEXTURE_CUBE_MAP_ARRAY: Int

GL_TEXTURE_BINDING_CUBE_MAP_ARRAY: Int

GL_PROXY_TEXTURE_CUBE_MAP_ARRAY: Int

GL_SAMPLER_CUBE_MAP_ARRAY: Int

GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: Int

GL_INT_SAMPLER_CUBE_MAP_ARRAY: Int

GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY: Int

GL_COMPRESSED_RGBA_BPTC_UNORM: Int

GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM: Int

GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT: Int

GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT: Int

GL_COPY_READ_BUFFER_BINDING: Int

GL_COPY_WRITE_BUFFER_BINDING: Int

GL_NUM_SHADING_LANGUAGE_VERSIONS: Int

GL_VERTEX_ATTRIB_ARRAY_LONG: Int

GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED: Int

GL_MAX_VERTEX_ATTRIB_STRIDE: Int

GL_TEXTURE_BUFFER_BINDING: Int

GL_3DFX_multisample: Int

GL_MULTISAMPLE_3DFX: Int

GL_SAMPLE_BUFFERS_3DFX: Int

GL_SAMPLES_3DFX: Int

GL_MULTISAMPLE_BIT_3DFX: Int

GL_3DFX_tbuffer: Int

GL_3DFX_texture_compression_FXT1: Int

GL_COMPRESSED_RGB_FXT1_3DFX: Int

GL_COMPRESSED_RGBA_FXT1_3DFX: Int

GL_AMD_blend_minmax_factor: Int

GL_FACTOR_MIN_AMD: Int

GL_FACTOR_MAX_AMD: Int

GL_AMD_conservative_depth: Int

GL_AMD_debug_output: Int

GL_MAX_DEBUG_MESSAGE_LENGTH_AMD: Int

GL_MAX_DEBUG_LOGGED_MESSAGES_AMD: Int

GL_DEBUG_LOGGED_MESSAGES_AMD: Int

GL_DEBUG_SEVERITY_HIGH_AMD: Int

GL_DEBUG_SEVERITY_MEDIUM_AMD: Int

GL_DEBUG_SEVERITY_LOW_AMD: Int

GL_DEBUG_CATEGORY_API_ERROR_AMD: Int

GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD: Int

GL_DEBUG_CATEGORY_DEPRECATION_AMD: Int

GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD: Int

GL_DEBUG_CATEGORY_PERFORMANCE_AMD: Int

GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD: Int

GL_DEBUG_CATEGORY_APPLICATION_AMD: Int

GL_DEBUG_CATEGORY_OTHER_AMD: Int

GL_AMD_depth_clamp_separate: Int

GL_DEPTH_CLAMP_NEAR_AMD: Int

GL_DEPTH_CLAMP_FAR_AMD: Int

GL_AMD_draw_buffers_blend: Int

GL_AMD_gcn_shader: Int

GL_AMD_gpu_shader_int64: Int

GL_AMD_interleaved_elements: Int

GL_RG8UI: Int

GL_RG16UI: Int

GL_VERTEX_ELEMENT_SWIZZLE_AMD: Int

GL_VERTEX_ID_SWIZZLE_AMD: Int

GL_AMD_multi_draw_indirect: Int

GL_AMD_name_gen_delete: Int

GL_DATA_BUFFER_AMD: Int

GL_PERFORMANCE_MONITOR_AMD: Int

GL_QUERY_OBJECT_AMD: Int

GL_VERTEX_ARRAY_OBJECT_AMD: Int

GL_SAMPLER_OBJECT_AMD: Int

GL_AMD_occlusion_query_event: Int

GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD: Int

GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD: Int

GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD: Int

GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD: Int

GL_OCCLUSION_QUERY_EVENT_MASK_AMD: Int

GL_QUERY_ALL_EVENT_BITS_AMD: Int

GL_AMD_performance_monitor: Int

GL_COUNTER_TYPE_AMD: Int

GL_COUNTER_RANGE_AMD: Int

GL_UNSIGNED_INT64_AMD: Int

GL_PERCENTAGE_AMD: Int

GL_PERFMON_RESULT_AVAILABLE_AMD: Int

GL_PERFMON_RESULT_SIZE_AMD: Int

GL_PERFMON_RESULT_AMD: Int

GL_AMD_pinned_memory: Int

GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD: Int

GL_AMD_query_buffer_object: Int

GL_QUERY_BUFFER_AMD: Int

GL_QUERY_BUFFER_BINDING_AMD: Int

GL_QUERY_RESULT_NO_WAIT_AMD: Int

GL_AMD_sample_positions: Int

GL_SUBSAMPLE_DISTANCE_AMD: Int

GL_AMD_seamless_cubemap_per_texture: Int

GL_TEXTURE_CUBE_MAP_SEAMLESS_ARB: Int

GL_AMD_shader_atomic_counter_ops: Int

GL_AMD_shader_stencil_export: Int

GL_AMD_shader_stencil_value_export: Int

GL_AMD_shader_trinary_minmax: Int

GL_AMD_sparse_texture: Int

GL_TEXTURE_STORAGE_SPARSE_BIT_AMD: Int

GL_VIRTUAL_PAGE_SIZE_X_AMD: Int

GL_VIRTUAL_PAGE_SIZE_Y_AMD: Int

GL_VIRTUAL_PAGE_SIZE_Z_AMD: Int

GL_MAX_SPARSE_TEXTURE_SIZE_AMD: Int

GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD: Int

GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS: Int

GL_MIN_SPARSE_LEVEL_AMD: Int

GL_MIN_LOD_WARNING_AMD: Int

GL_AMD_stencil_operation_extended: Int

GL_SET_AMD: Int

GL_REPLACE_VALUE_AMD: Int

GL_STENCIL_OP_VALUE_AMD: Int

GL_STENCIL_BACK_OP_VALUE_AMD: Int

GL_AMD_texture_texture4: Int

GL_AMD_transform_feedback3_lines_triangles: Int

GL_AMD_transform_feedback4: Int

GL_STREAM_RASTERIZATION_AMD: Int

GL_AMD_vertex_shader_layer: Int

GL_AMD_vertex_shader_tessellator: Int

GL_SAMPLER_BUFFER_AMD: Int

GL_INT_SAMPLER_BUFFER_AMD: Int

GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD: Int

GL_TESSELLATION_MODE_AMD: Int

GL_TESSELLATION_FACTOR_AMD: Int

GL_DISCRETE_AMD: Int

GL_CONTINUOUS_AMD: Int

GL_AMD_vertex_shader_viewport_index: Int

GL_ANGLE_depth_texture: Int

GL_ANGLE_framebuffer_blit: Int

GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: Int

GL_READ_FRAMEBUFFER_ANGLE: Int

GL_DRAW_FRAMEBUFFER_ANGLE: Int

GL_READ_FRAMEBUFFER_BINDING_ANGLE: Int

GL_ANGLE_framebuffer_multisample: Int

GL_RENDERBUFFER_SAMPLES_ANGLE: Int

GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE: Int

GL_MAX_SAMPLES_ANGLE: Int

GL_ANGLE_instanced_arrays: Int

GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE: Int

GL_ANGLE_pack_reverse_row_order: Int

GL_PACK_REVERSE_ROW_ORDER_ANGLE: Int

GL_ANGLE_program_binary: Int

GL_PROGRAM_BINARY_ANGLE: Int

GL_ANGLE_texture_compression_dxt1: Int

GL_COMPRESSED_RGB_S3TC_DXT1_ANGLE: Int

GL_COMPRESSED_RGBA_S3TC_DXT1_ANGLE: Int

GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: Int

GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: Int

GL_ANGLE_texture_compression_dxt3: Int

GL_ANGLE_texture_compression_dxt5: Int

GL_ANGLE_texture_usage: Int

GL_TEXTURE_USAGE_ANGLE: Int

GL_FRAMEBUFFER_ATTACHMENT_ANGLE: Int

GL_ANGLE_timer_query: Int

GL_QUERY_COUNTER_BITS_ANGLE: Int

GL_CURRENT_QUERY_ANGLE: Int

GL_QUERY_RESULT_ANGLE: Int

GL_QUERY_RESULT_AVAILABLE_ANGLE: Int

GL_TIME_ELAPSED_ANGLE: Int

GL_TIMESTAMP_ANGLE: Int

GL_ANGLE_translated_shader_source: Int

GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE: Int

GL_APPLE_aux_depth_stencil: Int

GL_AUX_DEPTH_STENCIL_APPLE: Int

GL_APPLE_client_storage: Int

GL_UNPACK_CLIENT_STORAGE_APPLE: Int

GL_APPLE_element_array: Int

GL_ELEMENT_ARRAY_APPLE: Int

GL_ELEMENT_ARRAY_TYPE_APPLE: Int

GL_ELEMENT_ARRAY_POINTER_APPLE: Int

GL_APPLE_fence: Int

GL_DRAW_PIXELS_APPLE: Int

GL_FENCE_APPLE: Int

GL_APPLE_float_pixels: Int

GL_HALF_APPLE: Int

GL_RGBA_FLOAT32_APPLE: Int

GL_RGB_FLOAT32_APPLE: Int

GL_ALPHA_FLOAT32_APPLE: Int

GL_INTENSITY_FLOAT32_APPLE: Int

GL_LUMINANCE_FLOAT32_APPLE: Int

GL_LUMINANCE_ALPHA_FLOAT32_APPLE: Int

GL_RGBA_FLOAT16_APPLE: Int

GL_RGB_FLOAT16_APPLE: Int

GL_ALPHA_FLOAT16_APPLE: Int

GL_INTENSITY_FLOAT16_APPLE: Int

GL_LUMINANCE_FLOAT16_APPLE: Int

GL_LUMINANCE_ALPHA_FLOAT16_APPLE: Int

GL_COLOR_FLOAT_APPLE: Int

GL_APPLE_flush_buffer_range: Int

GL_BUFFER_SERIALIZED_MODIFY_APPLE: Int

GL_BUFFER_FLUSHING_UNMAP_APPLE: Int

GL_APPLE_object_purgeable: Int

GL_BUFFER_OBJECT_APPLE: Int

GL_RELEASED_APPLE: Int

GL_VOLATILE_APPLE: Int

GL_RETAINED_APPLE: Int

GL_UNDEFINED_APPLE: Int

GL_PURGEABLE_APPLE: Int

GL_APPLE_pixel_buffer: Int

GL_MIN_PBUFFER_VIEWPORT_DIMS_APPLE: Int

GL_APPLE_rgb_422: Int

GL_UNSIGNED_SHORT_8_8_APPLE: Int

GL_UNSIGNED_SHORT_8_8_REV_APPLE: Int

GL_RGB_422_APPLE: Int

GL_RGB_RAW_422_APPLE: Int

GL_APPLE_row_bytes: Int

GL_PACK_ROW_BYTES_APPLE: Int

GL_UNPACK_ROW_BYTES_APPLE: Int

GL_APPLE_specular_vector: Int

GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE: Int

GL_APPLE_texture_range: Int

GL_TEXTURE_RANGE_LENGTH_APPLE: Int

GL_TEXTURE_RANGE_POINTER_APPLE: Int

GL_TEXTURE_STORAGE_HINT_APPLE: Int

GL_STORAGE_PRIVATE_APPLE: Int

GL_STORAGE_CACHED_APPLE: Int

GL_STORAGE_SHARED_APPLE: Int

GL_APPLE_transform_hint: Int

GL_TRANSFORM_HINT_APPLE: Int

GL_APPLE_vertex_array_object: Int

GL_VERTEX_ARRAY_BINDING_APPLE: Int

GL_APPLE_vertex_array_range: Int

GL_VERTEX_ARRAY_RANGE_APPLE: Int

GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE: Int

GL_VERTEX_ARRAY_STORAGE_HINT_APPLE: Int

GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE: Int

GL_VERTEX_ARRAY_RANGE_POINTER_APPLE: Int

GL_STORAGE_CLIENT_APPLE: Int

GL_APPLE_vertex_program_evaluators: Int

GL_VERTEX_ATTRIB_MAP1_APPLE: Int

GL_VERTEX_ATTRIB_MAP2_APPLE: Int

GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE: Int

GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE: Int

GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE: Int

GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE: Int

GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE: Int

GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE: Int

GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE: Int

GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE: Int

GL_APPLE_ycbcr_422: Int

GL_YCBCR_422_APPLE: Int

GL_ARB_ES2_compatibility: Int

GL_FIXED: Int

GL_IMPLEMENTATION_COLOR_READ_TYPE: Int

GL_IMPLEMENTATION_COLOR_READ_FORMAT: Int

GL_RGB565: Int

GL_LOW_FLOAT: Int

GL_MEDIUM_FLOAT: Int

GL_HIGH_FLOAT: Int

GL_LOW_INT: Int

GL_MEDIUM_INT: Int

GL_HIGH_INT: Int

GL_SHADER_BINARY_FORMATS: Int

GL_NUM_SHADER_BINARY_FORMATS: Int

GL_SHADER_COMPILER: Int

GL_MAX_VERTEX_UNIFORM_VECTORS: Int

GL_MAX_VARYING_VECTORS: Int

GL_MAX_FRAGMENT_UNIFORM_VECTORS: Int

GL_ARB_ES3_1_compatibility: Int

GL_ARB_ES3_compatibility: Int

GL_TEXTURE_IMMUTABLE_LEVELS: Int

GL_PRIMITIVE_RESTART_FIXED_INDEX: Int

GL_ANY_SAMPLES_PASSED_CONSERVATIVE: Int

GL_MAX_ELEMENT_INDEX: Int

GL_COMPRESSED_R11_EAC: Int

GL_COMPRESSED_SIGNED_R11_EAC: Int

GL_COMPRESSED_RG11_EAC: Int

GL_COMPRESSED_SIGNED_RG11_EAC: Int

GL_COMPRESSED_RGB8_ETC2: Int

GL_COMPRESSED_SRGB8_ETC2: Int

GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int

GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: Int

GL_COMPRESSED_RGBA8_ETC2_EAC: Int

GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: Int

GL_ARB_arrays_of_arrays: Int

GL_ARB_base_instance: Int

GL_ARB_bindless_texture: Int

GL_UNSIGNED_INT64_ARB: Int

GL_ARB_blend_func_extended: Int

GL_SRC1_COLOR: Int

GL_ONE_MINUS_SRC1_COLOR: Int

GL_ONE_MINUS_SRC1_ALPHA: Int

GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: Int

GL_ARB_buffer_storage: Int

GL_MAP_READ_BIT: Int

GL_MAP_WRITE_BIT: Int

GL_MAP_PERSISTENT_BIT: Int

GL_MAP_COHERENT_BIT: Int

GL_DYNAMIC_STORAGE_BIT: Int

GL_CLIENT_STORAGE_BIT: Int

GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT: Int

GL_BUFFER_IMMUTABLE_STORAGE: Int

GL_BUFFER_STORAGE_FLAGS: Int

GL_ARB_cl_event: Int

GL_SYNC_CL_EVENT_ARB: Int

GL_SYNC_CL_EVENT_COMPLETE_ARB: Int

GL_ARB_clear_buffer_object: Int

GL_ARB_clear_texture: Int

GL_CLEAR_TEXTURE: Int

GL_ARB_clip_control: Int

GL_CLIP_ORIGIN: Int

GL_CLIP_DEPTH_MODE: Int

GL_NEGATIVE_ONE_TO_ONE: Int

GL_ZERO_TO_ONE: Int

GL_ARB_color_buffer_float: Int

GL_RGBA_FLOAT_MODE_ARB: Int

GL_CLAMP_VERTEX_COLOR_ARB: Int

GL_CLAMP_FRAGMENT_COLOR_ARB: Int

GL_CLAMP_READ_COLOR_ARB: Int

GL_FIXED_ONLY_ARB: Int

GL_ARB_compatibility: Int

GL_ARB_compressed_texture_pixel_storage: Int

GL_UNPACK_COMPRESSED_BLOCK_WIDTH: Int

GL_UNPACK_COMPRESSED_BLOCK_HEIGHT: Int

GL_UNPACK_COMPRESSED_BLOCK_DEPTH: Int

GL_UNPACK_COMPRESSED_BLOCK_SIZE: Int

GL_PACK_COMPRESSED_BLOCK_WIDTH: Int

GL_PACK_COMPRESSED_BLOCK_HEIGHT: Int

GL_PACK_COMPRESSED_BLOCK_DEPTH: Int

GL_PACK_COMPRESSED_BLOCK_SIZE: Int

GL_ARB_compute_shader: Int

GL_COMPUTE_SHADER_BIT: Int

GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: Int

GL_MAX_COMPUTE_UNIFORM_COMPONENTS: Int

GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_COMPUTE_ATOMIC_COUNTERS: Int

GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: Int

GL_COMPUTE_WORK_GROUP_SIZE: Int

GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: Int

GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER: Int

GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER: Int

GL_DISPATCH_INDIRECT_BUFFER: Int

GL_DISPATCH_INDIRECT_BUFFER_BINDING: Int

GL_COMPUTE_SHADER: Int

GL_MAX_COMPUTE_UNIFORM_BLOCKS: Int

GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: Int

GL_MAX_COMPUTE_IMAGE_UNIFORMS: Int

GL_MAX_COMPUTE_WORK_GROUP_COUNT: Int

GL_MAX_COMPUTE_WORK_GROUP_SIZE: Int

GL_ARB_compute_variable_group_size: Int

GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB: Int

GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB: Int

GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB: Int

GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB: Int

GL_ARB_conditional_render_inverted: Int

GL_QUERY_WAIT_INVERTED: Int

GL_QUERY_NO_WAIT_INVERTED: Int

GL_QUERY_BY_REGION_WAIT_INVERTED: Int

GL_QUERY_BY_REGION_NO_WAIT_INVERTED: Int

GL_ARB_conservative_depth: Int

GL_ARB_copy_buffer: Int

GL_COPY_READ_BUFFER: Int

GL_COPY_WRITE_BUFFER: Int

GL_ARB_copy_image: Int

GL_ARB_cull_distance: Int

GL_MAX_CULL_DISTANCES: Int

GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES: Int

GL_ARB_debug_output: Int

GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB: Int

GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB: Int

GL_DEBUG_CALLBACK_FUNCTION_ARB: Int

GL_DEBUG_CALLBACK_USER_PARAM_ARB: Int

GL_DEBUG_SOURCE_API_ARB: Int

GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB: Int

GL_DEBUG_SOURCE_SHADER_COMPILER_ARB: Int

GL_DEBUG_SOURCE_THIRD_PARTY_ARB: Int

GL_DEBUG_SOURCE_APPLICATION_ARB: Int

GL_DEBUG_SOURCE_OTHER_ARB: Int

GL_DEBUG_TYPE_ERROR_ARB: Int

GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB: Int

GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB: Int

GL_DEBUG_TYPE_PORTABILITY_ARB: Int

GL_DEBUG_TYPE_PERFORMANCE_ARB: Int

GL_DEBUG_TYPE_OTHER_ARB: Int

GL_MAX_DEBUG_MESSAGE_LENGTH_ARB: Int

GL_MAX_DEBUG_LOGGED_MESSAGES_ARB: Int

GL_DEBUG_LOGGED_MESSAGES_ARB: Int

GL_DEBUG_SEVERITY_HIGH_ARB: Int

GL_DEBUG_SEVERITY_MEDIUM_ARB: Int

GL_DEBUG_SEVERITY_LOW_ARB: Int

GL_ARB_depth_buffer_float: Int

GL_DEPTH_COMPONENT32F: Int

GL_DEPTH32F_STENCIL8: Int

GL_FLOAT_32_UNSIGNED_INT_24_8_REV: Int

GL_ARB_depth_clamp: Int

GL_DEPTH_CLAMP: Int

GL_ARB_depth_texture: Int

GL_DEPTH_COMPONENT16_ARB: Int

GL_DEPTH_COMPONENT24_ARB: Int

GL_DEPTH_COMPONENT32_ARB: Int

GL_TEXTURE_DEPTH_SIZE_ARB: Int

GL_DEPTH_TEXTURE_MODE_ARB: Int

GL_ARB_derivative_control: Int

GL_ARB_direct_state_access: Int

GL_TEXTURE_TARGET: Int

GL_QUERY_TARGET: Int

GL_ARB_draw_buffers: Int

GL_MAX_DRAW_BUFFERS_ARB: Int

GL_DRAW_BUFFER0_ARB: Int

GL_DRAW_BUFFER1_ARB: Int

GL_DRAW_BUFFER2_ARB: Int

GL_DRAW_BUFFER3_ARB: Int

GL_DRAW_BUFFER4_ARB: Int

GL_DRAW_BUFFER5_ARB: Int

GL_DRAW_BUFFER6_ARB: Int

GL_DRAW_BUFFER7_ARB: Int

GL_DRAW_BUFFER8_ARB: Int

GL_DRAW_BUFFER9_ARB: Int

GL_DRAW_BUFFER10_ARB: Int

GL_DRAW_BUFFER11_ARB: Int

GL_DRAW_BUFFER12_ARB: Int

GL_DRAW_BUFFER13_ARB: Int

GL_DRAW_BUFFER14_ARB: Int

GL_DRAW_BUFFER15_ARB: Int

GL_ARB_draw_buffers_blend: Int

GL_ARB_draw_elements_base_vertex: Int

GL_ARB_draw_indirect: Int

GL_DRAW_INDIRECT_BUFFER: Int

GL_DRAW_INDIRECT_BUFFER_BINDING: Int

GL_ARB_draw_instanced: Int

GL_ARB_enhanced_layouts: Int

GL_LOCATION_COMPONENT: Int

GL_TRANSFORM_FEEDBACK_BUFFER_INDEX: Int

GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE: Int

GL_ARB_explicit_attrib_location: Int

GL_ARB_explicit_uniform_location: Int

GL_MAX_UNIFORM_LOCATIONS: Int

GL_ARB_fragment_coord_conventions: Int

GL_ARB_fragment_layer_viewport: Int

GL_ARB_fragment_program: Int

GL_FRAGMENT_PROGRAM_ARB: Int

GL_PROGRAM_ALU_INSTRUCTIONS_ARB: Int

GL_PROGRAM_TEX_INSTRUCTIONS_ARB: Int

GL_PROGRAM_TEX_INDIRECTIONS_ARB: Int

GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB: Int

GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB: Int

GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB: Int

GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB: Int

GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB: Int

GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB: Int

GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB: Int

GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB: Int

GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB: Int

GL_MAX_TEXTURE_COORDS_ARB: Int

GL_MAX_TEXTURE_IMAGE_UNITS_ARB: Int

GL_ARB_fragment_program_shadow: Int

GL_ARB_fragment_shader: Int

GL_FRAGMENT_SHADER_ARB: Int

GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: Int

GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB: Int

GL_ARB_framebuffer_no_attachments: Int

GL_FRAMEBUFFER_DEFAULT_WIDTH: Int

GL_FRAMEBUFFER_DEFAULT_HEIGHT: Int

GL_FRAMEBUFFER_DEFAULT_LAYERS: Int

GL_FRAMEBUFFER_DEFAULT_SAMPLES: Int

GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS: Int

GL_MAX_FRAMEBUFFER_WIDTH: Int

GL_MAX_FRAMEBUFFER_HEIGHT: Int

GL_MAX_FRAMEBUFFER_LAYERS: Int

GL_MAX_FRAMEBUFFER_SAMPLES: Int

GL_ARB_framebuffer_object: Int

GL_INVALID_FRAMEBUFFER_OPERATION: Int

GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING: Int

GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE: Int

GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE: Int

GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE: Int

GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE: Int

GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE: Int

GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE: Int

GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE: Int

GL_FRAMEBUFFER_DEFAULT: Int

GL_FRAMEBUFFER_UNDEFINED: Int

GL_DEPTH_STENCIL_ATTACHMENT: Int

GL_INDEX: Int

GL_MAX_RENDERBUFFER_SIZE: Int

GL_DEPTH_STENCIL: Int

GL_UNSIGNED_INT_24_8: Int

GL_DEPTH24_STENCIL8: Int

GL_TEXTURE_STENCIL_SIZE: Int

GL_UNSIGNED_NORMALIZED: Int

GL_DRAW_FRAMEBUFFER_BINDING: Int

GL_FRAMEBUFFER_BINDING: Int

GL_RENDERBUFFER_BINDING: Int

GL_READ_FRAMEBUFFER: Int

GL_DRAW_FRAMEBUFFER: Int

GL_READ_FRAMEBUFFER_BINDING: Int

GL_RENDERBUFFER_SAMPLES: Int

GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: Int

GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER: Int

GL_FRAMEBUFFER_COMPLETE: Int

GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: Int

GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: Int

GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER: Int

GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER: Int

GL_FRAMEBUFFER_UNSUPPORTED: Int

GL_MAX_COLOR_ATTACHMENTS: Int

GL_COLOR_ATTACHMENT0: Int

GL_COLOR_ATTACHMENT1: Int

GL_COLOR_ATTACHMENT2: Int

GL_COLOR_ATTACHMENT3: Int

GL_COLOR_ATTACHMENT4: Int

GL_COLOR_ATTACHMENT5: Int

GL_COLOR_ATTACHMENT6: Int

GL_COLOR_ATTACHMENT7: Int

GL_COLOR_ATTACHMENT8: Int

GL_COLOR_ATTACHMENT9: Int

GL_COLOR_ATTACHMENT10: Int

GL_COLOR_ATTACHMENT11: Int

GL_COLOR_ATTACHMENT12: Int

GL_COLOR_ATTACHMENT13: Int

GL_COLOR_ATTACHMENT14: Int

GL_COLOR_ATTACHMENT15: Int

GL_DEPTH_ATTACHMENT: Int

GL_STENCIL_ATTACHMENT: Int

GL_FRAMEBUFFER: Int

GL_RENDERBUFFER: Int

GL_RENDERBUFFER_WIDTH: Int

GL_RENDERBUFFER_HEIGHT: Int

GL_RENDERBUFFER_INTERNAL_FORMAT: Int

GL_STENCIL_INDEX1: Int

GL_STENCIL_INDEX4: Int

GL_STENCIL_INDEX8: Int

GL_STENCIL_INDEX16: Int

GL_RENDERBUFFER_RED_SIZE: Int

GL_RENDERBUFFER_GREEN_SIZE: Int

GL_RENDERBUFFER_BLUE_SIZE: Int

GL_RENDERBUFFER_ALPHA_SIZE: Int

GL_RENDERBUFFER_DEPTH_SIZE: Int

GL_RENDERBUFFER_STENCIL_SIZE: Int

GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: Int

GL_MAX_SAMPLES: Int

GL_ARB_framebuffer_sRGB: Int

GL_FRAMEBUFFER_SRGB: Int

GL_ARB_geometry_shader4: Int

GL_LINES_ADJACENCY_ARB: Int

GL_LINE_STRIP_ADJACENCY_ARB: Int

GL_TRIANGLES_ADJACENCY_ARB: Int

GL_TRIANGLE_STRIP_ADJACENCY_ARB: Int

GL_PROGRAM_POINT_SIZE_ARB: Int

GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB: Int

GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB: Int

GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB: Int

GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB: Int

GL_GEOMETRY_SHADER_ARB: Int

GL_GEOMETRY_VERTICES_OUT_ARB: Int

GL_GEOMETRY_INPUT_TYPE_ARB: Int

GL_GEOMETRY_OUTPUT_TYPE_ARB: Int

GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB: Int

GL_MAX_VERTEX_VARYING_COMPONENTS_ARB: Int

GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB: Int

GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB: Int

GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB: Int

GL_ARB_get_program_binary: Int

GL_PROGRAM_BINARY_RETRIEVABLE_HINT: Int

GL_PROGRAM_BINARY_LENGTH: Int

GL_NUM_PROGRAM_BINARY_FORMATS: Int

GL_PROGRAM_BINARY_FORMATS: Int

GL_ARB_get_texture_sub_image: Int

GL_ARB_gpu_shader5: Int

GL_GEOMETRY_SHADER_INVOCATIONS: Int

GL_MAX_GEOMETRY_SHADER_INVOCATIONS: Int

GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: Int

GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: Int

GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: Int

GL_MAX_VERTEX_STREAMS: Int

GL_ARB_gpu_shader_fp64: Int

GL_DOUBLE_MAT2: Int

GL_DOUBLE_MAT3: Int

GL_DOUBLE_MAT4: Int

GL_DOUBLE_MAT2x3: Int

GL_DOUBLE_MAT2x4: Int

GL_DOUBLE_MAT3x2: Int

GL_DOUBLE_MAT3x4: Int

GL_DOUBLE_MAT4x2: Int

GL_DOUBLE_MAT4x3: Int

GL_DOUBLE_VEC2: Int

GL_DOUBLE_VEC3: Int

GL_DOUBLE_VEC4: Int

GL_ARB_half_float_pixel: Int

GL_HALF_FLOAT_ARB: Int

GL_ARB_half_float_vertex: Int

GL_HALF_FLOAT: Int

GL_ARB_imaging: Int

GL_CONSTANT_COLOR: Int

GL_ONE_MINUS_CONSTANT_COLOR: Int

GL_CONSTANT_ALPHA: Int

GL_ONE_MINUS_CONSTANT_ALPHA: Int

GL_BLEND_COLOR: Int

GL_FUNC_ADD: Int

GL_MIN: Int

GL_MAX: Int

GL_BLEND_EQUATION: Int

GL_FUNC_SUBTRACT: Int

GL_FUNC_REVERSE_SUBTRACT: Int

GL_CONVOLUTION_1D: Int

GL_CONVOLUTION_2D: Int

GL_SEPARABLE_2D: Int

GL_CONVOLUTION_BORDER_MODE: Int

GL_CONVOLUTION_FILTER_SCALE: Int

GL_CONVOLUTION_FILTER_BIAS: Int

GL_REDUCE: Int

GL_CONVOLUTION_FORMAT: Int

GL_CONVOLUTION_WIDTH: Int

GL_CONVOLUTION_HEIGHT: Int

GL_MAX_CONVOLUTION_WIDTH: Int

GL_MAX_CONVOLUTION_HEIGHT: Int

GL_POST_CONVOLUTION_RED_SCALE: Int

GL_POST_CONVOLUTION_GREEN_SCALE: Int

GL_POST_CONVOLUTION_BLUE_SCALE: Int

GL_POST_CONVOLUTION_ALPHA_SCALE: Int

GL_POST_CONVOLUTION_RED_BIAS: Int

GL_POST_CONVOLUTION_GREEN_BIAS: Int

GL_POST_CONVOLUTION_BLUE_BIAS: Int

GL_POST_CONVOLUTION_ALPHA_BIAS: Int

GL_HISTOGRAM: Int

GL_PROXY_HISTOGRAM: Int

GL_HISTOGRAM_WIDTH: Int

GL_HISTOGRAM_FORMAT: Int

GL_HISTOGRAM_RED_SIZE: Int

GL_HISTOGRAM_GREEN_SIZE: Int

GL_HISTOGRAM_BLUE_SIZE: Int

GL_HISTOGRAM_ALPHA_SIZE: Int

GL_HISTOGRAM_LUMINANCE_SIZE: Int

GL_HISTOGRAM_SINK: Int

GL_MINMAX: Int

GL_MINMAX_FORMAT: Int

GL_MINMAX_SINK: Int

GL_TABLE_TOO_LARGE: Int

GL_COLOR_MATRIX: Int

GL_COLOR_MATRIX_STACK_DEPTH: Int

GL_MAX_COLOR_MATRIX_STACK_DEPTH: Int

GL_POST_COLOR_MATRIX_RED_SCALE: Int

GL_POST_COLOR_MATRIX_GREEN_SCALE: Int

GL_POST_COLOR_MATRIX_BLUE_SCALE: Int

GL_POST_COLOR_MATRIX_ALPHA_SCALE: Int

GL_POST_COLOR_MATRIX_RED_BIAS: Int

GL_POST_COLOR_MATRIX_GREEN_BIAS: Int

GL_POST_COLOR_MATRIX_BLUE_BIAS: Int

GL_POST_COLOR_MATRIX_ALPHA_BIAS: Int

GL_COLOR_TABLE: Int

GL_POST_CONVOLUTION_COLOR_TABLE: Int

GL_POST_COLOR_MATRIX_COLOR_TABLE: Int

GL_PROXY_COLOR_TABLE: Int

GL_PROXY_POST_CONVOLUTION_COLOR_TABLE: Int

GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE: Int

GL_COLOR_TABLE_SCALE: Int

GL_COLOR_TABLE_BIAS: Int

GL_COLOR_TABLE_FORMAT: Int

GL_COLOR_TABLE_WIDTH: Int

GL_COLOR_TABLE_RED_SIZE: Int

GL_COLOR_TABLE_GREEN_SIZE: Int

GL_COLOR_TABLE_BLUE_SIZE: Int

GL_COLOR_TABLE_ALPHA_SIZE: Int

GL_COLOR_TABLE_LUMINANCE_SIZE: Int

GL_COLOR_TABLE_INTENSITY_SIZE: Int

GL_IGNORE_BORDER: Int

GL_CONSTANT_BORDER: Int

GL_WRAP_BORDER: Int

GL_REPLICATE_BORDER: Int

GL_CONVOLUTION_BORDER_COLOR: Int

GL_ARB_indirect_parameters: Int

GL_PARAMETER_BUFFER_ARB: Int

GL_PARAMETER_BUFFER_BINDING_ARB: Int

GL_ARB_instanced_arrays: Int

GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB: Int

GL_ARB_internalformat_query: Int

GL_NUM_SAMPLE_COUNTS: Int

GL_ARB_internalformat_query2: Int

GL_INTERNALFORMAT_SUPPORTED: Int

GL_INTERNALFORMAT_PREFERRED: Int

GL_INTERNALFORMAT_RED_SIZE: Int

GL_INTERNALFORMAT_GREEN_SIZE: Int

GL_INTERNALFORMAT_BLUE_SIZE: Int

GL_INTERNALFORMAT_ALPHA_SIZE: Int

GL_INTERNALFORMAT_DEPTH_SIZE: Int

GL_INTERNALFORMAT_STENCIL_SIZE: Int

GL_INTERNALFORMAT_SHARED_SIZE: Int

GL_INTERNALFORMAT_RED_TYPE: Int

GL_INTERNALFORMAT_GREEN_TYPE: Int

GL_INTERNALFORMAT_BLUE_TYPE: Int

GL_INTERNALFORMAT_ALPHA_TYPE: Int

GL_INTERNALFORMAT_DEPTH_TYPE: Int

GL_INTERNALFORMAT_STENCIL_TYPE: Int

GL_MAX_WIDTH: Int

GL_MAX_HEIGHT: Int

GL_MAX_DEPTH: Int

GL_MAX_LAYERS: Int

GL_MAX_COMBINED_DIMENSIONS: Int

GL_COLOR_COMPONENTS: Int

GL_DEPTH_COMPONENTS: Int

GL_STENCIL_COMPONENTS: Int

GL_COLOR_RENDERABLE: Int

GL_DEPTH_RENDERABLE: Int

GL_STENCIL_RENDERABLE: Int

GL_FRAMEBUFFER_RENDERABLE: Int

GL_FRAMEBUFFER_RENDERABLE_LAYERED: Int

GL_FRAMEBUFFER_BLEND: Int

GL_READ_PIXELS: Int

GL_READ_PIXELS_FORMAT: Int

GL_READ_PIXELS_TYPE: Int

GL_TEXTURE_IMAGE_FORMAT: Int

GL_TEXTURE_IMAGE_TYPE: Int

GL_GET_TEXTURE_IMAGE_FORMAT: Int

GL_GET_TEXTURE_IMAGE_TYPE: Int

GL_MIPMAP: Int

GL_MANUAL_GENERATE_MIPMAP: Int

GL_AUTO_GENERATE_MIPMAP: Int

GL_COLOR_ENCODING: Int

GL_SRGB_READ: Int

GL_SRGB_WRITE: Int

GL_SRGB_DECODE_ARB: Int

GL_FILTER: Int

GL_VERTEX_TEXTURE: Int

GL_TESS_CONTROL_TEXTURE: Int

GL_TESS_EVALUATION_TEXTURE: Int

GL_GEOMETRY_TEXTURE: Int

GL_FRAGMENT_TEXTURE: Int

GL_COMPUTE_TEXTURE: Int

GL_TEXTURE_SHADOW: Int

GL_TEXTURE_GATHER: Int

GL_TEXTURE_GATHER_SHADOW: Int

GL_SHADER_IMAGE_LOAD: Int

GL_SHADER_IMAGE_STORE: Int

GL_SHADER_IMAGE_ATOMIC: Int

GL_IMAGE_TEXEL_SIZE: Int

GL_IMAGE_COMPATIBILITY_CLASS: Int

GL_IMAGE_PIXEL_FORMAT: Int

GL_IMAGE_PIXEL_TYPE: Int

GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST: Int

GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST: Int

GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE: Int

GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE: Int

GL_TEXTURE_COMPRESSED_BLOCK_WIDTH: Int

GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT: Int

GL_TEXTURE_COMPRESSED_BLOCK_SIZE: Int

GL_CLEAR_BUFFER: Int

GL_TEXTURE_VIEW: Int

GL_VIEW_COMPATIBILITY_CLASS: Int

GL_FULL_SUPPORT: Int

GL_CAVEAT_SUPPORT: Int

GL_IMAGE_CLASS_4_X_32: Int

GL_IMAGE_CLASS_2_X_32: Int

GL_IMAGE_CLASS_1_X_32: Int

GL_IMAGE_CLASS_4_X_16: Int

GL_IMAGE_CLASS_2_X_16: Int

GL_IMAGE_CLASS_1_X_16: Int

GL_IMAGE_CLASS_4_X_8: Int

GL_IMAGE_CLASS_2_X_8: Int

GL_IMAGE_CLASS_1_X_8: Int

GL_IMAGE_CLASS_11_11_10: Int

GL_IMAGE_CLASS_10_10_10_2: Int

GL_VIEW_CLASS_128_BITS: Int

GL_VIEW_CLASS_96_BITS: Int

GL_VIEW_CLASS_64_BITS: Int

GL_VIEW_CLASS_48_BITS: Int

GL_VIEW_CLASS_32_BITS: Int

GL_VIEW_CLASS_24_BITS: Int

GL_VIEW_CLASS_16_BITS: Int

GL_VIEW_CLASS_8_BITS: Int

GL_VIEW_CLASS_S3TC_DXT1_RGB: Int

GL_VIEW_CLASS_S3TC_DXT1_RGBA: Int

GL_VIEW_CLASS_S3TC_DXT3_RGBA: Int

GL_VIEW_CLASS_S3TC_DXT5_RGBA: Int

GL_VIEW_CLASS_RGTC1_RED: Int

GL_VIEW_CLASS_RGTC2_RG: Int

GL_VIEW_CLASS_BPTC_UNORM: Int

GL_VIEW_CLASS_BPTC_FLOAT: Int

GL_ARB_invalidate_subdata: Int

GL_ARB_map_buffer_alignment: Int

GL_MIN_MAP_BUFFER_ALIGNMENT: Int

GL_ARB_map_buffer_range: Int

GL_MAP_INVALIDATE_RANGE_BIT: Int

GL_MAP_INVALIDATE_BUFFER_BIT: Int

GL_MAP_FLUSH_EXPLICIT_BIT: Int

GL_MAP_UNSYNCHRONIZED_BIT: Int

GL_ARB_matrix_palette: Int

GL_MATRIX_PALETTE_ARB: Int

GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB: Int

GL_MAX_PALETTE_MATRICES_ARB: Int

GL_CURRENT_PALETTE_MATRIX_ARB: Int

GL_MATRIX_INDEX_ARRAY_ARB: Int

GL_CURRENT_MATRIX_INDEX_ARB: Int

GL_MATRIX_INDEX_ARRAY_SIZE_ARB: Int

GL_MATRIX_INDEX_ARRAY_TYPE_ARB: Int

GL_MATRIX_INDEX_ARRAY_STRIDE_ARB: Int

GL_MATRIX_INDEX_ARRAY_POINTER_ARB: Int

GL_ARB_multi_bind: Int

GL_ARB_multi_draw_indirect: Int

GL_ARB_multisample: Int

GL_MULTISAMPLE_ARB: Int

GL_SAMPLE_ALPHA_TO_COVERAGE_ARB: Int

GL_SAMPLE_ALPHA_TO_ONE_ARB: Int

GL_SAMPLE_COVERAGE_ARB: Int

GL_SAMPLE_BUFFERS_ARB: Int

GL_SAMPLES_ARB: Int

GL_SAMPLE_COVERAGE_VALUE_ARB: Int

GL_SAMPLE_COVERAGE_INVERT_ARB: Int

GL_MULTISAMPLE_BIT_ARB: Int

GL_ARB_multitexture: Int

GL_TEXTURE0_ARB: Int

GL_TEXTURE1_ARB: Int

GL_TEXTURE2_ARB: Int

GL_TEXTURE3_ARB: Int

GL_TEXTURE4_ARB: Int

GL_TEXTURE5_ARB: Int

GL_TEXTURE6_ARB: Int

GL_TEXTURE7_ARB: Int

GL_TEXTURE8_ARB: Int

GL_TEXTURE9_ARB: Int

GL_TEXTURE10_ARB: Int

GL_TEXTURE11_ARB: Int

GL_TEXTURE12_ARB: Int

GL_TEXTURE13_ARB: Int

GL_TEXTURE14_ARB: Int

GL_TEXTURE15_ARB: Int

GL_TEXTURE16_ARB: Int

GL_TEXTURE17_ARB: Int

GL_TEXTURE18_ARB: Int

GL_TEXTURE19_ARB: Int

GL_TEXTURE20_ARB: Int

GL_TEXTURE21_ARB: Int

GL_TEXTURE22_ARB: Int

GL_TEXTURE23_ARB: Int

GL_TEXTURE24_ARB: Int

GL_TEXTURE25_ARB: Int

GL_TEXTURE26_ARB: Int

GL_TEXTURE27_ARB: Int

GL_TEXTURE28_ARB: Int

GL_TEXTURE29_ARB: Int

GL_TEXTURE30_ARB: Int

GL_TEXTURE31_ARB: Int

GL_ACTIVE_TEXTURE_ARB: Int

GL_CLIENT_ACTIVE_TEXTURE_ARB: Int

GL_MAX_TEXTURE_UNITS_ARB: Int

GL_ARB_occlusion_query: Int

GL_QUERY_COUNTER_BITS_ARB: Int

GL_CURRENT_QUERY_ARB: Int

GL_QUERY_RESULT_ARB: Int

GL_QUERY_RESULT_AVAILABLE_ARB: Int

GL_SAMPLES_PASSED_ARB: Int

GL_ARB_occlusion_query2: Int

GL_ANY_SAMPLES_PASSED: Int

GL_ARB_pipeline_statistics_query: Int

GL_VERTICES_SUBMITTED_ARB: Int

GL_PRIMITIVES_SUBMITTED_ARB: Int

GL_VERTEX_SHADER_INVOCATIONS_ARB: Int

GL_TESS_CONTROL_SHADER_PATCHES_ARB: Int

GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB: Int

GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB: Int

GL_FRAGMENT_SHADER_INVOCATIONS_ARB: Int

GL_COMPUTE_SHADER_INVOCATIONS_ARB: Int

GL_CLIPPING_INPUT_PRIMITIVES_ARB: Int

GL_CLIPPING_OUTPUT_PRIMITIVES_ARB: Int

GL_ARB_pixel_buffer_object: Int

GL_PIXEL_PACK_BUFFER_ARB: Int

GL_PIXEL_UNPACK_BUFFER_ARB: Int

GL_PIXEL_PACK_BUFFER_BINDING_ARB: Int

GL_PIXEL_UNPACK_BUFFER_BINDING_ARB: Int

GL_ARB_point_parameters: Int

GL_POINT_SIZE_MIN_ARB: Int

GL_POINT_SIZE_MAX_ARB: Int

GL_POINT_FADE_THRESHOLD_SIZE_ARB: Int

GL_POINT_DISTANCE_ATTENUATION_ARB: Int

GL_ARB_point_sprite: Int

GL_POINT_SPRITE_ARB: Int

GL_COORD_REPLACE_ARB: Int

GL_ARB_program_interface_query: Int

GL_UNIFORM: Int

GL_UNIFORM_BLOCK: Int

GL_PROGRAM_INPUT: Int

GL_PROGRAM_OUTPUT: Int

GL_BUFFER_VARIABLE: Int

GL_SHADER_STORAGE_BLOCK: Int

GL_IS_PER_PATCH: Int

GL_VERTEX_SUBROUTINE: Int

GL_TESS_CONTROL_SUBROUTINE: Int

GL_TESS_EVALUATION_SUBROUTINE: Int

GL_GEOMETRY_SUBROUTINE: Int

GL_FRAGMENT_SUBROUTINE: Int

GL_COMPUTE_SUBROUTINE: Int

GL_VERTEX_SUBROUTINE_UNIFORM: Int

GL_TESS_CONTROL_SUBROUTINE_UNIFORM: Int

GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: Int

GL_GEOMETRY_SUBROUTINE_UNIFORM: Int

GL_FRAGMENT_SUBROUTINE_UNIFORM: Int

GL_COMPUTE_SUBROUTINE_UNIFORM: Int

GL_TRANSFORM_FEEDBACK_VARYING: Int

GL_ACTIVE_RESOURCES: Int

GL_MAX_NAME_LENGTH: Int

GL_MAX_NUM_ACTIVE_VARIABLES: Int

GL_MAX_NUM_COMPATIBLE_SUBROUTINES: Int

GL_NAME_LENGTH: Int

GL_TYPE: Int

GL_ARRAY_SIZE: Int

GL_OFFSET: Int

GL_BLOCK_INDEX: Int

GL_ARRAY_STRIDE: Int

GL_MATRIX_STRIDE: Int

GL_IS_ROW_MAJOR: Int

GL_ATOMIC_COUNTER_BUFFER_INDEX: Int

GL_BUFFER_BINDING: Int

GL_BUFFER_DATA_SIZE: Int

GL_NUM_ACTIVE_VARIABLES: Int

GL_ACTIVE_VARIABLES: Int

GL_REFERENCED_BY_VERTEX_SHADER: Int

GL_REFERENCED_BY_TESS_CONTROL_SHADER: Int

GL_REFERENCED_BY_TESS_EVALUATION_SHADER: Int

GL_REFERENCED_BY_GEOMETRY_SHADER: Int

GL_REFERENCED_BY_FRAGMENT_SHADER: Int

GL_REFERENCED_BY_COMPUTE_SHADER: Int

GL_TOP_LEVEL_ARRAY_SIZE: Int

GL_TOP_LEVEL_ARRAY_STRIDE: Int

GL_LOCATION: Int

GL_LOCATION_INDEX: Int

GL_ARB_provoking_vertex: Int

GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION: Int

GL_FIRST_VERTEX_CONVENTION: Int

GL_LAST_VERTEX_CONVENTION: Int

GL_PROVOKING_VERTEX: Int

GL_ARB_query_buffer_object: Int

GL_QUERY_BUFFER_BARRIER_BIT: Int

GL_QUERY_BUFFER: Int

GL_QUERY_BUFFER_BINDING: Int

GL_QUERY_RESULT_NO_WAIT: Int

GL_ARB_robust_buffer_access_behavior: Int

GL_ARB_robustness: Int

GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB: Int

GL_LOSE_CONTEXT_ON_RESET_ARB: Int

GL_GUILTY_CONTEXT_RESET_ARB: Int

GL_INNOCENT_CONTEXT_RESET_ARB: Int

GL_UNKNOWN_CONTEXT_RESET_ARB: Int

GL_RESET_NOTIFICATION_STRATEGY_ARB: Int

GL_NO_RESET_NOTIFICATION_ARB: Int

GL_ARB_robustness_application_isolation: Int

GL_ARB_robustness_share_group_isolation: Int

GL_ARB_sample_shading: Int

GL_SAMPLE_SHADING_ARB: Int

GL_MIN_SAMPLE_SHADING_VALUE_ARB: Int

GL_ARB_sampler_objects: Int

GL_SAMPLER_BINDING: Int

GL_ARB_seamless_cube_map: Int

GL_TEXTURE_CUBE_MAP_SEAMLESS: Int

GL_ARB_seamless_cubemap_per_texture: Int

GL_ARB_separate_shader_objects: Int

GL_VERTEX_SHADER_BIT: Int

GL_FRAGMENT_SHADER_BIT: Int

GL_GEOMETRY_SHADER_BIT: Int

GL_TESS_CONTROL_SHADER_BIT: Int

GL_TESS_EVALUATION_SHADER_BIT: Int

GL_PROGRAM_SEPARABLE: Int

GL_ACTIVE_PROGRAM: Int

GL_PROGRAM_PIPELINE_BINDING: Int

GL_ALL_SHADER_BITS: Int

GL_ARB_shader_atomic_counters: Int

GL_ATOMIC_COUNTER_BUFFER: Int

GL_ATOMIC_COUNTER_BUFFER_BINDING: Int

GL_ATOMIC_COUNTER_BUFFER_START: Int

GL_ATOMIC_COUNTER_BUFFER_SIZE: Int

GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE: Int

GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS: Int

GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES: Int

GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER: Int

GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER: Int

GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER: Int

GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER: Int

GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER: Int

GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: Int

GL_MAX_VERTEX_ATOMIC_COUNTERS: Int

GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: Int

GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: Int

GL_MAX_GEOMETRY_ATOMIC_COUNTERS: Int

GL_MAX_FRAGMENT_ATOMIC_COUNTERS: Int

GL_MAX_COMBINED_ATOMIC_COUNTERS: Int

GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: Int

GL_ACTIVE_ATOMIC_COUNTER_BUFFERS: Int

GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX: Int

GL_UNSIGNED_INT_ATOMIC_COUNTER: Int

GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: Int

GL_ARB_shader_bit_encoding: Int

GL_ARB_shader_draw_parameters: Int

GL_ARB_shader_group_vote: Int

GL_ARB_shader_image_load_store: Int

GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT: Int

GL_ELEMENT_ARRAY_BARRIER_BIT: Int

GL_UNIFORM_BARRIER_BIT: Int

GL_TEXTURE_FETCH_BARRIER_BIT: Int

GL_SHADER_IMAGE_ACCESS_BARRIER_BIT: Int

GL_COMMAND_BARRIER_BIT: Int

GL_PIXEL_BUFFER_BARRIER_BIT: Int

GL_TEXTURE_UPDATE_BARRIER_BIT: Int

GL_BUFFER_UPDATE_BARRIER_BIT: Int

GL_FRAMEBUFFER_BARRIER_BIT: Int

GL_TRANSFORM_FEEDBACK_BARRIER_BIT: Int

GL_ATOMIC_COUNTER_BARRIER_BIT: Int

GL_MAX_IMAGE_UNITS: Int

GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS: Int

GL_IMAGE_BINDING_NAME: Int

GL_IMAGE_BINDING_LEVEL: Int

GL_IMAGE_BINDING_LAYERED: Int

GL_IMAGE_BINDING_LAYER: Int

GL_IMAGE_BINDING_ACCESS: Int

GL_IMAGE_1D: Int

GL_IMAGE_2D: Int

GL_IMAGE_3D: Int

GL_IMAGE_2D_RECT: Int

GL_IMAGE_CUBE: Int

GL_IMAGE_BUFFER: Int

GL_IMAGE_1D_ARRAY: Int

GL_IMAGE_2D_ARRAY: Int

GL_IMAGE_CUBE_MAP_ARRAY: Int

GL_IMAGE_2D_MULTISAMPLE: Int

GL_IMAGE_2D_MULTISAMPLE_ARRAY: Int

GL_INT_IMAGE_1D: Int

GL_INT_IMAGE_2D: Int

GL_INT_IMAGE_3D: Int

GL_INT_IMAGE_2D_RECT: Int

GL_INT_IMAGE_CUBE: Int

GL_INT_IMAGE_BUFFER: Int

GL_INT_IMAGE_1D_ARRAY: Int

GL_INT_IMAGE_2D_ARRAY: Int

GL_INT_IMAGE_CUBE_MAP_ARRAY: Int

GL_INT_IMAGE_2D_MULTISAMPLE: Int

GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY: Int

GL_UNSIGNED_INT_IMAGE_1D: Int

GL_UNSIGNED_INT_IMAGE_2D: Int

GL_UNSIGNED_INT_IMAGE_3D: Int

GL_UNSIGNED_INT_IMAGE_2D_RECT: Int

GL_UNSIGNED_INT_IMAGE_CUBE: Int

GL_UNSIGNED_INT_IMAGE_BUFFER: Int

GL_UNSIGNED_INT_IMAGE_1D_ARRAY: Int

GL_UNSIGNED_INT_IMAGE_2D_ARRAY: Int

GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY: Int

GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE: Int

GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY: Int

GL_MAX_IMAGE_SAMPLES: Int

GL_IMAGE_BINDING_FORMAT: Int

GL_IMAGE_FORMAT_COMPATIBILITY_TYPE: Int

GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE: Int

GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS: Int

GL_MAX_VERTEX_IMAGE_UNIFORMS: Int

GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: Int

GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: Int

GL_MAX_GEOMETRY_IMAGE_UNIFORMS: Int

GL_MAX_FRAGMENT_IMAGE_UNIFORMS: Int

GL_MAX_COMBINED_IMAGE_UNIFORMS: Int

GL_ALL_BARRIER_BITS: Int

GL_ARB_shader_image_size: Int

GL_ARB_shader_objects: Int

GL_PROGRAM_OBJECT_ARB: Int

GL_SHADER_OBJECT_ARB: Int

GL_OBJECT_TYPE_ARB: Int

GL_OBJECT_SUBTYPE_ARB: Int

GL_FLOAT_VEC2_ARB: Int

GL_FLOAT_VEC3_ARB: Int

GL_FLOAT_VEC4_ARB: Int

GL_INT_VEC2_ARB: Int

GL_INT_VEC3_ARB: Int

GL_INT_VEC4_ARB: Int

GL_BOOL_ARB: Int

GL_BOOL_VEC2_ARB: Int

GL_BOOL_VEC3_ARB: Int

GL_BOOL_VEC4_ARB: Int

GL_FLOAT_MAT2_ARB: Int

GL_FLOAT_MAT3_ARB: Int

GL_FLOAT_MAT4_ARB: Int

GL_SAMPLER_1D_ARB: Int

GL_SAMPLER_2D_ARB: Int

GL_SAMPLER_3D_ARB: Int

GL_SAMPLER_CUBE_ARB: Int

GL_SAMPLER_1D_SHADOW_ARB: Int

GL_SAMPLER_2D_SHADOW_ARB: Int

GL_SAMPLER_2D_RECT_ARB: Int

GL_SAMPLER_2D_RECT_SHADOW_ARB: Int

GL_OBJECT_DELETE_STATUS_ARB: Int

GL_OBJECT_COMPILE_STATUS_ARB: Int


GL_OBJECT_VALIDATE_STATUS_ARB: Int

GL_OBJECT_INFO_LOG_LENGTH_ARB: Int

GL_OBJECT_ATTACHED_OBJECTS_ARB: Int

GL_OBJECT_ACTIVE_UNIFORMS_ARB: Int

GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB: Int

GL_OBJECT_SHADER_SOURCE_LENGTH_ARB: Int

GL_ARB_shader_precision: Int

GL_ARB_shader_stencil_export: Int

GL_ARB_shader_storage_buffer_object: Int

GL_SHADER_STORAGE_BARRIER_BIT: Int

GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES: Int

GL_SHADER_STORAGE_BUFFER: Int

GL_SHADER_STORAGE_BUFFER_BINDING: Int

GL_SHADER_STORAGE_BUFFER_START: Int

GL_SHADER_STORAGE_BUFFER_SIZE: Int

GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: Int

GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: Int

GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: Int

GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: Int

GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: Int

GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS: Int

GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: Int

GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: Int

GL_MAX_SHADER_STORAGE_BLOCK_SIZE: Int

GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT: Int

GL_ARB_shader_subroutine: Int

GL_ACTIVE_SUBROUTINES: Int

GL_ACTIVE_SUBROUTINE_UNIFORMS: Int

GL_MAX_SUBROUTINES: Int

GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS: Int

GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS: Int

GL_ACTIVE_SUBROUTINE_MAX_LENGTH: Int

GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH: Int

GL_NUM_COMPATIBLE_SUBROUTINES: Int

GL_COMPATIBLE_SUBROUTINES: Int

GL_ARB_shader_texture_image_samples: Int

GL_ARB_shader_texture_lod: Int

GL_ARB_shading_language_100: Int

GL_SHADING_LANGUAGE_VERSION_ARB: Int

GL_ARB_shading_language_420pack: Int

GL_ARB_shading_language_include: Int

GL_SHADER_INCLUDE_ARB: Int

GL_NAMED_STRING_LENGTH_ARB: Int

GL_NAMED_STRING_TYPE_ARB: Int

GL_ARB_shading_language_packing: Int

GL_ARB_shadow: Int

GL_TEXTURE_COMPARE_MODE_ARB: Int

GL_TEXTURE_COMPARE_FUNC_ARB: Int

GL_COMPARE_R_TO_TEXTURE_ARB: Int

GL_ARB_shadow_ambient: Int

GL_TEXTURE_COMPARE_FAIL_VALUE_ARB: Int

GL_ARB_sparse_buffer: Int

GL_SPARSE_STORAGE_BIT_ARB: Int

GL_SPARSE_BUFFER_PAGE_SIZE_ARB: Int

GL_ARB_sparse_texture: Int

GL_VIRTUAL_PAGE_SIZE_X_ARB: Int

GL_VIRTUAL_PAGE_SIZE_Y_ARB: Int

GL_VIRTUAL_PAGE_SIZE_Z_ARB: Int

GL_MAX_SPARSE_TEXTURE_SIZE_ARB: Int

GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB: Int

GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB: Int

GL_TEXTURE_SPARSE_ARB: Int

GL_VIRTUAL_PAGE_SIZE_INDEX_ARB: Int

GL_NUM_VIRTUAL_PAGE_SIZES_ARB: Int

GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB: Int

GL_NUM_SPARSE_LEVELS_ARB: Int

GL_ARB_stencil_texturing: Int

GL_DEPTH_STENCIL_TEXTURE_MODE: Int

GL_ARB_sync: Int

GL_SYNC_FLUSH_COMMANDS_BIT: Int

GL_MAX_SERVER_WAIT_TIMEOUT: Int

GL_OBJECT_TYPE: Int

GL_SYNC_CONDITION: Int

GL_SYNC_STATUS: Int

GL_SYNC_FLAGS: Int

GL_SYNC_FENCE: Int

GL_SYNC_GPU_COMMANDS_COMPLETE: Int

GL_UNSIGNALED: Int

GL_SIGNALED: Int

GL_ALREADY_SIGNALED: Int

GL_TIMEOUT_EXPIRED: Int

GL_CONDITION_SATISFIED: Int

GL_WAIT_FAILED: Int

GL_ARB_tessellation_shader: Int

GL_PATCHES: Int

GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER: Int

GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER: Int

GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: Int

GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: Int

GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: Int

GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: Int

GL_PATCH_VERTICES: Int

GL_PATCH_DEFAULT_INNER_LEVEL: Int

GL_PATCH_DEFAULT_OUTER_LEVEL: Int

GL_TESS_CONTROL_OUTPUT_VERTICES: Int

GL_TESS_GEN_MODE: Int

GL_TESS_GEN_SPACING: Int

GL_TESS_GEN_VERTEX_ORDER: Int

GL_TESS_GEN_POINT_MODE: Int

GL_ISOLINES: Int

GL_FRACTIONAL_ODD: Int

GL_FRACTIONAL_EVEN: Int

GL_MAX_PATCH_VERTICES: Int

GL_MAX_TESS_GEN_LEVEL: Int

GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: Int

GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: Int

GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: Int

GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: Int

GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: Int

GL_MAX_TESS_PATCH_COMPONENTS: Int

GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: Int

GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: Int

GL_TESS_EVALUATION_SHADER: Int

GL_TESS_CONTROL_SHADER: Int

GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: Int

GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: Int

GL_ARB_texture_barrier: Int

GL_ARB_texture_border_clamp: Int

GL_CLAMP_TO_BORDER_ARB: Int

GL_ARB_texture_buffer_object: Int

GL_TEXTURE_BUFFER_ARB: Int

GL_MAX_TEXTURE_BUFFER_SIZE_ARB: Int

GL_TEXTURE_BINDING_BUFFER_ARB: Int

GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB: Int

GL_TEXTURE_BUFFER_FORMAT_ARB: Int

GL_ARB_texture_buffer_object_rgb32: Int

GL_ARB_texture_buffer_range: Int

GL_TEXTURE_BUFFER_OFFSET: Int

GL_TEXTURE_BUFFER_SIZE: Int

GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT: Int

GL_ARB_texture_compression: Int

GL_COMPRESSED_ALPHA_ARB: Int

GL_COMPRESSED_LUMINANCE_ARB: Int

GL_COMPRESSED_LUMINANCE_ALPHA_ARB: Int

GL_COMPRESSED_INTENSITY_ARB: Int

GL_COMPRESSED_RGB_ARB: Int

GL_COMPRESSED_RGBA_ARB: Int

GL_TEXTURE_COMPRESSION_HINT_ARB: Int

GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB: Int

GL_TEXTURE_COMPRESSED_ARB: Int

GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB: Int

GL_COMPRESSED_TEXTURE_FORMATS_ARB: Int

GL_ARB_texture_compression_bptc: Int

GL_COMPRESSED_RGBA_BPTC_UNORM_ARB: Int

GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB: Int

GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB: Int

GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB: Int

GL_ARB_texture_compression_rgtc: Int

GL_COMPRESSED_RED_RGTC1: Int

GL_COMPRESSED_SIGNED_RED_RGTC1: Int

GL_COMPRESSED_RG_RGTC2: Int

GL_COMPRESSED_SIGNED_RG_RGTC2: Int

GL_ARB_texture_cube_map: Int

GL_NORMAL_MAP_ARB: Int

GL_REFLECTION_MAP_ARB: Int

GL_TEXTURE_CUBE_MAP_ARB: Int

GL_TEXTURE_BINDING_CUBE_MAP_ARB: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB: Int

GL_PROXY_TEXTURE_CUBE_MAP_ARB: Int

GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: Int

GL_ARB_texture_cube_map_array: Int

GL_TEXTURE_CUBE_MAP_ARRAY_ARB: Int

GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB: Int

GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB: Int

GL_SAMPLER_CUBE_MAP_ARRAY_ARB: Int

GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB: Int

GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB: Int

GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB: Int

GL_ARB_texture_env_add: Int

GL_ARB_texture_env_combine: Int

GL_SUBTRACT_ARB: Int

GL_COMBINE_ARB: Int

GL_COMBINE_RGB_ARB: Int

GL_COMBINE_ALPHA_ARB: Int

GL_RGB_SCALE_ARB: Int

GL_ADD_SIGNED_ARB: Int

GL_INTERPOLATE_ARB: Int

GL_CONSTANT_ARB: Int

GL_PRIMARY_COLOR_ARB: Int

GL_PREVIOUS_ARB: Int

GL_SOURCE0_RGB_ARB: Int

GL_SOURCE1_RGB_ARB: Int

GL_SOURCE2_RGB_ARB: Int

GL_SOURCE0_ALPHA_ARB: Int

GL_SOURCE1_ALPHA_ARB: Int

GL_SOURCE2_ALPHA_ARB: Int

GL_OPERAND0_RGB_ARB: Int

GL_OPERAND1_RGB_ARB: Int

GL_OPERAND2_RGB_ARB: Int

GL_OPERAND0_ALPHA_ARB: Int

GL_OPERAND1_ALPHA_ARB: Int

GL_OPERAND2_ALPHA_ARB: Int

GL_ARB_texture_env_crossbar: Int

GL_ARB_texture_env_dot3: Int

GL_DOT3_RGB_ARB: Int

GL_DOT3_RGBA_ARB: Int

GL_ARB_texture_float: Int

GL_RGBA32F_ARB: Int

GL_RGB32F_ARB: Int

GL_ALPHA32F_ARB: Int

GL_INTENSITY32F_ARB: Int

GL_LUMINANCE32F_ARB: Int

GL_LUMINANCE_ALPHA32F_ARB: Int

GL_RGBA16F_ARB: Int

GL_RGB16F_ARB: Int

GL_ALPHA16F_ARB: Int

GL_INTENSITY16F_ARB: Int

GL_LUMINANCE16F_ARB: Int

GL_LUMINANCE_ALPHA16F_ARB: Int

GL_TEXTURE_RED_TYPE_ARB: Int

GL_TEXTURE_GREEN_TYPE_ARB: Int

GL_TEXTURE_BLUE_TYPE_ARB: Int

GL_TEXTURE_ALPHA_TYPE_ARB: Int

GL_TEXTURE_LUMINANCE_TYPE_ARB: Int

GL_TEXTURE_INTENSITY_TYPE_ARB: Int

GL_TEXTURE_DEPTH_TYPE_ARB: Int

GL_UNSIGNED_NORMALIZED_ARB: Int

GL_ARB_texture_gather: Int

GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB: Int

GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB: Int

GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB: Int

GL_ARB_texture_mirror_clamp_to_edge: Int

GL_MIRROR_CLAMP_TO_EDGE: Int

GL_ARB_texture_mirrored_repeat: Int

GL_MIRRORED_REPEAT_ARB: Int

GL_ARB_texture_multisample: Int

GL_SAMPLE_POSITION: Int

GL_SAMPLE_MASK: Int

GL_SAMPLE_MASK_VALUE: Int

GL_MAX_SAMPLE_MASK_WORDS: Int

GL_TEXTURE_2D_MULTISAMPLE: Int

GL_PROXY_TEXTURE_2D_MULTISAMPLE: Int

GL_TEXTURE_2D_MULTISAMPLE_ARRAY: Int

GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY: Int

GL_TEXTURE_BINDING_2D_MULTISAMPLE: Int

GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: Int

GL_TEXTURE_SAMPLES: Int

GL_TEXTURE_FIXED_SAMPLE_LOCATIONS: Int

GL_SAMPLER_2D_MULTISAMPLE: Int

GL_INT_SAMPLER_2D_MULTISAMPLE: Int

GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: Int

GL_SAMPLER_2D_MULTISAMPLE_ARRAY: Int

GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: Int

GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: Int

GL_MAX_COLOR_TEXTURE_SAMPLES: Int

GL_MAX_DEPTH_TEXTURE_SAMPLES: Int

GL_MAX_INTEGER_SAMPLES: Int

GL_ARB_texture_non_power_of_two: Int

GL_ARB_texture_query_levels: Int

GL_ARB_texture_query_lod: Int

GL_ARB_texture_rectangle: Int

GL_TEXTURE_RECTANGLE_ARB: Int

GL_TEXTURE_BINDING_RECTANGLE_ARB: Int

GL_PROXY_TEXTURE_RECTANGLE_ARB: Int

GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: Int

GL_ARB_texture_rg: Int

GL_COMPRESSED_RED: Int

GL_COMPRESSED_RG: Int

GL_RG: Int

GL_RG_INTEGER: Int

GL_R8: Int

GL_R16: Int

GL_RG8: Int

GL_RG16: Int

GL_R16F: Int

GL_R32F: Int

GL_RG16F: Int

GL_RG32F: Int

GL_R8I: Int

GL_R8UI: Int

GL_R16I: Int

GL_R16UI: Int

GL_R32I: Int

GL_R32UI: Int

GL_RG8I: Int

GL_RG16I: Int

GL_RG32I: Int

GL_RG32UI: Int

GL_ARB_texture_rgb10_a2ui: Int

GL_ARB_texture_stencil8: Int

GL_ARB_texture_storage: Int

GL_TEXTURE_IMMUTABLE_FORMAT: Int

GL_ARB_texture_storage_multisample: Int

GL_ARB_texture_swizzle: Int

GL_TEXTURE_SWIZZLE_R: Int

GL_TEXTURE_SWIZZLE_G: Int

GL_TEXTURE_SWIZZLE_B: Int

GL_TEXTURE_SWIZZLE_A: Int

GL_TEXTURE_SWIZZLE_RGBA: Int

GL_ARB_texture_view: Int

GL_TEXTURE_VIEW_MIN_LEVEL: Int

GL_TEXTURE_VIEW_NUM_LEVELS: Int

GL_TEXTURE_VIEW_MIN_LAYER: Int

GL_TEXTURE_VIEW_NUM_LAYERS: Int

GL_ARB_timer_query: Int

GL_TIME_ELAPSED: Int

GL_TIMESTAMP: Int

GL_ARB_transform_feedback2: Int

GL_TRANSFORM_FEEDBACK: Int

GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED: Int

GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE: Int

GL_TRANSFORM_FEEDBACK_BINDING: Int

GL_ARB_transform_feedback3: Int

GL_MAX_TRANSFORM_FEEDBACK_BUFFERS: Int

GL_ARB_transform_feedback_instanced: Int

GL_ARB_transform_feedback_overflow_query: Int

GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB: Int

GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB: Int

GL_ARB_transpose_matrix: Int

GL_TRANSPOSE_MODELVIEW_MATRIX_ARB: Int

GL_TRANSPOSE_PROJECTION_MATRIX_ARB: Int

GL_TRANSPOSE_TEXTURE_MATRIX_ARB: Int

GL_TRANSPOSE_COLOR_MATRIX_ARB: Int

GL_ARB_uniform_buffer_object: Int

GL_UNIFORM_BUFFER: Int

GL_UNIFORM_BUFFER_BINDING: Int

GL_UNIFORM_BUFFER_START: Int

GL_UNIFORM_BUFFER_SIZE: Int

GL_MAX_VERTEX_UNIFORM_BLOCKS: Int

GL_MAX_GEOMETRY_UNIFORM_BLOCKS: Int

GL_MAX_FRAGMENT_UNIFORM_BLOCKS: Int

GL_MAX_COMBINED_UNIFORM_BLOCKS: Int

GL_MAX_UNIFORM_BUFFER_BINDINGS: Int

GL_MAX_UNIFORM_BLOCK_SIZE: Int

GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: Int

GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: Int

GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: Int

GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: Int

GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: Int

GL_ACTIVE_UNIFORM_BLOCKS: Int

GL_UNIFORM_TYPE: Int

GL_UNIFORM_SIZE: Int

GL_UNIFORM_NAME_LENGTH: Int

GL_UNIFORM_BLOCK_INDEX: Int

GL_UNIFORM_OFFSET: Int

GL_UNIFORM_ARRAY_STRIDE: Int

GL_UNIFORM_MATRIX_STRIDE: Int

GL_UNIFORM_IS_ROW_MAJOR: Int

GL_UNIFORM_BLOCK_BINDING: Int

GL_UNIFORM_BLOCK_DATA_SIZE: Int

GL_UNIFORM_BLOCK_NAME_LENGTH: Int

GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: Int

GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: Int

GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: Int

GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER: Int

GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: Int

GL_INVALID_INDEX: Int

GL_ARB_vertex_array_bgra: Int

GL_ARB_vertex_array_object: Int

GL_VERTEX_ARRAY_BINDING: Int

GL_ARB_vertex_attrib_64bit: Int

GL_ARB_vertex_attrib_binding: Int

GL_VERTEX_ATTRIB_BINDING: Int

GL_VERTEX_ATTRIB_RELATIVE_OFFSET: Int

GL_VERTEX_BINDING_DIVISOR: Int

GL_VERTEX_BINDING_OFFSET: Int

GL_VERTEX_BINDING_STRIDE: Int

GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: Int

GL_MAX_VERTEX_ATTRIB_BINDINGS: Int

GL_VERTEX_BINDING_BUFFER: Int

GL_ARB_vertex_blend: Int

GL_MODELVIEW0_ARB: Int

GL_MODELVIEW1_ARB: Int

GL_MAX_VERTEX_UNITS_ARB: Int

GL_ACTIVE_VERTEX_UNITS_ARB: Int

GL_WEIGHT_SUM_UNITY_ARB: Int

GL_VERTEX_BLEND_ARB: Int

GL_CURRENT_WEIGHT_ARB: Int

GL_WEIGHT_ARRAY_TYPE_ARB: Int

GL_WEIGHT_ARRAY_STRIDE_ARB: Int

GL_WEIGHT_ARRAY_SIZE_ARB: Int

GL_WEIGHT_ARRAY_POINTER_ARB: Int

GL_WEIGHT_ARRAY_ARB: Int

GL_MODELVIEW2_ARB: Int

GL_MODELVIEW3_ARB: Int

GL_MODELVIEW4_ARB: Int

GL_MODELVIEW5_ARB: Int

GL_MODELVIEW6_ARB: Int

GL_MODELVIEW7_ARB: Int

GL_MODELVIEW8_ARB: Int

GL_MODELVIEW9_ARB: Int

GL_MODELVIEW10_ARB: Int

GL_MODELVIEW11_ARB: Int

GL_MODELVIEW12_ARB: Int

GL_MODELVIEW13_ARB: Int

GL_MODELVIEW14_ARB: Int

GL_MODELVIEW15_ARB: Int

GL_MODELVIEW16_ARB: Int

GL_MODELVIEW17_ARB: Int

GL_MODELVIEW18_ARB: Int

GL_MODELVIEW19_ARB: Int

GL_MODELVIEW20_ARB: Int

GL_MODELVIEW21_ARB: Int

GL_MODELVIEW22_ARB: Int

GL_MODELVIEW23_ARB: Int

GL_MODELVIEW24_ARB: Int

GL_MODELVIEW25_ARB: Int

GL_MODELVIEW26_ARB: Int

GL_MODELVIEW27_ARB: Int

GL_MODELVIEW28_ARB: Int

GL_MODELVIEW29_ARB: Int

GL_MODELVIEW30_ARB: Int

GL_MODELVIEW31_ARB: Int

GL_ARB_vertex_buffer_object: Int

GL_BUFFER_SIZE_ARB: Int

GL_BUFFER_USAGE_ARB: Int

GL_ARRAY_BUFFER_ARB: Int

GL_ELEMENT_ARRAY_BUFFER_ARB: Int

GL_ARRAY_BUFFER_BINDING_ARB: Int

GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB: Int

GL_VERTEX_ARRAY_BUFFER_BINDING_ARB: Int

GL_NORMAL_ARRAY_BUFFER_BINDING_ARB: Int

GL_COLOR_ARRAY_BUFFER_BINDING_ARB: Int

GL_INDEX_ARRAY_BUFFER_BINDING_ARB: Int

GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB: Int

GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB: Int

GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB: Int

GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB: Int

GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB: Int

GL_READ_ONLY_ARB: Int

GL_WRITE_ONLY_ARB: Int

GL_READ_WRITE_ARB: Int

GL_BUFFER_ACCESS_ARB: Int

GL_BUFFER_MAPPED_ARB: Int

GL_BUFFER_MAP_POINTER_ARB: Int

GL_STREAM_DRAW_ARB: Int

GL_STREAM_READ_ARB: Int

GL_STREAM_COPY_ARB: Int

GL_STATIC_DRAW_ARB: Int

GL_STATIC_READ_ARB: Int

GL_STATIC_COPY_ARB: Int

GL_DYNAMIC_DRAW_ARB: Int

GL_DYNAMIC_READ_ARB: Int

GL_DYNAMIC_COPY_ARB: Int

GL_ARB_vertex_program: Int

GL_COLOR_SUM_ARB: Int

GL_VERTEX_PROGRAM_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB: Int

GL_CURRENT_VERTEX_ATTRIB_ARB: Int

GL_PROGRAM_LENGTH_ARB: Int

GL_PROGRAM_STRING_ARB: Int

GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: Int

GL_MAX_PROGRAM_MATRICES_ARB: Int

GL_CURRENT_MATRIX_STACK_DEPTH_ARB: Int

GL_CURRENT_MATRIX_ARB: Int

GL_VERTEX_PROGRAM_POINT_SIZE_ARB: Int

GL_VERTEX_PROGRAM_TWO_SIDE_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB: Int

GL_PROGRAM_ERROR_POSITION_ARB: Int

GL_PROGRAM_BINDING_ARB: Int

GL_MAX_VERTEX_ATTRIBS_ARB: Int

GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB: Int

GL_PROGRAM_ERROR_STRING_ARB: Int

GL_PROGRAM_FORMAT_ASCII_ARB: Int

GL_PROGRAM_FORMAT_ARB: Int

GL_PROGRAM_INSTRUCTIONS_ARB: Int

GL_MAX_PROGRAM_INSTRUCTIONS_ARB: Int

GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB: Int

GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB: Int

GL_PROGRAM_TEMPORARIES_ARB: Int

GL_MAX_PROGRAM_TEMPORARIES_ARB: Int

GL_PROGRAM_NATIVE_TEMPORARIES_ARB: Int

GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB: Int

GL_PROGRAM_PARAMETERS_ARB: Int

GL_MAX_PROGRAM_PARAMETERS_ARB: Int

GL_PROGRAM_NATIVE_PARAMETERS_ARB: Int

GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB: Int

GL_PROGRAM_ATTRIBS_ARB: Int

GL_MAX_PROGRAM_ATTRIBS_ARB: Int

GL_PROGRAM_NATIVE_ATTRIBS_ARB: Int

GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB: Int

GL_PROGRAM_ADDRESS_REGISTERS_ARB: Int

GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB: Int

GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: Int

GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB: Int

GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB: Int

GL_MAX_PROGRAM_ENV_PARAMETERS_ARB: Int

GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB: Int

GL_TRANSPOSE_CURRENT_MATRIX_ARB: Int

GL_MATRIX0_ARB: Int

GL_MATRIX1_ARB: Int

GL_MATRIX2_ARB: Int

GL_MATRIX3_ARB: Int

GL_MATRIX4_ARB: Int

GL_MATRIX5_ARB: Int

GL_MATRIX6_ARB: Int

GL_MATRIX7_ARB: Int

GL_MATRIX8_ARB: Int

GL_MATRIX9_ARB: Int

GL_MATRIX10_ARB: Int

GL_MATRIX11_ARB: Int

GL_MATRIX12_ARB: Int

GL_MATRIX13_ARB: Int

GL_MATRIX14_ARB: Int

GL_MATRIX15_ARB: Int

GL_MATRIX16_ARB: Int

GL_MATRIX17_ARB: Int

GL_MATRIX18_ARB: Int

GL_MATRIX19_ARB: Int

GL_MATRIX20_ARB: Int

GL_MATRIX21_ARB: Int

GL_MATRIX22_ARB: Int

GL_MATRIX23_ARB: Int

GL_MATRIX24_ARB: Int

GL_MATRIX25_ARB: Int

GL_MATRIX26_ARB: Int

GL_MATRIX27_ARB: Int

GL_MATRIX28_ARB: Int

GL_MATRIX29_ARB: Int

GL_MATRIX30_ARB: Int

GL_MATRIX31_ARB: Int

GL_ARB_vertex_shader: Int

GL_VERTEX_SHADER_ARB: Int

GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB: Int

GL_MAX_VARYING_FLOATS_ARB: Int

GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: Int

GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB: Int

GL_OBJECT_ACTIVE_ATTRIBUTES_ARB: Int

GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB: Int

GL_ARB_vertex_type_10f_11f_11f_rev: Int

GL_ARB_vertex_type_2_10_10_10_rev: Int

GL_UNSIGNED_INT_2_10_10_10_REV: Int

GL_INT_2_10_10_10_REV: Int

GL_ARB_viewport_array: Int

GL_MAX_VIEWPORTS: Int

GL_VIEWPORT_SUBPIXEL_BITS: Int

GL_VIEWPORT_BOUNDS_RANGE: Int

GL_LAYER_PROVOKING_VERTEX: Int

GL_VIEWPORT_INDEX_PROVOKING_VERTEX: Int

GL_UNDEFINED_VERTEX: Int

GL_ARB_window_pos: Int

GL_ATIX_point_sprites: Int

GL_TEXTURE_POINT_MODE_ATIX: Int

GL_TEXTURE_POINT_ONE_COORD_ATIX: Int

GL_TEXTURE_POINT_SPRITE_ATIX: Int

GL_POINT_SPRITE_CULL_MODE_ATIX: Int

GL_POINT_SPRITE_CULL_CENTER_ATIX: Int

GL_POINT_SPRITE_CULL_CLIP_ATIX: Int

GL_ATIX_texture_env_combine3: Int

GL_MODULATE_ADD_ATIX: Int

GL_MODULATE_SIGNED_ADD_ATIX: Int

GL_MODULATE_SUBTRACT_ATIX: Int

GL_ATIX_texture_env_route: Int

GL_SECONDARY_COLOR_ATIX: Int

GL_TEXTURE_OUTPUT_RGB_ATIX: Int

GL_TEXTURE_OUTPUT_ALPHA_ATIX: Int

GL_ATIX_vertex_shader_output_point_size: Int

GL_OUTPUT_POINT_SIZE_ATIX: Int

GL_ATI_draw_buffers: Int

GL_MAX_DRAW_BUFFERS_ATI: Int

GL_DRAW_BUFFER0_ATI: Int

GL_DRAW_BUFFER1_ATI: Int

GL_DRAW_BUFFER2_ATI: Int

GL_DRAW_BUFFER3_ATI: Int

GL_DRAW_BUFFER4_ATI: Int

GL_DRAW_BUFFER5_ATI: Int

GL_DRAW_BUFFER6_ATI: Int

GL_DRAW_BUFFER7_ATI: Int

GL_DRAW_BUFFER8_ATI: Int

GL_DRAW_BUFFER9_ATI: Int

GL_DRAW_BUFFER10_ATI: Int

GL_DRAW_BUFFER11_ATI: Int

GL_DRAW_BUFFER12_ATI: Int

GL_DRAW_BUFFER13_ATI: Int

GL_DRAW_BUFFER14_ATI: Int

GL_DRAW_BUFFER15_ATI: Int

GL_ATI_element_array: Int

GL_ELEMENT_ARRAY_ATI: Int

GL_ELEMENT_ARRAY_TYPE_ATI: Int

GL_ELEMENT_ARRAY_POINTER_ATI: Int

GL_ATI_envmap_bumpmap: Int

GL_BUMP_ROT_MATRIX_ATI: Int

GL_BUMP_ROT_MATRIX_SIZE_ATI: Int

GL_BUMP_NUM_TEX_UNITS_ATI: Int

GL_BUMP_TEX_UNITS_ATI: Int

GL_DUDV_ATI: Int

GL_DU8DV8_ATI: Int

GL_BUMP_ENVMAP_ATI: Int

GL_BUMP_TARGET_ATI: Int

GL_ATI_fragment_shader: Int

GL_2X_BIT_ATI: Int

GL_RED_BIT_ATI: Int

GL_4X_BIT_ATI: Int

GL_COMP_BIT_ATI: Int

GL_GREEN_BIT_ATI: Int

GL_8X_BIT_ATI: Int

GL_BLUE_BIT_ATI: Int

GL_NEGATE_BIT_ATI: Int

GL_BIAS_BIT_ATI: Int

GL_HALF_BIT_ATI: Int

GL_QUARTER_BIT_ATI: Int

GL_EIGHTH_BIT_ATI: Int

GL_SATURATE_BIT_ATI: Int

GL_FRAGMENT_SHADER_ATI: Int

GL_REG_0_ATI: Int

GL_REG_1_ATI: Int

GL_REG_2_ATI: Int

GL_REG_3_ATI: Int

GL_REG_4_ATI: Int

GL_REG_5_ATI: Int

GL_CON_0_ATI: Int

GL_CON_1_ATI: Int

GL_CON_2_ATI: Int

GL_CON_3_ATI: Int

GL_CON_4_ATI: Int

GL_CON_5_ATI: Int

GL_CON_6_ATI: Int

GL_CON_7_ATI: Int

GL_MOV_ATI: Int

GL_ADD_ATI: Int

GL_MUL_ATI: Int

GL_SUB_ATI: Int

GL_DOT3_ATI: Int

GL_DOT4_ATI: Int

GL_MAD_ATI: Int

GL_LERP_ATI: Int

GL_CND_ATI: Int

GL_CND0_ATI: Int

GL_DOT2_ADD_ATI: Int

GL_SECONDARY_INTERPOLATOR_ATI: Int

GL_NUM_FRAGMENT_REGISTERS_ATI: Int

GL_NUM_FRAGMENT_CONSTANTS_ATI: Int

GL_NUM_PASSES_ATI: Int

GL_NUM_INSTRUCTIONS_PER_PASS_ATI: Int

GL_NUM_INSTRUCTIONS_TOTAL_ATI: Int

GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI: Int

GL_NUM_LOOPBACK_COMPONENTS_ATI: Int

GL_COLOR_ALPHA_PAIRING_ATI: Int

GL_SWIZZLE_STR_ATI: Int

GL_SWIZZLE_STQ_ATI: Int

GL_SWIZZLE_STR_DR_ATI: Int

GL_SWIZZLE_STQ_DQ_ATI: Int

GL_SWIZZLE_STRQ_ATI: Int

GL_SWIZZLE_STRQ_DQ_ATI: Int

GL_ATI_map_object_buffer: Int

GL_ATI_meminfo: Int

GL_VBO_FREE_MEMORY_ATI: Int

GL_TEXTURE_FREE_MEMORY_ATI: Int

GL_RENDERBUFFER_FREE_MEMORY_ATI: Int

GL_ATI_pn_triangles: Int

GL_PN_TRIANGLES_ATI: Int

GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI: Int

GL_PN_TRIANGLES_POINT_MODE_ATI: Int

GL_PN_TRIANGLES_NORMAL_MODE_ATI: Int

GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI: Int

GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI: Int

GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI: Int

GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI: Int

GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI: Int

GL_ATI_separate_stencil: Int

GL_STENCIL_BACK_FUNC_ATI: Int

GL_STENCIL_BACK_FAIL_ATI: Int

GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI: Int

GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI: Int

GL_ATI_shader_texture_lod: Int

GL_ATI_text_fragment_shader: Int

GL_TEXT_FRAGMENT_SHADER_ATI: Int

GL_ATI_texture_compression_3dc: Int

GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI: Int

GL_ATI_texture_env_combine3: Int

GL_MODULATE_ADD_ATI: Int

GL_MODULATE_SIGNED_ADD_ATI: Int

GL_MODULATE_SUBTRACT_ATI: Int

GL_ATI_texture_float: Int

GL_RGBA_FLOAT32_ATI: Int

GL_RGB_FLOAT32_ATI: Int

GL_ALPHA_FLOAT32_ATI: Int

GL_INTENSITY_FLOAT32_ATI: Int

GL_LUMINANCE_FLOAT32_ATI: Int

GL_LUMINANCE_ALPHA_FLOAT32_ATI: Int

GL_RGBA_FLOAT16_ATI: Int

GL_RGB_FLOAT16_ATI: Int

GL_ALPHA_FLOAT16_ATI: Int

GL_INTENSITY_FLOAT16_ATI: Int

GL_LUMINANCE_FLOAT16_ATI: Int

GL_LUMINANCE_ALPHA_FLOAT16_ATI: Int

GL_ATI_texture_mirror_once: Int

GL_MIRROR_CLAMP_ATI: Int

GL_MIRROR_CLAMP_TO_EDGE_ATI: Int

GL_ATI_vertex_array_object: Int

GL_STATIC_ATI: Int

GL_DYNAMIC_ATI: Int

GL_PRESERVE_ATI: Int

GL_DISCARD_ATI: Int

GL_OBJECT_BUFFER_SIZE_ATI: Int

GL_OBJECT_BUFFER_USAGE_ATI: Int

GL_ARRAY_OBJECT_BUFFER_ATI: Int

GL_ARRAY_OBJECT_OFFSET_ATI: Int

GL_ATI_vertex_attrib_array_object: Int

GL_ATI_vertex_streams: Int

GL_MAX_VERTEX_STREAMS_ATI: Int

GL_VERTEX_SOURCE_ATI: Int

GL_VERTEX_STREAM0_ATI: Int

GL_VERTEX_STREAM1_ATI: Int

GL_VERTEX_STREAM2_ATI: Int

GL_VERTEX_STREAM3_ATI: Int

GL_VERTEX_STREAM4_ATI: Int

GL_VERTEX_STREAM5_ATI: Int

GL_VERTEX_STREAM6_ATI: Int

GL_VERTEX_STREAM7_ATI: Int

GL_EXT_422_pixels: Int

GL_422_EXT: Int

GL_422_REV_EXT: Int

GL_422_AVERAGE_EXT: Int

GL_422_REV_AVERAGE_EXT: Int

GL_EXT_Cg_shader: Int

GL_CG_VERTEX_SHADER_EXT: Int

GL_CG_FRAGMENT_SHADER_EXT: Int

GL_EXT_abgr: Int

GL_ABGR_EXT: Int

GL_EXT_bgra: Int

GL_BGR_EXT: Int

GL_BGRA_EXT: Int

GL_EXT_bindable_uniform: Int

GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT: Int

GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT: Int

GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT: Int

GL_MAX_BINDABLE_UNIFORM_SIZE_EXT: Int

GL_UNIFORM_BUFFER_EXT: Int

GL_UNIFORM_BUFFER_BINDING_EXT: Int

GL_EXT_blend_color: Int

GL_CONSTANT_COLOR_EXT: Int

GL_ONE_MINUS_CONSTANT_COLOR_EXT: Int

GL_CONSTANT_ALPHA_EXT: Int

GL_ONE_MINUS_CONSTANT_ALPHA_EXT: Int

GL_BLEND_COLOR_EXT: Int

GL_EXT_blend_equation_separate: Int

GL_BLEND_EQUATION_RGB_EXT: Int

GL_BLEND_EQUATION_ALPHA_EXT: Int

GL_EXT_blend_func_separate: Int

GL_BLEND_DST_RGB_EXT: Int

GL_BLEND_SRC_RGB_EXT: Int

GL_BLEND_DST_ALPHA_EXT: Int

GL_BLEND_SRC_ALPHA_EXT: Int

GL_EXT_blend_logic_op: Int

GL_EXT_blend_minmax: Int

GL_FUNC_ADD_EXT: Int

GL_MIN_EXT: Int

GL_MAX_EXT: Int

GL_BLEND_EQUATION_EXT: Int

GL_EXT_blend_subtract: Int

GL_FUNC_SUBTRACT_EXT: Int

GL_FUNC_REVERSE_SUBTRACT_EXT: Int

GL_EXT_clip_volume_hint: Int

GL_CLIP_VOLUME_CLIPPING_HINT_EXT: Int

GL_EXT_cmyka: Int

GL_CMYK_EXT: Int

GL_CMYKA_EXT: Int

GL_PACK_CMYK_HINT_EXT: Int

GL_UNPACK_CMYK_HINT_EXT: Int

GL_EXT_color_subtable: Int

GL_EXT_compiled_vertex_array: Int

GL_ARRAY_ELEMENT_LOCK_FIRST_EXT: Int

GL_ARRAY_ELEMENT_LOCK_COUNT_EXT: Int

GL_EXT_convolution: Int

GL_CONVOLUTION_1D_EXT: Int

GL_CONVOLUTION_2D_EXT: Int

GL_SEPARABLE_2D_EXT: Int

GL_CONVOLUTION_BORDER_MODE_EXT: Int

GL_CONVOLUTION_FILTER_SCALE_EXT: Int

GL_CONVOLUTION_FILTER_BIAS_EXT: Int

GL_REDUCE_EXT: Int

GL_CONVOLUTION_FORMAT_EXT: Int

GL_CONVOLUTION_WIDTH_EXT: Int

GL_CONVOLUTION_HEIGHT_EXT: Int

GL_MAX_CONVOLUTION_WIDTH_EXT: Int

GL_MAX_CONVOLUTION_HEIGHT_EXT: Int

GL_POST_CONVOLUTION_RED_SCALE_EXT: Int

GL_POST_CONVOLUTION_GREEN_SCALE_EXT: Int

GL_POST_CONVOLUTION_BLUE_SCALE_EXT: Int

GL_POST_CONVOLUTION_ALPHA_SCALE_EXT: Int

GL_POST_CONVOLUTION_RED_BIAS_EXT: Int

GL_POST_CONVOLUTION_GREEN_BIAS_EXT: Int

GL_POST_CONVOLUTION_BLUE_BIAS_EXT: Int

GL_POST_CONVOLUTION_ALPHA_BIAS_EXT: Int

GL_EXT_coordinate_frame: Int

GL_TANGENT_ARRAY_EXT: Int

GL_BINORMAL_ARRAY_EXT: Int

GL_CURRENT_TANGENT_EXT: Int

GL_CURRENT_BINORMAL_EXT: Int

GL_TANGENT_ARRAY_TYPE_EXT: Int

GL_TANGENT_ARRAY_STRIDE_EXT: Int

GL_BINORMAL_ARRAY_TYPE_EXT: Int

GL_BINORMAL_ARRAY_STRIDE_EXT: Int

GL_TANGENT_ARRAY_POINTER_EXT: Int

GL_BINORMAL_ARRAY_POINTER_EXT: Int

GL_MAP1_TANGENT_EXT: Int

GL_MAP2_TANGENT_EXT: Int

GL_MAP1_BINORMAL_EXT: Int

GL_MAP2_BINORMAL_EXT: Int

GL_EXT_copy_texture: Int

GL_EXT_cull_vertex: Int

GL_CULL_VERTEX_EXT: Int

GL_CULL_VERTEX_EYE_POSITION_EXT: Int

GL_CULL_VERTEX_OBJECT_POSITION_EXT: Int

GL_EXT_debug_label: Int

GL_PROGRAM_PIPELINE_OBJECT_EXT: Int

GL_PROGRAM_OBJECT_EXT: Int

GL_SHADER_OBJECT_EXT: Int

GL_BUFFER_OBJECT_EXT: Int

GL_QUERY_OBJECT_EXT: Int

GL_VERTEX_ARRAY_OBJECT_EXT: Int

GL_EXT_debug_marker: Int

GL_EXT_depth_bounds_test: Int

GL_DEPTH_BOUNDS_TEST_EXT: Int

GL_DEPTH_BOUNDS_EXT: Int

GL_EXT_direct_state_access: Int

GL_PROGRAM_MATRIX_EXT: Int

GL_TRANSPOSE_PROGRAM_MATRIX_EXT: Int

GL_PROGRAM_MATRIX_STACK_DEPTH_EXT: Int

GL_EXT_draw_buffers2: Int

GL_EXT_draw_instanced: Int

GL_EXT_draw_range_elements: Int

GL_MAX_ELEMENTS_VERTICES_EXT: Int

GL_MAX_ELEMENTS_INDICES_EXT: Int

GL_EXT_fog_coord: Int

GL_FOG_COORDINATE_SOURCE_EXT: Int

GL_FOG_COORDINATE_EXT: Int

GL_FRAGMENT_DEPTH_EXT: Int

GL_CURRENT_FOG_COORDINATE_EXT: Int

GL_FOG_COORDINATE_ARRAY_TYPE_EXT: Int

GL_FOG_COORDINATE_ARRAY_STRIDE_EXT: Int

GL_FOG_COORDINATE_ARRAY_POINTER_EXT: Int

GL_FOG_COORDINATE_ARRAY_EXT: Int

GL_EXT_fragment_lighting: Int

GL_FRAGMENT_LIGHTING_EXT: Int

GL_FRAGMENT_COLOR_MATERIAL_EXT: Int

GL_FRAGMENT_COLOR_MATERIAL_FACE_EXT: Int

GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_EXT: Int

GL_MAX_FRAGMENT_LIGHTS_EXT: Int

GL_MAX_ACTIVE_LIGHTS_EXT: Int

GL_CURRENT_RASTER_NORMAL_EXT: Int

GL_LIGHT_ENV_MODE_EXT: Int

GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_EXT: Int

GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_EXT: Int

GL_FRAGMENT_LIGHT_MODEL_AMBIENT_EXT: Int

GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_EXT: Int

GL_FRAGMENT_LIGHT0_EXT: Int

GL_FRAGMENT_LIGHT7_EXT: Int

GL_EXT_framebuffer_blit: Int

GL_DRAW_FRAMEBUFFER_BINDING_EXT: Int

GL_READ_FRAMEBUFFER_EXT: Int

GL_DRAW_FRAMEBUFFER_EXT: Int

GL_READ_FRAMEBUFFER_BINDING_EXT: Int

GL_EXT_framebuffer_multisample: Int

GL_RENDERBUFFER_SAMPLES_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT: Int

GL_MAX_SAMPLES_EXT: Int

GL_EXT_framebuffer_multisample_blit_scaled: Int

GL_SCALED_RESOLVE_FASTEST_EXT: Int

GL_SCALED_RESOLVE_NICEST_EXT: Int

GL_EXT_framebuffer_object: Int

GL_INVALID_FRAMEBUFFER_OPERATION_EXT: Int

GL_MAX_RENDERBUFFER_SIZE_EXT: Int

GL_FRAMEBUFFER_BINDING_EXT: Int

GL_RENDERBUFFER_BINDING_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT: Int

GL_FRAMEBUFFER_COMPLETE_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT: Int

GL_FRAMEBUFFER_UNSUPPORTED_EXT: Int

GL_MAX_COLOR_ATTACHMENTS_EXT: Int

GL_COLOR_ATTACHMENT0_EXT: Int

GL_COLOR_ATTACHMENT1_EXT: Int

GL_COLOR_ATTACHMENT2_EXT: Int

GL_COLOR_ATTACHMENT3_EXT: Int

GL_COLOR_ATTACHMENT4_EXT: Int

GL_COLOR_ATTACHMENT5_EXT: Int

GL_COLOR_ATTACHMENT6_EXT: Int

GL_COLOR_ATTACHMENT7_EXT: Int

GL_COLOR_ATTACHMENT8_EXT: Int

GL_COLOR_ATTACHMENT9_EXT: Int

GL_COLOR_ATTACHMENT10_EXT: Int

GL_COLOR_ATTACHMENT11_EXT: Int

GL_COLOR_ATTACHMENT12_EXT: Int

GL_COLOR_ATTACHMENT13_EXT: Int

GL_COLOR_ATTACHMENT14_EXT: Int

GL_COLOR_ATTACHMENT15_EXT: Int

GL_DEPTH_ATTACHMENT_EXT: Int

GL_STENCIL_ATTACHMENT_EXT: Int

GL_FRAMEBUFFER_EXT: Int

GL_RENDERBUFFER_EXT: Int

GL_RENDERBUFFER_WIDTH_EXT: Int

GL_RENDERBUFFER_HEIGHT_EXT: Int

GL_RENDERBUFFER_INTERNAL_FORMAT_EXT: Int

GL_STENCIL_INDEX1_EXT: Int

GL_STENCIL_INDEX4_EXT: Int

GL_STENCIL_INDEX8_EXT: Int

GL_STENCIL_INDEX16_EXT: Int

GL_RENDERBUFFER_RED_SIZE_EXT: Int

GL_RENDERBUFFER_GREEN_SIZE_EXT: Int

GL_RENDERBUFFER_BLUE_SIZE_EXT: Int

GL_RENDERBUFFER_ALPHA_SIZE_EXT: Int

GL_RENDERBUFFER_DEPTH_SIZE_EXT: Int

GL_RENDERBUFFER_STENCIL_SIZE_EXT: Int

GL_EXT_framebuffer_sRGB: Int

GL_FRAMEBUFFER_SRGB_EXT: Int

GL_FRAMEBUFFER_SRGB_CAPABLE_EXT: Int

GL_EXT_geometry_shader4: Int

GL_LINES_ADJACENCY_EXT: Int

GL_LINE_STRIP_ADJACENCY_EXT: Int

GL_TRIANGLES_ADJACENCY_EXT: Int

GL_TRIANGLE_STRIP_ADJACENCY_EXT: Int

GL_PROGRAM_POINT_SIZE_EXT: Int

GL_MAX_VARYING_COMPONENTS_EXT: Int

GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT: Int

GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT: Int

GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT: Int

GL_GEOMETRY_SHADER_EXT: Int

GL_GEOMETRY_VERTICES_OUT_EXT: Int

GL_GEOMETRY_INPUT_TYPE_EXT: Int

GL_GEOMETRY_OUTPUT_TYPE_EXT: Int

GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT: Int

GL_MAX_VERTEX_VARYING_COMPONENTS_EXT: Int

GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT: Int

GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT: Int

GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT: Int

GL_EXT_gpu_program_parameters: Int

GL_EXT_gpu_shader4: Int

GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT: Int

GL_SAMPLER_1D_ARRAY_EXT: Int

GL_SAMPLER_2D_ARRAY_EXT: Int

GL_SAMPLER_BUFFER_EXT: Int

GL_SAMPLER_1D_ARRAY_SHADOW_EXT: Int

GL_SAMPLER_2D_ARRAY_SHADOW_EXT: Int

GL_SAMPLER_CUBE_SHADOW_EXT: Int

GL_UNSIGNED_INT_VEC2_EXT: Int

GL_UNSIGNED_INT_VEC3_EXT: Int

GL_UNSIGNED_INT_VEC4_EXT: Int

GL_INT_SAMPLER_1D_EXT: Int

GL_INT_SAMPLER_2D_EXT: Int

GL_INT_SAMPLER_3D_EXT: Int

GL_INT_SAMPLER_CUBE_EXT: Int

GL_INT_SAMPLER_2D_RECT_EXT: Int

GL_INT_SAMPLER_1D_ARRAY_EXT: Int

GL_INT_SAMPLER_2D_ARRAY_EXT: Int

GL_INT_SAMPLER_BUFFER_EXT: Int

GL_UNSIGNED_INT_SAMPLER_1D_EXT: Int

GL_UNSIGNED_INT_SAMPLER_2D_EXT: Int

GL_UNSIGNED_INT_SAMPLER_3D_EXT: Int

GL_UNSIGNED_INT_SAMPLER_CUBE_EXT: Int

GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT: Int

GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT: Int

GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT: Int

GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT: Int

GL_EXT_histogram: Int

GL_HISTOGRAM_EXT: Int

GL_PROXY_HISTOGRAM_EXT: Int

GL_HISTOGRAM_WIDTH_EXT: Int

GL_HISTOGRAM_FORMAT_EXT: Int

GL_HISTOGRAM_RED_SIZE_EXT: Int

GL_HISTOGRAM_GREEN_SIZE_EXT: Int

GL_HISTOGRAM_BLUE_SIZE_EXT: Int

GL_HISTOGRAM_ALPHA_SIZE_EXT: Int

GL_HISTOGRAM_LUMINANCE_SIZE_EXT: Int

GL_HISTOGRAM_SINK_EXT: Int

GL_MINMAX_EXT: Int

GL_MINMAX_FORMAT_EXT: Int

GL_MINMAX_SINK_EXT: Int

GL_EXT_index_array_formats: Int

GL_EXT_index_func: Int

GL_EXT_index_material: Int

GL_EXT_index_texture: Int

GL_EXT_light_texture: Int

GL_FRAGMENT_MATERIAL_EXT: Int

GL_FRAGMENT_NORMAL_EXT: Int

GL_FRAGMENT_COLOR_EXT: Int

GL_ATTENUATION_EXT: Int

GL_SHADOW_ATTENUATION_EXT: Int

GL_TEXTURE_APPLICATION_MODE_EXT: Int

GL_TEXTURE_LIGHT_EXT: Int

GL_TEXTURE_MATERIAL_FACE_EXT: Int

GL_TEXTURE_MATERIAL_PARAMETER_EXT: Int

GL_EXT_misc_attribute: Int

GL_EXT_multi_draw_arrays: Int

GL_EXT_multisample: Int

GL_MULTISAMPLE_EXT: Int

GL_SAMPLE_ALPHA_TO_MASK_EXT: Int

GL_SAMPLE_ALPHA_TO_ONE_EXT: Int

GL_SAMPLE_MASK_EXT: Int

GL_1PASS_EXT: Int

GL_2PASS_0_EXT: Int

GL_2PASS_1_EXT: Int

GL_4PASS_0_EXT: Int

GL_4PASS_1_EXT: Int

GL_4PASS_2_EXT: Int

GL_4PASS_3_EXT: Int

GL_SAMPLE_BUFFERS_EXT: Int

GL_SAMPLES_EXT: Int

GL_SAMPLE_MASK_VALUE_EXT: Int

GL_SAMPLE_MASK_INVERT_EXT: Int

GL_SAMPLE_PATTERN_EXT: Int

GL_MULTISAMPLE_BIT_EXT: Int

GL_EXT_packed_depth_stencil: Int

GL_DEPTH_STENCIL_EXT: Int

GL_UNSIGNED_INT_24_8_EXT: Int

GL_DEPTH24_STENCIL8_EXT: Int

GL_TEXTURE_STENCIL_SIZE_EXT: Int

GL_EXT_packed_float: Int

GL_R11F_G11F_B10F_EXT: Int

GL_UNSIGNED_INT_10F_11F_11F_REV_EXT: Int

GL_RGBA_SIGNED_COMPONENTS_EXT: Int

GL_EXT_packed_pixels: Int

GL_UNSIGNED_BYTE_3_3_2_EXT: Int

GL_UNSIGNED_SHORT_4_4_4_4_EXT: Int

GL_UNSIGNED_SHORT_5_5_5_1_EXT: Int

GL_UNSIGNED_INT_8_8_8_8_EXT: Int

GL_UNSIGNED_INT_10_10_10_2_EXT: Int

GL_EXT_paletted_texture: Int

GL_COLOR_TABLE_FORMAT_EXT: Int

GL_COLOR_TABLE_WIDTH_EXT: Int

GL_COLOR_TABLE_RED_SIZE_EXT: Int

GL_COLOR_TABLE_GREEN_SIZE_EXT: Int

GL_COLOR_TABLE_BLUE_SIZE_EXT: Int

GL_COLOR_TABLE_ALPHA_SIZE_EXT: Int

GL_COLOR_TABLE_LUMINANCE_SIZE_EXT: Int

GL_COLOR_TABLE_INTENSITY_SIZE_EXT: Int

GL_TEXTURE_INDEX_SIZE_EXT: Int

GL_EXT_pixel_buffer_object: Int

GL_PIXEL_PACK_BUFFER_EXT: Int

GL_PIXEL_UNPACK_BUFFER_EXT: Int

GL_PIXEL_PACK_BUFFER_BINDING_EXT: Int

GL_PIXEL_UNPACK_BUFFER_BINDING_EXT: Int

GL_EXT_pixel_transform: Int

GL_PIXEL_TRANSFORM_2D_EXT: Int

GL_PIXEL_MAG_FILTER_EXT: Int

GL_PIXEL_MIN_FILTER_EXT: Int

GL_PIXEL_CUBIC_WEIGHT_EXT: Int

GL_CUBIC_EXT: Int

GL_AVERAGE_EXT: Int

GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT: Int

GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT: Int

GL_PIXEL_TRANSFORM_2D_MATRIX_EXT: Int

GL_EXT_pixel_transform_color_table: Int

GL_EXT_point_parameters: Int

GL_POINT_SIZE_MIN_EXT: Int

GL_POINT_SIZE_MAX_EXT: Int

GL_POINT_FADE_THRESHOLD_SIZE_EXT: Int

GL_DISTANCE_ATTENUATION_EXT: Int

GL_EXT_polygon_offset: Int

GL_POLYGON_OFFSET_EXT: Int

GL_POLYGON_OFFSET_FACTOR_EXT: Int

GL_POLYGON_OFFSET_BIAS_EXT: Int

GL_EXT_polygon_offset_clamp: Int

GL_POLYGON_OFFSET_CLAMP_EXT: Int

GL_EXT_post_depth_coverage: Int

GL_EXT_provoking_vertex: Int

GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT: Int

GL_FIRST_VERTEX_CONVENTION_EXT: Int

GL_LAST_VERTEX_CONVENTION_EXT: Int

GL_PROVOKING_VERTEX_EXT: Int

GL_EXT_raster_multisample: Int

GL_COLOR_SAMPLES_NV: Int

GL_RASTER_MULTISAMPLE_EXT: Int

GL_RASTER_SAMPLES_EXT: Int

GL_MAX_RASTER_SAMPLES_EXT: Int

GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT: Int

GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT: Int

GL_EFFECTIVE_RASTER_SAMPLES_EXT: Int

GL_DEPTH_SAMPLES_NV: Int

GL_STENCIL_SAMPLES_NV: Int

GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV: Int

GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV: Int

GL_COVERAGE_MODULATION_TABLE_NV: Int

GL_COVERAGE_MODULATION_NV: Int

GL_COVERAGE_MODULATION_TABLE_SIZE_NV: Int

GL_EXT_rescale_normal: Int

GL_RESCALE_NORMAL_EXT: Int

GL_EXT_scene_marker: Int

GL_EXT_secondary_color: Int

GL_COLOR_SUM_EXT: Int

GL_CURRENT_SECONDARY_COLOR_EXT: Int

GL_SECONDARY_COLOR_ARRAY_SIZE_EXT: Int

GL_SECONDARY_COLOR_ARRAY_TYPE_EXT: Int

GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT: Int

GL_SECONDARY_COLOR_ARRAY_POINTER_EXT: Int

GL_SECONDARY_COLOR_ARRAY_EXT: Int

GL_EXT_separate_shader_objects: Int

GL_ACTIVE_PROGRAM_EXT: Int

GL_EXT_separate_specular_color: Int

GL_LIGHT_MODEL_COLOR_CONTROL_EXT: Int

GL_SINGLE_COLOR_EXT: Int

GL_SEPARATE_SPECULAR_COLOR_EXT: Int

GL_EXT_shader_image_load_formatted: Int

GL_EXT_shader_image_load_store: Int

GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT: Int

GL_ELEMENT_ARRAY_BARRIER_BIT_EXT: Int

GL_UNIFORM_BARRIER_BIT_EXT: Int

GL_TEXTURE_FETCH_BARRIER_BIT_EXT: Int

GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT: Int

GL_COMMAND_BARRIER_BIT_EXT: Int

GL_PIXEL_BUFFER_BARRIER_BIT_EXT: Int

GL_TEXTURE_UPDATE_BARRIER_BIT_EXT: Int

GL_BUFFER_UPDATE_BARRIER_BIT_EXT: Int

GL_FRAMEBUFFER_BARRIER_BIT_EXT: Int

GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT: Int

GL_ATOMIC_COUNTER_BARRIER_BIT_EXT: Int

GL_MAX_IMAGE_UNITS_EXT: Int

GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT: Int

GL_IMAGE_BINDING_NAME_EXT: Int

GL_IMAGE_BINDING_LEVEL_EXT: Int

GL_IMAGE_BINDING_LAYERED_EXT: Int

GL_IMAGE_BINDING_LAYER_EXT: Int

GL_IMAGE_BINDING_ACCESS_EXT: Int

GL_IMAGE_1D_EXT: Int

GL_IMAGE_2D_EXT: Int

GL_IMAGE_3D_EXT: Int

GL_IMAGE_2D_RECT_EXT: Int

GL_IMAGE_CUBE_EXT: Int

GL_IMAGE_BUFFER_EXT: Int

GL_IMAGE_1D_ARRAY_EXT: Int

GL_IMAGE_2D_ARRAY_EXT: Int

GL_IMAGE_CUBE_MAP_ARRAY_EXT: Int

GL_IMAGE_2D_MULTISAMPLE_EXT: Int

GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT: Int

GL_INT_IMAGE_1D_EXT: Int

GL_INT_IMAGE_2D_EXT: Int

GL_INT_IMAGE_3D_EXT: Int

GL_INT_IMAGE_2D_RECT_EXT: Int

GL_INT_IMAGE_CUBE_EXT: Int

GL_INT_IMAGE_BUFFER_EXT: Int

GL_INT_IMAGE_1D_ARRAY_EXT: Int

GL_INT_IMAGE_2D_ARRAY_EXT: Int

GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT: Int

GL_INT_IMAGE_2D_MULTISAMPLE_EXT: Int

GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT: Int

GL_UNSIGNED_INT_IMAGE_1D_EXT: Int

GL_UNSIGNED_INT_IMAGE_2D_EXT: Int

GL_UNSIGNED_INT_IMAGE_3D_EXT: Int

GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT: Int

GL_UNSIGNED_INT_IMAGE_CUBE_EXT: Int

GL_UNSIGNED_INT_IMAGE_BUFFER_EXT: Int

GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT: Int

GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT: Int

GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT: Int

GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT: Int

GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT: Int

GL_MAX_IMAGE_SAMPLES_EXT: Int

GL_IMAGE_BINDING_FORMAT_EXT: Int

GL_ALL_BARRIER_BITS_EXT: Int

GL_EXT_shader_integer_mix: Int

GL_EXT_shadow_funcs: Int

GL_EXT_shared_texture_palette: Int

GL_SHARED_TEXTURE_PALETTE_EXT: Int

GL_EXT_sparse_texture2: Int

GL_EXT_stencil_clear_tag: Int

GL_STENCIL_TAG_BITS_EXT: Int

GL_STENCIL_CLEAR_TAG_VALUE_EXT: Int

GL_EXT_stencil_two_side: Int

GL_STENCIL_TEST_TWO_SIDE_EXT: Int

GL_ACTIVE_STENCIL_FACE_EXT: Int

GL_EXT_stencil_wrap: Int

GL_INCR_WRAP_EXT: Int

GL_DECR_WRAP_EXT: Int

GL_EXT_subtexture: Int

GL_EXT_texture: Int

GL_ALPHA4_EXT: Int

GL_ALPHA8_EXT: Int

GL_ALPHA12_EXT: Int

GL_ALPHA16_EXT: Int

GL_LUMINANCE4_EXT: Int

GL_LUMINANCE8_EXT: Int

GL_LUMINANCE12_EXT: Int

GL_LUMINANCE16_EXT: Int

GL_LUMINANCE4_ALPHA4_EXT: Int

GL_LUMINANCE6_ALPHA2_EXT: Int

GL_LUMINANCE8_ALPHA8_EXT: Int

GL_LUMINANCE12_ALPHA4_EXT: Int

GL_LUMINANCE12_ALPHA12_EXT: Int

GL_LUMINANCE16_ALPHA16_EXT: Int

GL_INTENSITY_EXT: Int

GL_INTENSITY4_EXT: Int

GL_INTENSITY8_EXT: Int

GL_INTENSITY12_EXT: Int

GL_INTENSITY16_EXT: Int

GL_RGB2_EXT: Int

GL_RGB4_EXT: Int

GL_RGB5_EXT: Int

GL_RGB8_EXT: Int

GL_RGB10_EXT: Int

GL_RGB12_EXT: Int

GL_RGB16_EXT: Int

GL_RGBA2_EXT: Int

GL_RGBA4_EXT: Int

GL_RGB5_A1_EXT: Int

GL_RGBA8_EXT: Int

GL_RGB10_A2_EXT: Int

GL_RGBA12_EXT: Int

GL_RGBA16_EXT: Int

GL_TEXTURE_RED_SIZE_EXT: Int

GL_TEXTURE_GREEN_SIZE_EXT: Int

GL_TEXTURE_BLUE_SIZE_EXT: Int

GL_TEXTURE_ALPHA_SIZE_EXT: Int

GL_TEXTURE_LUMINANCE_SIZE_EXT: Int

GL_TEXTURE_INTENSITY_SIZE_EXT: Int

GL_REPLACE_EXT: Int

GL_PROXY_TEXTURE_1D_EXT: Int

GL_PROXY_TEXTURE_2D_EXT: Int

GL_EXT_texture3D: Int

GL_PACK_SKIP_IMAGES_EXT: Int

GL_PACK_IMAGE_HEIGHT_EXT: Int

GL_UNPACK_SKIP_IMAGES_EXT: Int

GL_UNPACK_IMAGE_HEIGHT_EXT: Int

GL_TEXTURE_3D_EXT: Int

GL_PROXY_TEXTURE_3D_EXT: Int

GL_TEXTURE_DEPTH_EXT: Int

GL_TEXTURE_WRAP_R_EXT: Int

GL_MAX_3D_TEXTURE_SIZE_EXT: Int

GL_EXT_texture_array: Int

GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT: Int

GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: Int

GL_TEXTURE_1D_ARRAY_EXT: Int

GL_PROXY_TEXTURE_1D_ARRAY_EXT: Int

GL_TEXTURE_2D_ARRAY_EXT: Int

GL_PROXY_TEXTURE_2D_ARRAY_EXT: Int

GL_TEXTURE_BINDING_1D_ARRAY_EXT: Int

GL_TEXTURE_BINDING_2D_ARRAY_EXT: Int

GL_EXT_texture_buffer_object: Int

GL_TEXTURE_BUFFER_EXT: Int

GL_MAX_TEXTURE_BUFFER_SIZE_EXT: Int

GL_TEXTURE_BINDING_BUFFER_EXT: Int

GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT: Int

GL_TEXTURE_BUFFER_FORMAT_EXT: Int

GL_EXT_texture_compression_dxt1: Int

GL_EXT_texture_compression_latc: Int

GL_COMPRESSED_LUMINANCE_LATC1_EXT: Int

GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT: Int

GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT: Int

GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT: Int

GL_EXT_texture_compression_rgtc: Int

GL_COMPRESSED_RED_RGTC1_EXT: Int

GL_COMPRESSED_SIGNED_RED_RGTC1_EXT: Int

GL_COMPRESSED_RED_GREEN_RGTC2_EXT: Int

GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT: Int

GL_EXT_texture_compression_s3tc: Int

GL_COMPRESSED_RGB_S3TC_DXT1_EXT: Int

GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: Int

GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: Int

GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: Int

GL_EXT_texture_cube_map: Int

GL_NORMAL_MAP_EXT: Int

GL_REFLECTION_MAP_EXT: Int

GL_TEXTURE_CUBE_MAP_EXT: Int

GL_TEXTURE_BINDING_CUBE_MAP_EXT: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT: Int

GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT: Int

GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT: Int

GL_PROXY_TEXTURE_CUBE_MAP_EXT: Int

GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT: Int

GL_EXT_texture_edge_clamp: Int

GL_CLAMP_TO_EDGE_EXT: Int

GL_EXT_texture_env: Int

GL_EXT_texture_env_add: Int

GL_EXT_texture_env_combine: Int

GL_COMBINE_EXT: Int

GL_COMBINE_RGB_EXT: Int

GL_COMBINE_ALPHA_EXT: Int

GL_RGB_SCALE_EXT: Int

GL_ADD_SIGNED_EXT: Int

GL_INTERPOLATE_EXT: Int

GL_CONSTANT_EXT: Int

GL_PRIMARY_COLOR_EXT: Int

GL_PREVIOUS_EXT: Int

GL_SOURCE0_RGB_EXT: Int

GL_SOURCE1_RGB_EXT: Int

GL_SOURCE2_RGB_EXT: Int

GL_SOURCE0_ALPHA_EXT: Int

GL_SOURCE1_ALPHA_EXT: Int

GL_SOURCE2_ALPHA_EXT: Int

GL_OPERAND0_RGB_EXT: Int

GL_OPERAND1_RGB_EXT: Int

GL_OPERAND2_RGB_EXT: Int

GL_OPERAND0_ALPHA_EXT: Int

GL_OPERAND1_ALPHA_EXT: Int

GL_OPERAND2_ALPHA_EXT: Int

GL_EXT_texture_env_dot3: Int

GL_DOT3_RGB_EXT: Int

GL_DOT3_RGBA_EXT: Int

GL_EXT_texture_filter_anisotropic: Int

GL_TEXTURE_MAX_ANISOTROPY_EXT: Int

GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: Int

GL_EXT_texture_filter_minmax: Int

GL_TEXTURE_REDUCTION_MODE_EXT: Int

GL_WEIGHTED_AVERAGE_EXT: Int

GL_EXT_texture_integer: Int

GL_RGBA32UI_EXT: Int

GL_RGB32UI_EXT: Int

GL_ALPHA32UI_EXT: Int

GL_INTENSITY32UI_EXT: Int

GL_LUMINANCE32UI_EXT: Int

GL_LUMINANCE_ALPHA32UI_EXT: Int

GL_RGBA16UI_EXT: Int

GL_RGB16UI_EXT: Int

GL_ALPHA16UI_EXT: Int

GL_INTENSITY16UI_EXT: Int

GL_LUMINANCE16UI_EXT: Int

GL_LUMINANCE_ALPHA16UI_EXT: Int

GL_RGBA8UI_EXT: Int

GL_RGB8UI_EXT: Int

GL_ALPHA8UI_EXT: Int

GL_INTENSITY8UI_EXT: Int

GL_LUMINANCE8UI_EXT: Int

GL_LUMINANCE_ALPHA8UI_EXT: Int

GL_RGBA32I_EXT: Int

GL_RGB32I_EXT: Int

GL_ALPHA32I_EXT: Int

GL_INTENSITY32I_EXT: Int

GL_LUMINANCE32I_EXT: Int

GL_LUMINANCE_ALPHA32I_EXT: Int

GL_RGBA16I_EXT: Int

GL_RGB16I_EXT: Int

GL_ALPHA16I_EXT: Int

GL_INTENSITY16I_EXT: Int

GL_LUMINANCE16I_EXT: Int

GL_LUMINANCE_ALPHA16I_EXT: Int

GL_RGBA8I_EXT: Int

GL_RGB8I_EXT: Int

GL_ALPHA8I_EXT: Int

GL_INTENSITY8I_EXT: Int

GL_LUMINANCE8I_EXT: Int

GL_LUMINANCE_ALPHA8I_EXT: Int

GL_RED_INTEGER_EXT: Int

GL_GREEN_INTEGER_EXT: Int

GL_BLUE_INTEGER_EXT: Int

GL_ALPHA_INTEGER_EXT: Int

GL_RGB_INTEGER_EXT: Int

GL_RGBA_INTEGER_EXT: Int

GL_BGR_INTEGER_EXT: Int

GL_BGRA_INTEGER_EXT: Int

GL_LUMINANCE_INTEGER_EXT: Int

GL_LUMINANCE_ALPHA_INTEGER_EXT: Int

GL_RGBA_INTEGER_MODE_EXT: Int

GL_EXT_texture_lod_bias: Int

GL_MAX_TEXTURE_LOD_BIAS_EXT: Int

GL_TEXTURE_FILTER_CONTROL_EXT: Int

GL_TEXTURE_LOD_BIAS_EXT: Int

GL_EXT_texture_mirror_clamp: Int

GL_MIRROR_CLAMP_EXT: Int

GL_MIRROR_CLAMP_TO_EDGE_EXT: Int

GL_MIRROR_CLAMP_TO_BORDER_EXT: Int

GL_EXT_texture_object: Int

GL_TEXTURE_PRIORITY_EXT: Int

GL_TEXTURE_RESIDENT_EXT: Int

GL_TEXTURE_1D_BINDING_EXT: Int

GL_TEXTURE_2D_BINDING_EXT: Int

GL_TEXTURE_3D_BINDING_EXT: Int

GL_EXT_texture_perturb_normal: Int

GL_PERTURB_EXT: Int

GL_TEXTURE_NORMAL_EXT: Int

GL_EXT_texture_rectangle: Int

GL_TEXTURE_RECTANGLE_EXT: Int

GL_TEXTURE_BINDING_RECTANGLE_EXT: Int

GL_PROXY_TEXTURE_RECTANGLE_EXT: Int

GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT: Int

GL_EXT_texture_sRGB: Int

GL_SRGB_EXT: Int

GL_SRGB8_EXT: Int

GL_SRGB_ALPHA_EXT: Int

GL_SRGB8_ALPHA8_EXT: Int

GL_SLUMINANCE_ALPHA_EXT: Int

GL_SLUMINANCE8_ALPHA8_EXT: Int

GL_SLUMINANCE_EXT: Int

GL_SLUMINANCE8_EXT: Int

GL_COMPRESSED_SRGB_EXT: Int

GL_COMPRESSED_SRGB_ALPHA_EXT: Int

GL_COMPRESSED_SLUMINANCE_EXT: Int

GL_COMPRESSED_SLUMINANCE_ALPHA_EXT: Int

GL_COMPRESSED_SRGB_S3TC_DXT1_EXT: Int

GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: Int

GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: Int

GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: Int

GL_EXT_texture_sRGB_decode: Int

GL_TEXTURE_SRGB_DECODE_EXT: Int

GL_DECODE_EXT: Int

GL_SKIP_DECODE_EXT: Int

GL_EXT_texture_shared_exponent: Int

GL_RGB9_E5_EXT: Int

GL_UNSIGNED_INT_5_9_9_9_REV_EXT: Int

GL_TEXTURE_SHARED_SIZE_EXT: Int

GL_EXT_texture_snorm: Int

GL_ALPHA_SNORM: Int

GL_LUMINANCE_SNORM: Int

GL_LUMINANCE_ALPHA_SNORM: Int

GL_INTENSITY_SNORM: Int

GL_ALPHA8_SNORM: Int

GL_LUMINANCE8_SNORM: Int

GL_LUMINANCE8_ALPHA8_SNORM: Int

GL_INTENSITY8_SNORM: Int

GL_ALPHA16_SNORM: Int

GL_LUMINANCE16_SNORM: Int

GL_LUMINANCE16_ALPHA16_SNORM: Int

GL_INTENSITY16_SNORM: Int

GL_EXT_texture_swizzle: Int

GL_TEXTURE_SWIZZLE_R_EXT: Int

GL_TEXTURE_SWIZZLE_G_EXT: Int

GL_TEXTURE_SWIZZLE_B_EXT: Int

GL_TEXTURE_SWIZZLE_A_EXT: Int

GL_TEXTURE_SWIZZLE_RGBA_EXT: Int

GL_EXT_timer_query: Int

GL_TIME_ELAPSED_EXT: Int

GL_EXT_transform_feedback: Int

GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT: Int

GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT: Int

GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT: Int

GL_TRANSFORM_FEEDBACK_VARYINGS_EXT: Int

GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT: Int

GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT: Int

GL_PRIMITIVES_GENERATED_EXT: Int

GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT: Int

GL_RASTERIZER_DISCARD_EXT: Int

GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT: Int

GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT: Int

GL_INTERLEAVED_ATTRIBS_EXT: Int

GL_SEPARATE_ATTRIBS_EXT: Int

GL_TRANSFORM_FEEDBACK_BUFFER_EXT: Int

GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT: Int

GL_EXT_vertex_array: Int

GL_DOUBLE_EXT: Int

GL_VERTEX_ARRAY_EXT: Int

GL_NORMAL_ARRAY_EXT: Int

GL_COLOR_ARRAY_EXT: Int

GL_INDEX_ARRAY_EXT: Int

GL_TEXTURE_COORD_ARRAY_EXT: Int

GL_EDGE_FLAG_ARRAY_EXT: Int

GL_VERTEX_ARRAY_SIZE_EXT: Int

GL_VERTEX_ARRAY_TYPE_EXT: Int

GL_VERTEX_ARRAY_STRIDE_EXT: Int

GL_VERTEX_ARRAY_COUNT_EXT: Int

GL_NORMAL_ARRAY_TYPE_EXT: Int

GL_NORMAL_ARRAY_STRIDE_EXT: Int

GL_NORMAL_ARRAY_COUNT_EXT: Int

GL_COLOR_ARRAY_SIZE_EXT: Int

GL_COLOR_ARRAY_TYPE_EXT: Int

GL_COLOR_ARRAY_STRIDE_EXT: Int

GL_COLOR_ARRAY_COUNT_EXT: Int

GL_INDEX_ARRAY_TYPE_EXT: Int

GL_INDEX_ARRAY_STRIDE_EXT: Int

GL_INDEX_ARRAY_COUNT_EXT: Int

GL_TEXTURE_COORD_ARRAY_SIZE_EXT: Int

GL_TEXTURE_COORD_ARRAY_TYPE_EXT: Int

GL_TEXTURE_COORD_ARRAY_STRIDE_EXT: Int

GL_TEXTURE_COORD_ARRAY_COUNT_EXT: Int

GL_EDGE_FLAG_ARRAY_STRIDE_EXT: Int

GL_EDGE_FLAG_ARRAY_COUNT_EXT: Int

GL_VERTEX_ARRAY_POINTER_EXT: Int

GL_NORMAL_ARRAY_POINTER_EXT: Int

GL_COLOR_ARRAY_POINTER_EXT: Int

GL_INDEX_ARRAY_POINTER_EXT: Int

GL_TEXTURE_COORD_ARRAY_POINTER_EXT: Int

GL_EDGE_FLAG_ARRAY_POINTER_EXT: Int

GL_EXT_vertex_array_bgra: Int

GL_EXT_vertex_attrib_64bit: Int

GL_DOUBLE_MAT2_EXT: Int

GL_DOUBLE_MAT3_EXT: Int

GL_DOUBLE_MAT4_EXT: Int

GL_DOUBLE_MAT2x3_EXT: Int

GL_DOUBLE_MAT2x4_EXT: Int

GL_DOUBLE_MAT3x2_EXT: Int

GL_DOUBLE_MAT3x4_EXT: Int

GL_DOUBLE_MAT4x2_EXT: Int

GL_DOUBLE_MAT4x3_EXT: Int

GL_DOUBLE_VEC2_EXT: Int

GL_DOUBLE_VEC3_EXT: Int

GL_DOUBLE_VEC4_EXT: Int

GL_EXT_vertex_shader: Int

GL_VERTEX_SHADER_EXT: Int

GL_VERTEX_SHADER_BINDING_EXT: Int

GL_OP_INDEX_EXT: Int

GL_OP_NEGATE_EXT: Int

GL_OP_DOT3_EXT: Int

GL_OP_DOT4_EXT: Int

GL_OP_MUL_EXT: Int

GL_OP_ADD_EXT: Int

GL_OP_MADD_EXT: Int

GL_OP_FRAC_EXT: Int

GL_OP_MAX_EXT: Int

GL_OP_MIN_EXT: Int

GL_OP_SET_GE_EXT: Int

GL_OP_SET_LT_EXT: Int

GL_OP_CLAMP_EXT: Int

GL_OP_FLOOR_EXT: Int

GL_OP_ROUND_EXT: Int

GL_OP_EXP_BASE_2_EXT: Int

GL_OP_LOG_BASE_2_EXT: Int

GL_OP_POWER_EXT: Int

GL_OP_RECIP_EXT: Int

GL_OP_RECIP_SQRT_EXT: Int

GL_OP_SUB_EXT: Int

GL_OP_CROSS_PRODUCT_EXT: Int

GL_OP_MULTIPLY_MATRIX_EXT: Int

GL_OP_MOV_EXT: Int

GL_OUTPUT_VERTEX_EXT: Int

GL_OUTPUT_COLOR0_EXT: Int

GL_OUTPUT_COLOR1_EXT: Int

GL_OUTPUT_TEXTURE_COORD0_EXT: Int

GL_OUTPUT_TEXTURE_COORD1_EXT: Int

GL_OUTPUT_TEXTURE_COORD2_EXT: Int

GL_OUTPUT_TEXTURE_COORD3_EXT: Int

GL_OUTPUT_TEXTURE_COORD4_EXT: Int

GL_OUTPUT_TEXTURE_COORD5_EXT: Int

GL_OUTPUT_TEXTURE_COORD6_EXT: Int

GL_OUTPUT_TEXTURE_COORD7_EXT: Int

GL_OUTPUT_TEXTURE_COORD8_EXT: Int

GL_OUTPUT_TEXTURE_COORD9_EXT: Int

GL_OUTPUT_TEXTURE_COORD10_EXT: Int

GL_OUTPUT_TEXTURE_COORD11_EXT: Int

GL_OUTPUT_TEXTURE_COORD12_EXT: Int

GL_OUTPUT_TEXTURE_COORD13_EXT: Int

GL_OUTPUT_TEXTURE_COORD14_EXT: Int

GL_OUTPUT_TEXTURE_COORD15_EXT: Int

GL_OUTPUT_TEXTURE_COORD16_EXT: Int

GL_OUTPUT_TEXTURE_COORD17_EXT: Int

GL_OUTPUT_TEXTURE_COORD18_EXT: Int

GL_OUTPUT_TEXTURE_COORD19_EXT: Int

GL_OUTPUT_TEXTURE_COORD20_EXT: Int

GL_OUTPUT_TEXTURE_COORD21_EXT: Int

GL_OUTPUT_TEXTURE_COORD22_EXT: Int

GL_OUTPUT_TEXTURE_COORD23_EXT: Int

GL_OUTPUT_TEXTURE_COORD24_EXT: Int

GL_OUTPUT_TEXTURE_COORD25_EXT: Int

GL_OUTPUT_TEXTURE_COORD26_EXT: Int

GL_OUTPUT_TEXTURE_COORD27_EXT: Int

GL_OUTPUT_TEXTURE_COORD28_EXT: Int

GL_OUTPUT_TEXTURE_COORD29_EXT: Int

GL_OUTPUT_TEXTURE_COORD30_EXT: Int

GL_OUTPUT_TEXTURE_COORD31_EXT: Int

GL_OUTPUT_FOG_EXT: Int

GL_SCALAR_EXT: Int

GL_VECTOR_EXT: Int

GL_MATRIX_EXT: Int

GL_VARIANT_EXT: Int

GL_INVARIANT_EXT: Int

GL_LOCAL_CONSTANT_EXT: Int

GL_LOCAL_EXT: Int

GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT: Int

GL_MAX_VERTEX_SHADER_VARIANTS_EXT: Int

GL_MAX_VERTEX_SHADER_INVARIANTS_EXT: Int

GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT: Int

GL_MAX_VERTEX_SHADER_LOCALS_EXT: Int

GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT: Int

GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT: Int

GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT: Int

GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT: Int

GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT: Int

GL_VERTEX_SHADER_INSTRUCTIONS_EXT: Int

GL_VERTEX_SHADER_VARIANTS_EXT: Int

GL_VERTEX_SHADER_INVARIANTS_EXT: Int

GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT: Int

GL_VERTEX_SHADER_LOCALS_EXT: Int

GL_VERTEX_SHADER_OPTIMIZED_EXT: Int

GL_X_EXT: Int

GL_Y_EXT: Int

GL_Z_EXT: Int

GL_W_EXT: Int

GL_NEGATIVE_X_EXT: Int

GL_NEGATIVE_Y_EXT: Int

GL_NEGATIVE_Z_EXT: Int

GL_NEGATIVE_W_EXT: Int

GL_ZERO_EXT: Int

GL_ONE_EXT: Int

GL_NEGATIVE_ONE_EXT: Int

GL_NORMALIZED_RANGE_EXT: Int

GL_FULL_RANGE_EXT: Int

GL_CURRENT_VERTEX_EXT: Int

GL_MVP_MATRIX_EXT: Int

GL_VARIANT_VALUE_EXT: Int

GL_VARIANT_DATATYPE_EXT: Int

GL_VARIANT_ARRAY_STRIDE_EXT: Int

GL_VARIANT_ARRAY_TYPE_EXT: Int

GL_VARIANT_ARRAY_EXT: Int

GL_VARIANT_ARRAY_POINTER_EXT: Int

GL_INVARIANT_VALUE_EXT: Int

GL_INVARIANT_DATATYPE_EXT: Int

GL_LOCAL_CONSTANT_VALUE_EXT: Int

GL_LOCAL_CONSTANT_DATATYPE_EXT: Int

GL_EXT_vertex_weighting: Int

GL_MODELVIEW0_STACK_DEPTH_EXT: Int

GL_MODELVIEW0_MATRIX_EXT: Int

GL_MODELVIEW0_EXT: Int

GL_MODELVIEW1_STACK_DEPTH_EXT: Int

GL_MODELVIEW1_MATRIX_EXT: Int

GL_VERTEX_WEIGHTING_EXT: Int

GL_MODELVIEW1_EXT: Int

GL_CURRENT_VERTEX_WEIGHT_EXT: Int

GL_VERTEX_WEIGHT_ARRAY_EXT: Int

GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT: Int

GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT: Int

GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT: Int

GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT: Int

GL_EXT_x11_sync_object: Int

GL_SYNC_X11_FENCE_EXT: Int

GL_GREMEDY_frame_terminator: Int

GL_GREMEDY_string_marker: Int

GL_HP_convolution_border_modes: Int

GL_HP_image_transform: Int

GL_HP_occlusion_test: Int

GL_HP_texture_lighting: Int

GL_IBM_cull_vertex: Int

GL_CULL_VERTEX_IBM: Int

GL_IBM_multimode_draw_arrays: Int

GL_IBM_rasterpos_clip: Int

GL_RASTER_POSITION_UNCLIPPED_IBM: Int

GL_IBM_static_data: Int

GL_ALL_STATIC_DATA_IBM: Int

GL_STATIC_VERTEX_ARRAY_IBM: Int

GL_IBM_texture_mirrored_repeat: Int

GL_MIRRORED_REPEAT_IBM: Int

GL_IBM_vertex_array_lists: Int

GL_VERTEX_ARRAY_LIST_IBM: Int

GL_NORMAL_ARRAY_LIST_IBM: Int

GL_COLOR_ARRAY_LIST_IBM: Int

GL_INDEX_ARRAY_LIST_IBM: Int

GL_TEXTURE_COORD_ARRAY_LIST_IBM: Int

GL_EDGE_FLAG_ARRAY_LIST_IBM: Int

GL_FOG_COORDINATE_ARRAY_LIST_IBM: Int

GL_SECONDARY_COLOR_ARRAY_LIST_IBM: Int

GL_VERTEX_ARRAY_LIST_STRIDE_IBM: Int

GL_NORMAL_ARRAY_LIST_STRIDE_IBM: Int

GL_COLOR_ARRAY_LIST_STRIDE_IBM: Int

GL_INDEX_ARRAY_LIST_STRIDE_IBM: Int

GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM: Int

GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM: Int

GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM: Int

GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM: Int

GL_INGR_color_clamp: Int

GL_RED_MIN_CLAMP_INGR: Int

GL_GREEN_MIN_CLAMP_INGR: Int

GL_BLUE_MIN_CLAMP_INGR: Int

GL_ALPHA_MIN_CLAMP_INGR: Int

GL_RED_MAX_CLAMP_INGR: Int

GL_GREEN_MAX_CLAMP_INGR: Int

GL_BLUE_MAX_CLAMP_INGR: Int

GL_ALPHA_MAX_CLAMP_INGR: Int

GL_INGR_interlace_read: Int

GL_INTERLACE_READ_INGR: Int

GL_INTEL_fragment_shader_ordering: Int

GL_INTEL_map_texture: Int

GL_LAYOUT_DEFAULT_INTEL: Int

GL_LAYOUT_LINEAR_INTEL: Int

GL_LAYOUT_LINEAR_CPU_CACHED_INTEL: Int

GL_TEXTURE_MEMORY_LAYOUT_INTEL: Int

GL_INTEL_parallel_arrays: Int

GL_PARALLEL_ARRAYS_INTEL: Int

GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL: Int

GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL: Int

GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL: Int

GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL: Int

GL_INTEL_performance_query: Int

GL_PERFQUERY_SINGLE_CONTEXT_INTEL: Int

GL_PERFQUERY_GLOBAL_CONTEXT_INTEL: Int

GL_PERFQUERY_DONOT_FLUSH_INTEL: Int

GL_PERFQUERY_FLUSH_INTEL: Int

GL_PERFQUERY_WAIT_INTEL: Int

GL_PERFQUERY_COUNTER_EVENT_INTEL: Int

GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL: Int

GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL: Int

GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL: Int

GL_PERFQUERY_COUNTER_RAW_INTEL: Int

GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL: Int

GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL: Int

GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL: Int

GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL: Int

GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL: Int

GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL: Int

GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL: Int

GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL: Int

GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL: Int

GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL: Int

GL_INTEL_texture_scissor: Int

GL_KHR_blend_equation_advanced: Int

GL_BLEND_ADVANCED_COHERENT_KHR: Int

GL_MULTIPLY_KHR: Int

GL_SCREEN_KHR: Int

GL_OVERLAY_KHR: Int

GL_DARKEN_KHR: Int

GL_LIGHTEN_KHR: Int

GL_COLORDODGE_KHR: Int

GL_COLORBURN_KHR: Int

GL_HARDLIGHT_KHR: Int

GL_SOFTLIGHT_KHR: Int

GL_DIFFERENCE_KHR: Int

GL_EXCLUSION_KHR: Int

GL_HSL_HUE_KHR: Int

GL_HSL_SATURATION_KHR: Int

GL_HSL_COLOR_KHR: Int

GL_HSL_LUMINOSITY_KHR: Int

GL_KHR_blend_equation_advanced_coherent: Int

GL_KHR_context_flush_control: Int

GL_CONTEXT_RELEASE_BEHAVIOR: Int

GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH: Int

GL_KHR_debug: Int

GL_CONTEXT_FLAG_DEBUG_BIT: Int

GL_DEBUG_OUTPUT_SYNCHRONOUS: Int

GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH: Int

GL_DEBUG_CALLBACK_FUNCTION: Int

GL_DEBUG_CALLBACK_USER_PARAM: Int

GL_DEBUG_SOURCE_API: Int

GL_DEBUG_SOURCE_WINDOW_SYSTEM: Int

GL_DEBUG_SOURCE_SHADER_COMPILER: Int

GL_DEBUG_SOURCE_THIRD_PARTY: Int

GL_DEBUG_SOURCE_APPLICATION: Int

GL_DEBUG_SOURCE_OTHER: Int

GL_DEBUG_TYPE_ERROR: Int

GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: Int

GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: Int

GL_DEBUG_TYPE_PORTABILITY: Int

GL_DEBUG_TYPE_PERFORMANCE: Int

GL_DEBUG_TYPE_OTHER: Int

GL_DEBUG_TYPE_MARKER: Int

GL_DEBUG_TYPE_PUSH_GROUP: Int

GL_DEBUG_TYPE_POP_GROUP: Int

GL_DEBUG_SEVERITY_NOTIFICATION: Int

GL_MAX_DEBUG_GROUP_STACK_DEPTH: Int

GL_DEBUG_GROUP_STACK_DEPTH: Int

GL_BUFFER: Int

GL_SHADER: Int

GL_PROGRAM: Int

GL_QUERY: Int

GL_PROGRAM_PIPELINE: Int

GL_SAMPLER: Int

GL_DISPLAY_LIST: Int

GL_MAX_LABEL_LENGTH: Int

GL_MAX_DEBUG_MESSAGE_LENGTH: Int

GL_MAX_DEBUG_LOGGED_MESSAGES: Int

GL_DEBUG_LOGGED_MESSAGES: Int

GL_DEBUG_SEVERITY_HIGH: Int

GL_DEBUG_SEVERITY_MEDIUM: Int

GL_DEBUG_SEVERITY_LOW: Int

GL_DEBUG_OUTPUT: Int

GL_KHR_no_error: Int

GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR: Int

GL_KHR_robust_buffer_access_behavior: Int

GL_KHR_robustness: Int

GL_CONTEXT_LOST: Int

GL_LOSE_CONTEXT_ON_RESET: Int

GL_GUILTY_CONTEXT_RESET: Int

GL_INNOCENT_CONTEXT_RESET: Int

GL_UNKNOWN_CONTEXT_RESET: Int

GL_RESET_NOTIFICATION_STRATEGY: Int

GL_NO_RESET_NOTIFICATION: Int

GL_CONTEXT_ROBUST_ACCESS: Int

GL_KHR_texture_compression_astc_hdr: Int

GL_COMPRESSED_RGBA_ASTC_4x4_KHR: Int

GL_COMPRESSED_RGBA_ASTC_5x4_KHR: Int

GL_COMPRESSED_RGBA_ASTC_5x5_KHR: Int

GL_COMPRESSED_RGBA_ASTC_6x5_KHR: Int

GL_COMPRESSED_RGBA_ASTC_6x6_KHR: Int

GL_COMPRESSED_RGBA_ASTC_8x5_KHR: Int

GL_COMPRESSED_RGBA_ASTC_8x6_KHR: Int

GL_COMPRESSED_RGBA_ASTC_8x8_KHR: Int

GL_COMPRESSED_RGBA_ASTC_10x5_KHR: Int

GL_COMPRESSED_RGBA_ASTC_10x6_KHR: Int

GL_COMPRESSED_RGBA_ASTC_10x8_KHR: Int

GL_COMPRESSED_RGBA_ASTC_10x10_KHR: Int

GL_COMPRESSED_RGBA_ASTC_12x10_KHR: Int

GL_COMPRESSED_RGBA_ASTC_12x12_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: Int

GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: Int

GL_KHR_texture_compression_astc_ldr: Int

GL_KTX_buffer_region: Int

GL_KTX_FRONT_REGION: Int

GL_KTX_BACK_REGION: Int

GL_KTX_Z_REGION: Int

GL_KTX_STENCIL_REGION: Int

GL_MESAX_texture_stack: Int

GL_TEXTURE_1D_STACK_MESAX: Int

GL_TEXTURE_2D_STACK_MESAX: Int

GL_PROXY_TEXTURE_1D_STACK_MESAX: Int

GL_PROXY_TEXTURE_2D_STACK_MESAX: Int

GL_TEXTURE_1D_STACK_BINDING_MESAX: Int

GL_TEXTURE_2D_STACK_BINDING_MESAX: Int

GL_MESA_pack_invert: Int

GL_PACK_INVERT_MESA: Int

GL_MESA_resize_buffers: Int

GL_MESA_window_pos: Int

GL_MESA_ycbcr_texture: Int

GL_UNSIGNED_SHORT_8_8_MESA: Int

GL_UNSIGNED_SHORT_8_8_REV_MESA: Int

GL_YCBCR_MESA: Int

GL_NVX_conditional_render: Int

GL_NVX_gpu_memory_info: Int

GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX: Int

GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX: Int

GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX: Int

GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX: Int

GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX: Int

GL_NV_bindless_multi_draw_indirect: Int

GL_NV_bindless_multi_draw_indirect_count: Int

GL_NV_bindless_texture: Int

GL_NV_blend_equation_advanced: Int

GL_XOR_NV: Int

GL_RED_NV: Int

GL_GREEN_NV: Int

GL_BLUE_NV: Int

GL_BLEND_PREMULTIPLIED_SRC_NV: Int

GL_BLEND_OVERLAP_NV: Int

GL_UNCORRELATED_NV: Int

GL_DISJOINT_NV: Int

GL_CONJOINT_NV: Int

GL_BLEND_ADVANCED_COHERENT_NV: Int

GL_SRC_NV: Int

GL_DST_NV: Int

GL_SRC_OVER_NV: Int

GL_DST_OVER_NV: Int

GL_SRC_IN_NV: Int

GL_DST_IN_NV: Int

GL_SRC_OUT_NV: Int

GL_DST_OUT_NV: Int

GL_SRC_ATOP_NV: Int

GL_DST_ATOP_NV: Int

GL_PLUS_NV: Int

GL_PLUS_DARKER_NV: Int

GL_MULTIPLY_NV: Int

GL_SCREEN_NV: Int

GL_OVERLAY_NV: Int

GL_DARKEN_NV: Int

GL_LIGHTEN_NV: Int

GL_COLORDODGE_NV: Int

GL_COLORBURN_NV: Int

GL_HARDLIGHT_NV: Int

GL_SOFTLIGHT_NV: Int

GL_DIFFERENCE_NV: Int

GL_MINUS_NV: Int

GL_EXCLUSION_NV: Int

GL_CONTRAST_NV: Int

GL_INVERT_RGB_NV: Int

GL_LINEARDODGE_NV: Int

GL_LINEARBURN_NV: Int

GL_VIVIDLIGHT_NV: Int

GL_LINEARLIGHT_NV: Int

GL_PINLIGHT_NV: Int

GL_HARDMIX_NV: Int

GL_HSL_HUE_NV: Int

GL_HSL_SATURATION_NV: Int

GL_HSL_COLOR_NV: Int

GL_HSL_LUMINOSITY_NV: Int

GL_PLUS_CLAMPED_NV: Int

GL_PLUS_CLAMPED_ALPHA_NV: Int

GL_MINUS_CLAMPED_NV: Int

GL_INVERT_OVG_NV: Int

GL_NV_blend_equation_advanced_coherent: Int

GL_NV_blend_square: Int

GL_NV_compute_program5: Int

GL_COMPUTE_PROGRAM_NV: Int

GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV: Int

GL_NV_conditional_render: Int

GL_QUERY_WAIT_NV: Int

GL_QUERY_NO_WAIT_NV: Int

GL_QUERY_BY_REGION_WAIT_NV: Int

GL_QUERY_BY_REGION_NO_WAIT_NV: Int

GL_NV_conservative_raster: Int

GL_CONSERVATIVE_RASTERIZATION_NV: Int

GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV: Int

GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV: Int

GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV: Int

GL_NV_copy_depth_to_color: Int

GL_DEPTH_STENCIL_TO_RGBA_NV: Int

GL_DEPTH_STENCIL_TO_BGRA_NV: Int

GL_NV_copy_image: Int

GL_NV_deep_texture3D: Int

GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV: Int

GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV: Int

GL_NV_depth_buffer_float: Int

GL_DEPTH_COMPONENT32F_NV: Int

GL_DEPTH32F_STENCIL8_NV: Int

GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV: Int

GL_DEPTH_BUFFER_FLOAT_MODE_NV: Int

GL_NV_depth_clamp: Int

GL_DEPTH_CLAMP_NV: Int

GL_NV_depth_range_unclamped: Int

GL_SAMPLE_COUNT_BITS_NV: Int

GL_CURRENT_SAMPLE_COUNT_QUERY_NV: Int

GL_QUERY_RESULT_NV: Int

GL_QUERY_RESULT_AVAILABLE_NV: Int

GL_SAMPLE_COUNT_NV: Int

GL_NV_draw_texture: Int

GL_NV_evaluators: Int

GL_EVAL_2D_NV: Int

GL_EVAL_TRIANGULAR_2D_NV: Int

GL_MAP_TESSELLATION_NV: Int

GL_MAP_ATTRIB_U_ORDER_NV: Int

GL_MAP_ATTRIB_V_ORDER_NV: Int

GL_EVAL_FRACTIONAL_TESSELLATION_NV: Int

GL_EVAL_VERTEX_ATTRIB0_NV: Int

GL_EVAL_VERTEX_ATTRIB1_NV: Int

GL_EVAL_VERTEX_ATTRIB2_NV: Int

GL_EVAL_VERTEX_ATTRIB3_NV: Int

GL_EVAL_VERTEX_ATTRIB4_NV: Int

GL_EVAL_VERTEX_ATTRIB5_NV: Int

GL_EVAL_VERTEX_ATTRIB6_NV: Int

GL_EVAL_VERTEX_ATTRIB7_NV: Int

GL_EVAL_VERTEX_ATTRIB8_NV: Int

GL_EVAL_VERTEX_ATTRIB9_NV: Int

GL_EVAL_VERTEX_ATTRIB10_NV: Int

GL_EVAL_VERTEX_ATTRIB11_NV: Int

GL_EVAL_VERTEX_ATTRIB12_NV: Int

GL_EVAL_VERTEX_ATTRIB13_NV: Int

GL_EVAL_VERTEX_ATTRIB14_NV: Int

GL_EVAL_VERTEX_ATTRIB15_NV: Int

GL_MAX_MAP_TESSELLATION_NV: Int

GL_MAX_RATIONAL_EVAL_ORDER_NV: Int

GL_NV_explicit_multisample: Int

GL_SAMPLE_POSITION_NV: Int

GL_SAMPLE_MASK_NV: Int

GL_SAMPLE_MASK_VALUE_NV: Int

GL_TEXTURE_BINDING_RENDERBUFFER_NV: Int

GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV: Int

GL_TEXTURE_RENDERBUFFER_NV: Int

GL_SAMPLER_RENDERBUFFER_NV: Int

GL_INT_SAMPLER_RENDERBUFFER_NV: Int

GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV: Int

GL_MAX_SAMPLE_MASK_WORDS_NV: Int

GL_NV_fence: Int

GL_ALL_COMPLETED_NV: Int

GL_FENCE_STATUS_NV: Int

GL_FENCE_CONDITION_NV: Int

GL_NV_fill_rectangle: Int

GL_FILL_RECTANGLE_NV: Int

GL_NV_float_buffer: Int

GL_FLOAT_R_NV: Int

GL_FLOAT_RG_NV: Int

GL_FLOAT_RGB_NV: Int

GL_FLOAT_RGBA_NV: Int

GL_FLOAT_R16_NV: Int

GL_FLOAT_R32_NV: Int

GL_FLOAT_RG16_NV: Int

GL_FLOAT_RG32_NV: Int

GL_FLOAT_RGB16_NV: Int

GL_FLOAT_RGB32_NV: Int

GL_FLOAT_RGBA16_NV: Int

GL_FLOAT_RGBA32_NV: Int

GL_TEXTURE_FLOAT_COMPONENTS_NV: Int

GL_FLOAT_CLEAR_COLOR_VALUE_NV: Int

GL_FLOAT_RGBA_MODE_NV: Int

GL_NV_fog_distance: Int

GL_FOG_DISTANCE_MODE_NV: Int

GL_EYE_RADIAL_NV: Int

GL_EYE_PLANE_ABSOLUTE_NV: Int

GL_NV_fragment_coverage_to_color: Int

GL_FRAGMENT_COVERAGE_TO_COLOR_NV: Int

GL_FRAGMENT_COVERAGE_COLOR_NV: Int

GL_NV_fragment_program: Int

GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV: Int

GL_FRAGMENT_PROGRAM_NV: Int

GL_MAX_TEXTURE_COORDS_NV: Int

GL_MAX_TEXTURE_IMAGE_UNITS_NV: Int

GL_FRAGMENT_PROGRAM_BINDING_NV: Int

GL_PROGRAM_ERROR_STRING_NV: Int

GL_NV_fragment_program2: Int

GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV: Int

GL_MAX_PROGRAM_CALL_DEPTH_NV: Int

GL_MAX_PROGRAM_IF_DEPTH_NV: Int

GL_MAX_PROGRAM_LOOP_DEPTH_NV: Int

GL_MAX_PROGRAM_LOOP_COUNT_NV: Int

GL_NV_fragment_program4: Int

GL_NV_fragment_program_option: Int

GL_NV_fragment_shader_interlock: Int

GL_NV_framebuffer_mixed_samples: Int

GL_NV_framebuffer_multisample_coverage: Int

GL_RENDERBUFFER_COVERAGE_SAMPLES_NV: Int

GL_RENDERBUFFER_COLOR_SAMPLES_NV: Int

GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV: Int

GL_MULTISAMPLE_COVERAGE_MODES_NV: Int

GL_NV_geometry_program4: Int

GL_GEOMETRY_PROGRAM_NV: Int

GL_MAX_PROGRAM_OUTPUT_VERTICES_NV: Int

GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV: Int

GL_NV_geometry_shader4: Int

GL_NV_geometry_shader_passthrough: Int

GL_NV_gpu_program4: Int

GL_MIN_PROGRAM_TEXEL_OFFSET_NV: Int

GL_MAX_PROGRAM_TEXEL_OFFSET_NV: Int

GL_PROGRAM_ATTRIB_COMPONENTS_NV: Int

GL_PROGRAM_RESULT_COMPONENTS_NV: Int

GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV: Int

GL_MAX_PROGRAM_RESULT_COMPONENTS_NV: Int

GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV: Int

GL_MAX_PROGRAM_GENERIC_RESULTS_NV: Int

GL_NV_gpu_program5: Int

GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV: Int

GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV: Int

GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV: Int

GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV: Int

GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV: Int

GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV: Int

GL_NV_gpu_program5_mem_extended: Int

GL_NV_gpu_program_fp64: Int

GL_NV_gpu_shader5: Int

GL_INT64_NV: Int

GL_UNSIGNED_INT64_NV: Int

GL_INT8_NV: Int

GL_INT8_VEC2_NV: Int

GL_INT8_VEC3_NV: Int

GL_INT8_VEC4_NV: Int

GL_INT16_NV: Int

GL_INT16_VEC2_NV: Int

GL_INT16_VEC3_NV: Int

GL_INT16_VEC4_NV: Int

GL_INT64_VEC2_NV: Int

GL_INT64_VEC3_NV: Int

GL_INT64_VEC4_NV: Int

GL_UNSIGNED_INT8_NV: Int

GL_UNSIGNED_INT8_VEC2_NV: Int

GL_UNSIGNED_INT8_VEC3_NV: Int

GL_UNSIGNED_INT8_VEC4_NV: Int

GL_UNSIGNED_INT16_NV: Int

GL_UNSIGNED_INT16_VEC2_NV: Int

GL_UNSIGNED_INT16_VEC3_NV: Int

GL_UNSIGNED_INT16_VEC4_NV: Int

GL_UNSIGNED_INT64_VEC2_NV: Int

GL_UNSIGNED_INT64_VEC3_NV: Int

GL_UNSIGNED_INT64_VEC4_NV: Int

GL_FLOAT16_NV: Int

GL_FLOAT16_VEC2_NV: Int

GL_FLOAT16_VEC3_NV: Int

GL_FLOAT16_VEC4_NV: Int

GL_NV_half_float: Int

GL_HALF_FLOAT_NV: Int

GL_NV_internalformat_sample_query: Int

GL_MULTISAMPLES_NV: Int

GL_SUPERSAMPLE_SCALE_X_NV: Int

GL_SUPERSAMPLE_SCALE_Y_NV: Int

GL_CONFORMANT_NV: Int

GL_NV_light_max_exponent: Int

GL_MAX_SHININESS_NV: Int

GL_MAX_SPOT_EXPONENT_NV: Int

GL_NV_multisample_coverage: Int

GL_NV_multisample_filter_hint: Int

GL_MULTISAMPLE_FILTER_HINT_NV: Int

GL_NV_occlusion_query: Int

GL_PIXEL_COUNTER_BITS_NV: Int

GL_CURRENT_OCCLUSION_QUERY_ID_NV: Int

GL_PIXEL_COUNT_NV: Int

GL_PIXEL_COUNT_AVAILABLE_NV: Int

GL_NV_packed_depth_stencil: Int

GL_DEPTH_STENCIL_NV: Int

GL_UNSIGNED_INT_24_8_NV: Int

GL_NV_parameter_buffer_object: Int

GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV: Int

GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV: Int

GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV: Int

GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV: Int

GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV: Int

GL_NV_parameter_buffer_object2: Int

GL_NV_path_rendering: Int

GL_CLOSE_PATH_NV: Int

GL_BOLD_BIT_NV: Int

GL_GLYPH_WIDTH_BIT_NV: Int

GL_GLYPH_HEIGHT_BIT_NV: Int

GL_ITALIC_BIT_NV: Int

GL_MOVE_TO_NV: Int

GL_RELATIVE_MOVE_TO_NV: Int

GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV: Int

GL_LINE_TO_NV: Int

GL_RELATIVE_LINE_TO_NV: Int

GL_HORIZONTAL_LINE_TO_NV: Int

GL_RELATIVE_HORIZONTAL_LINE_TO_NV: Int

GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV: Int

GL_VERTICAL_LINE_TO_NV: Int

GL_RELATIVE_VERTICAL_LINE_TO_NV: Int

GL_QUADRATIC_CURVE_TO_NV: Int

GL_RELATIVE_QUADRATIC_CURVE_TO_NV: Int

GL_CUBIC_CURVE_TO_NV: Int

GL_RELATIVE_CUBIC_CURVE_TO_NV: Int

GL_SMOOTH_QUADRATIC_CURVE_TO_NV: Int

GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV: Int

GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV: Int

GL_SMOOTH_CUBIC_CURVE_TO_NV: Int

GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV: Int

GL_SMALL_CCW_ARC_TO_NV: Int

GL_RELATIVE_SMALL_CCW_ARC_TO_NV: Int

GL_SMALL_CW_ARC_TO_NV: Int

GL_RELATIVE_SMALL_CW_ARC_TO_NV: Int

GL_LARGE_CCW_ARC_TO_NV: Int

GL_RELATIVE_LARGE_CCW_ARC_TO_NV: Int

GL_LARGE_CW_ARC_TO_NV: Int

GL_RELATIVE_LARGE_CW_ARC_TO_NV: Int

GL_CONIC_CURVE_TO_NV: Int

GL_RELATIVE_CONIC_CURVE_TO_NV: Int

GL_GLYPH_VERTICAL_BEARING_X_BIT_NV: Int

GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV: Int

GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV: Int

GL_ROUNDED_RECT_NV: Int

GL_RELATIVE_ROUNDED_RECT_NV: Int

GL_ROUNDED_RECT2_NV: Int

GL_RELATIVE_ROUNDED_RECT2_NV: Int

GL_ROUNDED_RECT4_NV: Int

GL_RELATIVE_ROUNDED_RECT4_NV: Int

GL_ROUNDED_RECT8_NV: Int

GL_RELATIVE_ROUNDED_RECT8_NV: Int

GL_RESTART_PATH_NV: Int

GL_DUP_FIRST_CUBIC_CURVE_TO_NV: Int

GL_DUP_LAST_CUBIC_CURVE_TO_NV: Int

GL_RECT_NV: Int

GL_RELATIVE_RECT_NV: Int

GL_CIRCULAR_CCW_ARC_TO_NV: Int

GL_CIRCULAR_CW_ARC_TO_NV: Int

GL_CIRCULAR_TANGENT_ARC_TO_NV: Int

GL_ARC_TO_NV: Int

GL_RELATIVE_ARC_TO_NV: Int

GL_GLYPH_HAS_KERNING_BIT_NV: Int

GL_PRIMARY_COLOR_NV: Int

GL_SECONDARY_COLOR_NV: Int

GL_PATH_FORMAT_SVG_NV: Int

GL_PATH_FORMAT_PS_NV: Int

GL_STANDARD_FONT_NAME_NV: Int

GL_SYSTEM_FONT_NAME_NV: Int

GL_FILE_NAME_NV: Int

GL_PATH_STROKE_WIDTH_NV: Int

GL_PATH_END_CAPS_NV: Int

GL_PATH_INITIAL_END_CAP_NV: Int

GL_PATH_TERMINAL_END_CAP_NV: Int

GL_PATH_JOIN_STYLE_NV: Int

GL_PATH_MITER_LIMIT_NV: Int

GL_PATH_DASH_CAPS_NV: Int

GL_PATH_INITIAL_DASH_CAP_NV: Int

GL_PATH_TERMINAL_DASH_CAP_NV: Int

GL_PATH_DASH_OFFSET_NV: Int

GL_PATH_CLIENT_LENGTH_NV: Int

GL_PATH_FILL_MODE_NV: Int

GL_PATH_FILL_MASK_NV: Int

GL_PATH_FILL_COVER_MODE_NV: Int

GL_PATH_STROKE_COVER_MODE_NV: Int

GL_PATH_STROKE_MASK_NV: Int

GL_PATH_STROKE_BOUND_NV: Int

GL_COUNT_UP_NV: Int

GL_COUNT_DOWN_NV: Int

GL_PATH_OBJECT_BOUNDING_BOX_NV: Int

GL_CONVEX_HULL_NV: Int

GL_BOUNDING_BOX_NV: Int

GL_TRANSLATE_X_NV: Int

GL_TRANSLATE_Y_NV: Int

GL_TRANSLATE_2D_NV: Int

GL_TRANSLATE_3D_NV: Int

GL_AFFINE_2D_NV: Int

GL_AFFINE_3D_NV: Int

GL_TRANSPOSE_AFFINE_2D_NV: Int

GL_TRANSPOSE_AFFINE_3D_NV: Int

GL_UTF8_NV: Int

GL_UTF16_NV: Int

GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV: Int

GL_PATH_COMMAND_COUNT_NV: Int

GL_PATH_COORD_COUNT_NV: Int

GL_PATH_DASH_ARRAY_COUNT_NV: Int

GL_PATH_COMPUTED_LENGTH_NV: Int

GL_PATH_FILL_BOUNDING_BOX_NV: Int

GL_PATH_STROKE_BOUNDING_BOX_NV: Int

GL_SQUARE_NV: Int

GL_ROUND_NV: Int

GL_TRIANGULAR_NV: Int

GL_BEVEL_NV: Int

GL_MITER_REVERT_NV: Int

GL_MITER_TRUNCATE_NV: Int

GL_SKIP_MISSING_GLYPH_NV: Int

GL_USE_MISSING_GLYPH_NV: Int

GL_PATH_ERROR_POSITION_NV: Int

GL_PATH_FOG_GEN_MODE_NV: Int

GL_ACCUM_ADJACENT_PAIRS_NV: Int

GL_ADJACENT_PAIRS_NV: Int

GL_FIRST_TO_REST_NV: Int

GL_PATH_GEN_MODE_NV: Int

GL_PATH_GEN_COEFF_NV: Int

GL_PATH_GEN_COLOR_FORMAT_NV: Int

GL_PATH_GEN_COMPONENTS_NV: Int

GL_PATH_DASH_OFFSET_RESET_NV: Int

GL_MOVE_TO_RESETS_NV: Int

GL_MOVE_TO_CONTINUES_NV: Int

GL_PATH_STENCIL_FUNC_NV: Int

GL_PATH_STENCIL_REF_NV: Int

GL_PATH_STENCIL_VALUE_MASK_NV: Int

GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV: Int

GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV: Int

GL_PATH_COVER_DEPTH_FUNC_NV: Int

GL_FONT_GLYPHS_AVAILABLE_NV: Int

GL_FONT_TARGET_UNAVAILABLE_NV: Int

GL_FONT_UNAVAILABLE_NV: Int

GL_FONT_UNINTELLIGIBLE_NV: Int

GL_STANDARD_FONT_FORMAT_NV: Int

GL_FRAGMENT_INPUT_NV: Int

GL_FONT_X_MIN_BOUNDS_BIT_NV: Int

GL_FONT_Y_MIN_BOUNDS_BIT_NV: Int

GL_FONT_X_MAX_BOUNDS_BIT_NV: Int

GL_FONT_Y_MAX_BOUNDS_BIT_NV: Int

GL_FONT_UNITS_PER_EM_BIT_NV: Int

GL_FONT_ASCENDER_BIT_NV: Int

GL_FONT_DESCENDER_BIT_NV: Int

GL_FONT_HEIGHT_BIT_NV: Int

GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV: Int

GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV: Int

GL_FONT_UNDERLINE_POSITION_BIT_NV: Int

GL_FONT_UNDERLINE_THICKNESS_BIT_NV: Int

GL_FONT_HAS_KERNING_BIT_NV: Int

GL_FONT_NUM_GLYPH_INDICES_BIT_NV: Int

GL_NV_path_rendering_shared_edge: Int

GL_SHARED_EDGE_NV: Int

GL_NV_pixel_data_range: Int

GL_WRITE_PIXEL_DATA_RANGE_NV: Int

GL_READ_PIXEL_DATA_RANGE_NV: Int

GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV: Int

GL_READ_PIXEL_DATA_RANGE_LENGTH_NV: Int

GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV: Int

GL_READ_PIXEL_DATA_RANGE_POINTER_NV: Int

GL_NV_point_sprite: Int

GL_POINT_SPRITE_NV: Int

GL_COORD_REPLACE_NV: Int

GL_POINT_SPRITE_R_MODE_NV: Int

GL_NV_present_video: Int

GL_FRAME_NV: Int

GL_FIELDS_NV: Int

GL_CURRENT_TIME_NV: Int

GL_NUM_FILL_STREAMS_NV: Int

GL_PRESENT_TIME_NV: Int

GL_PRESENT_DURATION_NV: Int

GL_NV_primitive_restart: Int

GL_PRIMITIVE_RESTART_NV: Int

GL_PRIMITIVE_RESTART_INDEX_NV: Int

GL_NV_register_combiners: Int

GL_REGISTER_COMBINERS_NV: Int

GL_VARIABLE_A_NV: Int

GL_VARIABLE_B_NV: Int

GL_VARIABLE_C_NV: Int

GL_VARIABLE_D_NV: Int

GL_VARIABLE_E_NV: Int

GL_VARIABLE_F_NV: Int

GL_VARIABLE_G_NV: Int

GL_CONSTANT_COLOR0_NV: Int

GL_CONSTANT_COLOR1_NV: Int

GL_SPARE0_NV: Int

GL_SPARE1_NV: Int

GL_DISCARD_NV: Int

GL_E_TIMES_F_NV: Int

GL_SPARE0_PLUS_SECONDARY_COLOR_NV: Int

GL_UNSIGNED_IDENTITY_NV: Int

GL_UNSIGNED_INVERT_NV: Int

GL_EXPAND_NORMAL_NV: Int

GL_EXPAND_NEGATE_NV: Int

GL_HALF_BIAS_NORMAL_NV: Int

GL_HALF_BIAS_NEGATE_NV: Int

GL_SIGNED_IDENTITY_NV: Int

GL_SIGNED_NEGATE_NV: Int

GL_SCALE_BY_TWO_NV: Int

GL_SCALE_BY_FOUR_NV: Int

GL_SCALE_BY_ONE_HALF_NV: Int

GL_BIAS_BY_NEGATIVE_ONE_HALF_NV: Int

GL_COMBINER_INPUT_NV: Int

GL_COMBINER_MAPPING_NV: Int

GL_COMBINER_COMPONENT_USAGE_NV: Int

GL_COMBINER_AB_DOT_PRODUCT_NV: Int

GL_COMBINER_CD_DOT_PRODUCT_NV: Int

GL_COMBINER_MUX_SUM_NV: Int

GL_COMBINER_SCALE_NV: Int

GL_COMBINER_BIAS_NV: Int

GL_COMBINER_AB_OUTPUT_NV: Int

GL_COMBINER_CD_OUTPUT_NV: Int

GL_COMBINER_SUM_OUTPUT_NV: Int

GL_MAX_GENERAL_COMBINERS_NV: Int

GL_NUM_GENERAL_COMBINERS_NV: Int

GL_COLOR_SUM_CLAMP_NV: Int

GL_COMBINER0_NV: Int

GL_COMBINER1_NV: Int

GL_COMBINER2_NV: Int

GL_COMBINER3_NV: Int

GL_COMBINER4_NV: Int

GL_COMBINER5_NV: Int

GL_COMBINER6_NV: Int

GL_COMBINER7_NV: Int

GL_NV_register_combiners2: Int

GL_PER_STAGE_CONSTANTS_NV: Int

GL_NV_sample_locations: Int

GL_SAMPLE_LOCATION_NV: Int

GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV: Int

GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV: Int

GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV: Int

GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV: Int

GL_PROGRAMMABLE_SAMPLE_LOCATION_NV: Int

GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV: Int

GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV: Int

GL_NV_sample_mask_override_coverage: Int

GL_NV_shader_atomic_counters: Int

GL_NV_shader_atomic_float: Int

GL_NV_shader_atomic_fp16_vector: Int

GL_NV_shader_atomic_int64: Int

GL_NV_shader_buffer_load: Int

GL_BUFFER_GPU_ADDRESS_NV: Int

GL_GPU_ADDRESS_NV: Int

GL_MAX_SHADER_BUFFER_ADDRESS_NV: Int

GL_NV_shader_storage_buffer_object: Int

GL_NV_shader_thread_group: Int

GL_WARP_SIZE_NV: Int

GL_WARPS_PER_SM_NV: Int

GL_SM_COUNT_NV: Int

GL_NV_shader_thread_shuffle: Int

GL_NV_tessellation_program5: Int

GL_MAX_PROGRAM_PATCH_ATTRIBS_NV: Int

GL_TESS_CONTROL_PROGRAM_NV: Int

GL_TESS_EVALUATION_PROGRAM_NV: Int

GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV: Int

GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV: Int

GL_NV_texgen_emboss: Int

GL_EMBOSS_LIGHT_NV: Int

GL_EMBOSS_CONSTANT_NV: Int

GL_EMBOSS_MAP_NV: Int

GL_NV_texgen_reflection: Int

GL_NORMAL_MAP_NV: Int

GL_REFLECTION_MAP_NV: Int

GL_NV_texture_barrier: Int

GL_NV_texture_compression_vtc: Int

GL_NV_texture_env_combine4: Int

GL_COMBINE4_NV: Int

GL_SOURCE3_RGB_NV: Int

GL_SOURCE3_ALPHA_NV: Int

GL_OPERAND3_RGB_NV: Int

GL_OPERAND3_ALPHA_NV: Int

GL_NV_texture_expand_normal: Int

GL_TEXTURE_UNSIGNED_REMAP_MODE_NV: Int

GL_NV_texture_multisample: Int

GL_TEXTURE_COVERAGE_SAMPLES_NV: Int

GL_TEXTURE_COLOR_SAMPLES_NV: Int

GL_NV_texture_rectangle: Int

GL_TEXTURE_RECTANGLE_NV: Int

GL_TEXTURE_BINDING_RECTANGLE_NV: Int

GL_PROXY_TEXTURE_RECTANGLE_NV: Int

GL_MAX_RECTANGLE_TEXTURE_SIZE_NV: Int

GL_NV_texture_shader: Int

GL_OFFSET_TEXTURE_RECTANGLE_NV: Int

GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV: Int

GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV: Int

GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV: Int

GL_UNSIGNED_INT_S8_S8_8_8_NV: Int

GL_UNSIGNED_INT_8_8_S8_S8_REV_NV: Int

GL_DSDT_MAG_INTENSITY_NV: Int

GL_SHADER_CONSISTENT_NV: Int

GL_TEXTURE_SHADER_NV: Int

GL_SHADER_OPERATION_NV: Int

GL_CULL_MODES_NV: Int

GL_OFFSET_TEXTURE_2D_MATRIX_NV: Int

GL_OFFSET_TEXTURE_MATRIX_NV: Int

GL_OFFSET_TEXTURE_2D_SCALE_NV: Int

GL_OFFSET_TEXTURE_SCALE_NV: Int

GL_OFFSET_TEXTURE_2D_BIAS_NV: Int

GL_OFFSET_TEXTURE_BIAS_NV: Int

GL_PREVIOUS_TEXTURE_INPUT_NV: Int

GL_CONST_EYE_NV: Int

GL_PASS_THROUGH_NV: Int

GL_CULL_FRAGMENT_NV: Int

GL_OFFSET_TEXTURE_2D_NV: Int

GL_DEPENDENT_AR_TEXTURE_2D_NV: Int

GL_DEPENDENT_GB_TEXTURE_2D_NV: Int

GL_DOT_PRODUCT_NV: Int

GL_DOT_PRODUCT_DEPTH_REPLACE_NV: Int

GL_DOT_PRODUCT_TEXTURE_2D_NV: Int

GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV: Int

GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV: Int

GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV: Int

GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV: Int

GL_HILO_NV: Int

GL_DSDT_NV: Int

GL_DSDT_MAG_NV: Int

GL_DSDT_MAG_VIB_NV: Int

GL_HILO16_NV: Int

GL_SIGNED_HILO_NV: Int

GL_SIGNED_HILO16_NV: Int

GL_SIGNED_RGBA_NV: Int

GL_SIGNED_RGBA8_NV: Int

GL_SIGNED_RGB_NV: Int

GL_SIGNED_RGB8_NV: Int

GL_SIGNED_LUMINANCE_NV: Int

GL_SIGNED_LUMINANCE8_NV: Int

GL_SIGNED_LUMINANCE_ALPHA_NV: Int

GL_SIGNED_LUMINANCE8_ALPHA8_NV: Int

GL_SIGNED_ALPHA_NV: Int

GL_SIGNED_ALPHA8_NV: Int

GL_SIGNED_INTENSITY_NV: Int

GL_SIGNED_INTENSITY8_NV: Int

GL_DSDT8_NV: Int

GL_DSDT8_MAG8_NV: Int

GL_DSDT8_MAG8_INTENSITY8_NV: Int

GL_SIGNED_RGB_UNSIGNED_ALPHA_NV: Int

GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV: Int

GL_HI_SCALE_NV: Int

GL_LO_SCALE_NV: Int

GL_DS_SCALE_NV: Int

GL_DT_SCALE_NV: Int

GL_MAGNITUDE_SCALE_NV: Int

GL_VIBRANCE_SCALE_NV: Int

GL_HI_BIAS_NV: Int

GL_LO_BIAS_NV: Int

GL_DS_BIAS_NV: Int

GL_DT_BIAS_NV: Int

GL_MAGNITUDE_BIAS_NV: Int

GL_VIBRANCE_BIAS_NV: Int

GL_TEXTURE_BORDER_VALUES_NV: Int

GL_TEXTURE_HI_SIZE_NV: Int

GL_TEXTURE_LO_SIZE_NV: Int

GL_TEXTURE_DS_SIZE_NV: Int

GL_TEXTURE_DT_SIZE_NV: Int

GL_TEXTURE_MAG_SIZE_NV: Int

GL_NV_texture_shader2: Int

GL_DOT_PRODUCT_TEXTURE_3D_NV: Int

GL_NV_texture_shader3: Int

GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV: Int

GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV: Int

GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV: Int

GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV: Int

GL_OFFSET_HILO_TEXTURE_2D_NV: Int

GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV: Int

GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV: Int

GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV: Int

GL_DEPENDENT_HILO_TEXTURE_2D_NV: Int

GL_DEPENDENT_RGB_TEXTURE_3D_NV: Int

GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV: Int

GL_DOT_PRODUCT_PASS_THROUGH_NV: Int

GL_DOT_PRODUCT_TEXTURE_1D_NV: Int

GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV: Int

GL_HILO8_NV: Int

GL_SIGNED_HILO8_NV: Int

GL_FORCE_BLUE_TO_ONE_NV: Int

GL_NV_transform_feedback: Int

GL_BACK_PRIMARY_COLOR_NV: Int

GL_BACK_SECONDARY_COLOR_NV: Int

GL_TEXTURE_COORD_NV: Int

GL_CLIP_DISTANCE_NV: Int

GL_VERTEX_ID_NV: Int

GL_PRIMITIVE_ID_NV: Int

GL_GENERIC_ATTRIB_NV: Int

GL_TRANSFORM_FEEDBACK_ATTRIBS_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV: Int

GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV: Int

GL_ACTIVE_VARYINGS_NV: Int

GL_ACTIVE_VARYING_MAX_LENGTH_NV: Int

GL_TRANSFORM_FEEDBACK_VARYINGS_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_START_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV: Int

GL_TRANSFORM_FEEDBACK_RECORD_NV: Int

GL_PRIMITIVES_GENERATED_NV: Int

GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV: Int

GL_RASTERIZER_DISCARD_NV: Int

GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV: Int

GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV: Int

GL_INTERLEAVED_ATTRIBS_NV: Int

GL_SEPARATE_ATTRIBS_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV: Int

GL_NV_transform_feedback2: Int

GL_TRANSFORM_FEEDBACK_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV: Int

GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV: Int

GL_TRANSFORM_FEEDBACK_BINDING_NV: Int

GL_NV_uniform_buffer_unified_memory: Int

GL_UNIFORM_BUFFER_UNIFIED_NV: Int

GL_UNIFORM_BUFFER_ADDRESS_NV: Int

GL_UNIFORM_BUFFER_LENGTH_NV: Int

GL_NV_vdpau_interop: Int

GL_SURFACE_STATE_NV: Int

GL_SURFACE_REGISTERED_NV: Int

GL_SURFACE_MAPPED_NV: Int

GL_WRITE_DISCARD_NV: Int

GL_NV_vertex_array_range: Int

GL_VERTEX_ARRAY_RANGE_NV: Int

GL_VERTEX_ARRAY_RANGE_LENGTH_NV: Int

GL_VERTEX_ARRAY_RANGE_VALID_NV: Int

GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV: Int

GL_VERTEX_ARRAY_RANGE_POINTER_NV: Int

GL_NV_vertex_array_range2: Int

GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV: Int

GL_NV_vertex_attrib_integer_64bit: Int

GL_NV_vertex_buffer_unified_memory: Int

GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV: Int

GL_ELEMENT_ARRAY_UNIFIED_NV: Int

GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV: Int

GL_VERTEX_ARRAY_ADDRESS_NV: Int

GL_NORMAL_ARRAY_ADDRESS_NV: Int

GL_COLOR_ARRAY_ADDRESS_NV: Int

GL_INDEX_ARRAY_ADDRESS_NV: Int

GL_TEXTURE_COORD_ARRAY_ADDRESS_NV: Int

GL_EDGE_FLAG_ARRAY_ADDRESS_NV: Int

GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV: Int

GL_FOG_COORD_ARRAY_ADDRESS_NV: Int

GL_ELEMENT_ARRAY_ADDRESS_NV: Int

GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV: Int

GL_VERTEX_ARRAY_LENGTH_NV: Int

GL_NORMAL_ARRAY_LENGTH_NV: Int

GL_COLOR_ARRAY_LENGTH_NV: Int

GL_INDEX_ARRAY_LENGTH_NV: Int

GL_TEXTURE_COORD_ARRAY_LENGTH_NV: Int

GL_EDGE_FLAG_ARRAY_LENGTH_NV: Int

GL_SECONDARY_COLOR_ARRAY_LENGTH_NV: Int

GL_FOG_COORD_ARRAY_LENGTH_NV: Int

GL_ELEMENT_ARRAY_LENGTH_NV: Int

GL_DRAW_INDIRECT_UNIFIED_NV: Int

GL_DRAW_INDIRECT_ADDRESS_NV: Int

GL_DRAW_INDIRECT_LENGTH_NV: Int

GL_NV_vertex_program: Int

GL_VERTEX_PROGRAM_NV: Int

GL_VERTEX_STATE_PROGRAM_NV: Int

GL_ATTRIB_ARRAY_SIZE_NV: Int

GL_ATTRIB_ARRAY_STRIDE_NV: Int

GL_ATTRIB_ARRAY_TYPE_NV: Int

GL_CURRENT_ATTRIB_NV: Int

GL_PROGRAM_LENGTH_NV: Int

GL_PROGRAM_STRING_NV: Int

GL_MODELVIEW_PROJECTION_NV: Int

GL_IDENTITY_NV: Int

GL_INVERSE_NV: Int

GL_TRANSPOSE_NV: Int

GL_INVERSE_TRANSPOSE_NV: Int

GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV: Int

GL_MAX_TRACK_MATRICES_NV: Int

GL_MATRIX0_NV: Int

GL_MATRIX1_NV: Int

GL_MATRIX2_NV: Int

GL_MATRIX3_NV: Int

GL_MATRIX4_NV: Int

GL_MATRIX5_NV: Int

GL_MATRIX6_NV: Int

GL_MATRIX7_NV: Int

GL_CURRENT_MATRIX_STACK_DEPTH_NV: Int

GL_CURRENT_MATRIX_NV: Int

GL_VERTEX_PROGRAM_POINT_SIZE_NV: Int

GL_VERTEX_PROGRAM_TWO_SIDE_NV: Int

GL_PROGRAM_PARAMETER_NV: Int

GL_ATTRIB_ARRAY_POINTER_NV: Int

GL_PROGRAM_TARGET_NV: Int

GL_PROGRAM_RESIDENT_NV: Int

GL_TRACK_MATRIX_NV: Int

GL_TRACK_MATRIX_TRANSFORM_NV: Int

GL_VERTEX_PROGRAM_BINDING_NV: Int

GL_PROGRAM_ERROR_POSITION_NV: Int

GL_VERTEX_ATTRIB_ARRAY0_NV: Int

GL_VERTEX_ATTRIB_ARRAY1_NV: Int

GL_VERTEX_ATTRIB_ARRAY2_NV: Int

GL_VERTEX_ATTRIB_ARRAY3_NV: Int

GL_VERTEX_ATTRIB_ARRAY4_NV: Int

GL_VERTEX_ATTRIB_ARRAY5_NV: Int

GL_VERTEX_ATTRIB_ARRAY6_NV: Int

GL_VERTEX_ATTRIB_ARRAY7_NV: Int

GL_VERTEX_ATTRIB_ARRAY8_NV: Int

GL_VERTEX_ATTRIB_ARRAY9_NV: Int

GL_VERTEX_ATTRIB_ARRAY10_NV: Int

GL_VERTEX_ATTRIB_ARRAY11_NV: Int

GL_VERTEX_ATTRIB_ARRAY12_NV: Int

GL_VERTEX_ATTRIB_ARRAY13_NV: Int

GL_VERTEX_ATTRIB_ARRAY14_NV: Int

GL_VERTEX_ATTRIB_ARRAY15_NV: Int

GL_MAP1_VERTEX_ATTRIB0_4_NV: Int

GL_MAP1_VERTEX_ATTRIB1_4_NV: Int

GL_MAP1_VERTEX_ATTRIB2_4_NV: Int

GL_MAP1_VERTEX_ATTRIB3_4_NV: Int

GL_MAP1_VERTEX_ATTRIB4_4_NV: Int

GL_MAP1_VERTEX_ATTRIB5_4_NV: Int

GL_MAP1_VERTEX_ATTRIB6_4_NV: Int

GL_MAP1_VERTEX_ATTRIB7_4_NV: Int

GL_MAP1_VERTEX_ATTRIB8_4_NV: Int

GL_MAP1_VERTEX_ATTRIB9_4_NV: Int

GL_MAP1_VERTEX_ATTRIB10_4_NV: Int

GL_MAP1_VERTEX_ATTRIB11_4_NV: Int

GL_MAP1_VERTEX_ATTRIB12_4_NV: Int

GL_MAP1_VERTEX_ATTRIB13_4_NV: Int

GL_MAP1_VERTEX_ATTRIB14_4_NV: Int

GL_MAP1_VERTEX_ATTRIB15_4_NV: Int

GL_MAP2_VERTEX_ATTRIB0_4_NV: Int

GL_MAP2_VERTEX_ATTRIB1_4_NV: Int

GL_MAP2_VERTEX_ATTRIB2_4_NV: Int

GL_MAP2_VERTEX_ATTRIB3_4_NV: Int

GL_MAP2_VERTEX_ATTRIB4_4_NV: Int

GL_MAP2_VERTEX_ATTRIB5_4_NV: Int

GL_MAP2_VERTEX_ATTRIB6_4_NV: Int

GL_MAP2_VERTEX_ATTRIB7_4_NV: Int

GL_MAP2_VERTEX_ATTRIB8_4_NV: Int

GL_MAP2_VERTEX_ATTRIB9_4_NV: Int

GL_MAP2_VERTEX_ATTRIB10_4_NV: Int

GL_MAP2_VERTEX_ATTRIB11_4_NV: Int

GL_MAP2_VERTEX_ATTRIB12_4_NV: Int

GL_MAP2_VERTEX_ATTRIB13_4_NV: Int

GL_MAP2_VERTEX_ATTRIB14_4_NV: Int

GL_MAP2_VERTEX_ATTRIB15_4_NV: Int

GL_NV_vertex_program1_1: Int

GL_NV_vertex_program2: Int

GL_NV_vertex_program2_option: Int

GL_NV_vertex_program3: Int

GL_NV_vertex_program4: Int

GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV: Int

GL_NV_video_capture: Int

GL_VIDEO_BUFFER_NV: Int

GL_VIDEO_BUFFER_BINDING_NV: Int

GL_FIELD_UPPER_NV: Int

GL_FIELD_LOWER_NV: Int

GL_NUM_VIDEO_CAPTURE_STREAMS_NV: Int

GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV: Int

GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV: Int

GL_LAST_VIDEO_CAPTURE_STATUS_NV: Int

GL_VIDEO_BUFFER_PITCH_NV: Int

GL_VIDEO_COLOR_CONVERSION_MATRIX_NV: Int

GL_VIDEO_COLOR_CONVERSION_MAX_NV: Int

GL_VIDEO_COLOR_CONVERSION_MIN_NV: Int

GL_VIDEO_COLOR_CONVERSION_OFFSET_NV: Int

GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV: Int

GL_PARTIAL_SUCCESS_NV: Int

GL_SUCCESS_NV: Int

GL_FAILURE_NV: Int

GL_YCBYCR8_422_NV: Int

GL_YCBAYCR8A_4224_NV: Int

GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV: Int

GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV: Int

GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV: Int

GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV: Int

GL_Z4Y12Z4CB12Z4CR12_444_NV: Int

GL_VIDEO_CAPTURE_FRAME_WIDTH_NV: Int

GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV: Int

GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV: Int

GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV: Int

GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV: Int

GL_NV_viewport_array2: Int

GL_OES_byte_coordinates: Int

GL_OES_compressed_paletted_texture: Int

GL_PALETTE4_RGB8_OES: Int

GL_PALETTE4_RGBA8_OES: Int

GL_PALETTE4_R5_G6_B5_OES: Int

GL_PALETTE4_RGBA4_OES: Int

GL_PALETTE4_RGB5_A1_OES: Int

GL_PALETTE8_RGB8_OES: Int

GL_PALETTE8_RGBA8_OES: Int

GL_PALETTE8_R5_G6_B5_OES: Int

GL_PALETTE8_RGBA4_OES: Int

GL_PALETTE8_RGB5_A1_OES: Int

GL_OES_read_format: Int

GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: Int

GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: Int

GL_OES_single_precision: Int

GL_OML_interlace: Int

GL_INTERLACE_OML: Int

GL_INTERLACE_READ_OML: Int

GL_OML_resample: Int

GL_PACK_RESAMPLE_OML: Int

GL_UNPACK_RESAMPLE_OML: Int

GL_RESAMPLE_REPLICATE_OML: Int

GL_RESAMPLE_ZERO_FILL_OML: Int

GL_RESAMPLE_AVERAGE_OML: Int

GL_RESAMPLE_DECIMATE_OML: Int

GL_OML_subsample: Int

GL_FORMAT_SUBSAMPLE_24_24_OML: Int

GL_FORMAT_SUBSAMPLE_244_244_OML: Int

GL_OVR_multiview: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR: Int

GL_MAX_VIEWS_OVR: Int

GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR: Int

GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR: Int

GL_OVR_multiview2: Int

GL_PGI_misc_hints: Int

GL_PREFER_DOUBLEBUFFER_HINT_PGI: Int

GL_CONSERVE_MEMORY_HINT_PGI: Int

GL_RECLAIM_MEMORY_HINT_PGI: Int

GL_NATIVE_GRAPHICS_HANDLE_PGI: Int

GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI: Int

GL_NATIVE_GRAPHICS_END_HINT_PGI: Int

GL_ALWAYS_FAST_HINT_PGI: Int

GL_ALWAYS_SOFT_HINT_PGI: Int

GL_ALLOW_DRAW_OBJ_HINT_PGI: Int

GL_ALLOW_DRAW_WIN_HINT_PGI: Int

GL_ALLOW_DRAW_FRG_HINT_PGI: Int

GL_ALLOW_DRAW_MEM_HINT_PGI: Int

GL_STRICT_DEPTHFUNC_HINT_PGI: Int

GL_STRICT_LIGHTING_HINT_PGI: Int

GL_STRICT_SCISSOR_HINT_PGI: Int

GL_FULL_STIPPLE_HINT_PGI: Int

GL_CLIP_NEAR_HINT_PGI: Int

GL_CLIP_FAR_HINT_PGI: Int

GL_WIDE_LINE_HINT_PGI: Int

GL_BACK_NORMALS_HINT_PGI: Int

GL_PGI_vertex_hints: Int

GL_VERTEX23_BIT_PGI: Int

GL_VERTEX4_BIT_PGI: Int

GL_COLOR3_BIT_PGI: Int

GL_COLOR4_BIT_PGI: Int

GL_EDGEFLAG_BIT_PGI: Int

GL_INDEX_BIT_PGI: Int

GL_MAT_AMBIENT_BIT_PGI: Int

GL_VERTEX_DATA_HINT_PGI: Int

GL_VERTEX_CONSISTENT_HINT_PGI: Int

GL_MATERIAL_SIDE_HINT_PGI: Int

GL_MAX_VERTEX_HINT_PGI: Int

GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI: Int

GL_MAT_DIFFUSE_BIT_PGI: Int

GL_MAT_EMISSION_BIT_PGI: Int

GL_MAT_COLOR_INDEXES_BIT_PGI: Int

GL_MAT_SHININESS_BIT_PGI: Int

GL_MAT_SPECULAR_BIT_PGI: Int

GL_NORMAL_BIT_PGI: Int

GL_TEXCOORD1_BIT_PGI: Int

GL_TEXCOORD2_BIT_PGI: Int

GL_TEXCOORD3_BIT_PGI: Int

GL_TEXCOORD4_BIT_PGI: Int

GL_REGAL_ES1_0_compatibility: Int

GL_REGAL_ES1_1_compatibility: Int

GL_REGAL_enable: Int

GL_ERROR_REGAL: Int

GL_DEBUG_REGAL: Int

GL_LOG_REGAL: Int

GL_EMULATION_REGAL: Int

GL_DRIVER_REGAL: Int

GL_MISSING_REGAL: Int

GL_TRACE_REGAL: Int

GL_CACHE_REGAL: Int

GL_CODE_REGAL: Int

GL_STATISTICS_REGAL: Int

GL_REGAL_error_string: Int

GL_REGAL_extension_query: Int

GL_REGAL_log: Int

GL_LOG_ERROR_REGAL: Int

GL_LOG_WARNING_REGAL: Int

GL_LOG_INFO_REGAL: Int

GL_LOG_APP_REGAL: Int

GL_LOG_DRIVER_REGAL: Int

GL_LOG_INTERNAL_REGAL: Int

GL_LOG_DEBUG_REGAL: Int

GL_LOG_STATUS_REGAL: Int

GL_LOG_HTTP_REGAL: Int

GL_REGAL_proc_address: Int

GL_REND_screen_coordinates: Int

GL_SCREEN_COORDINATES_REND: Int

GL_INVERTED_SCREEN_W_REND: Int

GL_S3_s3tc: Int

GL_RGB_S3TC: Int

GL_RGB4_S3TC: Int

GL_RGBA_S3TC: Int

GL_RGBA4_S3TC: Int

GL_RGBA_DXT5_S3TC: Int

GL_RGBA4_DXT5_S3TC: Int

GL_SGIS_color_range: Int

GL_EXTENDED_RANGE_SGIS: Int

GL_MIN_RED_SGIS: Int

GL_MAX_RED_SGIS: Int

GL_MIN_GREEN_SGIS: Int

GL_MAX_GREEN_SGIS: Int

GL_MIN_BLUE_SGIS: Int

GL_MAX_BLUE_SGIS: Int

GL_MIN_ALPHA_SGIS: Int

GL_MAX_ALPHA_SGIS: Int

GL_SGIS_detail_texture: Int

GL_SGIS_fog_function: Int

GL_SGIS_generate_mipmap: Int

GL_GENERATE_MIPMAP_SGIS: Int

GL_GENERATE_MIPMAP_HINT_SGIS: Int

GL_SGIS_multisample: Int

GL_MULTISAMPLE_SGIS: Int

GL_SAMPLE_ALPHA_TO_MASK_SGIS: Int

GL_SAMPLE_ALPHA_TO_ONE_SGIS: Int

GL_SAMPLE_MASK_SGIS: Int

GL_1PASS_SGIS: Int

GL_2PASS_0_SGIS: Int

GL_2PASS_1_SGIS: Int

GL_4PASS_0_SGIS: Int

GL_4PASS_1_SGIS: Int

GL_4PASS_2_SGIS: Int

GL_4PASS_3_SGIS: Int

GL_SAMPLE_BUFFERS_SGIS: Int

GL_SAMPLES_SGIS: Int

GL_SAMPLE_MASK_VALUE_SGIS: Int

GL_SAMPLE_MASK_INVERT_SGIS: Int

GL_SAMPLE_PATTERN_SGIS: Int

GL_SGIS_pixel_texture: Int

GL_SGIS_point_line_texgen: Int

GL_EYE_DISTANCE_TO_POINT_SGIS: Int

GL_OBJECT_DISTANCE_TO_POINT_SGIS: Int

GL_EYE_DISTANCE_TO_LINE_SGIS: Int

GL_OBJECT_DISTANCE_TO_LINE_SGIS: Int

GL_EYE_POINT_SGIS: Int

GL_OBJECT_POINT_SGIS: Int

GL_EYE_LINE_SGIS: Int

GL_OBJECT_LINE_SGIS: Int

GL_SGIS_sharpen_texture: Int

GL_SGIS_texture4D: Int

GL_SGIS_texture_border_clamp: Int

GL_CLAMP_TO_BORDER_SGIS: Int

GL_SGIS_texture_edge_clamp: Int

GL_CLAMP_TO_EDGE_SGIS: Int

GL_SGIS_texture_filter4: Int

GL_SGIS_texture_lod: Int

GL_TEXTURE_MIN_LOD_SGIS: Int

GL_TEXTURE_MAX_LOD_SGIS: Int

GL_TEXTURE_BASE_LEVEL_SGIS: Int

GL_TEXTURE_MAX_LEVEL_SGIS: Int

GL_SGIS_texture_select: Int

GL_SGIX_async: Int

GL_ASYNC_MARKER_SGIX: Int

GL_SGIX_async_histogram: Int

GL_ASYNC_HISTOGRAM_SGIX: Int

GL_MAX_ASYNC_HISTOGRAM_SGIX: Int

GL_SGIX_async_pixel: Int

GL_ASYNC_TEX_IMAGE_SGIX: Int

GL_ASYNC_DRAW_PIXELS_SGIX: Int

GL_ASYNC_READ_PIXELS_SGIX: Int

GL_MAX_ASYNC_TEX_IMAGE_SGIX: Int

GL_MAX_ASYNC_DRAW_PIXELS_SGIX: Int

GL_MAX_ASYNC_READ_PIXELS_SGIX: Int

GL_SGIX_blend_alpha_minmax: Int

GL_ALPHA_MIN_SGIX: Int

GL_ALPHA_MAX_SGIX: Int

GL_SGIX_clipmap: Int

GL_SGIX_convolution_accuracy: Int

GL_CONVOLUTION_HINT_SGIX: Int

GL_SGIX_depth_texture: Int

GL_DEPTH_COMPONENT16_SGIX: Int

GL_DEPTH_COMPONENT24_SGIX: Int

GL_DEPTH_COMPONENT32_SGIX: Int

GL_SGIX_flush_raster: Int

GL_SGIX_fog_offset: Int

GL_FOG_OFFSET_SGIX: Int

GL_FOG_OFFSET_VALUE_SGIX: Int

GL_SGIX_fog_texture: Int

GL_FOG_PATCHY_FACTOR_SGIX: Int

GL_FRAGMENT_FOG_SGIX: Int

GL_TEXTURE_FOG_SGIX: Int

GL_SGIX_fragment_specular_lighting: Int

GL_SGIX_framezoom: Int

GL_SGIX_interlace: Int

GL_INTERLACE_SGIX: Int

GL_SGIX_ir_instrument1: Int

GL_SGIX_list_priority: Int

GL_SGIX_pixel_texture: Int

GL_SGIX_pixel_texture_bits: Int

GL_SGIX_reference_plane: Int

GL_SGIX_resample: Int

GL_PACK_RESAMPLE_SGIX: Int

GL_UNPACK_RESAMPLE_SGIX: Int

GL_RESAMPLE_DECIMATE_SGIX: Int

GL_RESAMPLE_REPLICATE_SGIX: Int

GL_RESAMPLE_ZERO_FILL_SGIX: Int

GL_SGIX_shadow: Int

GL_TEXTURE_COMPARE_SGIX: Int

GL_TEXTURE_COMPARE_OPERATOR_SGIX: Int

GL_TEXTURE_LEQUAL_R_SGIX: Int

GL_TEXTURE_GEQUAL_R_SGIX: Int

GL_SGIX_shadow_ambient: Int

GL_SHADOW_AMBIENT_SGIX: Int

GL_SGIX_sprite: Int

GL_SGIX_tag_sample_buffer: Int

GL_SGIX_texture_add_env: Int

GL_SGIX_texture_coordinate_clamp: Int

GL_TEXTURE_MAX_CLAMP_S_SGIX: Int

GL_TEXTURE_MAX_CLAMP_T_SGIX: Int

GL_TEXTURE_MAX_CLAMP_R_SGIX: Int

GL_SGIX_texture_lod_bias: Int

GL_SGIX_texture_multi_buffer: Int

GL_TEXTURE_MULTI_BUFFER_HINT_SGIX: Int

GL_SGIX_texture_range: Int

GL_RGB_SIGNED_SGIX: Int

GL_RGBA_SIGNED_SGIX: Int

GL_ALPHA_SIGNED_SGIX: Int

GL_LUMINANCE_SIGNED_SGIX: Int

GL_INTENSITY_SIGNED_SGIX: Int

GL_LUMINANCE_ALPHA_SIGNED_SGIX: Int

GL_RGB16_SIGNED_SGIX: Int

GL_RGBA16_SIGNED_SGIX: Int

GL_ALPHA16_SIGNED_SGIX: Int

GL_LUMINANCE16_SIGNED_SGIX: Int

GL_INTENSITY16_SIGNED_SGIX: Int

GL_LUMINANCE16_ALPHA16_SIGNED_SGIX: Int

GL_RGB_EXTENDED_RANGE_SGIX: Int

GL_RGBA_EXTENDED_RANGE_SGIX: Int

GL_ALPHA_EXTENDED_RANGE_SGIX: Int

GL_LUMINANCE_EXTENDED_RANGE_SGIX: Int

GL_INTENSITY_EXTENDED_RANGE_SGIX: Int

GL_LUMINANCE_ALPHA_EXTENDED_RANGE_SGIX: Int

GL_RGB16_EXTENDED_RANGE_SGIX: Int

GL_RGBA16_EXTENDED_RANGE_SGIX: Int

GL_ALPHA16_EXTENDED_RANGE_SGIX: Int

GL_LUMINANCE16_EXTENDED_RANGE_SGIX: Int

GL_INTENSITY16_EXTENDED_RANGE_SGIX: Int

GL_LUMINANCE16_ALPHA16_EXTENDED_RANGE_SGIX: Int

GL_MIN_LUMINANCE_SGIS: Int

GL_MAX_LUMINANCE_SGIS: Int

GL_MIN_INTENSITY_SGIS: Int

GL_MAX_INTENSITY_SGIS: Int

GL_SGIX_texture_scale_bias: Int

GL_POST_TEXTURE_FILTER_BIAS_SGIX: Int

GL_POST_TEXTURE_FILTER_SCALE_SGIX: Int

GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX: Int

GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX: Int

GL_SGIX_vertex_preclip: Int

GL_VERTEX_PRECLIP_SGIX: Int

GL_VERTEX_PRECLIP_HINT_SGIX: Int

GL_SGIX_vertex_preclip_hint: Int

GL_SGIX_ycrcb: Int

GL_SGI_color_matrix: Int

GL_COLOR_MATRIX_SGI: Int

GL_COLOR_MATRIX_STACK_DEPTH_SGI: Int

GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI: Int

GL_POST_COLOR_MATRIX_RED_SCALE_SGI: Int

GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI: Int

GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI: Int

GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI: Int

GL_POST_COLOR_MATRIX_RED_BIAS_SGI: Int

GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI: Int

GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI: Int

GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI: Int

GL_SGI_color_table: Int

GL_COLOR_TABLE_SGI: Int

GL_POST_CONVOLUTION_COLOR_TABLE_SGI: Int

GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI: Int

GL_PROXY_COLOR_TABLE_SGI: Int

GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI: Int

GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI: Int

GL_COLOR_TABLE_SCALE_SGI: Int

GL_COLOR_TABLE_BIAS_SGI: Int

GL_COLOR_TABLE_FORMAT_SGI: Int

GL_COLOR_TABLE_WIDTH_SGI: Int

GL_COLOR_TABLE_RED_SIZE_SGI: Int

GL_COLOR_TABLE_GREEN_SIZE_SGI: Int

GL_COLOR_TABLE_BLUE_SIZE_SGI: Int

GL_COLOR_TABLE_ALPHA_SIZE_SGI: Int

GL_COLOR_TABLE_LUMINANCE_SIZE_SGI: Int

GL_COLOR_TABLE_INTENSITY_SIZE_SGI: Int

GL_SGI_texture_color_table: Int

GL_TEXTURE_COLOR_TABLE_SGI: Int

GL_PROXY_TEXTURE_COLOR_TABLE_SGI: Int

GL_SUNX_constant_data: Int

GL_UNPACK_CONSTANT_DATA_SUNX: Int

GL_TEXTURE_CONSTANT_DATA_SUNX: Int

GL_SUN_convolution_border_modes: Int

GL_WRAP_BORDER_SUN: Int

GL_SUN_global_alpha: Int

GL_GLOBAL_ALPHA_SUN: Int

GL_GLOBAL_ALPHA_FACTOR_SUN: Int

GL_SUN_mesh_array: Int

GL_QUAD_MESH_SUN: Int

GL_TRIANGLE_MESH_SUN: Int

GL_SUN_read_video_pixels: Int

GL_SUN_slice_accum: Int

GL_SLICE_ACCUM_SUN: Int

GL_SUN_triangle_list: Int

GL_RESTART_SUN: Int

GL_REPLACE_MIDDLE_SUN: Int

GL_REPLACE_OLDEST_SUN: Int

GL_TRIANGLE_LIST_SUN: Int

GL_REPLACEMENT_CODE_SUN: Int

GL_REPLACEMENT_CODE_ARRAY_SUN: Int

GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN: Int

GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN: Int

GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN: Int

GL_R1UI_V3F_SUN: Int

GL_R1UI_C4UB_V3F_SUN: Int

GL_R1UI_C3F_V3F_SUN: Int

GL_R1UI_N3F_V3F_SUN: Int

GL_R1UI_C4F_N3F_V3F_SUN: Int

GL_R1UI_T2F_V3F_SUN: Int

GL_R1UI_T2F_N3F_V3F_SUN: Int

GL_R1UI_T2F_C4F_N3F_V3F_SUN: Int

GL_SUN_vertex: Int

GL_WIN_phong_shading: Int

GL_PHONG_WIN: Int

GL_PHONG_HINT_WIN: Int

GL_WIN_specular_fog: Int

GL_FOG_SPECULAR_TEXTURE_WIN: Int

GL_WIN_swap_hint: Int

glAccum(op: Int, value: cpp.Float32): Void
Name Type
op Int
value cpp.Float32

glAlphaFunc(func: Int, ref: cpp.Float32): Void
Name Type
func Int
ref cpp.Float32

glArrayElement(i: Int): Void
Name Type
i Int

glBegin(mode: Int): Void
Name Type
mode Int

glBindTexture(target: Int, texture: Int): Void
Name Type
target Int
texture Int

glBlendFunc(sfactor: Int, dfactor: Int): Void
Name Type
sfactor Int
dfactor Int

glCallList(list: Int): Void
Name Type
list Int

glClear(mask: Int): Void
Name Type
mask Int

glClearAccum(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32, alpha: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32
alpha cpp.Float32

glClearColor(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32, alpha: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32
alpha cpp.Float32

glClearDepth(depth: cpp.Float64): Void
Name Type
depth cpp.Float64

glClearIndex(c: cpp.Float32): Void
Name Type
c cpp.Float32

glClearStencil(s: Int): Void
Name Type
s Int

glColor3b(red: cpp.Int8, green: cpp.Int8, blue: cpp.Int8): Void
Name Type
red cpp.Int8
green cpp.Int8
blue cpp.Int8

glColor3d(red: cpp.Float64, green: cpp.Float64, blue: cpp.Float64): Void
Name Type
red cpp.Float64
green cpp.Float64
blue cpp.Float64

glColor3f(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32

glColor3i(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glColor3s(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glColor3ub(red: cpp.UInt8, green: cpp.UInt8, blue: cpp.UInt8): Void
Name Type
red cpp.UInt8
green cpp.UInt8
blue cpp.UInt8

glColor3ui(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glColor3us(red: UInt, green: UInt, blue: UInt): Void
Name Type
red UInt
green UInt
blue UInt

glColor4b(red: cpp.Int8, green: cpp.Int8, blue: cpp.Int8, alpha: cpp.Int8): Void
Name Type
red cpp.Int8
green cpp.Int8
blue cpp.Int8
alpha cpp.Int8

glColor4d(red: cpp.Float64, green: cpp.Float64, blue: cpp.Float64, alpha: cpp.Float64): Void
Name Type
red cpp.Float64
green cpp.Float64
blue cpp.Float64
alpha cpp.Float64

glColor4f(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32, alpha: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32
alpha cpp.Float32

glColor4i(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glColor4s(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glColor4ub(red: cpp.UInt8, green: cpp.UInt8, blue: cpp.UInt8, alpha: cpp.UInt8): Void
Name Type
red cpp.UInt8
green cpp.UInt8
blue cpp.UInt8
alpha cpp.UInt8

glColor4ui(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glColor4us(red: UInt, green: UInt, blue: UInt, alpha: UInt): Void
Name Type
red UInt
green UInt
blue UInt
alpha UInt

glColorMask(red: Bool, green: Bool, blue: Bool, alpha: Bool): Void
Name Type
red Bool
green Bool
blue Bool
alpha Bool

glColorMaterial(face: Int, mode: Int): Void
Name Type
face Int
mode Int

glCopyPixels(x: Int, y: Int, width: Int, height: Int, type: Int): Void
Name Type
x Int
y Int
width Int
height Int
type Int

glCopyTexImage1D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, border: Int): Void
Name Type
target Int
level Int
internalFormat Int
x Int
y Int
width Int
border Int

glCopyTexImage2D(target: Int, level: Int, internalFormat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Void
Name Type
target Int
level Int
internalFormat Int
x Int
y Int
width Int
height Int
border Int

glCopyTexSubImage1D(target: Int, level: Int, xoffset: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
level Int
xoffset Int
x Int
y Int
width Int

glCopyTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
x Int
y Int
width Int
height Int

glCullFace(mode: Int): Void
Name Type
mode Int

glDeleteLists(list: Int, range: Int): Void
Name Type
list Int
range Int

glDepthFunc(func: Int): Void
Name Type
func Int

glDepthMask(flag: Bool): Void
Name Type
flag Bool

glDepthRange(zNear: cpp.Float64, zFar: cpp.Float64): Void
Name Type
zNear cpp.Float64
zFar cpp.Float64

glDisable(cap: Int): Void
Name Type
cap Int

glDisableClientState(array: Int): Void
Name Type
array Int

glDrawArrays(mode: Int, first: Int, count: Int): Void
Name Type
mode Int
first Int
count Int

glDrawBuffer(mode: Int): Void
Name Type
mode Int

glEdgeFlag(flag: Bool): Void
Name Type
flag Bool

glEnable(cap: Int): Void
Name Type
cap Int

glEnableClientState(array: Int): Void
Name Type
array Int

glEnd(): Void

glEndList(): Void

glEvalCoord1d(u: cpp.Float64): Void
Name Type
u cpp.Float64

glEvalCoord1f(u: cpp.Float32): Void
Name Type
u cpp.Float32

glEvalCoord2d(u: cpp.Float64, v: cpp.Float64): Void
Name Type
u cpp.Float64
v cpp.Float64

glEvalCoord2f(u: cpp.Float32, v: cpp.Float32): Void
Name Type
u cpp.Float32
v cpp.Float32

glEvalMesh1(mode: Int, i1: Int, i2: Int): Void
Name Type
mode Int
i1 Int
i2 Int

glEvalMesh2(mode: Int, i1: Int, i2: Int, j1: Int, j2: Int): Void
Name Type
mode Int
i1 Int
i2 Int
j1 Int
j2 Int

glEvalPoint1(i: Int): Void
Name Type
i Int

glEvalPoint2(i: Int, j: Int): Void
Name Type
i Int
j Int

glFinish(): Void

glFlush(): Void

glFogf(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glFogi(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFrontFace(mode: Int): Void
Name Type
mode Int

glFrustum(left: cpp.Float64, right: cpp.Float64, bottom: cpp.Float64, top: cpp.Float64, zNear: cpp.Float64, zFar: cpp.Float64): Void
Name Type
left cpp.Float64
right cpp.Float64
bottom cpp.Float64
top cpp.Float64
zNear cpp.Float64
zFar cpp.Float64

glGenLists(range: Int): Int
Name Type
range Int
Returns
Int

glGetError(): Int
Returns
Int

glHint(target: Int, mode: Int): Void
Name Type
target Int
mode Int

glIndexMask(mask: Int): Void
Name Type
mask Int

glIndexd(c: cpp.Float64): Void
Name Type
c cpp.Float64

glIndexf(c: cpp.Float32): Void
Name Type
c cpp.Float32

glIndexi(c: Int): Void
Name Type
c Int

glIndexs(c: Int): Void
Name Type
c Int

glIndexub(c: cpp.UInt8): Void
Name Type
c cpp.UInt8

glInitNames(): Void

glIsEnabled(cap: Int): Bool
Name Type
cap Int
Returns
Bool

glIsList(list: Int): Bool
Name Type
list Int
Returns
Bool

glIsTexture(texture: Int): Bool
Name Type
texture Int
Returns
Bool

glLightModelf(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glLightModeli(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glLightf(light: Int, pname: Int, param: cpp.Float32): Void
Name Type
light Int
pname Int
param cpp.Float32

glLighti(light: Int, pname: Int, param: Int): Void
Name Type
light Int
pname Int
param Int

glLineStipple(factor: Int, pattern: UInt): Void
Name Type
factor Int
pattern UInt

glLineWidth(width: cpp.Float32): Void
Name Type
width cpp.Float32

glListBase(base: Int): Void
Name Type
base Int

glLoadIdentity(): Void

glLoadName(name: Int): Void
Name Type
name Int

glLogicOp(opcode: Int): Void
Name Type
opcode Int

glMapGrid1d(un: Int, u1: cpp.Float64, u2: cpp.Float64): Void
Name Type
un Int
u1 cpp.Float64
u2 cpp.Float64

glMapGrid1f(un: Int, u1: cpp.Float32, u2: cpp.Float32): Void
Name Type
un Int
u1 cpp.Float32
u2 cpp.Float32

glMapGrid2d(un: Int, u1: cpp.Float64, u2: cpp.Float64, vn: Int, v1: cpp.Float64, v2: cpp.Float64): Void
Name Type
un Int
u1 cpp.Float64
u2 cpp.Float64
vn Int
v1 cpp.Float64
v2 cpp.Float64

glMapGrid2f(un: Int, u1: cpp.Float32, u2: cpp.Float32, vn: Int, v1: cpp.Float32, v2: cpp.Float32): Void
Name Type
un Int
u1 cpp.Float32
u2 cpp.Float32
vn Int
v1 cpp.Float32
v2 cpp.Float32

glMaterialf(face: Int, pname: Int, param: cpp.Float32): Void
Name Type
face Int
pname Int
param cpp.Float32

glMateriali(face: Int, pname: Int, param: Int): Void
Name Type
face Int
pname Int
param Int

glMatrixMode(mode: Int): Void
Name Type
mode Int

glNewList(list: Int, mode: Int): Void
Name Type
list Int
mode Int

glNormal3b(nx: cpp.Int8, ny: cpp.Int8, nz: cpp.Int8): Void
Name Type
nx cpp.Int8
ny cpp.Int8
nz cpp.Int8

glNormal3d(nx: cpp.Float64, ny: cpp.Float64, nz: cpp.Float64): Void
Name Type
nx cpp.Float64
ny cpp.Float64
nz cpp.Float64

glNormal3f(nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32): Void
Name Type
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32

glNormal3i(nx: Int, ny: Int, nz: Int): Void
Name Type
nx Int
ny Int
nz Int

glNormal3s(nx: Int, ny: Int, nz: Int): Void
Name Type
nx Int
ny Int
nz Int

glOrtho(left: cpp.Float64, right: cpp.Float64, bottom: cpp.Float64, top: cpp.Float64, zNear: cpp.Float64, zFar: cpp.Float64): Void
Name Type
left cpp.Float64
right cpp.Float64
bottom cpp.Float64
top cpp.Float64
zNear cpp.Float64
zFar cpp.Float64

glPassThrough(token: cpp.Float32): Void
Name Type
token cpp.Float32

glPixelStoref(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glPixelStorei(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glPixelTransferf(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glPixelTransferi(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glPixelZoom(xfactor: cpp.Float32, yfactor: cpp.Float32): Void
Name Type
xfactor cpp.Float32
yfactor cpp.Float32

glPointSize(size: cpp.Float32): Void
Name Type
size cpp.Float32

glPolygonMode(face: Int, mode: Int): Void
Name Type
face Int
mode Int

glPolygonOffset(factor: cpp.Float32, units: cpp.Float32): Void
Name Type
factor cpp.Float32
units cpp.Float32

glPopAttrib(): Void

glPopClientAttrib(): Void

glPopMatrix(): Void

glPopName(): Void

glPushAttrib(mask: Int): Void
Name Type
mask Int

glPushClientAttrib(mask: Int): Void
Name Type
mask Int

glPushMatrix(): Void

glPushName(name: Int): Void
Name Type
name Int

glRasterPos2d(x: cpp.Float64, y: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64

glRasterPos2f(x: cpp.Float32, y: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32

glRasterPos2i(x: Int, y: Int): Void
Name Type
x Int
y Int

glRasterPos2s(x: Int, y: Int): Void
Name Type
x Int
y Int

glRasterPos3d(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

glRasterPos3f(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glRasterPos3i(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glRasterPos3s(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glRasterPos4d(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glRasterPos4f(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glRasterPos4i(x: Int, y: Int, z: Int, w: Int): Void
Name Type
x Int
y Int
z Int
w Int

glRasterPos4s(x: Int, y: Int, z: Int, w: Int): Void
Name Type
x Int
y Int
z Int
w Int

glReadBuffer(mode: Int): Void
Name Type
mode Int

glRectd(x1: cpp.Float64, y1: cpp.Float64, x2: cpp.Float64, y2: cpp.Float64): Void
Name Type
x1 cpp.Float64
y1 cpp.Float64
x2 cpp.Float64
y2 cpp.Float64

glRectf(x1: cpp.Float32, y1: cpp.Float32, x2: cpp.Float32, y2: cpp.Float32): Void
Name Type
x1 cpp.Float32
y1 cpp.Float32
x2 cpp.Float32
y2 cpp.Float32

glRecti(x1: Int, y1: Int, x2: Int, y2: Int): Void
Name Type
x1 Int
y1 Int
x2 Int
y2 Int

glRects(x1: Int, y1: Int, x2: Int, y2: Int): Void
Name Type
x1 Int
y1 Int
x2 Int
y2 Int

glRenderMode(mode: Int): Int
Name Type
mode Int
Returns
Int

glRotated(angle: cpp.Float64, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
angle cpp.Float64
x cpp.Float64
y cpp.Float64
z cpp.Float64

glRotatef(angle: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
angle cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glScissor(x: Int, y: Int, width: Int, height: Int): Void
Name Type
x Int
y Int
width Int
height Int

glShadeModel(mode: Int): Void
Name Type
mode Int

glStencilFunc(func: Int, ref: Int, mask: Int): Void
Name Type
func Int
ref Int
mask Int

glStencilMask(mask: Int): Void
Name Type
mask Int

glStencilOp(fail: Int, zfail: Int, zpass: Int): Void
Name Type
fail Int
zfail Int
zpass Int

glTexCoord1d(s: cpp.Float64): Void
Name Type
s cpp.Float64

glTexCoord1f(s: cpp.Float32): Void
Name Type
s cpp.Float32

glTexCoord1i(s: Int): Void
Name Type
s Int

glTexCoord1s(s: Int): Void
Name Type
s Int

glTexCoord2d(s: cpp.Float64, t: cpp.Float64): Void
Name Type
s cpp.Float64
t cpp.Float64

glTexCoord2f(s: cpp.Float32, t: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32

glTexCoord2i(s: Int, t: Int): Void
Name Type
s Int
t Int

glTexCoord2s(s: Int, t: Int): Void
Name Type
s Int
t Int

glTexCoord3d(s: cpp.Float64, t: cpp.Float64, r: cpp.Float64): Void
Name Type
s cpp.Float64
t cpp.Float64
r cpp.Float64

glTexCoord3f(s: cpp.Float32, t: cpp.Float32, r: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
r cpp.Float32

glTexCoord3i(s: Int, t: Int, r: Int): Void
Name Type
s Int
t Int
r Int

glTexCoord3s(s: Int, t: Int, r: Int): Void
Name Type
s Int
t Int
r Int

glTexCoord4d(s: cpp.Float64, t: cpp.Float64, r: cpp.Float64, q: cpp.Float64): Void
Name Type
s cpp.Float64
t cpp.Float64
r cpp.Float64
q cpp.Float64

glTexCoord4f(s: cpp.Float32, t: cpp.Float32, r: cpp.Float32, q: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
r cpp.Float32
q cpp.Float32

glTexCoord4i(s: Int, t: Int, r: Int, q: Int): Void
Name Type
s Int
t Int
r Int
q Int

glTexCoord4s(s: Int, t: Int, r: Int, q: Int): Void
Name Type
s Int
t Int
r Int
q Int

glTexEnvf(target: Int, pname: Int, param: cpp.Float32): Void
Name Type
target Int
pname Int
param cpp.Float32

glTexEnvi(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glTexGend(coord: Int, pname: Int, param: cpp.Float64): Void
Name Type
coord Int
pname Int
param cpp.Float64

glTexGenf(coord: Int, pname: Int, param: cpp.Float32): Void
Name Type
coord Int
pname Int
param cpp.Float32

glTexGeni(coord: Int, pname: Int, param: Int): Void
Name Type
coord Int
pname Int
param Int

glTexParameterf(target: Int, pname: Int, param: cpp.Float32): Void
Name Type
target Int
pname Int
param cpp.Float32

glTexParameteri(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glTranslated(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

glTranslatef(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glVertex2d(x: cpp.Float64, y: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64

glVertex2f(x: cpp.Float32, y: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32

glVertex2i(x: Int, y: Int): Void
Name Type
x Int
y Int

glVertex2s(x: Int, y: Int): Void
Name Type
x Int
y Int

glVertex3d(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertex3f(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glVertex3i(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glVertex3s(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glVertex4i(x: Int, y: Int, z: Int, w: Int): Void
Name Type
x Int
y Int
z Int
w Int

glVertex4s(x: Int, y: Int, z: Int, w: Int): Void
Name Type
x Int
y Int
z Int
w Int

glViewport(x: Int, y: Int, width: Int, height: Int): Void
Name Type
x Int
y Int
width Int
height Int

glAreTexturesResident(n: Int, textures: Array<Int>, residences: Array<Bool>): Bool
Name Type
n Int
textures Array<Int>
residences Array<Bool>
Returns
Bool

glBitmap(width: Int, height: Int, xorig: cpp.Float32, yorig: cpp.Float32, xmove: cpp.Float32, ymove: cpp.Float32, bitmap: haxe.io.BytesData): Void
Name Type
width Int
height Int
xorig cpp.Float32
yorig cpp.Float32
xmove cpp.Float32
ymove cpp.Float32
bitmap haxe.io.BytesData

glCallLists(n: Int, type: Int, lists: haxe.io.BytesData): Void
Name Type
n Int
type Int
lists haxe.io.BytesData

glClipPlane(plane: Int, equation: Array<cpp.Float64>): Void
Name Type
plane Int
equation Array<cpp.Float64>

glColor3bv(v: Array<cpp.Int8>): Void
Name Type
v Array<cpp.Int8>

glColor3dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glColor3fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glColor3iv(v: Array<Int>): Void
Name Type
v Array<Int>

glColor3sv(v: Array<Int>): Void
Name Type
v Array<Int>

glColor3ubv(v: Array<cpp.UInt8>): Void
Name Type
v Array<cpp.UInt8>

glColor3uiv(v: Array<Int>): Void
Name Type
v Array<Int>

glColor3usv(v: Array<UInt>): Void
Name Type
v Array<UInt>

glColor4bv(v: Array<cpp.Int8>): Void
Name Type
v Array<cpp.Int8>

glColor4dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glColor4fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glColor4iv(v: Array<Int>): Void
Name Type
v Array<Int>

glColor4sv(v: Array<Int>): Void
Name Type
v Array<Int>

glColor4ubv(v: Array<cpp.UInt8>): Void
Name Type
v Array<cpp.UInt8>

glColor4uiv(v: Array<Int>): Void
Name Type
v Array<Int>

glColor4usv(v: Array<UInt>): Void
Name Type
v Array<UInt>

glColorPointer(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glDeleteTextures(n: Int, textures: Array<Int>): Void
Name Type
n Int
textures Array<Int>

glDrawElements(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData

glDrawPixels(width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glEdgeFlagPointer(stride: Int, pointer: haxe.io.BytesData): Void
Name Type
stride Int
pointer haxe.io.BytesData

glEvalCoord1dv(u: Array<cpp.Float64>): Void
Name Type
u Array<cpp.Float64>

glEvalCoord1fv(u: Array<cpp.Float32>): Void
Name Type
u Array<cpp.Float32>

glEvalCoord2dv(u: Array<cpp.Float64>): Void
Name Type
u Array<cpp.Float64>

glEvalCoord2fv(u: Array<cpp.Float32>): Void
Name Type
u Array<cpp.Float32>

glFeedbackBuffer(size: Int, type: Int, buffer: Array<cpp.Float32>): Void
Name Type
size Int
type Int
buffer Array<cpp.Float32>

glFogfv(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glFogiv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glGenTextures(n: Int, textures: Array<Int>): Void
Name Type
n Int
textures Array<Int>

glGetBooleanv(pname: Int, params: Array<Bool>): Void
Name Type
pname Int
params Array<Bool>

glGetClipPlane(plane: Int, equation: Array<cpp.Float64>): Void
Name Type
plane Int
equation Array<cpp.Float64>

glGetDoublev(pname: Int, params: Array<cpp.Float64>): Void
Name Type
pname Int
params Array<cpp.Float64>

glGetFloatv(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glGetIntegerv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glGetLightfv(light: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
light Int
pname Int
params Array<cpp.Float32>

glGetLightiv(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glGetMapdv(target: Int, query: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
query Int
v Array<cpp.Float64>

glGetMapfv(target: Int, query: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
query Int
v Array<cpp.Float32>

glGetMapiv(target: Int, query: Int, v: Array<Int>): Void
Name Type
target Int
query Int
v Array<Int>

glGetMaterialfv(face: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
face Int
pname Int
params Array<cpp.Float32>

glGetMaterialiv(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glGetPixelMapfv(map: Int, values: Array<cpp.Float32>): Void
Name Type
map Int
values Array<cpp.Float32>

glGetPixelMapuiv(map: Int, values: Array<Int>): Void
Name Type
map Int
values Array<Int>

glGetPixelMapusv(map: Int, values: Array<UInt>): Void
Name Type
map Int
values Array<UInt>

glGetPolygonStipple(mask: Array<cpp.UInt8>): Void
Name Type
mask Array<cpp.UInt8>

glGetString(name: Int): String
Name Type
name Int
Returns
String

glGetTexEnvfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetTexEnviv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetTexGendv(coord: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
coord Int
pname Int
params Array<cpp.Float64>

glGetTexGenfv(coord: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
coord Int
pname Int
params Array<cpp.Float32>

glGetTexGeniv(coord: Int, pname: Int, params: Array<Int>): Void
Name Type
coord Int
pname Int
params Array<Int>

glGetTexImage(target: Int, level: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
format Int
type Int
pixels haxe.io.BytesData

glGetTexLevelParameterfv(target: Int, level: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
level Int
pname Int
params Array<cpp.Float32>

glGetTexLevelParameteriv(target: Int, level: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
level Int
pname Int
params Array<Int>

glGetTexParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetTexParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glIndexPointer(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glIndexdv(c: Array<cpp.Float64>): Void
Name Type
c Array<cpp.Float64>

glIndexfv(c: Array<cpp.Float32>): Void
Name Type
c Array<cpp.Float32>

glIndexiv(c: Array<Int>): Void
Name Type
c Array<Int>

glIndexsv(c: Array<Int>): Void
Name Type
c Array<Int>

glIndexubv(c: Array<cpp.UInt8>): Void
Name Type
c Array<cpp.UInt8>

glInterleavedArrays(format: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
format Int
stride Int
pointer haxe.io.BytesData

glLightModelfv(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glLightModeliv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glLightfv(light: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
light Int
pname Int
params Array<cpp.Float32>

glLightiv(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glLoadMatrixd(m: Array<cpp.Float64>): Void
Name Type
m Array<cpp.Float64>

glLoadMatrixf(m: Array<cpp.Float32>): Void
Name Type
m Array<cpp.Float32>

glMap1d(target: Int, u1: cpp.Float64, u2: cpp.Float64, stride: Int, order: Int, points: Array<cpp.Float64>): Void
Name Type
target Int
u1 cpp.Float64
u2 cpp.Float64
stride Int
order Int
points Array<cpp.Float64>

glMap1f(target: Int, u1: cpp.Float32, u2: cpp.Float32, stride: Int, order: Int, points: Array<cpp.Float32>): Void
Name Type
target Int
u1 cpp.Float32
u2 cpp.Float32
stride Int
order Int
points Array<cpp.Float32>

glMap2d(target: Int, u1: cpp.Float64, u2: cpp.Float64, ustride: Int, uorder: Int, v1: cpp.Float64, v2: cpp.Float64, vstride: Int, vorder: Int, points: Array<cpp.Float64>): Void
Name Type
target Int
u1 cpp.Float64
u2 cpp.Float64
ustride Int
uorder Int
v1 cpp.Float64
v2 cpp.Float64
vstride Int
vorder Int
points Array<cpp.Float64>

glMap2f(target: Int, u1: cpp.Float32, u2: cpp.Float32, ustride: Int, uorder: Int, v1: cpp.Float32, v2: cpp.Float32, vstride: Int, vorder: Int, points: Array<cpp.Float32>): Void
Name Type
target Int
u1 cpp.Float32
u2 cpp.Float32
ustride Int
uorder Int
v1 cpp.Float32
v2 cpp.Float32
vstride Int
vorder Int
points Array<cpp.Float32>

glMaterialfv(face: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
face Int
pname Int
params Array<cpp.Float32>

glMaterialiv(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glMultMatrixd(m: Array<cpp.Float64>): Void
Name Type
m Array<cpp.Float64>

glMultMatrixf(m: Array<cpp.Float32>): Void
Name Type
m Array<cpp.Float32>

glNormal3bv(v: Array<cpp.Int8>): Void
Name Type
v Array<cpp.Int8>

glNormal3dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glNormal3fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glNormal3iv(v: Array<Int>): Void
Name Type
v Array<Int>

glNormal3sv(v: Array<Int>): Void
Name Type
v Array<Int>

glNormalPointer(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glPixelMapfv(map: Int, mapsize: Int, values: Array<cpp.Float32>): Void
Name Type
map Int
mapsize Int
values Array<cpp.Float32>

glPixelMapuiv(map: Int, mapsize: Int, values: Array<Int>): Void
Name Type
map Int
mapsize Int
values Array<Int>

glPixelMapusv(map: Int, mapsize: Int, values: Array<UInt>): Void
Name Type
map Int
mapsize Int
values Array<UInt>

glPolygonStipple(mask: Array<cpp.UInt8>): Void
Name Type
mask Array<cpp.UInt8>

glPrioritizeTextures(n: Int, textures: Array<Int>, priorities: Array<cpp.Float32>): Void
Name Type
n Int
textures Array<Int>
priorities Array<cpp.Float32>

glRasterPos2dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glRasterPos2fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glRasterPos2iv(v: Array<Int>): Void
Name Type
v Array<Int>

glRasterPos2sv(v: Array<Int>): Void
Name Type
v Array<Int>

glRasterPos3dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glRasterPos3fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glRasterPos3iv(v: Array<Int>): Void
Name Type
v Array<Int>

glRasterPos3sv(v: Array<Int>): Void
Name Type
v Array<Int>

glRasterPos4dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glRasterPos4fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glRasterPos4iv(v: Array<Int>): Void
Name Type
v Array<Int>

glRasterPos4sv(v: Array<Int>): Void
Name Type
v Array<Int>

glReadPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
x Int
y Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glRectdv(v1: Array<cpp.Float64>, v2: Array<cpp.Float64>): Void
Name Type
v1 Array<cpp.Float64>
v2 Array<cpp.Float64>

glRectfv(v1: Array<cpp.Float32>, v2: Array<cpp.Float32>): Void
Name Type
v1 Array<cpp.Float32>
v2 Array<cpp.Float32>

glRectiv(v1: Array<Int>, v2: Array<Int>): Void
Name Type
v1 Array<Int>
v2 Array<Int>

glRectsv(v1: Array<Int>, v2: Array<Int>): Void
Name Type
v1 Array<Int>
v2 Array<Int>

glSelectBuffer(size: Int, buffer: Array<Int>): Void
Name Type
size Int
buffer Array<Int>

glTexCoord1dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glTexCoord1fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glTexCoord1iv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord1sv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord2dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glTexCoord2fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glTexCoord2iv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord2sv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord3dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glTexCoord3fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glTexCoord3iv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord3sv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord4dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glTexCoord4fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glTexCoord4iv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoord4sv(v: Array<Int>): Void
Name Type
v Array<Int>

glTexCoordPointer(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glTexEnvfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glTexEnviv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glTexGendv(coord: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
coord Int
pname Int
params Array<cpp.Float64>

glTexGenfv(coord: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
coord Int
pname Int
params Array<cpp.Float32>

glTexGeniv(coord: Int, pname: Int, params: Array<Int>): Void
Name Type
coord Int
pname Int
params Array<Int>

glTexImage1D(target: Int, level: Int, internalformat: Int, width: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTexParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glTexParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glTexSubImage1D(target: Int, level: Int, xoffset: Int, width: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
width Int
format Int
type Int
pixels haxe.io.BytesData

glTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glVertex2dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glVertex2fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glVertex2iv(v: Array<Int>): Void
Name Type
v Array<Int>

glVertex2sv(v: Array<Int>): Void
Name Type
v Array<Int>

glVertex3dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glVertex3fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glVertex3iv(v: Array<Int>): Void
Name Type
v Array<Int>

glVertex3sv(v: Array<Int>): Void
Name Type
v Array<Int>

glVertex4dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glVertex4fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glVertex4iv(v: Array<Int>): Void
Name Type
v Array<Int>

glVertex4sv(v: Array<Int>): Void
Name Type
v Array<Int>

glVertexPointer(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glCopyTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
x Int
y Int
width Int
height Int

glDrawRangeElements(mode: Int, start: Int, end: Int, count: Int, type: Int, indices: haxe.io.BytesData): Void
Name Type
mode Int
start Int
end Int
count Int
type Int
indices haxe.io.BytesData

glTexImage3D(target: Int, level: Int, internalFormat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalFormat Int
width Int
height Int
depth Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
pixels haxe.io.BytesData

glActiveTexture(texture: Int): Void
Name Type
texture Int

glClientActiveTexture(texture: Int): Void
Name Type
texture Int

glMultiTexCoord1d(target: Int, s: cpp.Float64): Void
Name Type
target Int
s cpp.Float64

glMultiTexCoord1f(target: Int, s: cpp.Float32): Void
Name Type
target Int
s cpp.Float32

glMultiTexCoord1i(target: Int, s: Int): Void
Name Type
target Int
s Int

glMultiTexCoord1s(target: Int, s: Int): Void
Name Type
target Int
s Int

glMultiTexCoord2d(target: Int, s: cpp.Float64, t: cpp.Float64): Void
Name Type
target Int
s cpp.Float64
t cpp.Float64

glMultiTexCoord2f(target: Int, s: cpp.Float32, t: cpp.Float32): Void
Name Type
target Int
s cpp.Float32
t cpp.Float32

glMultiTexCoord2i(target: Int, s: Int, t: Int): Void
Name Type
target Int
s Int
t Int

glMultiTexCoord2s(target: Int, s: Int, t: Int): Void
Name Type
target Int
s Int
t Int

glMultiTexCoord3d(target: Int, s: cpp.Float64, t: cpp.Float64, r: cpp.Float64): Void
Name Type
target Int
s cpp.Float64
t cpp.Float64
r cpp.Float64

glMultiTexCoord3f(target: Int, s: cpp.Float32, t: cpp.Float32, r: cpp.Float32): Void
Name Type
target Int
s cpp.Float32
t cpp.Float32
r cpp.Float32

glMultiTexCoord3i(target: Int, s: Int, t: Int, r: Int): Void
Name Type
target Int
s Int
t Int
r Int

glMultiTexCoord3s(target: Int, s: Int, t: Int, r: Int): Void
Name Type
target Int
s Int
t Int
r Int

glMultiTexCoord4d(target: Int, s: cpp.Float64, t: cpp.Float64, r: cpp.Float64, q: cpp.Float64): Void
Name Type
target Int
s cpp.Float64
t cpp.Float64
r cpp.Float64
q cpp.Float64

glMultiTexCoord4f(target: Int, s: cpp.Float32, t: cpp.Float32, r: cpp.Float32, q: cpp.Float32): Void
Name Type
target Int
s cpp.Float32
t cpp.Float32
r cpp.Float32
q cpp.Float32

glMultiTexCoord4i(target: Int, s: Int, t: Int, r: Int, q: Int): Void
Name Type
target Int
s Int
t Int
r Int
q Int

glMultiTexCoord4s(target: Int, s: Int, t: Int, r: Int, q: Int): Void
Name Type
target Int
s Int
t Int
r Int
q Int

glSampleCoverage(value: cpp.Float32, invert: Bool): Void
Name Type
value cpp.Float32
invert Bool

glCompressedTexImage1D(target: Int, level: Int, internalformat: Int, width: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTexImage2D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTexImage3D(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTexSubImage1D(target: Int, level: Int, xoffset: Int, width: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
width Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTexSubImage2D(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTexSubImage3D(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
imageSize Int
data haxe.io.BytesData

glGetCompressedTexImage(target: Int, lod: Int, img: haxe.io.BytesData): Void
Name Type
target Int
lod Int
img haxe.io.BytesData

glLoadTransposeMatrixd(m: Array<cpp.Float64>): Void
Name Type
m Array<cpp.Float64>

glLoadTransposeMatrixf(m: Array<cpp.Float32>): Void
Name Type
m Array<cpp.Float32>

glMultTransposeMatrixd(m: Array<cpp.Float64>): Void
Name Type
m Array<cpp.Float64>

glMultTransposeMatrixf(m: Array<cpp.Float32>): Void
Name Type
m Array<cpp.Float32>

glMultiTexCoord1dv(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord1fv(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord1iv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord1sv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord2dv(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord2fv(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord2iv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord2sv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord3dv(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord3fv(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord3iv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord3sv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord4dv(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord4fv(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord4iv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord4sv(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glBlendColor(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32, alpha: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32
alpha cpp.Float32

glBlendEquation(mode: Int): Void
Name Type
mode Int

glBlendFuncSeparate(sfactorRGB: Int, dfactorRGB: Int, sfactorAlpha: Int, dfactorAlpha: Int): Void
Name Type
sfactorRGB Int
dfactorRGB Int
sfactorAlpha Int
dfactorAlpha Int

glFogCoordd(coord: cpp.Float64): Void
Name Type
coord cpp.Float64

glFogCoordf(coord: cpp.Float32): Void
Name Type
coord cpp.Float32

glPointParameterf(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glPointParameteri(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glSecondaryColor3b(red: cpp.Int8, green: cpp.Int8, blue: cpp.Int8): Void
Name Type
red cpp.Int8
green cpp.Int8
blue cpp.Int8

glSecondaryColor3d(red: cpp.Float64, green: cpp.Float64, blue: cpp.Float64): Void
Name Type
red cpp.Float64
green cpp.Float64
blue cpp.Float64

glSecondaryColor3f(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32

glSecondaryColor3i(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glSecondaryColor3s(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glSecondaryColor3ub(red: cpp.UInt8, green: cpp.UInt8, blue: cpp.UInt8): Void
Name Type
red cpp.UInt8
green cpp.UInt8
blue cpp.UInt8

glSecondaryColor3ui(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glSecondaryColor3us(red: UInt, green: UInt, blue: UInt): Void
Name Type
red UInt
green UInt
blue UInt

glWindowPos2d(x: cpp.Float64, y: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64

glWindowPos2f(x: cpp.Float32, y: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32

glWindowPos2i(x: Int, y: Int): Void
Name Type
x Int
y Int

glWindowPos2s(x: Int, y: Int): Void
Name Type
x Int
y Int

glWindowPos3d(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

glWindowPos3f(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glWindowPos3i(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glWindowPos3s(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glFogCoordPointer(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glFogCoorddv(coord: Array<cpp.Float64>): Void
Name Type
coord Array<cpp.Float64>

glFogCoordfv(coord: Array<cpp.Float32>): Void
Name Type
coord Array<cpp.Float32>

glMultiDrawArrays(mode: Int, first: Array<Int>, count: Array<Int>, drawcount: Int): Void
Name Type
mode Int
first Array<Int>
count Array<Int>
drawcount Int

glMultiDrawElements(mode: Int, count: haxe.io.BytesData, type: Int, indices: haxe.io.BytesData, drawcount: Int): Void
Name Type
mode Int
count haxe.io.BytesData
type Int
indices haxe.io.BytesData
drawcount Int

glPointParameterfv(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glPointParameteriv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glSecondaryColor3bv(v: Array<cpp.Int8>): Void
Name Type
v Array<cpp.Int8>

glSecondaryColor3dv(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glSecondaryColor3fv(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glSecondaryColor3iv(v: Array<Int>): Void
Name Type
v Array<Int>

glSecondaryColor3sv(v: Array<Int>): Void
Name Type
v Array<Int>

glSecondaryColor3ubv(v: Array<cpp.UInt8>): Void
Name Type
v Array<cpp.UInt8>

glSecondaryColor3uiv(v: Array<Int>): Void
Name Type
v Array<Int>

glSecondaryColor3usv(v: Array<UInt>): Void
Name Type
v Array<UInt>

glSecondaryColorPointer(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glWindowPos2dv(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos2fv(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos2iv(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos2sv(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos3dv(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos3fv(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos3iv(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos3sv(p: Array<Int>): Void
Name Type
p Array<Int>

glBeginQuery(target: Int, id: Int): Void
Name Type
target Int
id Int

glBindBuffer(target: Int, buffer: Int): Void
Name Type
target Int
buffer Int

glEndQuery(target: Int): Void
Name Type
target Int

glIsBuffer(buffer: Int): Bool
Name Type
buffer Int
Returns
Bool

glIsQuery(id: Int): Bool
Name Type
id Int
Returns
Bool

glUnmapBuffer(target: Int): Bool
Name Type
target Int
Returns
Bool

glBufferData(target: Int, size: Int, data: haxe.io.BytesData, usage: Int): Void
Name Type
target Int
size Int
data haxe.io.BytesData
usage Int

glBufferSubData(target: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
target Int
offset Int
size Int
data haxe.io.BytesData

glDeleteBuffers(n: Int, buffers: Array<Int>): Void
Name Type
n Int
buffers Array<Int>

glDeleteQueries(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGenBuffers(n: Int, buffers: Array<Int>): Void
Name Type
n Int
buffers Array<Int>

glGenQueries(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGetBufferParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetBufferSubData(target: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
target Int
offset Int
size Int
data haxe.io.BytesData

glGetQueryObjectiv(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetQueryObjectuiv(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetQueryiv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glAttachShader(program: Int, shader: Int): Void
Name Type
program Int
shader Int

glBindAttribLocation(program: Int, index: Int, name: String): Void
Name Type
program Int
index Int
name String

glBlendEquationSeparate(modeRGB: Int, modeAlpha: Int): Void
Name Type
modeRGB Int
modeAlpha Int

glCompileShader(shader: Int): Void
Name Type
shader Int

glCreateProgram(): Int
Returns
Int

glCreateShader(type: Int): Int
Name Type
type Int
Returns
Int

glDeleteProgram(program: Int): Void
Name Type
program Int

glDeleteShader(shader: Int): Void
Name Type
shader Int

glDetachShader(program: Int, shader: Int): Void
Name Type
program Int
shader Int

glDisableVertexAttribArray(index: Int): Void
Name Type
index Int

glEnableVertexAttribArray(index: Int): Void
Name Type
index Int

glGetAttribLocation(program: Int, name: String): Int
Name Type
program Int
name String
Returns
Int

glGetUniformLocation(program: Int, name: String): Int
Name Type
program Int
name String
Returns
Int

glIsProgram(program: Int): Bool
Name Type
program Int
Returns
Bool

glIsShader(shader: Int): Bool
Name Type
shader Int
Returns
Bool

glLinkProgram(program: Int): Void
Name Type
program Int

glStencilFuncSeparate(frontfunc: Int, backfunc: Int, ref: Int, mask: Int): Void
Name Type
frontfunc Int
backfunc Int
ref Int
mask Int

glStencilMaskSeparate(face: Int, mask: Int): Void
Name Type
face Int
mask Int

glStencilOpSeparate(face: Int, sfail: Int, dpfail: Int, dppass: Int): Void
Name Type
face Int
sfail Int
dpfail Int
dppass Int

glUniform1f(location: Int, v0: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32

glUniform1i(location: Int, v0: Int): Void
Name Type
location Int
v0 Int

glUniform2f(location: Int, v0: cpp.Float32, v1: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32
v1 cpp.Float32

glUniform2i(location: Int, v0: Int, v1: Int): Void
Name Type
location Int
v0 Int
v1 Int

glUniform3f(location: Int, v0: cpp.Float32, v1: cpp.Float32, v2: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32
v1 cpp.Float32
v2 cpp.Float32

glUniform3i(location: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int

glUniform4f(location: Int, v0: cpp.Float32, v1: cpp.Float32, v2: cpp.Float32, v3: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32
v1 cpp.Float32
v2 cpp.Float32
v3 cpp.Float32

glUniform4i(location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int
v3 Int

glUseProgram(program: Int): Void
Name Type
program Int

glValidateProgram(program: Int): Void
Name Type
program Int

glVertexAttrib1d(index: Int, x: cpp.Float64): Void
Name Type
index Int
x cpp.Float64

glVertexAttrib1f(index: Int, x: cpp.Float32): Void
Name Type
index Int
x cpp.Float32

glVertexAttrib1s(index: Int, x: Int): Void
Name Type
index Int
x Int

glVertexAttrib2d(index: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64

glVertexAttrib2f(index: Int, x: cpp.Float32, y: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32

glVertexAttrib2s(index: Int, x: Int, y: Int): Void
Name Type
index Int
x Int
y Int

glVertexAttrib3d(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertexAttrib3f(index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glVertexAttrib3s(index: Int, x: Int, y: Int, z: Int): Void
Name Type
index Int
x Int
y Int
z Int

glVertexAttrib4Nub(index: Int, x: cpp.UInt8, y: cpp.UInt8, z: cpp.UInt8, w: cpp.UInt8): Void
Name Type
index Int
x cpp.UInt8
y cpp.UInt8
z cpp.UInt8
w cpp.UInt8

glVertexAttrib4d(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glVertexAttrib4f(index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glVertexAttrib4s(index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
index Int
x Int
y Int
z Int
w Int

glDrawBuffers(n: Int, bufs: Array<Int>): Void
Name Type
n Int
bufs Array<Int>

glGetAttachedShaders(program: Int, maxCount: Int, count: Array<Int>, shaders: Array<Int>): Void
Name Type
program Int
maxCount Int
count Array<Int>
shaders Array<Int>

glGetProgramInfoLog(program: Int, bufSize: Int, length: Array<Int>, infoLog: String): Void
Name Type
program Int
bufSize Int
length Array<Int>
infoLog String

glGetProgramiv(program: Int, pname: Int, param: Array<Int>): Void
Name Type
program Int
pname Int
param Array<Int>

glGetShaderInfoLog(shader: Int, bufSize: Int, length: Array<Int>, infoLog: String): Void
Name Type
shader Int
bufSize Int
length Array<Int>
infoLog String

glGetShaderSource(obj: Int, maxLength: Int, length: Array<Int>, source: String): Void
Name Type
obj Int
maxLength Int
length Array<Int>
source String

glGetShaderiv(shader: Int, pname: Int, param: Array<Int>): Void
Name Type
shader Int
pname Int
param Array<Int>

glGetUniformfv(program: Int, location: Int, params: Array<cpp.Float32>): Void
Name Type
program Int
location Int
params Array<cpp.Float32>

glGetUniformiv(program: Int, location: Int, params: Array<Int>): Void
Name Type
program Int
location Int
params Array<Int>

glGetVertexAttribdv(index: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
index Int
pname Int
params Array<cpp.Float64>

glGetVertexAttribfv(index: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
index Int
pname Int
params Array<cpp.Float32>

glGetVertexAttribiv(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glUniform1fv(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform1iv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform2fv(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform2iv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform3fv(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform3iv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform4fv(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform4iv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniformMatrix2fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix3fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix4fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glVertexAttrib1dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib1fv(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib1sv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib2dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib2fv(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib2sv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib3dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib3fv(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib3sv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4Nbv(index: Int, v: Array<cpp.Int8>): Void
Name Type
index Int
v Array<cpp.Int8>

glVertexAttrib4Niv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4Nsv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4Nubv(index: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
v Array<cpp.UInt8>

glVertexAttrib4Nuiv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4Nusv(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttrib4bv(index: Int, v: Array<cpp.Int8>): Void
Name Type
index Int
v Array<cpp.Int8>

glVertexAttrib4dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib4fv(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib4iv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4sv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4ubv(index: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
v Array<cpp.UInt8>

glVertexAttrib4uiv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4usv(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttribPointer(index: Int, size: Int, type: Int, normalized: Bool, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
index Int
size Int
type Int
normalized Bool
stride Int
pointer haxe.io.BytesData

glUniformMatrix2x3fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix2x4fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix3x2fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix3x4fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix4x2fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix4x3fv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glBeginConditionalRender(id: Int, mode: Int): Void
Name Type
id Int
mode Int

glBeginTransformFeedback(primitiveMode: Int): Void
Name Type
primitiveMode Int

glBindFragDataLocation(program: Int, colorNumber: Int, name: String): Void
Name Type
program Int
colorNumber Int
name String

glClampColor(target: Int, clamp: Int): Void
Name Type
target Int
clamp Int

glClearBufferfi(buffer: Int, drawBuffer: Int, depth: cpp.Float32, stencil: Int): Void
Name Type
buffer Int
drawBuffer Int
depth cpp.Float32
stencil Int

glColorMaski(buf: Int, red: Bool, green: Bool, blue: Bool, alpha: Bool): Void
Name Type
buf Int
red Bool
green Bool
blue Bool
alpha Bool

glDisablei(cap: Int, index: Int): Void
Name Type
cap Int
index Int

glEnablei(cap: Int, index: Int): Void
Name Type
cap Int
index Int

glEndConditionalRender(): Void

glEndTransformFeedback(): Void

glGetFragDataLocation(program: Int, name: String): Int
Name Type
program Int
name String
Returns
Int

glIsEnabledi(cap: Int, index: Int): Bool
Name Type
cap Int
index Int
Returns
Bool

glUniform1ui(location: Int, v0: Int): Void
Name Type
location Int
v0 Int

glUniform2ui(location: Int, v0: Int, v1: Int): Void
Name Type
location Int
v0 Int
v1 Int

glUniform3ui(location: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int

glUniform4ui(location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int
v3 Int

glVertexAttribI1i(index: Int, v0: Int): Void
Name Type
index Int
v0 Int

glVertexAttribI1ui(index: Int, v0: Int): Void
Name Type
index Int
v0 Int

glVertexAttribI2i(index: Int, v0: Int, v1: Int): Void
Name Type
index Int
v0 Int
v1 Int

glVertexAttribI2ui(index: Int, v0: Int, v1: Int): Void
Name Type
index Int
v0 Int
v1 Int

glVertexAttribI3i(index: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
index Int
v0 Int
v1 Int
v2 Int

glVertexAttribI3ui(index: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
index Int
v0 Int
v1 Int
v2 Int

glVertexAttribI4i(index: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
index Int
v0 Int
v1 Int
v2 Int
v3 Int

glVertexAttribI4ui(index: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
index Int
v0 Int
v1 Int
v2 Int
v3 Int

glClearBufferfv(buffer: Int, drawBuffer: Int, value: Array<cpp.Float32>): Void
Name Type
buffer Int
drawBuffer Int
value Array<cpp.Float32>

glClearBufferiv(buffer: Int, drawBuffer: Int, value: Array<Int>): Void
Name Type
buffer Int
drawBuffer Int
value Array<Int>

glClearBufferuiv(buffer: Int, drawBuffer: Int, value: Array<Int>): Void
Name Type
buffer Int
drawBuffer Int
value Array<Int>

glGetBooleani_v(pname: Int, index: Int, data: Array<Bool>): Void
Name Type
pname Int
index Int
data Array<Bool>

glGetStringi(name: Int, index: Int): String
Name Type
name Int
index Int
Returns
String

glGetTexParameterIiv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetTexParameterIuiv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetUniformuiv(program: Int, location: Int, params: Array<Int>): Void
Name Type
program Int
location Int
params Array<Int>

glGetVertexAttribIiv(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glGetVertexAttribIuiv(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glTexParameterIiv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glTexParameterIuiv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glUniform1uiv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform2uiv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform3uiv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform4uiv(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glVertexAttribI1iv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI1uiv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI2iv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI2uiv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI3iv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI3uiv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI4bv(index: Int, v0: Array<cpp.Int8>): Void
Name Type
index Int
v0 Array<cpp.Int8>

glVertexAttribI4iv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI4sv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI4ubv(index: Int, v0: Array<cpp.UInt8>): Void
Name Type
index Int
v0 Array<cpp.UInt8>

glVertexAttribI4uiv(index: Int, v0: Array<Int>): Void
Name Type
index Int
v0 Array<Int>

glVertexAttribI4usv(index: Int, v0: Array<UInt>): Void
Name Type
index Int
v0 Array<UInt>

glDrawArraysInstanced(mode: Int, first: Int, count: Int, primcount: Int): Void
Name Type
mode Int
first Int
count Int
primcount Int

glPrimitiveRestartIndex(buffer: Int): Void
Name Type
buffer Int

glTexBuffer(target: Int, internalFormat: Int, buffer: Int): Void
Name Type
target Int
internalFormat Int
buffer Int

glDrawElementsInstanced(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int

glFramebufferTexture(target: Int, attachment: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int

glVertexAttribDivisor(index: Int, divisor: Int): Void
Name Type
index Int
divisor Int

glBlendEquationSeparatei(buf: Int, modeRGB: Int, modeAlpha: Int): Void
Name Type
buf Int
modeRGB Int
modeAlpha Int

glBlendEquationi(buf: Int, mode: Int): Void
Name Type
buf Int
mode Int

glBlendFuncSeparatei(buf: Int, srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Void
Name Type
buf Int
srcRGB Int
dstRGB Int
srcAlpha Int
dstAlpha Int

glBlendFunci(buf: Int, src: Int, dst: Int): Void
Name Type
buf Int
src Int
dst Int

glMinSampleShading(value: cpp.Float32): Void
Name Type
value cpp.Float32

glGetGraphicsResetStatus(): Int
Returns
Int

glTbufferMask3DFX(mask: Int): Void
Name Type
mask Int

glDebugMessageInsertAMD(category: Int, severity: Int, id: Int, length: Int, buf: String): Void
Name Type
category Int
severity Int
id Int
length Int
buf String

glDebugMessageEnableAMD(category: Int, severity: Int, count: Int, ids: Array<Int>, enabled: Bool): Void
Name Type
category Int
severity Int
count Int
ids Array<Int>
enabled Bool

glBlendEquationIndexedAMD(buf: Int, mode: Int): Void
Name Type
buf Int
mode Int

glBlendEquationSeparateIndexedAMD(buf: Int, modeRGB: Int, modeAlpha: Int): Void
Name Type
buf Int
modeRGB Int
modeAlpha Int

glBlendFuncIndexedAMD(buf: Int, src: Int, dst: Int): Void
Name Type
buf Int
src Int
dst Int

glBlendFuncSeparateIndexedAMD(buf: Int, srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Void
Name Type
buf Int
srcRGB Int
dstRGB Int
srcAlpha Int
dstAlpha Int

glVertexAttribParameteriAMD(index: Int, pname: Int, param: Int): Void
Name Type
index Int
pname Int
param Int

glMultiDrawArraysIndirectAMD(mode: Int, indirect: haxe.io.BytesData, primcount: Int, stride: Int): Void
Name Type
mode Int
indirect haxe.io.BytesData
primcount Int
stride Int

glMultiDrawElementsIndirectAMD(mode: Int, type: Int, indirect: haxe.io.BytesData, primcount: Int, stride: Int): Void
Name Type
mode Int
type Int
indirect haxe.io.BytesData
primcount Int
stride Int

glIsNameAMD(identifier: Int, name: Int): Bool
Name Type
identifier Int
name Int
Returns
Bool

glDeleteNamesAMD(identifier: Int, num: Int, names: Array<Int>): Void
Name Type
identifier Int
num Int
names Array<Int>

glGenNamesAMD(identifier: Int, num: Int, names: Array<Int>): Void
Name Type
identifier Int
num Int
names Array<Int>

glQueryObjectParameteruiAMD(target: Int, id: Int, pname: Int, param: Int): Void
Name Type
target Int
id Int
pname Int
param Int

glBeginPerfMonitorAMD(monitor: Int): Void
Name Type
monitor Int

glEndPerfMonitorAMD(monitor: Int): Void
Name Type
monitor Int

glDeletePerfMonitorsAMD(n: Int, monitors: Array<Int>): Void
Name Type
n Int
monitors Array<Int>

glGenPerfMonitorsAMD(n: Int, monitors: Array<Int>): Void
Name Type
n Int
monitors Array<Int>

glGetPerfMonitorCounterDataAMD(monitor: Int, pname: Int, dataSize: Int, data: Array<Int>, bytesWritten: Array<Int>): Void
Name Type
monitor Int
pname Int
dataSize Int
data Array<Int>
bytesWritten Array<Int>

glGetPerfMonitorCounterInfoAMD(group: Int, counter: Int, pname: Int, data: haxe.io.BytesData): Void
Name Type
group Int
counter Int
pname Int
data haxe.io.BytesData

glGetPerfMonitorCounterStringAMD(group: Int, counter: Int, bufSize: Int, length: Array<Int>, counterString: String): Void
Name Type
group Int
counter Int
bufSize Int
length Array<Int>
counterString String

glGetPerfMonitorCountersAMD(group: Int, numCounters: Array<Int>, maxActiveCounters: Array<Int>, countersSize: Int, counters: Array<Int>): Void
Name Type
group Int
numCounters Array<Int>
maxActiveCounters Array<Int>
countersSize Int
counters Array<Int>

glGetPerfMonitorGroupStringAMD(group: Int, bufSize: Int, length: Array<Int>, groupString: String): Void
Name Type
group Int
bufSize Int
length Array<Int>
groupString String

glGetPerfMonitorGroupsAMD(numGroups: Array<Int>, groupsSize: Int, groups: Array<Int>): Void
Name Type
numGroups Array<Int>
groupsSize Int
groups Array<Int>

glSelectPerfMonitorCountersAMD(monitor: Int, enable: Bool, group: Int, numCounters: Int, counterList: Array<Int>): Void
Name Type
monitor Int
enable Bool
group Int
numCounters Int
counterList Array<Int>

glSetMultisamplefvAMD(pname: Int, index: Int, val: Array<cpp.Float32>): Void
Name Type
pname Int
index Int
val Array<cpp.Float32>

glTexStorageSparseAMD(target: Int, internalFormat: Int, width: Int, height: Int, depth: Int, layers: Int, flags: Int): Void
Name Type
target Int
internalFormat Int
width Int
height Int
depth Int
layers Int
flags Int

glTextureStorageSparseAMD(texture: Int, target: Int, internalFormat: Int, width: Int, height: Int, depth: Int, layers: Int, flags: Int): Void
Name Type
texture Int
target Int
internalFormat Int
width Int
height Int
depth Int
layers Int
flags Int

glStencilOpValueAMD(face: Int, value: Int): Void
Name Type
face Int
value Int

glTessellationFactorAMD(factor: cpp.Float32): Void
Name Type
factor cpp.Float32

glTessellationModeAMD(mode: Int): Void
Name Type
mode Int

glBlitFramebufferANGLE(srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int): Void
Name Type
srcX0 Int
srcY0 Int
srcX1 Int
srcY1 Int
dstX0 Int
dstY0 Int
dstX1 Int
dstY1 Int
mask Int
filter Int

glRenderbufferStorageMultisampleANGLE(target: Int, samples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int

glDrawArraysInstancedANGLE(mode: Int, first: Int, count: Int, primcount: Int): Void
Name Type
mode Int
first Int
count Int
primcount Int

glVertexAttribDivisorANGLE(index: Int, divisor: Int): Void
Name Type
index Int
divisor Int

glDrawElementsInstancedANGLE(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int

glBeginQueryANGLE(target: Int, id: Int): Void
Name Type
target Int
id Int

glEndQueryANGLE(target: Int): Void
Name Type
target Int

glIsQueryANGLE(id: Int): Bool
Name Type
id Int
Returns
Bool

glQueryCounterANGLE(id: Int, target: Int): Void
Name Type
id Int
target Int

glDeleteQueriesANGLE(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGenQueriesANGLE(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGetQueryObjecti64vANGLE(id: Int, pname: Int, params: Array<cpp.Int64>): Void
Name Type
id Int
pname Int
params Array<cpp.Int64>

glGetQueryObjectivANGLE(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetQueryObjectui64vANGLE(id: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
id Int
pname Int
params Array<cpp.UInt64>

glGetQueryObjectuivANGLE(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetQueryivANGLE(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetTranslatedShaderSourceANGLE(shader: Int, bufsize: Int, length: Array<Int>, source: String): Void
Name Type
shader Int
bufsize Int
length Array<Int>
source String

glDrawElementArrayAPPLE(mode: Int, first: Int, count: Int): Void
Name Type
mode Int
first Int
count Int

glDrawRangeElementArrayAPPLE(mode: Int, start: Int, end: Int, first: Int, count: Int): Void
Name Type
mode Int
start Int
end Int
first Int
count Int

glElementPointerAPPLE(type: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
pointer haxe.io.BytesData

glMultiDrawElementArrayAPPLE(mode: Int, first: Array<Int>, count: Array<Int>, primcount: Int): Void
Name Type
mode Int
first Array<Int>
count Array<Int>
primcount Int

glMultiDrawRangeElementArrayAPPLE(mode: Int, start: Int, end: Int, first: Array<Int>, count: Array<Int>, primcount: Int): Void
Name Type
mode Int
start Int
end Int
first Array<Int>
count Array<Int>
primcount Int

glFinishFenceAPPLE(fence: Int): Void
Name Type
fence Int

glFinishObjectAPPLE(object: Int, name: Int): Void
Name Type
object Int
name Int

glIsFenceAPPLE(fence: Int): Bool
Name Type
fence Int
Returns
Bool

glSetFenceAPPLE(fence: Int): Void
Name Type
fence Int

glTestFenceAPPLE(fence: Int): Bool
Name Type
fence Int
Returns
Bool

glTestObjectAPPLE(object: Int, name: Int): Bool
Name Type
object Int
name Int
Returns
Bool

glDeleteFencesAPPLE(n: Int, fences: Array<Int>): Void
Name Type
n Int
fences Array<Int>

glGenFencesAPPLE(n: Int, fences: Array<Int>): Void
Name Type
n Int
fences Array<Int>

glBufferParameteriAPPLE(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glFlushMappedBufferRangeAPPLE(target: Int, offset: Int, size: Int): Void
Name Type
target Int
offset Int
size Int

glObjectPurgeableAPPLE(objectType: Int, name: Int, option: Int): Int
Name Type
objectType Int
name Int
option Int
Returns
Int

glObjectUnpurgeableAPPLE(objectType: Int, name: Int, option: Int): Int
Name Type
objectType Int
name Int
option Int
Returns
Int

glGetObjectParameterivAPPLE(objectType: Int, name: Int, pname: Int, params: Array<Int>): Void
Name Type
objectType Int
name Int
pname Int
params Array<Int>

glTextureRangeAPPLE(target: Int, length: Int, pointer: haxe.io.BytesData): Void
Name Type
target Int
length Int
pointer haxe.io.BytesData

glBindVertexArrayAPPLE(array: Int): Void
Name Type
array Int

glIsVertexArrayAPPLE(array: Int): Bool
Name Type
array Int
Returns
Bool

glDeleteVertexArraysAPPLE(n: Int, arrays: Array<Int>): Void
Name Type
n Int
arrays Array<Int>

glGenVertexArraysAPPLE(n: Int, arrays: Array<Int>): Void
Name Type
n Int
arrays Array<Int>

glVertexArrayParameteriAPPLE(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFlushVertexArrayRangeAPPLE(length: Int, pointer: haxe.io.BytesData): Void
Name Type
length Int
pointer haxe.io.BytesData

glVertexArrayRangeAPPLE(length: Int, pointer: haxe.io.BytesData): Void
Name Type
length Int
pointer haxe.io.BytesData

glDisableVertexAttribAPPLE(index: Int, pname: Int): Void
Name Type
index Int
pname Int

glEnableVertexAttribAPPLE(index: Int, pname: Int): Void
Name Type
index Int
pname Int

glIsVertexAttribEnabledAPPLE(index: Int, pname: Int): Bool
Name Type
index Int
pname Int
Returns
Bool

glMapVertexAttrib1dAPPLE(index: Int, size: Int, u1: cpp.Float64, u2: cpp.Float64, stride: Int, order: Int, points: Array<cpp.Float64>): Void
Name Type
index Int
size Int
u1 cpp.Float64
u2 cpp.Float64
stride Int
order Int
points Array<cpp.Float64>

glMapVertexAttrib1fAPPLE(index: Int, size: Int, u1: cpp.Float32, u2: cpp.Float32, stride: Int, order: Int, points: Array<cpp.Float32>): Void
Name Type
index Int
size Int
u1 cpp.Float32
u2 cpp.Float32
stride Int
order Int
points Array<cpp.Float32>

glMapVertexAttrib2dAPPLE(index: Int, size: Int, u1: cpp.Float64, u2: cpp.Float64, ustride: Int, uorder: Int, v1: cpp.Float64, v2: cpp.Float64, vstride: Int, vorder: Int, points: Array<cpp.Float64>): Void
Name Type
index Int
size Int
u1 cpp.Float64
u2 cpp.Float64
ustride Int
uorder Int
v1 cpp.Float64
v2 cpp.Float64
vstride Int
vorder Int
points Array<cpp.Float64>

glMapVertexAttrib2fAPPLE(index: Int, size: Int, u1: cpp.Float32, u2: cpp.Float32, ustride: Int, uorder: Int, v1: cpp.Float32, v2: cpp.Float32, vstride: Int, vorder: Int, points: Array<cpp.Float32>): Void
Name Type
index Int
size Int
u1 cpp.Float32
u2 cpp.Float32
ustride Int
uorder Int
v1 cpp.Float32
v2 cpp.Float32
vstride Int
vorder Int
points Array<cpp.Float32>

glClearDepthf(d: cpp.Float32): Void
Name Type
d cpp.Float32

glDepthRangef(n: cpp.Float32, f: cpp.Float32): Void
Name Type
n cpp.Float32
f cpp.Float32

glReleaseShaderCompiler(): Void

glGetShaderPrecisionFormat(shadertype: Int, precisiontype: Int, range: Array<Int>, precision: Array<Int>): Void
Name Type
shadertype Int
precisiontype Int
range Array<Int>
precision Array<Int>

glShaderBinary(count: Int, shaders: Array<Int>, binaryformat: Int, binary: haxe.io.BytesData, length: Int): Void
Name Type
count Int
shaders Array<Int>
binaryformat Int
binary haxe.io.BytesData
length Int

glMemoryBarrierByRegion(barriers: Int): Void
Name Type
barriers Int

glDrawArraysInstancedBaseInstance(mode: Int, first: Int, count: Int, primcount: Int, baseinstance: Int): Void
Name Type
mode Int
first Int
count Int
primcount Int
baseinstance Int

glDrawElementsInstancedBaseInstance(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int, baseinstance: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int
baseinstance Int

glDrawElementsInstancedBaseVertexBaseInstance(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int, basevertex: Int, baseinstance: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int
basevertex Int
baseinstance Int

glGetImageHandleARB(texture: Int, level: Int, layered: Bool, layer: Int, format: Int): cpp.UInt64
Name Type
texture Int
level Int
layered Bool
layer Int
format Int
Returns
cpp.UInt64

glGetTextureHandleARB(texture: Int): cpp.UInt64
Name Type
texture Int
Returns
cpp.UInt64

glGetTextureSamplerHandleARB(texture: Int, sampler: Int): cpp.UInt64
Name Type
texture Int
sampler Int
Returns
cpp.UInt64

glIsImageHandleResidentARB(handle: cpp.UInt64): Bool
Name Type
handle cpp.UInt64
Returns
Bool

glIsTextureHandleResidentARB(handle: cpp.UInt64): Bool
Name Type
handle cpp.UInt64
Returns
Bool

glMakeImageHandleNonResidentARB(handle: cpp.UInt64): Void
Name Type
handle cpp.UInt64

glMakeImageHandleResidentARB(handle: cpp.UInt64, access: Int): Void
Name Type
handle cpp.UInt64
access Int

glMakeTextureHandleNonResidentARB(handle: cpp.UInt64): Void
Name Type
handle cpp.UInt64

glMakeTextureHandleResidentARB(handle: cpp.UInt64): Void
Name Type
handle cpp.UInt64

glProgramUniformHandleui64ARB(program: Int, location: Int, value: cpp.UInt64): Void
Name Type
program Int
location Int
value cpp.UInt64

glUniformHandleui64ARB(location: Int, value: cpp.UInt64): Void
Name Type
location Int
value cpp.UInt64

glVertexAttribL1ui64ARB(index: Int, x: cpp.UInt64): Void
Name Type
index Int
x cpp.UInt64

glGetVertexAttribLui64vARB(index: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
index Int
pname Int
params Array<cpp.UInt64>

glProgramUniformHandleui64vARB(program: Int, location: Int, count: Int, values: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
values Array<cpp.UInt64>

glUniformHandleui64vARB(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glVertexAttribL1ui64vARB(index: Int, v: Array<cpp.UInt64>): Void
Name Type
index Int
v Array<cpp.UInt64>

glBindFragDataLocationIndexed(program: Int, colorNumber: Int, index: Int, name: String): Void
Name Type
program Int
colorNumber Int
index Int
name String

glGetFragDataIndex(program: Int, name: String): Int
Name Type
program Int
name String
Returns
Int

glBufferStorage(target: Int, size: Int, data: haxe.io.BytesData, flags: Int): Void
Name Type
target Int
size Int
data haxe.io.BytesData
flags Int

glNamedBufferStorageEXT(buffer: Int, size: Int, data: haxe.io.BytesData, flags: Int): Void
Name Type
buffer Int
size Int
data haxe.io.BytesData
flags Int

glClearBufferData(target: Int, internalformat: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
format Int
type Int
data haxe.io.BytesData

glClearBufferSubData(target: Int, internalformat: Int, offset: Int, size: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
offset Int
size Int
format Int
type Int
data haxe.io.BytesData

glClearNamedBufferDataEXT(buffer: Int, internalformat: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
internalformat Int
format Int
type Int
data haxe.io.BytesData

glClearNamedBufferSubDataEXT(buffer: Int, internalformat: Int, offset: Int, size: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
internalformat Int
offset Int
size Int
format Int
type Int
data haxe.io.BytesData

glClearTexImage(texture: Int, level: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
level Int
format Int
type Int
data haxe.io.BytesData

glClearTexSubImage(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
data haxe.io.BytesData

glClipControl(origin: Int, depth: Int): Void
Name Type
origin Int
depth Int

glClampColorARB(target: Int, clamp: Int): Void
Name Type
target Int
clamp Int

glDispatchCompute(num_groups_x: Int, num_groups_y: Int, num_groups_z: Int): Void
Name Type
num_groups_x Int
num_groups_y Int
num_groups_z Int

glDispatchComputeIndirect(indirect: Int): Void
Name Type
indirect Int

glDispatchComputeGroupSizeARB(num_groups_x: Int, num_groups_y: Int, num_groups_z: Int, group_size_x: Int, group_size_y: Int, group_size_z: Int): Void
Name Type
num_groups_x Int
num_groups_y Int
num_groups_z Int
group_size_x Int
group_size_y Int
group_size_z Int

glCopyBufferSubData(readtarget: Int, writetarget: Int, readoffset: Int, writeoffset: Int, size: Int): Void
Name Type
readtarget Int
writetarget Int
readoffset Int
writeoffset Int
size Int

glCopyImageSubData(srcName: Int, srcTarget: Int, srcLevel: Int, srcX: Int, srcY: Int, srcZ: Int, dstName: Int, dstTarget: Int, dstLevel: Int, dstX: Int, dstY: Int, dstZ: Int, srcWidth: Int, srcHeight: Int, srcDepth: Int): Void
Name Type
srcName Int
srcTarget Int
srcLevel Int
srcX Int
srcY Int
srcZ Int
dstName Int
dstTarget Int
dstLevel Int
dstX Int
dstY Int
dstZ Int
srcWidth Int
srcHeight Int
srcDepth Int

glDebugMessageInsertARB(source: Int, type: Int, id: Int, severity: Int, length: Int, buf: String): Void
Name Type
source Int
type Int
id Int
severity Int
length Int
buf String

glDebugMessageControlARB(source: Int, type: Int, severity: Int, count: Int, ids: Array<Int>, enabled: Bool): Void
Name Type
source Int
type Int
severity Int
count Int
ids Array<Int>
enabled Bool

glBindTextureUnit(unit: Int, texture: Int): Void
Name Type
unit Int
texture Int

glBlitNamedFramebuffer(readFramebuffer: Int, drawFramebuffer: Int, srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int): Void
Name Type
readFramebuffer Int
drawFramebuffer Int
srcX0 Int
srcY0 Int
srcX1 Int
srcY1 Int
dstX0 Int
dstY0 Int
dstX1 Int
dstY1 Int
mask Int
filter Int

glCheckNamedFramebufferStatus(framebuffer: Int, target: Int): Int
Name Type
framebuffer Int
target Int
Returns
Int

glClearNamedFramebufferfi(framebuffer: Int, buffer: Int, depth: cpp.Float32, stencil: Int): Void
Name Type
framebuffer Int
buffer Int
depth cpp.Float32
stencil Int

glCopyNamedBufferSubData(readBuffer: Int, writeBuffer: Int, readOffset: Int, writeOffset: Int, size: Int): Void
Name Type
readBuffer Int
writeBuffer Int
readOffset Int
writeOffset Int
size Int

glCopyTextureSubImage1D(texture: Int, level: Int, xoffset: Int, x: Int, y: Int, width: Int): Void
Name Type
texture Int
level Int
xoffset Int
x Int
y Int
width Int

glCopyTextureSubImage2D(texture: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
x Int
y Int
width Int
height Int

glCopyTextureSubImage3D(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
x Int
y Int
width Int
height Int

glDisableVertexArrayAttrib(vaobj: Int, index: Int): Void
Name Type
vaobj Int
index Int

glEnableVertexArrayAttrib(vaobj: Int, index: Int): Void
Name Type
vaobj Int
index Int

glFlushMappedNamedBufferRange(buffer: Int, offset: Int, length: Int): Void
Name Type
buffer Int
offset Int
length Int

glGenerateTextureMipmap(texture: Int): Void
Name Type
texture Int

glGetQueryBufferObjecti64v(id: Int, buffer: Int, pname: Int, offset: Int): Void
Name Type
id Int
buffer Int
pname Int
offset Int

glGetQueryBufferObjectiv(id: Int, buffer: Int, pname: Int, offset: Int): Void
Name Type
id Int
buffer Int
pname Int
offset Int

glGetQueryBufferObjectui64v(id: Int, buffer: Int, pname: Int, offset: Int): Void
Name Type
id Int
buffer Int
pname Int
offset Int

glGetQueryBufferObjectuiv(id: Int, buffer: Int, pname: Int, offset: Int): Void
Name Type
id Int
buffer Int
pname Int
offset Int

glNamedFramebufferDrawBuffer(framebuffer: Int, mode: Int): Void
Name Type
framebuffer Int
mode Int

glNamedFramebufferParameteri(framebuffer: Int, pname: Int, param: Int): Void
Name Type
framebuffer Int
pname Int
param Int

glNamedFramebufferReadBuffer(framebuffer: Int, mode: Int): Void
Name Type
framebuffer Int
mode Int

glNamedFramebufferRenderbuffer(framebuffer: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int): Void
Name Type
framebuffer Int
attachment Int
renderbuffertarget Int
renderbuffer Int

glNamedFramebufferTexture(framebuffer: Int, attachment: Int, texture: Int, level: Int): Void
Name Type
framebuffer Int
attachment Int
texture Int
level Int

glNamedFramebufferTextureLayer(framebuffer: Int, attachment: Int, texture: Int, level: Int, layer: Int): Void
Name Type
framebuffer Int
attachment Int
texture Int
level Int
layer Int

glNamedRenderbufferStorage(renderbuffer: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
renderbuffer Int
internalformat Int
width Int
height Int

glNamedRenderbufferStorageMultisample(renderbuffer: Int, samples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
renderbuffer Int
samples Int
internalformat Int
width Int
height Int

glTextureBuffer(texture: Int, internalformat: Int, buffer: Int): Void
Name Type
texture Int
internalformat Int
buffer Int

glTextureBufferRange(texture: Int, internalformat: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
texture Int
internalformat Int
buffer Int
offset Int
size Int

glTextureParameterf(texture: Int, pname: Int, param: cpp.Float32): Void
Name Type
texture Int
pname Int
param cpp.Float32

glTextureParameteri(texture: Int, pname: Int, param: Int): Void
Name Type
texture Int
pname Int
param Int

glTextureStorage1D(texture: Int, levels: Int, internalformat: Int, width: Int): Void
Name Type
texture Int
levels Int
internalformat Int
width Int

glTextureStorage2D(texture: Int, levels: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
texture Int
levels Int
internalformat Int
width Int
height Int

glTextureStorage2DMultisample(texture: Int, samples: Int, internalformat: Int, width: Int, height: Int, fixedsamplelocations: Bool): Void
Name Type
texture Int
samples Int
internalformat Int
width Int
height Int
fixedsamplelocations Bool

glTextureStorage3D(texture: Int, levels: Int, internalformat: Int, width: Int, height: Int, depth: Int): Void
Name Type
texture Int
levels Int
internalformat Int
width Int
height Int
depth Int

glTextureStorage3DMultisample(texture: Int, samples: Int, internalformat: Int, width: Int, height: Int, depth: Int, fixedsamplelocations: Bool): Void
Name Type
texture Int
samples Int
internalformat Int
width Int
height Int
depth Int
fixedsamplelocations Bool

glTransformFeedbackBufferBase(xfb: Int, index: Int, buffer: Int): Void
Name Type
xfb Int
index Int
buffer Int

glTransformFeedbackBufferRange(xfb: Int, index: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
xfb Int
index Int
buffer Int
offset Int
size Int

glUnmapNamedBuffer(buffer: Int): Bool
Name Type
buffer Int
Returns
Bool

glVertexArrayAttribBinding(vaobj: Int, attribindex: Int, bindingindex: Int): Void
Name Type
vaobj Int
attribindex Int
bindingindex Int

glVertexArrayAttribFormat(vaobj: Int, attribindex: Int, size: Int, type: Int, normalized: Bool, relativeoffset: Int): Void
Name Type
vaobj Int
attribindex Int
size Int
type Int
normalized Bool
relativeoffset Int

glVertexArrayAttribIFormat(vaobj: Int, attribindex: Int, size: Int, type: Int, relativeoffset: Int): Void
Name Type
vaobj Int
attribindex Int
size Int
type Int
relativeoffset Int

glVertexArrayAttribLFormat(vaobj: Int, attribindex: Int, size: Int, type: Int, relativeoffset: Int): Void
Name Type
vaobj Int
attribindex Int
size Int
type Int
relativeoffset Int

glVertexArrayBindingDivisor(vaobj: Int, bindingindex: Int, divisor: Int): Void
Name Type
vaobj Int
bindingindex Int
divisor Int

glVertexArrayElementBuffer(vaobj: Int, buffer: Int): Void
Name Type
vaobj Int
buffer Int

glVertexArrayVertexBuffer(vaobj: Int, bindingindex: Int, buffer: Int, offset: Int, stride: Int): Void
Name Type
vaobj Int
bindingindex Int
buffer Int
offset Int
stride Int

glClearNamedBufferData(buffer: Int, internalformat: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
internalformat Int
format Int
type Int
data haxe.io.BytesData

glClearNamedBufferSubData(buffer: Int, internalformat: Int, offset: Int, size: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
internalformat Int
offset Int
size Int
format Int
type Int
data haxe.io.BytesData

glClearNamedFramebufferfv(framebuffer: Int, buffer: Int, drawbuffer: Int, value: Array<cpp.Float32>): Void
Name Type
framebuffer Int
buffer Int
drawbuffer Int
value Array<cpp.Float32>

glClearNamedFramebufferiv(framebuffer: Int, buffer: Int, drawbuffer: Int, value: Array<Int>): Void
Name Type
framebuffer Int
buffer Int
drawbuffer Int
value Array<Int>

glClearNamedFramebufferuiv(framebuffer: Int, buffer: Int, drawbuffer: Int, value: Array<Int>): Void
Name Type
framebuffer Int
buffer Int
drawbuffer Int
value Array<Int>

glCompressedTextureSubImage1D(texture: Int, level: Int, xoffset: Int, width: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
width Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureSubImage2D(texture: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureSubImage3D(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
imageSize Int
data haxe.io.BytesData

glCreateBuffers(n: Int, buffers: Array<Int>): Void
Name Type
n Int
buffers Array<Int>

glCreateFramebuffers(n: Int, framebuffers: Array<Int>): Void
Name Type
n Int
framebuffers Array<Int>

glCreateProgramPipelines(n: Int, pipelines: Array<Int>): Void
Name Type
n Int
pipelines Array<Int>

glCreateQueries(target: Int, n: Int, ids: Array<Int>): Void
Name Type
target Int
n Int
ids Array<Int>

glCreateRenderbuffers(n: Int, renderbuffers: Array<Int>): Void
Name Type
n Int
renderbuffers Array<Int>

glCreateSamplers(n: Int, samplers: Array<Int>): Void
Name Type
n Int
samplers Array<Int>

glCreateTextures(target: Int, n: Int, textures: Array<Int>): Void
Name Type
target Int
n Int
textures Array<Int>

glCreateTransformFeedbacks(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glCreateVertexArrays(n: Int, arrays: Array<Int>): Void
Name Type
n Int
arrays Array<Int>

glGetCompressedTextureImage(texture: Int, level: Int, bufSize: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
bufSize Int
pixels haxe.io.BytesData

glGetNamedBufferParameteri64v(buffer: Int, pname: Int, params: Array<cpp.Int64>): Void
Name Type
buffer Int
pname Int
params Array<cpp.Int64>

glGetNamedBufferParameteriv(buffer: Int, pname: Int, params: Array<Int>): Void
Name Type
buffer Int
pname Int
params Array<Int>

glGetNamedBufferSubData(buffer: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
offset Int
size Int
data haxe.io.BytesData

glGetNamedFramebufferAttachmentParameteriv(framebuffer: Int, attachment: Int, pname: Int, params: Array<Int>): Void
Name Type
framebuffer Int
attachment Int
pname Int
params Array<Int>

glGetNamedFramebufferParameteriv(framebuffer: Int, pname: Int, param: Array<Int>): Void
Name Type
framebuffer Int
pname Int
param Array<Int>

glGetNamedRenderbufferParameteriv(renderbuffer: Int, pname: Int, params: Array<Int>): Void
Name Type
renderbuffer Int
pname Int
params Array<Int>

glGetTextureImage(texture: Int, level: Int, format: Int, type: Int, bufSize: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
format Int
type Int
bufSize Int
pixels haxe.io.BytesData

glGetTextureLevelParameterfv(texture: Int, level: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texture Int
level Int
pname Int
params Array<cpp.Float32>

glGetTextureLevelParameteriv(texture: Int, level: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
level Int
pname Int
params Array<Int>

glGetTextureParameterIiv(texture: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
pname Int
params Array<Int>

glGetTextureParameterIuiv(texture: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
pname Int
params Array<Int>

glGetTextureParameterfv(texture: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texture Int
pname Int
params Array<cpp.Float32>

glGetTextureParameteriv(texture: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
pname Int
params Array<Int>

glGetTransformFeedbacki64_v(xfb: Int, pname: Int, index: Int, param: Array<cpp.Int64>): Void
Name Type
xfb Int
pname Int
index Int
param Array<cpp.Int64>

glGetTransformFeedbacki_v(xfb: Int, pname: Int, index: Int, param: Array<Int>): Void
Name Type
xfb Int
pname Int
index Int
param Array<Int>

glGetTransformFeedbackiv(xfb: Int, pname: Int, param: Array<Int>): Void
Name Type
xfb Int
pname Int
param Array<Int>

glGetVertexArrayIndexed64iv(vaobj: Int, index: Int, pname: Int, param: Array<cpp.Int64>): Void
Name Type
vaobj Int
index Int
pname Int
param Array<cpp.Int64>

glGetVertexArrayIndexediv(vaobj: Int, index: Int, pname: Int, param: Array<Int>): Void
Name Type
vaobj Int
index Int
pname Int
param Array<Int>

glGetVertexArrayiv(vaobj: Int, pname: Int, param: Array<Int>): Void
Name Type
vaobj Int
pname Int
param Array<Int>

glInvalidateNamedFramebufferData(framebuffer: Int, numAttachments: Int, attachments: Array<Int>): Void
Name Type
framebuffer Int
numAttachments Int
attachments Array<Int>

glInvalidateNamedFramebufferSubData(framebuffer: Int, numAttachments: Int, attachments: Array<Int>, x: Int, y: Int, width: Int, height: Int): Void
Name Type
framebuffer Int
numAttachments Int
attachments Array<Int>
x Int
y Int
width Int
height Int

glNamedBufferData(buffer: Int, size: Int, data: haxe.io.BytesData, usage: Int): Void
Name Type
buffer Int
size Int
data haxe.io.BytesData
usage Int

glNamedBufferStorage(buffer: Int, size: Int, data: haxe.io.BytesData, flags: Int): Void
Name Type
buffer Int
size Int
data haxe.io.BytesData
flags Int

glNamedBufferSubData(buffer: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
offset Int
size Int
data haxe.io.BytesData

glNamedFramebufferDrawBuffers(framebuffer: Int, n: Int, bufs: Array<Int>): Void
Name Type
framebuffer Int
n Int
bufs Array<Int>

glTextureParameterIiv(texture: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
pname Int
params Array<Int>

glTextureParameterIuiv(texture: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
pname Int
params Array<Int>

glTextureParameterfv(texture: Int, pname: Int, param: Array<cpp.Float32>): Void
Name Type
texture Int
pname Int
param Array<cpp.Float32>

glTextureParameteriv(texture: Int, pname: Int, param: Array<Int>): Void
Name Type
texture Int
pname Int
param Array<Int>

glTextureSubImage1D(texture: Int, level: Int, xoffset: Int, width: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
width Int
format Int
type Int
pixels haxe.io.BytesData

glTextureSubImage2D(texture: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glTextureSubImage3D(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
pixels haxe.io.BytesData

glVertexArrayVertexBuffers(vaobj: Int, first: Int, count: Int, buffers: Array<Int>, offsets: Array<Int>, strides: Array<Int>): Void
Name Type
vaobj Int
first Int
count Int
buffers Array<Int>
offsets Array<Int>
strides Array<Int>

glDrawBuffersARB(n: Int, bufs: Array<Int>): Void
Name Type
n Int
bufs Array<Int>

glBlendEquationSeparateiARB(buf: Int, modeRGB: Int, modeAlpha: Int): Void
Name Type
buf Int
modeRGB Int
modeAlpha Int

glBlendEquationiARB(buf: Int, mode: Int): Void
Name Type
buf Int
mode Int

glBlendFuncSeparateiARB(buf: Int, srcRGB: Int, dstRGB: Int, srcAlpha: Int, dstAlpha: Int): Void
Name Type
buf Int
srcRGB Int
dstRGB Int
srcAlpha Int
dstAlpha Int

glBlendFunciARB(buf: Int, src: Int, dst: Int): Void
Name Type
buf Int
src Int
dst Int

glDrawElementsBaseVertex(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, basevertex: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
basevertex Int

glDrawElementsInstancedBaseVertex(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int, basevertex: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int
basevertex Int

glDrawRangeElementsBaseVertex(mode: Int, start: Int, end: Int, count: Int, type: Int, indices: haxe.io.BytesData, basevertex: Int): Void
Name Type
mode Int
start Int
end Int
count Int
type Int
indices haxe.io.BytesData
basevertex Int

glMultiDrawElementsBaseVertex(mode: Int, count: Array<Int>, type: Int, indices: haxe.io.BytesData, primcount: Int, basevertex: Array<Int>): Void
Name Type
mode Int
count Array<Int>
type Int
indices haxe.io.BytesData
primcount Int
basevertex Array<Int>

glDrawArraysIndirect(mode: Int, indirect: haxe.io.BytesData): Void
Name Type
mode Int
indirect haxe.io.BytesData

glDrawElementsIndirect(mode: Int, type: Int, indirect: haxe.io.BytesData): Void
Name Type
mode Int
type Int
indirect haxe.io.BytesData

glFramebufferParameteri(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glNamedFramebufferParameteriEXT(framebuffer: Int, pname: Int, param: Int): Void
Name Type
framebuffer Int
pname Int
param Int

glGetFramebufferParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetNamedFramebufferParameterivEXT(framebuffer: Int, pname: Int, params: Array<Int>): Void
Name Type
framebuffer Int
pname Int
params Array<Int>

glBindFramebuffer(target: Int, framebuffer: Int): Void
Name Type
target Int
framebuffer Int

glBindRenderbuffer(target: Int, renderbuffer: Int): Void
Name Type
target Int
renderbuffer Int

glBlitFramebuffer(srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int): Void
Name Type
srcX0 Int
srcY0 Int
srcX1 Int
srcY1 Int
dstX0 Int
dstY0 Int
dstX1 Int
dstY1 Int
mask Int
filter Int

glCheckFramebufferStatus(target: Int): Int
Name Type
target Int
Returns
Int

glFramebufferRenderbuffer(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int): Void
Name Type
target Int
attachment Int
renderbuffertarget Int
renderbuffer Int

glFramebufferTexture1D(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
textarget Int
texture Int
level Int

glFramebufferTexture2D(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
textarget Int
texture Int
level Int

glFramebufferTexture3D(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int, layer: Int): Void
Name Type
target Int
attachment Int
textarget Int
texture Int
level Int
layer Int

glFramebufferTextureLayer(target: Int, attachment: Int, texture: Int, level: Int, layer: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int
layer Int

glGenerateMipmap(target: Int): Void
Name Type
target Int

glIsFramebuffer(framebuffer: Int): Bool
Name Type
framebuffer Int
Returns
Bool

glIsRenderbuffer(renderbuffer: Int): Bool
Name Type
renderbuffer Int
Returns
Bool

glRenderbufferStorage(target: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
internalformat Int
width Int
height Int

glRenderbufferStorageMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int

glDeleteFramebuffers(n: Int, framebuffers: Array<Int>): Void
Name Type
n Int
framebuffers Array<Int>

glDeleteRenderbuffers(n: Int, renderbuffers: Array<Int>): Void
Name Type
n Int
renderbuffers Array<Int>

glGenFramebuffers(n: Int, framebuffers: Array<Int>): Void
Name Type
n Int
framebuffers Array<Int>

glGenRenderbuffers(n: Int, renderbuffers: Array<Int>): Void
Name Type
n Int
renderbuffers Array<Int>

glGetFramebufferAttachmentParameteriv(target: Int, attachment: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
attachment Int
pname Int
params Array<Int>

glGetRenderbufferParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glFramebufferTextureARB(target: Int, attachment: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int

glFramebufferTextureFaceARB(target: Int, attachment: Int, texture: Int, level: Int, face: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int
face Int

glFramebufferTextureLayerARB(target: Int, attachment: Int, texture: Int, level: Int, layer: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int
layer Int

glProgramParameteriARB(program: Int, pname: Int, value: Int): Void
Name Type
program Int
pname Int
value Int

glProgramParameteri(program: Int, pname: Int, value: Int): Void
Name Type
program Int
pname Int
value Int

glProgramBinary(program: Int, binaryFormat: Int, binary: haxe.io.BytesData, length: Int): Void
Name Type
program Int
binaryFormat Int
binary haxe.io.BytesData
length Int

glGetCompressedTextureSubImage(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, bufSize: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
bufSize Int
pixels haxe.io.BytesData

glGetTextureSubImage(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, bufSize: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
bufSize Int
pixels haxe.io.BytesData

glUniform1d(location: Int, x: cpp.Float64): Void
Name Type
location Int
x cpp.Float64

glUniform2d(location: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
location Int
x cpp.Float64
y cpp.Float64

glUniform3d(location: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
location Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glUniform4d(location: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
location Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glGetUniformdv(program: Int, location: Int, params: Array<cpp.Float64>): Void
Name Type
program Int
location Int
params Array<cpp.Float64>

glUniform1dv(location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
value Array<cpp.Float64>

glUniform2dv(location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
value Array<cpp.Float64>

glUniform3dv(location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
value Array<cpp.Float64>

glUniform4dv(location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
value Array<cpp.Float64>

glUniformMatrix2dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix2x3dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix2x4dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix3dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix3x2dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix3x4dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix4dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix4x2dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glUniformMatrix4x3dv(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glConvolutionParameterf(target: Int, pname: Int, params: cpp.Float32): Void
Name Type
target Int
pname Int
params cpp.Float32

glConvolutionParameteri(target: Int, pname: Int, params: Int): Void
Name Type
target Int
pname Int
params Int

glCopyColorSubTable(target: Int, start: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
start Int
x Int
y Int
width Int

glCopyColorTable(target: Int, internalformat: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
internalformat Int
x Int
y Int
width Int

glCopyConvolutionFilter1D(target: Int, internalformat: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
internalformat Int
x Int
y Int
width Int

glCopyConvolutionFilter2D(target: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
internalformat Int
x Int
y Int
width Int
height Int

glHistogram(target: Int, width: Int, internalformat: Int, sink: Bool): Void
Name Type
target Int
width Int
internalformat Int
sink Bool

glMinmax(target: Int, internalformat: Int, sink: Bool): Void
Name Type
target Int
internalformat Int
sink Bool

glResetHistogram(target: Int): Void
Name Type
target Int

glResetMinmax(target: Int): Void
Name Type
target Int

glColorSubTable(target: Int, start: Int, count: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
target Int
start Int
count Int
format Int
type Int
data haxe.io.BytesData

glColorTable(target: Int, internalformat: Int, width: Int, format: Int, type: Int, table: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
format Int
type Int
table haxe.io.BytesData

glColorTableParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glColorTableParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glConvolutionFilter1D(target: Int, internalformat: Int, width: Int, format: Int, type: Int, image: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
format Int
type Int
image haxe.io.BytesData

glConvolutionFilter2D(target: Int, internalformat: Int, width: Int, height: Int, format: Int, type: Int, image: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
height Int
format Int
type Int
image haxe.io.BytesData

glConvolutionParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glConvolutionParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetColorTable(target: Int, format: Int, type: Int, table: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
table haxe.io.BytesData

glGetColorTableParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetColorTableParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetConvolutionFilter(target: Int, format: Int, type: Int, image: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
image haxe.io.BytesData

glGetConvolutionParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetConvolutionParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetHistogram(target: Int, reset: Bool, format: Int, type: Int, values: haxe.io.BytesData): Void
Name Type
target Int
reset Bool
format Int
type Int
values haxe.io.BytesData

glGetHistogramParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetHistogramParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetMinmax(target: Int, reset: Bool, format: Int, types: Int, values: haxe.io.BytesData): Void
Name Type
target Int
reset Bool
format Int
types Int
values haxe.io.BytesData

glGetMinmaxParameterfv(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetMinmaxParameteriv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetSeparableFilter(target: Int, format: Int, type: Int, row: haxe.io.BytesData, column: haxe.io.BytesData, span: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
row haxe.io.BytesData
column haxe.io.BytesData
span haxe.io.BytesData

glSeparableFilter2D(target: Int, internalformat: Int, width: Int, height: Int, format: Int, type: Int, row: haxe.io.BytesData, column: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
height Int
format Int
type Int
row haxe.io.BytesData
column haxe.io.BytesData

glMultiDrawArraysIndirectCountARB(mode: Int, indirect: haxe.io.BytesData, drawcount: Int, maxdrawcount: Int, stride: Int): Void
Name Type
mode Int
indirect haxe.io.BytesData
drawcount Int
maxdrawcount Int
stride Int

glMultiDrawElementsIndirectCountARB(mode: Int, type: Int, indirect: haxe.io.BytesData, drawcount: Int, maxdrawcount: Int, stride: Int): Void
Name Type
mode Int
type Int
indirect haxe.io.BytesData
drawcount Int
maxdrawcount Int
stride Int

glDrawArraysInstancedARB(mode: Int, first: Int, count: Int, primcount: Int): Void
Name Type
mode Int
first Int
count Int
primcount Int

glVertexAttribDivisorARB(index: Int, divisor: Int): Void
Name Type
index Int
divisor Int

glDrawElementsInstancedARB(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int

glGetInternalformativ(target: Int, internalformat: Int, pname: Int, bufSize: Int, params: Array<Int>): Void
Name Type
target Int
internalformat Int
pname Int
bufSize Int
params Array<Int>

glGetInternalformati64v(target: Int, internalformat: Int, pname: Int, bufSize: Int, params: Array<cpp.Int64>): Void
Name Type
target Int
internalformat Int
pname Int
bufSize Int
params Array<cpp.Int64>

glInvalidateBufferData(buffer: Int): Void
Name Type
buffer Int

glInvalidateBufferSubData(buffer: Int, offset: Int, length: Int): Void
Name Type
buffer Int
offset Int
length Int

glInvalidateTexImage(texture: Int, level: Int): Void
Name Type
texture Int
level Int

glInvalidateTexSubImage(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int

glInvalidateFramebuffer(target: Int, numAttachments: Int, attachments: Array<Int>): Void
Name Type
target Int
numAttachments Int
attachments Array<Int>

glInvalidateSubFramebuffer(target: Int, numAttachments: Int, attachments: Array<Int>, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
numAttachments Int
attachments Array<Int>
x Int
y Int
width Int
height Int

glFlushMappedBufferRange(target: Int, offset: Int, length: Int): Void
Name Type
target Int
offset Int
length Int

glCurrentPaletteMatrixARB(index: Int): Void
Name Type
index Int

glMatrixIndexPointerARB(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glMatrixIndexubvARB(size: Int, indices: Array<cpp.UInt8>): Void
Name Type
size Int
indices Array<cpp.UInt8>

glMatrixIndexuivARB(size: Int, indices: Array<Int>): Void
Name Type
size Int
indices Array<Int>

glMatrixIndexusvARB(size: Int, indices: Array<UInt>): Void
Name Type
size Int
indices Array<UInt>

glBindBuffersBase(target: Int, first: Int, count: Int, buffers: Array<Int>): Void
Name Type
target Int
first Int
count Int
buffers Array<Int>

glBindBuffersRange(target: Int, first: Int, count: Int, buffers: Array<Int>, offsets: Array<Int>, sizes: Array<Int>): Void
Name Type
target Int
first Int
count Int
buffers Array<Int>
offsets Array<Int>
sizes Array<Int>

glBindImageTextures(first: Int, count: Int, textures: Array<Int>): Void
Name Type
first Int
count Int
textures Array<Int>

glBindSamplers(first: Int, count: Int, samplers: Array<Int>): Void
Name Type
first Int
count Int
samplers Array<Int>

glBindTextures(first: Int, count: Int, textures: Array<Int>): Void
Name Type
first Int
count Int
textures Array<Int>

glBindVertexBuffers(first: Int, count: Int, buffers: Array<Int>, offsets: Array<Int>, strides: Array<Int>): Void
Name Type
first Int
count Int
buffers Array<Int>
offsets Array<Int>
strides Array<Int>

glMultiDrawArraysIndirect(mode: Int, indirect: haxe.io.BytesData, primcount: Int, stride: Int): Void
Name Type
mode Int
indirect haxe.io.BytesData
primcount Int
stride Int

glMultiDrawElementsIndirect(mode: Int, type: Int, indirect: haxe.io.BytesData, primcount: Int, stride: Int): Void
Name Type
mode Int
type Int
indirect haxe.io.BytesData
primcount Int
stride Int

glSampleCoverageARB(value: cpp.Float32, invert: Bool): Void
Name Type
value cpp.Float32
invert Bool

glActiveTextureARB(texture: Int): Void
Name Type
texture Int

glClientActiveTextureARB(texture: Int): Void
Name Type
texture Int

glMultiTexCoord1dARB(target: Int, s: cpp.Float64): Void
Name Type
target Int
s cpp.Float64

glMultiTexCoord1fARB(target: Int, s: cpp.Float32): Void
Name Type
target Int
s cpp.Float32

glMultiTexCoord1iARB(target: Int, s: Int): Void
Name Type
target Int
s Int

glMultiTexCoord1sARB(target: Int, s: Int): Void
Name Type
target Int
s Int

glMultiTexCoord2dARB(target: Int, s: cpp.Float64, t: cpp.Float64): Void
Name Type
target Int
s cpp.Float64
t cpp.Float64

glMultiTexCoord2fARB(target: Int, s: cpp.Float32, t: cpp.Float32): Void
Name Type
target Int
s cpp.Float32
t cpp.Float32

glMultiTexCoord2iARB(target: Int, s: Int, t: Int): Void
Name Type
target Int
s Int
t Int

glMultiTexCoord2sARB(target: Int, s: Int, t: Int): Void
Name Type
target Int
s Int
t Int

glMultiTexCoord3dARB(target: Int, s: cpp.Float64, t: cpp.Float64, r: cpp.Float64): Void
Name Type
target Int
s cpp.Float64
t cpp.Float64
r cpp.Float64

glMultiTexCoord3fARB(target: Int, s: cpp.Float32, t: cpp.Float32, r: cpp.Float32): Void
Name Type
target Int
s cpp.Float32
t cpp.Float32
r cpp.Float32

glMultiTexCoord3iARB(target: Int, s: Int, t: Int, r: Int): Void
Name Type
target Int
s Int
t Int
r Int

glMultiTexCoord3sARB(target: Int, s: Int, t: Int, r: Int): Void
Name Type
target Int
s Int
t Int
r Int

glMultiTexCoord4dARB(target: Int, s: cpp.Float64, t: cpp.Float64, r: cpp.Float64, q: cpp.Float64): Void
Name Type
target Int
s cpp.Float64
t cpp.Float64
r cpp.Float64
q cpp.Float64

glMultiTexCoord4fARB(target: Int, s: cpp.Float32, t: cpp.Float32, r: cpp.Float32, q: cpp.Float32): Void
Name Type
target Int
s cpp.Float32
t cpp.Float32
r cpp.Float32
q cpp.Float32

glMultiTexCoord4iARB(target: Int, s: Int, t: Int, r: Int, q: Int): Void
Name Type
target Int
s Int
t Int
r Int
q Int

glMultiTexCoord4sARB(target: Int, s: Int, t: Int, r: Int, q: Int): Void
Name Type
target Int
s Int
t Int
r Int
q Int

glMultiTexCoord1dvARB(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord1fvARB(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord1ivARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord1svARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord2dvARB(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord2fvARB(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord2ivARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord2svARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord3dvARB(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord3fvARB(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord3ivARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord3svARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord4dvARB(target: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
v Array<cpp.Float64>

glMultiTexCoord4fvARB(target: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
v Array<cpp.Float32>

glMultiTexCoord4ivARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glMultiTexCoord4svARB(target: Int, v: Array<Int>): Void
Name Type
target Int
v Array<Int>

glBeginQueryARB(target: Int, id: Int): Void
Name Type
target Int
id Int

glEndQueryARB(target: Int): Void
Name Type
target Int

glIsQueryARB(id: Int): Bool
Name Type
id Int
Returns
Bool

glDeleteQueriesARB(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGenQueriesARB(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGetQueryObjectivARB(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetQueryObjectuivARB(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetQueryivARB(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glPointParameterfARB(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glPointParameterfvARB(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glGetProgramResourceIndex(program: Int, programInterface: Int, name: String): Int
Name Type
program Int
programInterface Int
name String
Returns
Int

glGetProgramResourceLocation(program: Int, programInterface: Int, name: String): Int
Name Type
program Int
programInterface Int
name String
Returns
Int

glGetProgramResourceLocationIndex(program: Int, programInterface: Int, name: String): Int
Name Type
program Int
programInterface Int
name String
Returns
Int

glGetProgramInterfaceiv(program: Int, programInterface: Int, pname: Int, params: Array<Int>): Void
Name Type
program Int
programInterface Int
pname Int
params Array<Int>

glGetProgramResourceName(program: Int, programInterface: Int, index: Int, bufSize: Int, length: Array<Int>, name: String): Void
Name Type
program Int
programInterface Int
index Int
bufSize Int
length Array<Int>
name String

glGetProgramResourceiv(program: Int, programInterface: Int, index: Int, propCount: Int, props: Array<Int>, bufSize: Int, length: Array<Int>, params: Array<Int>): Void
Name Type
program Int
programInterface Int
index Int
propCount Int
props Array<Int>
bufSize Int
length Array<Int>
params Array<Int>

glProvokingVertex(mode: Int): Void
Name Type
mode Int

glGetGraphicsResetStatusARB(): Int
Returns
Int

glGetnColorTableARB(target: Int, format: Int, type: Int, bufSize: Int, table: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
bufSize Int
table haxe.io.BytesData

glGetnCompressedTexImageARB(target: Int, lod: Int, bufSize: Int, img: haxe.io.BytesData): Void
Name Type
target Int
lod Int
bufSize Int
img haxe.io.BytesData

glGetnConvolutionFilterARB(target: Int, format: Int, type: Int, bufSize: Int, image: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
bufSize Int
image haxe.io.BytesData

glGetnHistogramARB(target: Int, reset: Bool, format: Int, type: Int, bufSize: Int, values: haxe.io.BytesData): Void
Name Type
target Int
reset Bool
format Int
type Int
bufSize Int
values haxe.io.BytesData

glGetnMapdvARB(target: Int, query: Int, bufSize: Int, v: Array<cpp.Float64>): Void
Name Type
target Int
query Int
bufSize Int
v Array<cpp.Float64>

glGetnMapfvARB(target: Int, query: Int, bufSize: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
query Int
bufSize Int
v Array<cpp.Float32>

glGetnMapivARB(target: Int, query: Int, bufSize: Int, v: Array<Int>): Void
Name Type
target Int
query Int
bufSize Int
v Array<Int>

glGetnMinmaxARB(target: Int, reset: Bool, format: Int, type: Int, bufSize: Int, values: haxe.io.BytesData): Void
Name Type
target Int
reset Bool
format Int
type Int
bufSize Int
values haxe.io.BytesData

glGetnPixelMapfvARB(map: Int, bufSize: Int, values: Array<cpp.Float32>): Void
Name Type
map Int
bufSize Int
values Array<cpp.Float32>

glGetnPixelMapuivARB(map: Int, bufSize: Int, values: Array<Int>): Void
Name Type
map Int
bufSize Int
values Array<Int>

glGetnPixelMapusvARB(map: Int, bufSize: Int, values: Array<UInt>): Void
Name Type
map Int
bufSize Int
values Array<UInt>

glGetnPolygonStippleARB(bufSize: Int, pattern: Array<cpp.UInt8>): Void
Name Type
bufSize Int
pattern Array<cpp.UInt8>

glGetnSeparableFilterARB(target: Int, format: Int, type: Int, rowBufSize: Int, row: haxe.io.BytesData, columnBufSize: Int, column: haxe.io.BytesData, span: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
rowBufSize Int
row haxe.io.BytesData
columnBufSize Int
column haxe.io.BytesData
span haxe.io.BytesData

glGetnTexImageARB(target: Int, level: Int, format: Int, type: Int, bufSize: Int, img: haxe.io.BytesData): Void
Name Type
target Int
level Int
format Int
type Int
bufSize Int
img haxe.io.BytesData

glGetnUniformdvARB(program: Int, location: Int, bufSize: Int, params: Array<cpp.Float64>): Void
Name Type
program Int
location Int
bufSize Int
params Array<cpp.Float64>

glGetnUniformfvARB(program: Int, location: Int, bufSize: Int, params: Array<cpp.Float32>): Void
Name Type
program Int
location Int
bufSize Int
params Array<cpp.Float32>

glGetnUniformivARB(program: Int, location: Int, bufSize: Int, params: Array<Int>): Void
Name Type
program Int
location Int
bufSize Int
params Array<Int>

glGetnUniformuivARB(program: Int, location: Int, bufSize: Int, params: Array<Int>): Void
Name Type
program Int
location Int
bufSize Int
params Array<Int>

glReadnPixelsARB(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, bufSize: Int, data: haxe.io.BytesData): Void
Name Type
x Int
y Int
width Int
height Int
format Int
type Int
bufSize Int
data haxe.io.BytesData

glMinSampleShadingARB(value: cpp.Float32): Void
Name Type
value cpp.Float32

glBindSampler(unit: Int, sampler: Int): Void
Name Type
unit Int
sampler Int

glIsSampler(sampler: Int): Bool
Name Type
sampler Int
Returns
Bool

glSamplerParameterf(sampler: Int, pname: Int, param: cpp.Float32): Void
Name Type
sampler Int
pname Int
param cpp.Float32

glSamplerParameteri(sampler: Int, pname: Int, param: Int): Void
Name Type
sampler Int
pname Int
param Int

glDeleteSamplers(count: Int, samplers: Array<Int>): Void
Name Type
count Int
samplers Array<Int>

glGenSamplers(count: Int, samplers: Array<Int>): Void
Name Type
count Int
samplers Array<Int>

glGetSamplerParameterIiv(sampler: Int, pname: Int, params: Array<Int>): Void
Name Type
sampler Int
pname Int
params Array<Int>

glGetSamplerParameterIuiv(sampler: Int, pname: Int, params: Array<Int>): Void
Name Type
sampler Int
pname Int
params Array<Int>

glGetSamplerParameterfv(sampler: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
sampler Int
pname Int
params Array<cpp.Float32>

glGetSamplerParameteriv(sampler: Int, pname: Int, params: Array<Int>): Void
Name Type
sampler Int
pname Int
params Array<Int>

glSamplerParameterIiv(sampler: Int, pname: Int, params: Array<Int>): Void
Name Type
sampler Int
pname Int
params Array<Int>

glSamplerParameterIuiv(sampler: Int, pname: Int, params: Array<Int>): Void
Name Type
sampler Int
pname Int
params Array<Int>

glSamplerParameterfv(sampler: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
sampler Int
pname Int
params Array<cpp.Float32>

glSamplerParameteriv(sampler: Int, pname: Int, params: Array<Int>): Void
Name Type
sampler Int
pname Int
params Array<Int>

glActiveShaderProgram(pipeline: Int, program: Int): Void
Name Type
pipeline Int
program Int

glBindProgramPipeline(pipeline: Int): Void
Name Type
pipeline Int

glIsProgramPipeline(pipeline: Int): Bool
Name Type
pipeline Int
Returns
Bool

glProgramUniform1d(program: Int, location: Int, x: cpp.Float64): Void
Name Type
program Int
location Int
x cpp.Float64

glProgramUniform1f(program: Int, location: Int, x: cpp.Float32): Void
Name Type
program Int
location Int
x cpp.Float32

glProgramUniform1i(program: Int, location: Int, x: Int): Void
Name Type
program Int
location Int
x Int

glProgramUniform1ui(program: Int, location: Int, x: Int): Void
Name Type
program Int
location Int
x Int

glProgramUniform2d(program: Int, location: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
program Int
location Int
x cpp.Float64
y cpp.Float64

glProgramUniform2f(program: Int, location: Int, x: cpp.Float32, y: cpp.Float32): Void
Name Type
program Int
location Int
x cpp.Float32
y cpp.Float32

glProgramUniform2i(program: Int, location: Int, x: Int, y: Int): Void
Name Type
program Int
location Int
x Int
y Int

glProgramUniform2ui(program: Int, location: Int, x: Int, y: Int): Void
Name Type
program Int
location Int
x Int
y Int

glProgramUniform3d(program: Int, location: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
program Int
location Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glProgramUniform3f(program: Int, location: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
program Int
location Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glProgramUniform3i(program: Int, location: Int, x: Int, y: Int, z: Int): Void
Name Type
program Int
location Int
x Int
y Int
z Int

glProgramUniform3ui(program: Int, location: Int, x: Int, y: Int, z: Int): Void
Name Type
program Int
location Int
x Int
y Int
z Int

glProgramUniform4d(program: Int, location: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
program Int
location Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glProgramUniform4f(program: Int, location: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
program Int
location Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glProgramUniform4i(program: Int, location: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
program Int
location Int
x Int
y Int
z Int
w Int

glProgramUniform4ui(program: Int, location: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
program Int
location Int
x Int
y Int
z Int
w Int

glUseProgramStages(pipeline: Int, stages: Int, program: Int): Void
Name Type
pipeline Int
stages Int
program Int

glValidateProgramPipeline(pipeline: Int): Void
Name Type
pipeline Int

glCreateShaderProgramv(type: Int, count: Int, strings: Array<String>): Int
Name Type
type Int
count Int
strings Array<String>
Returns
Int

glDeleteProgramPipelines(n: Int, pipelines: Array<Int>): Void
Name Type
n Int
pipelines Array<Int>

glGenProgramPipelines(n: Int, pipelines: Array<Int>): Void
Name Type
n Int
pipelines Array<Int>

glGetProgramPipelineInfoLog(pipeline: Int, bufSize: Int, length: Array<Int>, infoLog: String): Void
Name Type
pipeline Int
bufSize Int
length Array<Int>
infoLog String

glGetProgramPipelineiv(pipeline: Int, pname: Int, params: Array<Int>): Void
Name Type
pipeline Int
pname Int
params Array<Int>

glProgramUniform1dv(program: Int, location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float64>

glProgramUniform1fv(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform1iv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform1uiv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform2dv(program: Int, location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float64>

glProgramUniform2fv(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform2iv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform2uiv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform3dv(program: Int, location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float64>

glProgramUniform3fv(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform3iv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform3uiv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform4dv(program: Int, location: Int, count: Int, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float64>

glProgramUniform4fv(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform4iv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform4uiv(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniformMatrix2dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix2fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix2x3dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix2x3fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix2x4dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix2x4fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix3dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix3fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix3x2dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix3x2fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix3x4dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix3x4fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix4dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix4fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix4x2dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix4x2fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix4x3dv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float64>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float64>

glProgramUniformMatrix4x3fv(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glGetActiveAtomicCounterBufferiv(program: Int, bufferIndex: Int, pname: Int, params: Array<Int>): Void
Name Type
program Int
bufferIndex Int
pname Int
params Array<Int>

glBindImageTexture(unit: Int, texture: Int, level: Int, layered: Bool, layer: Int, access: Int, format: Int): Void
Name Type
unit Int
texture Int
level Int
layered Bool
layer Int
access Int
format Int

glMemoryBarrier(barriers: Int): Void
Name Type
barriers Int

glAttachObjectARB(containerObj: UInt, obj: UInt): Void
Name Type
containerObj UInt
obj UInt

glCompileShaderARB(shaderObj: UInt): Void
Name Type
shaderObj UInt

glCreateProgramObjectARB(): UInt
Returns
UInt

glCreateShaderObjectARB(shaderType: Int): UInt
Name Type
shaderType Int
Returns
UInt

glDeleteObjectARB(obj: UInt): Void
Name Type
obj UInt

glDetachObjectARB(containerObj: UInt, attachedObj: UInt): Void
Name Type
containerObj UInt
attachedObj UInt

glGetHandleARB(pname: Int): UInt
Name Type
pname Int
Returns
UInt

glGetUniformLocationARB(programObj: UInt, name: String): Int
Name Type
programObj UInt
name String
Returns
Int

glLinkProgramARB(programObj: UInt): Void
Name Type
programObj UInt

glUniform1fARB(location: Int, v0: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32

glUniform1iARB(location: Int, v0: Int): Void
Name Type
location Int
v0 Int

glUniform2fARB(location: Int, v0: cpp.Float32, v1: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32
v1 cpp.Float32

glUniform2iARB(location: Int, v0: Int, v1: Int): Void
Name Type
location Int
v0 Int
v1 Int

glUniform3fARB(location: Int, v0: cpp.Float32, v1: cpp.Float32, v2: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32
v1 cpp.Float32
v2 cpp.Float32

glUniform3iARB(location: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int

glUniform4fARB(location: Int, v0: cpp.Float32, v1: cpp.Float32, v2: cpp.Float32, v3: cpp.Float32): Void
Name Type
location Int
v0 cpp.Float32
v1 cpp.Float32
v2 cpp.Float32
v3 cpp.Float32

glUniform4iARB(location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int
v3 Int

glUseProgramObjectARB(programObj: UInt): Void
Name Type
programObj UInt

glValidateProgramARB(programObj: UInt): Void
Name Type
programObj UInt

glGetObjectParameterfvARB(obj: UInt, pname: Int, params: Array<cpp.Float32>): Void
Name Type
obj UInt
pname Int
params Array<cpp.Float32>

glGetObjectParameterivARB(obj: UInt, pname: Int, params: Array<Int>): Void
Name Type
obj UInt
pname Int
params Array<Int>

glGetUniformfvARB(programObj: UInt, location: Int, params: Array<cpp.Float32>): Void
Name Type
programObj UInt
location Int
params Array<cpp.Float32>

glGetUniformivARB(programObj: UInt, location: Int, params: Array<Int>): Void
Name Type
programObj UInt
location Int
params Array<Int>

glShaderSourceARB(shaderObj: UInt, count: Int, string: Array<String>, length: Array<Int>): Void
Name Type
shaderObj UInt
count Int
string Array<String>
length Array<Int>

glUniform1fvARB(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform1ivARB(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform2fvARB(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform2ivARB(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform3fvARB(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform3ivARB(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform4fvARB(location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
value Array<cpp.Float32>

glUniform4ivARB(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniformMatrix2fvARB(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix3fvARB(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glUniformMatrix4fvARB(location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glShaderStorageBlockBinding(program: Int, storageBlockIndex: Int, storageBlockBinding: Int): Void
Name Type
program Int
storageBlockIndex Int
storageBlockBinding Int

glGetSubroutineIndex(program: Int, shadertype: Int, name: String): Int
Name Type
program Int
shadertype Int
name String
Returns
Int

glGetSubroutineUniformLocation(program: Int, shadertype: Int, name: String): Int
Name Type
program Int
shadertype Int
name String
Returns
Int

glGetActiveSubroutineName(program: Int, shadertype: Int, index: Int, bufsize: Int, length: Array<Int>, name: String): Void
Name Type
program Int
shadertype Int
index Int
bufsize Int
length Array<Int>
name String

glGetActiveSubroutineUniformName(program: Int, shadertype: Int, index: Int, bufsize: Int, length: Array<Int>, name: String): Void
Name Type
program Int
shadertype Int
index Int
bufsize Int
length Array<Int>
name String

glGetActiveSubroutineUniformiv(program: Int, shadertype: Int, index: Int, pname: Int, values: Array<Int>): Void
Name Type
program Int
shadertype Int
index Int
pname Int
values Array<Int>

glGetProgramStageiv(program: Int, shadertype: Int, pname: Int, values: Array<Int>): Void
Name Type
program Int
shadertype Int
pname Int
values Array<Int>

glGetUniformSubroutineuiv(shadertype: Int, location: Int, params: Array<Int>): Void
Name Type
shadertype Int
location Int
params Array<Int>

glUniformSubroutinesuiv(shadertype: Int, count: Int, indices: Array<Int>): Void
Name Type
shadertype Int
count Int
indices Array<Int>

glDeleteNamedStringARB(namelen: Int, name: String): Void
Name Type
namelen Int
name String

glIsNamedStringARB(namelen: Int, name: String): Bool
Name Type
namelen Int
name String
Returns
Bool

glNamedStringARB(type: Int, namelen: Int, name: String, stringlen: Int, string: String): Void
Name Type
type Int
namelen Int
name String
stringlen Int
string String

glCompileShaderIncludeARB(shader: Int, count: Int, path: String, length: Array<Int>): Void
Name Type
shader Int
count Int
path String
length Array<Int>

glGetNamedStringARB(namelen: Int, name: String, bufSize: Int, stringlen: Array<Int>, string: String): Void
Name Type
namelen Int
name String
bufSize Int
stringlen Array<Int>
string String

glGetNamedStringivARB(namelen: Int, name: String, pname: Int, params: Array<Int>): Void
Name Type
namelen Int
name String
pname Int
params Array<Int>

glBufferPageCommitmentARB(target: Int, offset: Int, size: Int, commit: Bool): Void
Name Type
target Int
offset Int
size Int
commit Bool

glTexPageCommitmentARB(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, commit: Bool): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
commit Bool

glTexturePageCommitmentEXT(texture: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, commit: Bool): Void
Name Type
texture Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
commit Bool

glClientWaitSync(GLsync: GLSync, flags: Int, timeout: cpp.UInt64): Int
Name Type
GLsync GLSync
flags Int
timeout cpp.UInt64
Returns
Int

glDeleteSync(GLsync: GLSync): Void
Name Type
GLsync GLSync

glFenceSync(condition: Int, flags: Int): GLSync
Name Type
condition Int
flags Int
Returns
GLSync

glIsSync(GLsync: GLSync): Bool
Name Type
GLsync GLSync
Returns
Bool

glWaitSync(GLsync: GLSync, flags: Int, timeout: cpp.UInt64): Void
Name Type
GLsync GLSync
flags Int
timeout cpp.UInt64

glGetInteger64v(pname: Int, params: Array<cpp.Int64>): Void
Name Type
pname Int
params Array<cpp.Int64>

glGetSynciv(GLsync: GLSync, pname: Int, bufSize: Int, length: Array<Int>, values: Array<Int>): Void
Name Type
GLsync GLSync
pname Int
bufSize Int
length Array<Int>
values Array<Int>

glPatchParameteri(pname: Int, value: Int): Void
Name Type
pname Int
value Int

glPatchParameterfv(pname: Int, values: Array<cpp.Float32>): Void
Name Type
pname Int
values Array<cpp.Float32>

glTextureBarrier(): Void

glTexBufferARB(target: Int, internalformat: Int, buffer: Int): Void
Name Type
target Int
internalformat Int
buffer Int

glTexBufferRange(target: Int, internalformat: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
target Int
internalformat Int
buffer Int
offset Int
size Int

glTextureBufferRangeEXT(texture: Int, target: Int, internalformat: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
texture Int
target Int
internalformat Int
buffer Int
offset Int
size Int

glCompressedTexImage1DARB(target: Int, level: Int, internalformat: Int, width: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTexImage2DARB(target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTexImage3DARB(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTexSubImage1DARB(target: Int, level: Int, xoffset: Int, width: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
width Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTexSubImage2DARB(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTexSubImage3DARB(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
imageSize Int
data haxe.io.BytesData

glGetCompressedTexImageARB(target: Int, lod: Int, img: haxe.io.BytesData): Void
Name Type
target Int
lod Int
img haxe.io.BytesData

glSampleMaski(index: Int, mask: Int): Void
Name Type
index Int
mask Int

glTexImage2DMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int, fixedsamplelocations: Bool): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int
fixedsamplelocations Bool

glTexImage3DMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int, depth: Int, fixedsamplelocations: Bool): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int
depth Int
fixedsamplelocations Bool

glGetMultisamplefv(pname: Int, index: Int, val: Array<cpp.Float32>): Void
Name Type
pname Int
index Int
val Array<cpp.Float32>

glTexStorage1D(target: Int, levels: Int, internalformat: Int, width: Int): Void
Name Type
target Int
levels Int
internalformat Int
width Int

glTexStorage2D(target: Int, levels: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
levels Int
internalformat Int
width Int
height Int

glTexStorage3D(target: Int, levels: Int, internalformat: Int, width: Int, height: Int, depth: Int): Void
Name Type
target Int
levels Int
internalformat Int
width Int
height Int
depth Int

glTextureStorage1DEXT(texture: Int, target: Int, levels: Int, internalformat: Int, width: Int): Void
Name Type
texture Int
target Int
levels Int
internalformat Int
width Int

glTextureStorage2DEXT(texture: Int, target: Int, levels: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
texture Int
target Int
levels Int
internalformat Int
width Int
height Int

glTextureStorage3DEXT(texture: Int, target: Int, levels: Int, internalformat: Int, width: Int, height: Int, depth: Int): Void
Name Type
texture Int
target Int
levels Int
internalformat Int
width Int
height Int
depth Int

glTexStorage2DMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int, fixedsamplelocations: Bool): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int
fixedsamplelocations Bool

glTexStorage3DMultisample(target: Int, samples: Int, internalformat: Int, width: Int, height: Int, depth: Int, fixedsamplelocations: Bool): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int
depth Int
fixedsamplelocations Bool

glTextureStorage2DMultisampleEXT(texture: Int, target: Int, samples: Int, internalformat: Int, width: Int, height: Int, fixedsamplelocations: Bool): Void
Name Type
texture Int
target Int
samples Int
internalformat Int
width Int
height Int
fixedsamplelocations Bool

glTextureStorage3DMultisampleEXT(texture: Int, target: Int, samples: Int, internalformat: Int, width: Int, height: Int, depth: Int, fixedsamplelocations: Bool): Void
Name Type
texture Int
target Int
samples Int
internalformat Int
width Int
height Int
depth Int
fixedsamplelocations Bool

glTextureView(texture: Int, target: Int, origtexture: Int, internalformat: Int, minlevel: Int, numlevels: Int, minlayer: Int, numlayers: Int): Void
Name Type
texture Int
target Int
origtexture Int
internalformat Int
minlevel Int
numlevels Int
minlayer Int
numlayers Int

glQueryCounter(id: Int, target: Int): Void
Name Type
id Int
target Int

glGetQueryObjecti64v(id: Int, pname: Int, params: Array<cpp.Int64>): Void
Name Type
id Int
pname Int
params Array<cpp.Int64>

glGetQueryObjectui64v(id: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
id Int
pname Int
params Array<cpp.UInt64>

glBindTransformFeedback(target: Int, id: Int): Void
Name Type
target Int
id Int

glDrawTransformFeedback(mode: Int, id: Int): Void
Name Type
mode Int
id Int

glIsTransformFeedback(id: Int): Bool
Name Type
id Int
Returns
Bool

glPauseTransformFeedback(): Void

glResumeTransformFeedback(): Void

glDeleteTransformFeedbacks(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGenTransformFeedbacks(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glBeginQueryIndexed(target: Int, index: Int, id: Int): Void
Name Type
target Int
index Int
id Int

glDrawTransformFeedbackStream(mode: Int, id: Int, stream: Int): Void
Name Type
mode Int
id Int
stream Int

glEndQueryIndexed(target: Int, index: Int): Void
Name Type
target Int
index Int

glGetQueryIndexediv(target: Int, index: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
index Int
pname Int
params Array<Int>

glDrawTransformFeedbackInstanced(mode: Int, id: Int, primcount: Int): Void
Name Type
mode Int
id Int
primcount Int

glDrawTransformFeedbackStreamInstanced(mode: Int, id: Int, stream: Int, primcount: Int): Void
Name Type
mode Int
id Int
stream Int
primcount Int

glLoadTransposeMatrixdARB(m: Array<cpp.Float64>): Void
Name Type
m Array<cpp.Float64>

glLoadTransposeMatrixfARB(m: Array<cpp.Float32>): Void
Name Type
m Array<cpp.Float32>

glMultTransposeMatrixdARB(m: Array<cpp.Float64>): Void
Name Type
m Array<cpp.Float64>

glMultTransposeMatrixfARB(m: Array<cpp.Float32>): Void
Name Type
m Array<cpp.Float32>

glBindBufferBase(target: Int, index: Int, buffer: Int): Void
Name Type
target Int
index Int
buffer Int

glBindBufferRange(target: Int, index: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
target Int
index Int
buffer Int
offset Int
size Int

glGetUniformBlockIndex(program: Int, uniformBlockName: String): Int
Name Type
program Int
uniformBlockName String
Returns
Int

glUniformBlockBinding(program: Int, uniformBlockIndex: Int, uniformBlockBinding: Int): Void
Name Type
program Int
uniformBlockIndex Int
uniformBlockBinding Int

glGetActiveUniformBlockName(program: Int, uniformBlockIndex: Int, bufSize: Int, length: Array<Int>, uniformBlockName: String): Void
Name Type
program Int
uniformBlockIndex Int
bufSize Int
length Array<Int>
uniformBlockName String

glGetActiveUniformBlockiv(program: Int, uniformBlockIndex: Int, pname: Int, params: Array<Int>): Void
Name Type
program Int
uniformBlockIndex Int
pname Int
params Array<Int>

glGetActiveUniformName(program: Int, uniformIndex: Int, bufSize: Int, length: Array<Int>, uniformName: String): Void
Name Type
program Int
uniformIndex Int
bufSize Int
length Array<Int>
uniformName String

glGetActiveUniformsiv(program: Int, uniformCount: Int, uniformIndices: Array<Int>, pname: Int, params: Array<Int>): Void
Name Type
program Int
uniformCount Int
uniformIndices Array<Int>
pname Int
params Array<Int>

glGetIntegeri_v(target: Int, index: Int, data: Array<Int>): Void
Name Type
target Int
index Int
data Array<Int>

glGetUniformIndices(program: Int, uniformCount: Int, uniformNames: Array<String>, uniformIndices: Array<Int>): Void
Name Type
program Int
uniformCount Int
uniformNames Array<String>
uniformIndices Array<Int>

glBindVertexArray(array: Int): Void
Name Type
array Int

glIsVertexArray(array: Int): Bool
Name Type
array Int
Returns
Bool

glDeleteVertexArrays(n: Int, arrays: Array<Int>): Void
Name Type
n Int
arrays Array<Int>

glGenVertexArrays(n: Int, arrays: Array<Int>): Void
Name Type
n Int
arrays Array<Int>

glVertexAttribL1d(index: Int, x: cpp.Float64): Void
Name Type
index Int
x cpp.Float64

glVertexAttribL2d(index: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64

glVertexAttribL3d(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertexAttribL4d(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glGetVertexAttribLdv(index: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
index Int
pname Int
params Array<cpp.Float64>

glVertexAttribL1dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribL2dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribL3dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribL4dv(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribLPointer(index: Int, size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
index Int
size Int
type Int
stride Int
pointer haxe.io.BytesData

glBindVertexBuffer(bindingindex: Int, buffer: Int, offset: Int, stride: Int): Void
Name Type
bindingindex Int
buffer Int
offset Int
stride Int

glVertexArrayBindVertexBufferEXT(vaobj: Int, bindingindex: Int, buffer: Int, offset: Int, stride: Int): Void
Name Type
vaobj Int
bindingindex Int
buffer Int
offset Int
stride Int

glVertexArrayVertexAttribBindingEXT(vaobj: Int, attribindex: Int, bindingindex: Int): Void
Name Type
vaobj Int
attribindex Int
bindingindex Int

glVertexArrayVertexAttribFormatEXT(vaobj: Int, attribindex: Int, size: Int, type: Int, normalized: Bool, relativeoffset: Int): Void
Name Type
vaobj Int
attribindex Int
size Int
type Int
normalized Bool
relativeoffset Int

glVertexArrayVertexAttribIFormatEXT(vaobj: Int, attribindex: Int, size: Int, type: Int, relativeoffset: Int): Void
Name Type
vaobj Int
attribindex Int
size Int
type Int
relativeoffset Int

glVertexArrayVertexAttribLFormatEXT(vaobj: Int, attribindex: Int, size: Int, type: Int, relativeoffset: Int): Void
Name Type
vaobj Int
attribindex Int
size Int
type Int
relativeoffset Int

glVertexArrayVertexBindingDivisorEXT(vaobj: Int, bindingindex: Int, divisor: Int): Void
Name Type
vaobj Int
bindingindex Int
divisor Int

glVertexAttribBinding(attribindex: Int, bindingindex: Int): Void
Name Type
attribindex Int
bindingindex Int

glVertexAttribFormat(attribindex: Int, size: Int, type: Int, normalized: Bool, relativeoffset: Int): Void
Name Type
attribindex Int
size Int
type Int
normalized Bool
relativeoffset Int

glVertexAttribIFormat(attribindex: Int, size: Int, type: Int, relativeoffset: Int): Void
Name Type
attribindex Int
size Int
type Int
relativeoffset Int

glVertexAttribLFormat(attribindex: Int, size: Int, type: Int, relativeoffset: Int): Void
Name Type
attribindex Int
size Int
type Int
relativeoffset Int

glVertexBindingDivisor(bindingindex: Int, divisor: Int): Void
Name Type
bindingindex Int
divisor Int

glVertexBlendARB(count: Int): Void
Name Type
count Int

glWeightPointerARB(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glWeightbvARB(size: Int, weights: Array<cpp.Int8>): Void
Name Type
size Int
weights Array<cpp.Int8>

glWeightdvARB(size: Int, weights: Array<cpp.Float64>): Void
Name Type
size Int
weights Array<cpp.Float64>

glWeightfvARB(size: Int, weights: Array<cpp.Float32>): Void
Name Type
size Int
weights Array<cpp.Float32>

glWeightivARB(size: Int, weights: Array<Int>): Void
Name Type
size Int
weights Array<Int>

glWeightsvARB(size: Int, weights: Array<Int>): Void
Name Type
size Int
weights Array<Int>

glWeightubvARB(size: Int, weights: Array<cpp.UInt8>): Void
Name Type
size Int
weights Array<cpp.UInt8>

glWeightuivARB(size: Int, weights: Array<Int>): Void
Name Type
size Int
weights Array<Int>

glWeightusvARB(size: Int, weights: Array<UInt>): Void
Name Type
size Int
weights Array<UInt>

glBindBufferARB(target: Int, buffer: Int): Void
Name Type
target Int
buffer Int

glIsBufferARB(buffer: Int): Bool
Name Type
buffer Int
Returns
Bool

glUnmapBufferARB(target: Int): Bool
Name Type
target Int
Returns
Bool

glBufferDataARB(target: Int, size: Int, data: haxe.io.BytesData, usage: Int): Void
Name Type
target Int
size Int
data haxe.io.BytesData
usage Int

glBufferSubDataARB(target: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
target Int
offset Int
size Int
data haxe.io.BytesData

glDeleteBuffersARB(n: Int, buffers: Array<Int>): Void
Name Type
n Int
buffers Array<Int>

glGenBuffersARB(n: Int, buffers: Array<Int>): Void
Name Type
n Int
buffers Array<Int>

glGetBufferParameterivARB(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetBufferSubDataARB(target: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
target Int
offset Int
size Int
data haxe.io.BytesData

glBindProgramARB(target: Int, program: Int): Void
Name Type
target Int
program Int

glDisableVertexAttribArrayARB(index: Int): Void
Name Type
index Int

glEnableVertexAttribArrayARB(index: Int): Void
Name Type
index Int

glIsProgramARB(program: Int): Bool
Name Type
program Int
Returns
Bool

glProgramEnvParameter4dARB(target: Int, index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
target Int
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glProgramEnvParameter4fARB(target: Int, index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
target Int
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glProgramLocalParameter4dARB(target: Int, index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
target Int
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glProgramLocalParameter4fARB(target: Int, index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
target Int
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glVertexAttrib1dARB(index: Int, x: cpp.Float64): Void
Name Type
index Int
x cpp.Float64

glVertexAttrib1fARB(index: Int, x: cpp.Float32): Void
Name Type
index Int
x cpp.Float32

glVertexAttrib1sARB(index: Int, x: Int): Void
Name Type
index Int
x Int

glVertexAttrib2dARB(index: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64

glVertexAttrib2fARB(index: Int, x: cpp.Float32, y: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32

glVertexAttrib2sARB(index: Int, x: Int, y: Int): Void
Name Type
index Int
x Int
y Int

glVertexAttrib3dARB(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertexAttrib3fARB(index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glVertexAttrib3sARB(index: Int, x: Int, y: Int, z: Int): Void
Name Type
index Int
x Int
y Int
z Int

glVertexAttrib4NubARB(index: Int, x: cpp.UInt8, y: cpp.UInt8, z: cpp.UInt8, w: cpp.UInt8): Void
Name Type
index Int
x cpp.UInt8
y cpp.UInt8
z cpp.UInt8
w cpp.UInt8

glVertexAttrib4dARB(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glVertexAttrib4fARB(index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glVertexAttrib4sARB(index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
index Int
x Int
y Int
z Int
w Int

glDeleteProgramsARB(n: Int, programs: Array<Int>): Void
Name Type
n Int
programs Array<Int>

glGenProgramsARB(n: Int, programs: Array<Int>): Void
Name Type
n Int
programs Array<Int>

glGetProgramEnvParameterdvARB(target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
params Array<cpp.Float64>

glGetProgramEnvParameterfvARB(target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
params Array<cpp.Float32>

glGetProgramLocalParameterdvARB(target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
params Array<cpp.Float64>

glGetProgramLocalParameterfvARB(target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
params Array<cpp.Float32>

glGetProgramStringARB(target: Int, pname: Int, string: haxe.io.BytesData): Void
Name Type
target Int
pname Int
string haxe.io.BytesData

glGetProgramivARB(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetVertexAttribdvARB(index: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
index Int
pname Int
params Array<cpp.Float64>

glGetVertexAttribfvARB(index: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
index Int
pname Int
params Array<cpp.Float32>

glGetVertexAttribivARB(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glProgramEnvParameter4dvARB(target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
params Array<cpp.Float64>

glProgramEnvParameter4fvARB(target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
params Array<cpp.Float32>

glProgramLocalParameter4dvARB(target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
params Array<cpp.Float64>

glProgramLocalParameter4fvARB(target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
params Array<cpp.Float32>

glProgramStringARB(target: Int, format: Int, len: Int, string: haxe.io.BytesData): Void
Name Type
target Int
format Int
len Int
string haxe.io.BytesData

glVertexAttrib1dvARB(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib1fvARB(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib1svARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib2dvARB(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib2fvARB(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib2svARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib3dvARB(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib3fvARB(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib3svARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4NbvARB(index: Int, v: Array<cpp.Int8>): Void
Name Type
index Int
v Array<cpp.Int8>

glVertexAttrib4NivARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4NsvARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4NubvARB(index: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
v Array<cpp.UInt8>

glVertexAttrib4NuivARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4NusvARB(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttrib4bvARB(index: Int, v: Array<cpp.Int8>): Void
Name Type
index Int
v Array<cpp.Int8>

glVertexAttrib4dvARB(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib4fvARB(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib4ivARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4svARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4ubvARB(index: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
v Array<cpp.UInt8>

glVertexAttrib4uivARB(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4usvARB(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttribPointerARB(index: Int, size: Int, type: Int, normalized: Bool, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
index Int
size Int
type Int
normalized Bool
stride Int
pointer haxe.io.BytesData

glBindAttribLocationARB(programObj: UInt, index: Int, name: String): Void
Name Type
programObj UInt
index Int
name String

glGetAttribLocationARB(programObj: UInt, name: String): Int
Name Type
programObj UInt
name String
Returns
Int

glColorP3ui(type: Int, color: Int): Void
Name Type
type Int
color Int

glColorP4ui(type: Int, color: Int): Void
Name Type
type Int
color Int

glMultiTexCoordP1ui(texture: Int, type: Int, coords: Int): Void
Name Type
texture Int
type Int
coords Int

glMultiTexCoordP2ui(texture: Int, type: Int, coords: Int): Void
Name Type
texture Int
type Int
coords Int

glMultiTexCoordP3ui(texture: Int, type: Int, coords: Int): Void
Name Type
texture Int
type Int
coords Int

glMultiTexCoordP4ui(texture: Int, type: Int, coords: Int): Void
Name Type
texture Int
type Int
coords Int

glNormalP3ui(type: Int, coords: Int): Void
Name Type
type Int
coords Int

glSecondaryColorP3ui(type: Int, color: Int): Void
Name Type
type Int
color Int

glTexCoordP1ui(type: Int, coords: Int): Void
Name Type
type Int
coords Int

glTexCoordP2ui(type: Int, coords: Int): Void
Name Type
type Int
coords Int

glTexCoordP3ui(type: Int, coords: Int): Void
Name Type
type Int
coords Int

glTexCoordP4ui(type: Int, coords: Int): Void
Name Type
type Int
coords Int

glVertexAttribP1ui(index: Int, type: Int, normalized: Bool, value: Int): Void
Name Type
index Int
type Int
normalized Bool
value Int

glVertexAttribP2ui(index: Int, type: Int, normalized: Bool, value: Int): Void
Name Type
index Int
type Int
normalized Bool
value Int

glVertexAttribP3ui(index: Int, type: Int, normalized: Bool, value: Int): Void
Name Type
index Int
type Int
normalized Bool
value Int

glVertexAttribP4ui(index: Int, type: Int, normalized: Bool, value: Int): Void
Name Type
index Int
type Int
normalized Bool
value Int

glVertexP2ui(type: Int, value: Int): Void
Name Type
type Int
value Int

glVertexP3ui(type: Int, value: Int): Void
Name Type
type Int
value Int

glVertexP4ui(type: Int, value: Int): Void
Name Type
type Int
value Int

glColorP3uiv(type: Int, color: Array<Int>): Void
Name Type
type Int
color Array<Int>

glColorP4uiv(type: Int, color: Array<Int>): Void
Name Type
type Int
color Array<Int>

glMultiTexCoordP1uiv(texture: Int, type: Int, coords: Array<Int>): Void
Name Type
texture Int
type Int
coords Array<Int>

glMultiTexCoordP2uiv(texture: Int, type: Int, coords: Array<Int>): Void
Name Type
texture Int
type Int
coords Array<Int>

glMultiTexCoordP3uiv(texture: Int, type: Int, coords: Array<Int>): Void
Name Type
texture Int
type Int
coords Array<Int>

glMultiTexCoordP4uiv(texture: Int, type: Int, coords: Array<Int>): Void
Name Type
texture Int
type Int
coords Array<Int>

glNormalP3uiv(type: Int, coords: Array<Int>): Void
Name Type
type Int
coords Array<Int>

glSecondaryColorP3uiv(type: Int, color: Array<Int>): Void
Name Type
type Int
color Array<Int>

glTexCoordP1uiv(type: Int, coords: Array<Int>): Void
Name Type
type Int
coords Array<Int>

glTexCoordP2uiv(type: Int, coords: Array<Int>): Void
Name Type
type Int
coords Array<Int>

glTexCoordP3uiv(type: Int, coords: Array<Int>): Void
Name Type
type Int
coords Array<Int>

glTexCoordP4uiv(type: Int, coords: Array<Int>): Void
Name Type
type Int
coords Array<Int>

glVertexAttribP1uiv(index: Int, type: Int, normalized: Bool, value: Array<Int>): Void
Name Type
index Int
type Int
normalized Bool
value Array<Int>

glVertexAttribP2uiv(index: Int, type: Int, normalized: Bool, value: Array<Int>): Void
Name Type
index Int
type Int
normalized Bool
value Array<Int>

glVertexAttribP3uiv(index: Int, type: Int, normalized: Bool, value: Array<Int>): Void
Name Type
index Int
type Int
normalized Bool
value Array<Int>

glVertexAttribP4uiv(index: Int, type: Int, normalized: Bool, value: Array<Int>): Void
Name Type
index Int
type Int
normalized Bool
value Array<Int>

glVertexP2uiv(type: Int, value: Array<Int>): Void
Name Type
type Int
value Array<Int>

glVertexP3uiv(type: Int, value: Array<Int>): Void
Name Type
type Int
value Array<Int>

glVertexP4uiv(type: Int, value: Array<Int>): Void
Name Type
type Int
value Array<Int>

glDepthRangeIndexed(index: Int, n: cpp.Float64, f: cpp.Float64): Void
Name Type
index Int
n cpp.Float64
f cpp.Float64

glScissorIndexed(index: Int, left: Int, bottom: Int, width: Int, height: Int): Void
Name Type
index Int
left Int
bottom Int
width Int
height Int

glViewportIndexedf(index: Int, x: cpp.Float32, y: cpp.Float32, w: cpp.Float32, h: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
w cpp.Float32
h cpp.Float32

glDepthRangeArrayv(first: Int, count: Int, v: Array<cpp.Float64>): Void
Name Type
first Int
count Int
v Array<cpp.Float64>

glGetDoublei_v(target: Int, index: Int, data: Array<cpp.Float64>): Void
Name Type
target Int
index Int
data Array<cpp.Float64>

glGetFloati_v(target: Int, index: Int, data: Array<cpp.Float32>): Void
Name Type
target Int
index Int
data Array<cpp.Float32>

glScissorArrayv(first: Int, count: Int, v: Array<Int>): Void
Name Type
first Int
count Int
v Array<Int>

glScissorIndexedv(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glViewportArrayv(first: Int, count: Int, v: Array<cpp.Float32>): Void
Name Type
first Int
count Int
v Array<cpp.Float32>

glViewportIndexedfv(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glWindowPos2dARB(x: cpp.Float64, y: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64

glWindowPos2fARB(x: cpp.Float32, y: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32

glWindowPos2iARB(x: Int, y: Int): Void
Name Type
x Int
y Int

glWindowPos2sARB(x: Int, y: Int): Void
Name Type
x Int
y Int

glWindowPos3dARB(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

glWindowPos3fARB(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glWindowPos3iARB(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glWindowPos3sARB(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glWindowPos2dvARB(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos2fvARB(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos2ivARB(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos2svARB(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos3dvARB(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos3fvARB(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos3ivARB(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos3svARB(p: Array<Int>): Void
Name Type
p Array<Int>

glDrawBuffersATI(n: Int, bufs: Array<Int>): Void
Name Type
n Int
bufs Array<Int>

glDrawElementArrayATI(mode: Int, count: Int): Void
Name Type
mode Int
count Int

glDrawRangeElementArrayATI(mode: Int, start: Int, end: Int, count: Int): Void
Name Type
mode Int
start Int
end Int
count Int

glElementPointerATI(type: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
pointer haxe.io.BytesData

glGetTexBumpParameterfvATI(pname: Int, param: Array<cpp.Float32>): Void
Name Type
pname Int
param Array<cpp.Float32>

glGetTexBumpParameterivATI(pname: Int, param: Array<Int>): Void
Name Type
pname Int
param Array<Int>

glTexBumpParameterfvATI(pname: Int, param: Array<cpp.Float32>): Void
Name Type
pname Int
param Array<cpp.Float32>

glTexBumpParameterivATI(pname: Int, param: Array<Int>): Void
Name Type
pname Int
param Array<Int>

glAlphaFragmentOp1ATI(op: Int, dst: Int, dstMod: Int, arg1: Int, arg1Rep: Int, arg1Mod: Int): Void
Name Type
op Int
dst Int
dstMod Int
arg1 Int
arg1Rep Int
arg1Mod Int

glAlphaFragmentOp2ATI(op: Int, dst: Int, dstMod: Int, arg1: Int, arg1Rep: Int, arg1Mod: Int, arg2: Int, arg2Rep: Int, arg2Mod: Int): Void
Name Type
op Int
dst Int
dstMod Int
arg1 Int
arg1Rep Int
arg1Mod Int
arg2 Int
arg2Rep Int
arg2Mod Int

glAlphaFragmentOp3ATI(op: Int, dst: Int, dstMod: Int, arg1: Int, arg1Rep: Int, arg1Mod: Int, arg2: Int, arg2Rep: Int, arg2Mod: Int, arg3: Int, arg3Rep: Int, arg3Mod: Int): Void
Name Type
op Int
dst Int
dstMod Int
arg1 Int
arg1Rep Int
arg1Mod Int
arg2 Int
arg2Rep Int
arg2Mod Int
arg3 Int
arg3Rep Int
arg3Mod Int

glBeginFragmentShaderATI(): Void

glBindFragmentShaderATI(id: Int): Void
Name Type
id Int

glColorFragmentOp1ATI(op: Int, dst: Int, dstMask: Int, dstMod: Int, arg1: Int, arg1Rep: Int, arg1Mod: Int): Void
Name Type
op Int
dst Int
dstMask Int
dstMod Int
arg1 Int
arg1Rep Int
arg1Mod Int

glColorFragmentOp2ATI(op: Int, dst: Int, dstMask: Int, dstMod: Int, arg1: Int, arg1Rep: Int, arg1Mod: Int, arg2: Int, arg2Rep: Int, arg2Mod: Int): Void
Name Type
op Int
dst Int
dstMask Int
dstMod Int
arg1 Int
arg1Rep Int
arg1Mod Int
arg2 Int
arg2Rep Int
arg2Mod Int

glColorFragmentOp3ATI(op: Int, dst: Int, dstMask: Int, dstMod: Int, arg1: Int, arg1Rep: Int, arg1Mod: Int, arg2: Int, arg2Rep: Int, arg2Mod: Int, arg3: Int, arg3Rep: Int, arg3Mod: Int): Void
Name Type
op Int
dst Int
dstMask Int
dstMod Int
arg1 Int
arg1Rep Int
arg1Mod Int
arg2 Int
arg2Rep Int
arg2Mod Int
arg3 Int
arg3Rep Int
arg3Mod Int

glDeleteFragmentShaderATI(id: Int): Void
Name Type
id Int

glEndFragmentShaderATI(): Void

glGenFragmentShadersATI(range: Int): Int
Name Type
range Int
Returns
Int

glPassTexCoordATI(dst: Int, coord: Int, swizzle: Int): Void
Name Type
dst Int
coord Int
swizzle Int

glSampleMapATI(dst: Int, interp: Int, swizzle: Int): Void
Name Type
dst Int
interp Int
swizzle Int

glSetFragmentShaderConstantATI(dst: Int, value: Array<cpp.Float32>): Void
Name Type
dst Int
value Array<cpp.Float32>

glUnmapObjectBufferATI(buffer: Int): Void
Name Type
buffer Int

glPNTrianglesfATI(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glPNTrianglesiATI(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glStencilFuncSeparateATI(frontfunc: Int, backfunc: Int, ref: Int, mask: Int): Void
Name Type
frontfunc Int
backfunc Int
ref Int
mask Int

glStencilOpSeparateATI(face: Int, sfail: Int, dpfail: Int, dppass: Int): Void
Name Type
face Int
sfail Int
dpfail Int
dppass Int

glArrayObjectATI(array: Int, size: Int, type: Int, stride: Int, buffer: Int, offset: Int): Void
Name Type
array Int
size Int
type Int
stride Int
buffer Int
offset Int

glFreeObjectBufferATI(buffer: Int): Void
Name Type
buffer Int

glIsObjectBufferATI(buffer: Int): Bool
Name Type
buffer Int
Returns
Bool

glVariantArrayObjectATI(id: Int, type: Int, stride: Int, buffer: Int, offset: Int): Void
Name Type
id Int
type Int
stride Int
buffer Int
offset Int

glGetArrayObjectfvATI(array: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
array Int
pname Int
params Array<cpp.Float32>

glGetArrayObjectivATI(array: Int, pname: Int, params: Array<Int>): Void
Name Type
array Int
pname Int
params Array<Int>

glGetObjectBufferfvATI(buffer: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
buffer Int
pname Int
params Array<cpp.Float32>

glGetObjectBufferivATI(buffer: Int, pname: Int, params: Array<Int>): Void
Name Type
buffer Int
pname Int
params Array<Int>

glGetVariantArrayObjectfvATI(id: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
id Int
pname Int
params Array<cpp.Float32>

glGetVariantArrayObjectivATI(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glNewObjectBufferATI(size: Int, pointer: haxe.io.BytesData, usage: Int): Int
Name Type
size Int
pointer haxe.io.BytesData
usage Int
Returns
Int

glUpdateObjectBufferATI(buffer: Int, offset: Int, size: Int, pointer: haxe.io.BytesData, preserve: Int): Void
Name Type
buffer Int
offset Int
size Int
pointer haxe.io.BytesData
preserve Int

glVertexAttribArrayObjectATI(index: Int, size: Int, type: Int, normalized: Bool, stride: Int, buffer: Int, offset: Int): Void
Name Type
index Int
size Int
type Int
normalized Bool
stride Int
buffer Int
offset Int

glGetVertexAttribArrayObjectfvATI(index: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
index Int
pname Int
params Array<cpp.Float32>

glGetVertexAttribArrayObjectivATI(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glClientActiveVertexStreamATI(stream: Int): Void
Name Type
stream Int

glNormalStream3bATI(stream: Int, x: cpp.Int8, y: cpp.Int8, z: cpp.Int8): Void
Name Type
stream Int
x cpp.Int8
y cpp.Int8
z cpp.Int8

glNormalStream3dATI(stream: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
stream Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glNormalStream3fATI(stream: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
stream Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glNormalStream3iATI(stream: Int, x: Int, y: Int, z: Int): Void
Name Type
stream Int
x Int
y Int
z Int

glNormalStream3sATI(stream: Int, x: Int, y: Int, z: Int): Void
Name Type
stream Int
x Int
y Int
z Int

glVertexBlendEnvfATI(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glVertexBlendEnviATI(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glVertexStream1dATI(stream: Int, x: cpp.Float64): Void
Name Type
stream Int
x cpp.Float64

glVertexStream1fATI(stream: Int, x: cpp.Float32): Void
Name Type
stream Int
x cpp.Float32

glVertexStream1iATI(stream: Int, x: Int): Void
Name Type
stream Int
x Int

glVertexStream1sATI(stream: Int, x: Int): Void
Name Type
stream Int
x Int

glVertexStream2dATI(stream: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
stream Int
x cpp.Float64
y cpp.Float64

glVertexStream2fATI(stream: Int, x: cpp.Float32, y: cpp.Float32): Void
Name Type
stream Int
x cpp.Float32
y cpp.Float32

glVertexStream2iATI(stream: Int, x: Int, y: Int): Void
Name Type
stream Int
x Int
y Int

glVertexStream2sATI(stream: Int, x: Int, y: Int): Void
Name Type
stream Int
x Int
y Int

glVertexStream3dATI(stream: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
stream Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertexStream3fATI(stream: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
stream Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glVertexStream3iATI(stream: Int, x: Int, y: Int, z: Int): Void
Name Type
stream Int
x Int
y Int
z Int

glVertexStream3sATI(stream: Int, x: Int, y: Int, z: Int): Void
Name Type
stream Int
x Int
y Int
z Int

glVertexStream4dATI(stream: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
stream Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glVertexStream4fATI(stream: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
stream Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glVertexStream4iATI(stream: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
stream Int
x Int
y Int
z Int
w Int

glVertexStream4sATI(stream: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
stream Int
x Int
y Int
z Int
w Int

glNormalStream3bvATI(stream: Int, coords: Array<cpp.Int8>): Void
Name Type
stream Int
coords Array<cpp.Int8>

glNormalStream3dvATI(stream: Int, coords: Array<cpp.Float64>): Void
Name Type
stream Int
coords Array<cpp.Float64>

glNormalStream3fvATI(stream: Int, coords: Array<cpp.Float32>): Void
Name Type
stream Int
coords Array<cpp.Float32>

glNormalStream3ivATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glNormalStream3svATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream1dvATI(stream: Int, coords: Array<cpp.Float64>): Void
Name Type
stream Int
coords Array<cpp.Float64>

glVertexStream1fvATI(stream: Int, coords: Array<cpp.Float32>): Void
Name Type
stream Int
coords Array<cpp.Float32>

glVertexStream1ivATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream1svATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream2dvATI(stream: Int, coords: Array<cpp.Float64>): Void
Name Type
stream Int
coords Array<cpp.Float64>

glVertexStream2fvATI(stream: Int, coords: Array<cpp.Float32>): Void
Name Type
stream Int
coords Array<cpp.Float32>

glVertexStream2ivATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream2svATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream3dvATI(stream: Int, coords: Array<cpp.Float64>): Void
Name Type
stream Int
coords Array<cpp.Float64>

glVertexStream3fvATI(stream: Int, coords: Array<cpp.Float32>): Void
Name Type
stream Int
coords Array<cpp.Float32>

glVertexStream3ivATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream3svATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream4dvATI(stream: Int, coords: Array<cpp.Float64>): Void
Name Type
stream Int
coords Array<cpp.Float64>

glVertexStream4fvATI(stream: Int, coords: Array<cpp.Float32>): Void
Name Type
stream Int
coords Array<cpp.Float32>

glVertexStream4ivATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glVertexStream4svATI(stream: Int, coords: Array<Int>): Void
Name Type
stream Int
coords Array<Int>

glGetUniformBufferSizeEXT(program: Int, location: Int): Int
Name Type
program Int
location Int
Returns
Int

glGetUniformOffsetEXT(program: Int, location: Int): Int
Name Type
program Int
location Int
Returns
Int

glUniformBufferEXT(program: Int, location: Int, buffer: Int): Void
Name Type
program Int
location Int
buffer Int

glBlendColorEXT(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32, alpha: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32
alpha cpp.Float32

glBlendEquationSeparateEXT(modeRGB: Int, modeAlpha: Int): Void
Name Type
modeRGB Int
modeAlpha Int

glBlendFuncSeparateEXT(sfactorRGB: Int, dfactorRGB: Int, sfactorAlpha: Int, dfactorAlpha: Int): Void
Name Type
sfactorRGB Int
dfactorRGB Int
sfactorAlpha Int
dfactorAlpha Int

glBlendEquationEXT(mode: Int): Void
Name Type
mode Int

glCopyColorSubTableEXT(target: Int, start: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
start Int
x Int
y Int
width Int

glColorSubTableEXT(target: Int, start: Int, count: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
target Int
start Int
count Int
format Int
type Int
data haxe.io.BytesData

glLockArraysEXT(first: Int, count: Int): Void
Name Type
first Int
count Int

glUnlockArraysEXT(): Void

glConvolutionParameterfEXT(target: Int, pname: Int, param: cpp.Float32): Void
Name Type
target Int
pname Int
param cpp.Float32

glConvolutionParameteriEXT(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glCopyConvolutionFilter1DEXT(target: Int, internalformat: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
internalformat Int
x Int
y Int
width Int

glCopyConvolutionFilter2DEXT(target: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
internalformat Int
x Int
y Int
width Int
height Int

glConvolutionFilter1DEXT(target: Int, internalformat: Int, width: Int, format: Int, type: Int, image: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
format Int
type Int
image haxe.io.BytesData

glConvolutionFilter2DEXT(target: Int, internalformat: Int, width: Int, height: Int, format: Int, type: Int, image: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
height Int
format Int
type Int
image haxe.io.BytesData

glConvolutionParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glConvolutionParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetConvolutionFilterEXT(target: Int, format: Int, type: Int, image: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
image haxe.io.BytesData

glGetConvolutionParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetConvolutionParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetSeparableFilterEXT(target: Int, format: Int, type: Int, row: haxe.io.BytesData, column: haxe.io.BytesData, span: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
row haxe.io.BytesData
column haxe.io.BytesData
span haxe.io.BytesData

glSeparableFilter2DEXT(target: Int, internalformat: Int, width: Int, height: Int, format: Int, type: Int, row: haxe.io.BytesData, column: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
height Int
format Int
type Int
row haxe.io.BytesData
column haxe.io.BytesData

glBinormalPointerEXT(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glTangentPointerEXT(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glCopyTexImage1DEXT(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, border: Int): Void
Name Type
target Int
level Int
internalformat Int
x Int
y Int
width Int
border Int

glCopyTexImage2DEXT(target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Void
Name Type
target Int
level Int
internalformat Int
x Int
y Int
width Int
height Int
border Int

glCopyTexSubImage1DEXT(target: Int, level: Int, xoffset: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
level Int
xoffset Int
x Int
y Int
width Int

glCopyTexSubImage2DEXT(target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
x Int
y Int
width Int
height Int

glCopyTexSubImage3DEXT(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
x Int
y Int
width Int
height Int

glCullParameterdvEXT(pname: Int, params: Array<cpp.Float64>): Void
Name Type
pname Int
params Array<cpp.Float64>

glCullParameterfvEXT(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glLabelObjectEXT(type: Int, object: Int, length: Int, label: String): Void
Name Type
type Int
object Int
length Int
label String

glGetObjectLabelEXT(type: Int, object: Int, bufSize: Int, length: IntRef, label: String): Void
Name Type
type Int
object Int
bufSize Int
length IntRef
label String

glInsertEventMarkerEXT(length: Int, marker: String): Void
Name Type
length Int
marker String

glPopGroupMarkerEXT(): Void

glPushGroupMarkerEXT(length: Int, marker: String): Void
Name Type
length Int
marker String

glDepthBoundsEXT(zmin: cpp.Float64, zmax: cpp.Float64): Void
Name Type
zmin cpp.Float64
zmax cpp.Float64

glBindMultiTextureEXT(texunit: Int, target: Int, texture: Int): Void
Name Type
texunit Int
target Int
texture Int

glCheckNamedFramebufferStatusEXT(framebuffer: Int, target: Int): Int
Name Type
framebuffer Int
target Int
Returns
Int

glClientAttribDefaultEXT(mask: Int): Void
Name Type
mask Int

glCopyMultiTexImage1DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, border: Int): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
x Int
y Int
width Int
border Int

glCopyMultiTexImage2DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
x Int
y Int
width Int
height Int
border Int

glCopyMultiTexSubImage1DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, x: Int, y: Int, width: Int): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
x Int
y Int
width Int

glCopyMultiTexSubImage2DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
yoffset Int
x Int
y Int
width Int
height Int

glCopyMultiTexSubImage3DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
x Int
y Int
width Int
height Int

glCopyTextureImage1DEXT(texture: Int, target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, border: Int): Void
Name Type
texture Int
target Int
level Int
internalformat Int
x Int
y Int
width Int
border Int

glCopyTextureImage2DEXT(texture: Int, target: Int, level: Int, internalformat: Int, x: Int, y: Int, width: Int, height: Int, border: Int): Void
Name Type
texture Int
target Int
level Int
internalformat Int
x Int
y Int
width Int
height Int
border Int

glCopyTextureSubImage1DEXT(texture: Int, target: Int, level: Int, xoffset: Int, x: Int, y: Int, width: Int): Void
Name Type
texture Int
target Int
level Int
xoffset Int
x Int
y Int
width Int

glCopyTextureSubImage2DEXT(texture: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
texture Int
target Int
level Int
xoffset Int
yoffset Int
x Int
y Int
width Int
height Int

glCopyTextureSubImage3DEXT(texture: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
texture Int
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
x Int
y Int
width Int
height Int

glDisableClientStateIndexedEXT(array: Int, index: Int): Void
Name Type
array Int
index Int

glDisableClientStateiEXT(array: Int, index: Int): Void
Name Type
array Int
index Int

glDisableVertexArrayAttribEXT(vaobj: Int, index: Int): Void
Name Type
vaobj Int
index Int

glDisableVertexArrayEXT(vaobj: Int, array: Int): Void
Name Type
vaobj Int
array Int

glEnableClientStateIndexedEXT(array: Int, index: Int): Void
Name Type
array Int
index Int

glEnableClientStateiEXT(array: Int, index: Int): Void
Name Type
array Int
index Int

glEnableVertexArrayAttribEXT(vaobj: Int, index: Int): Void
Name Type
vaobj Int
index Int

glEnableVertexArrayEXT(vaobj: Int, array: Int): Void
Name Type
vaobj Int
array Int

glFlushMappedNamedBufferRangeEXT(buffer: Int, offset: Int, length: Int): Void
Name Type
buffer Int
offset Int
length Int

glFramebufferDrawBufferEXT(framebuffer: Int, mode: Int): Void
Name Type
framebuffer Int
mode Int

glFramebufferReadBufferEXT(framebuffer: Int, mode: Int): Void
Name Type
framebuffer Int
mode Int

glGenerateMultiTexMipmapEXT(texunit: Int, target: Int): Void
Name Type
texunit Int
target Int

glGenerateTextureMipmapEXT(texture: Int, target: Int): Void
Name Type
texture Int
target Int

glMatrixFrustumEXT(matrixMode: Int, l: cpp.Float64, r: cpp.Float64, b: cpp.Float64, t: cpp.Float64, n: cpp.Float64, f: cpp.Float64): Void
Name Type
matrixMode Int
l cpp.Float64
r cpp.Float64
b cpp.Float64
t cpp.Float64
n cpp.Float64
f cpp.Float64

glMatrixLoadIdentityEXT(matrixMode: Int): Void
Name Type
matrixMode Int

glMatrixOrthoEXT(matrixMode: Int, l: cpp.Float64, r: cpp.Float64, b: cpp.Float64, t: cpp.Float64, n: cpp.Float64, f: cpp.Float64): Void
Name Type
matrixMode Int
l cpp.Float64
r cpp.Float64
b cpp.Float64
t cpp.Float64
n cpp.Float64
f cpp.Float64

glMatrixPopEXT(matrixMode: Int): Void
Name Type
matrixMode Int

glMatrixPushEXT(matrixMode: Int): Void
Name Type
matrixMode Int

glMatrixRotatedEXT(matrixMode: Int, angle: cpp.Float64, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
matrixMode Int
angle cpp.Float64
x cpp.Float64
y cpp.Float64
z cpp.Float64

glMatrixRotatefEXT(matrixMode: Int, angle: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
matrixMode Int
angle cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glMatrixScaledEXT(matrixMode: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
matrixMode Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glMatrixScalefEXT(matrixMode: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
matrixMode Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glMatrixTranslatedEXT(matrixMode: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
matrixMode Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glMatrixTranslatefEXT(matrixMode: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
matrixMode Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glMultiTexBufferEXT(texunit: Int, target: Int, internalformat: Int, buffer: Int): Void
Name Type
texunit Int
target Int
internalformat Int
buffer Int

glMultiTexEnvfEXT(texunit: Int, target: Int, pname: Int, param: cpp.Float32): Void
Name Type
texunit Int
target Int
pname Int
param cpp.Float32

glMultiTexEnviEXT(texunit: Int, target: Int, pname: Int, param: Int): Void
Name Type
texunit Int
target Int
pname Int
param Int

glMultiTexGendEXT(texunit: Int, coord: Int, pname: Int, param: cpp.Float64): Void
Name Type
texunit Int
coord Int
pname Int
param cpp.Float64

glMultiTexGenfEXT(texunit: Int, coord: Int, pname: Int, param: cpp.Float32): Void
Name Type
texunit Int
coord Int
pname Int
param cpp.Float32

glMultiTexGeniEXT(texunit: Int, coord: Int, pname: Int, param: Int): Void
Name Type
texunit Int
coord Int
pname Int
param Int

glMultiTexParameterfEXT(texunit: Int, target: Int, pname: Int, param: cpp.Float32): Void
Name Type
texunit Int
target Int
pname Int
param cpp.Float32

glMultiTexParameteriEXT(texunit: Int, target: Int, pname: Int, param: Int): Void
Name Type
texunit Int
target Int
pname Int
param Int

glMultiTexRenderbufferEXT(texunit: Int, target: Int, renderbuffer: Int): Void
Name Type
texunit Int
target Int
renderbuffer Int

glNamedCopyBufferSubDataEXT(readBuffer: Int, writeBuffer: Int, readOffset: Int, writeOffset: Int, size: Int): Void
Name Type
readBuffer Int
writeBuffer Int
readOffset Int
writeOffset Int
size Int

glNamedFramebufferRenderbufferEXT(framebuffer: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int): Void
Name Type
framebuffer Int
attachment Int
renderbuffertarget Int
renderbuffer Int

glNamedFramebufferTexture1DEXT(framebuffer: Int, attachment: Int, textarget: Int, texture: Int, level: Int): Void
Name Type
framebuffer Int
attachment Int
textarget Int
texture Int
level Int

glNamedFramebufferTexture2DEXT(framebuffer: Int, attachment: Int, textarget: Int, texture: Int, level: Int): Void
Name Type
framebuffer Int
attachment Int
textarget Int
texture Int
level Int

glNamedFramebufferTexture3DEXT(framebuffer: Int, attachment: Int, textarget: Int, texture: Int, level: Int, zoffset: Int): Void
Name Type
framebuffer Int
attachment Int
textarget Int
texture Int
level Int
zoffset Int

glNamedFramebufferTextureEXT(framebuffer: Int, attachment: Int, texture: Int, level: Int): Void
Name Type
framebuffer Int
attachment Int
texture Int
level Int

glNamedFramebufferTextureFaceEXT(framebuffer: Int, attachment: Int, texture: Int, level: Int, face: Int): Void
Name Type
framebuffer Int
attachment Int
texture Int
level Int
face Int

glNamedFramebufferTextureLayerEXT(framebuffer: Int, attachment: Int, texture: Int, level: Int, layer: Int): Void
Name Type
framebuffer Int
attachment Int
texture Int
level Int
layer Int

glNamedProgramLocalParameter4dEXT(program: Int, target: Int, index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
program Int
target Int
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glNamedProgramLocalParameter4fEXT(program: Int, target: Int, index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
program Int
target Int
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glNamedProgramLocalParameterI4iEXT(program: Int, target: Int, index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
program Int
target Int
index Int
x Int
y Int
z Int
w Int

glNamedProgramLocalParameterI4uiEXT(program: Int, target: Int, index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
program Int
target Int
index Int
x Int
y Int
z Int
w Int

glNamedRenderbufferStorageEXT(renderbuffer: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
renderbuffer Int
internalformat Int
width Int
height Int

glNamedRenderbufferStorageMultisampleCoverageEXT(renderbuffer: Int, coverageSamples: Int, colorSamples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
renderbuffer Int
coverageSamples Int
colorSamples Int
internalformat Int
width Int
height Int

glNamedRenderbufferStorageMultisampleEXT(renderbuffer: Int, samples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
renderbuffer Int
samples Int
internalformat Int
width Int
height Int

glProgramUniform1fEXT(program: Int, location: Int, v0: cpp.Float32): Void
Name Type
program Int
location Int
v0 cpp.Float32

glProgramUniform1iEXT(program: Int, location: Int, v0: Int): Void
Name Type
program Int
location Int
v0 Int

glProgramUniform1uiEXT(program: Int, location: Int, v0: Int): Void
Name Type
program Int
location Int
v0 Int

glProgramUniform2fEXT(program: Int, location: Int, v0: cpp.Float32, v1: cpp.Float32): Void
Name Type
program Int
location Int
v0 cpp.Float32
v1 cpp.Float32

glProgramUniform2iEXT(program: Int, location: Int, v0: Int, v1: Int): Void
Name Type
program Int
location Int
v0 Int
v1 Int

glProgramUniform2uiEXT(program: Int, location: Int, v0: Int, v1: Int): Void
Name Type
program Int
location Int
v0 Int
v1 Int

glProgramUniform3fEXT(program: Int, location: Int, v0: cpp.Float32, v1: cpp.Float32, v2: cpp.Float32): Void
Name Type
program Int
location Int
v0 cpp.Float32
v1 cpp.Float32
v2 cpp.Float32

glProgramUniform3iEXT(program: Int, location: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
program Int
location Int
v0 Int
v1 Int
v2 Int

glProgramUniform3uiEXT(program: Int, location: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
program Int
location Int
v0 Int
v1 Int
v2 Int

glProgramUniform4fEXT(program: Int, location: Int, v0: cpp.Float32, v1: cpp.Float32, v2: cpp.Float32, v3: cpp.Float32): Void
Name Type
program Int
location Int
v0 cpp.Float32
v1 cpp.Float32
v2 cpp.Float32
v3 cpp.Float32

glProgramUniform4iEXT(program: Int, location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
program Int
location Int
v0 Int
v1 Int
v2 Int
v3 Int

glProgramUniform4uiEXT(program: Int, location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
program Int
location Int
v0 Int
v1 Int
v2 Int
v3 Int

glPushClientAttribDefaultEXT(mask: Int): Void
Name Type
mask Int

glTextureBufferEXT(texture: Int, target: Int, internalformat: Int, buffer: Int): Void
Name Type
texture Int
target Int
internalformat Int
buffer Int

glTextureParameterfEXT(texture: Int, target: Int, pname: Int, param: cpp.Float32): Void
Name Type
texture Int
target Int
pname Int
param cpp.Float32

glTextureParameteriEXT(texture: Int, target: Int, pname: Int, param: Int): Void
Name Type
texture Int
target Int
pname Int
param Int

glTextureRenderbufferEXT(texture: Int, target: Int, renderbuffer: Int): Void
Name Type
texture Int
target Int
renderbuffer Int

glUnmapNamedBufferEXT(buffer: Int): Bool
Name Type
buffer Int
Returns
Bool

glVertexArrayColorOffsetEXT(vaobj: Int, buffer: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
size Int
type Int
stride Int
offset Int

glVertexArrayEdgeFlagOffsetEXT(vaobj: Int, buffer: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
stride Int
offset Int

glVertexArrayFogCoordOffsetEXT(vaobj: Int, buffer: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
type Int
stride Int
offset Int

glVertexArrayIndexOffsetEXT(vaobj: Int, buffer: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
type Int
stride Int
offset Int

glVertexArrayMultiTexCoordOffsetEXT(vaobj: Int, buffer: Int, texunit: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
texunit Int
size Int
type Int
stride Int
offset Int

glVertexArrayNormalOffsetEXT(vaobj: Int, buffer: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
type Int
stride Int
offset Int

glVertexArraySecondaryColorOffsetEXT(vaobj: Int, buffer: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
size Int
type Int
stride Int
offset Int

glVertexArrayTexCoordOffsetEXT(vaobj: Int, buffer: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
size Int
type Int
stride Int
offset Int

glVertexArrayVertexAttribDivisorEXT(vaobj: Int, index: Int, divisor: Int): Void
Name Type
vaobj Int
index Int
divisor Int

glVertexArrayVertexAttribIOffsetEXT(vaobj: Int, buffer: Int, index: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
index Int
size Int
type Int
stride Int
offset Int

glVertexArrayVertexAttribOffsetEXT(vaobj: Int, buffer: Int, index: Int, size: Int, type: Int, normalized: Bool, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
index Int
size Int
type Int
normalized Bool
stride Int
offset Int

glVertexArrayVertexOffsetEXT(vaobj: Int, buffer: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
size Int
type Int
stride Int
offset Int

glCompressedMultiTexImage1DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, width: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
width Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedMultiTexImage2DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
width Int
height Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedMultiTexImage3DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedMultiTexSubImage1DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, width: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
width Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedMultiTexSubImage2DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedMultiTexSubImage3DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureImage1DEXT(texture: Int, target: Int, level: Int, internalformat: Int, width: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
internalformat Int
width Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureImage2DEXT(texture: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
internalformat Int
width Int
height Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureImage3DEXT(texture: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureSubImage1DEXT(texture: Int, target: Int, level: Int, xoffset: Int, width: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
xoffset Int
width Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureSubImage2DEXT(texture: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
imageSize Int
data haxe.io.BytesData

glCompressedTextureSubImage3DEXT(texture: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, imageSize: Int, data: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
imageSize Int
data haxe.io.BytesData

glFramebufferDrawBuffersEXT(framebuffer: Int, n: Int, bufs: Array<Int>): Void
Name Type
framebuffer Int
n Int
bufs Array<Int>

glGetCompressedMultiTexImageEXT(texunit: Int, target: Int, level: Int, img: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
img haxe.io.BytesData

glGetCompressedTextureImageEXT(texture: Int, target: Int, level: Int, img: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
img haxe.io.BytesData

glGetDoubleIndexedvEXT(target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
params Array<cpp.Float64>

glGetDoublei_vEXT(pname: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
pname Int
index Int
params Array<cpp.Float64>

glGetFloatIndexedvEXT(target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
params Array<cpp.Float32>

glGetFloati_vEXT(pname: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
index Int
params Array<cpp.Float32>

glGetFramebufferParameterivEXT(framebuffer: Int, pname: Int, param: Array<Int>): Void
Name Type
framebuffer Int
pname Int
param Array<Int>

glGetMultiTexEnvfvEXT(texunit: Int, target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texunit Int
target Int
pname Int
params Array<cpp.Float32>

glGetMultiTexEnvivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glGetMultiTexGendvEXT(texunit: Int, coord: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
texunit Int
coord Int
pname Int
params Array<cpp.Float64>

glGetMultiTexGenfvEXT(texunit: Int, coord: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texunit Int
coord Int
pname Int
params Array<cpp.Float32>

glGetMultiTexGenivEXT(texunit: Int, coord: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
coord Int
pname Int
params Array<Int>

glGetMultiTexImageEXT(texunit: Int, target: Int, level: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
format Int
type Int
pixels haxe.io.BytesData

glGetMultiTexLevelParameterfvEXT(texunit: Int, target: Int, level: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texunit Int
target Int
level Int
pname Int
params Array<cpp.Float32>

glGetMultiTexLevelParameterivEXT(texunit: Int, target: Int, level: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
level Int
pname Int
params Array<Int>

glGetMultiTexParameterIivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glGetMultiTexParameterIuivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glGetMultiTexParameterfvEXT(texunit: Int, target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texunit Int
target Int
pname Int
params Array<cpp.Float32>

glGetMultiTexParameterivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glGetNamedBufferParameterivEXT(buffer: Int, pname: Int, params: Array<Int>): Void
Name Type
buffer Int
pname Int
params Array<Int>

glGetNamedBufferSubDataEXT(buffer: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
offset Int
size Int
data haxe.io.BytesData

glGetNamedFramebufferAttachmentParameterivEXT(framebuffer: Int, attachment: Int, pname: Int, params: Array<Int>): Void
Name Type
framebuffer Int
attachment Int
pname Int
params Array<Int>

glGetNamedProgramLocalParameterIivEXT(program: Int, target: Int, index: Int, params: Array<Int>): Void
Name Type
program Int
target Int
index Int
params Array<Int>

glGetNamedProgramLocalParameterIuivEXT(program: Int, target: Int, index: Int, params: Array<Int>): Void
Name Type
program Int
target Int
index Int
params Array<Int>

glGetNamedProgramLocalParameterdvEXT(program: Int, target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
program Int
target Int
index Int
params Array<cpp.Float64>

glGetNamedProgramLocalParameterfvEXT(program: Int, target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
program Int
target Int
index Int
params Array<cpp.Float32>

glGetNamedProgramStringEXT(program: Int, target: Int, pname: Int, string: haxe.io.BytesData): Void
Name Type
program Int
target Int
pname Int
string haxe.io.BytesData

glGetNamedProgramivEXT(program: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
program Int
target Int
pname Int
params Array<Int>

glGetNamedRenderbufferParameterivEXT(renderbuffer: Int, pname: Int, params: Array<Int>): Void
Name Type
renderbuffer Int
pname Int
params Array<Int>

glGetTextureImageEXT(texture: Int, target: Int, level: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
format Int
type Int
pixels haxe.io.BytesData

glGetTextureLevelParameterfvEXT(texture: Int, target: Int, level: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texture Int
target Int
level Int
pname Int
params Array<cpp.Float32>

glGetTextureLevelParameterivEXT(texture: Int, target: Int, level: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
target Int
level Int
pname Int
params Array<Int>

glGetTextureParameterIivEXT(texture: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
target Int
pname Int
params Array<Int>

glGetTextureParameterIuivEXT(texture: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
target Int
pname Int
params Array<Int>

glGetTextureParameterfvEXT(texture: Int, target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texture Int
target Int
pname Int
params Array<cpp.Float32>

glGetTextureParameterivEXT(texture: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
target Int
pname Int
params Array<Int>

glGetVertexArrayIntegeri_vEXT(vaobj: Int, index: Int, pname: Int, param: Array<Int>): Void
Name Type
vaobj Int
index Int
pname Int
param Array<Int>

glGetVertexArrayIntegervEXT(vaobj: Int, pname: Int, param: Array<Int>): Void
Name Type
vaobj Int
pname Int
param Array<Int>

glMatrixLoadTransposedEXT(matrixMode: Int, m: Array<cpp.Float64>): Void
Name Type
matrixMode Int
m Array<cpp.Float64>

glMatrixLoadTransposefEXT(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixLoaddEXT(matrixMode: Int, m: Array<cpp.Float64>): Void
Name Type
matrixMode Int
m Array<cpp.Float64>

glMatrixLoadfEXT(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixMultTransposedEXT(matrixMode: Int, m: Array<cpp.Float64>): Void
Name Type
matrixMode Int
m Array<cpp.Float64>

glMatrixMultTransposefEXT(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixMultdEXT(matrixMode: Int, m: Array<cpp.Float64>): Void
Name Type
matrixMode Int
m Array<cpp.Float64>

glMatrixMultfEXT(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMultiTexCoordPointerEXT(texunit: Int, size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
texunit Int
size Int
type Int
stride Int
pointer haxe.io.BytesData

glMultiTexEnvfvEXT(texunit: Int, target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texunit Int
target Int
pname Int
params Array<cpp.Float32>

glMultiTexEnvivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glMultiTexGendvEXT(texunit: Int, coord: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
texunit Int
coord Int
pname Int
params Array<cpp.Float64>

glMultiTexGenfvEXT(texunit: Int, coord: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
texunit Int
coord Int
pname Int
params Array<cpp.Float32>

glMultiTexGenivEXT(texunit: Int, coord: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
coord Int
pname Int
params Array<Int>

glMultiTexImage1DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, width: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
width Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glMultiTexImage2DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
width Int
height Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glMultiTexImage3DEXT(texunit: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glMultiTexParameterIivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glMultiTexParameterIuivEXT(texunit: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
params Array<Int>

glMultiTexParameterfvEXT(texunit: Int, target: Int, pname: Int, param: Array<cpp.Float32>): Void
Name Type
texunit Int
target Int
pname Int
param Array<cpp.Float32>

glMultiTexParameterivEXT(texunit: Int, target: Int, pname: Int, param: Array<Int>): Void
Name Type
texunit Int
target Int
pname Int
param Array<Int>

glMultiTexSubImage1DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, width: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
width Int
format Int
type Int
pixels haxe.io.BytesData

glMultiTexSubImage2DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glMultiTexSubImage3DEXT(texunit: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texunit Int
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
pixels haxe.io.BytesData

glNamedBufferDataEXT(buffer: Int, size: Int, data: haxe.io.BytesData, usage: Int): Void
Name Type
buffer Int
size Int
data haxe.io.BytesData
usage Int

glNamedBufferSubDataEXT(buffer: Int, offset: Int, size: Int, data: haxe.io.BytesData): Void
Name Type
buffer Int
offset Int
size Int
data haxe.io.BytesData

glNamedProgramLocalParameter4dvEXT(program: Int, target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
program Int
target Int
index Int
params Array<cpp.Float64>

glNamedProgramLocalParameter4fvEXT(program: Int, target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
program Int
target Int
index Int
params Array<cpp.Float32>

glNamedProgramLocalParameterI4ivEXT(program: Int, target: Int, index: Int, params: Array<Int>): Void
Name Type
program Int
target Int
index Int
params Array<Int>

glNamedProgramLocalParameterI4uivEXT(program: Int, target: Int, index: Int, params: Array<Int>): Void
Name Type
program Int
target Int
index Int
params Array<Int>

glNamedProgramLocalParameters4fvEXT(program: Int, target: Int, index: Int, count: Int, params: Array<cpp.Float32>): Void
Name Type
program Int
target Int
index Int
count Int
params Array<cpp.Float32>

glNamedProgramLocalParametersI4ivEXT(program: Int, target: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
program Int
target Int
index Int
count Int
params Array<Int>

glNamedProgramLocalParametersI4uivEXT(program: Int, target: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
program Int
target Int
index Int
count Int
params Array<Int>

glNamedProgramStringEXT(program: Int, target: Int, format: Int, len: Int, string: haxe.io.BytesData): Void
Name Type
program Int
target Int
format Int
len Int
string haxe.io.BytesData

glProgramUniform1fvEXT(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform1ivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform1uivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform2fvEXT(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform2ivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform2uivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform3fvEXT(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform3ivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform3uivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform4fvEXT(program: Int, location: Int, count: Int, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Float32>

glProgramUniform4ivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniform4uivEXT(program: Int, location: Int, count: Int, value: Array<Int>): Void
Name Type
program Int
location Int
count Int
value Array<Int>

glProgramUniformMatrix2fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix2x3fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix2x4fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix3fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix3x2fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix3x4fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix4fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix4x2fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glProgramUniformMatrix4x3fvEXT(program: Int, location: Int, count: Int, transpose: Bool, value: Array<cpp.Float32>): Void
Name Type
program Int
location Int
count Int
transpose Bool
value Array<cpp.Float32>

glTextureImage1DEXT(texture: Int, target: Int, level: Int, internalformat: Int, width: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
internalformat Int
width Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTextureImage2DEXT(texture: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
internalformat Int
width Int
height Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTextureImage3DEXT(texture: Int, target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTextureParameterIivEXT(texture: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
target Int
pname Int
params Array<Int>

glTextureParameterIuivEXT(texture: Int, target: Int, pname: Int, params: Array<Int>): Void
Name Type
texture Int
target Int
pname Int
params Array<Int>

glTextureParameterfvEXT(texture: Int, target: Int, pname: Int, param: Array<cpp.Float32>): Void
Name Type
texture Int
target Int
pname Int
param Array<cpp.Float32>

glTextureParameterivEXT(texture: Int, target: Int, pname: Int, param: Array<Int>): Void
Name Type
texture Int
target Int
pname Int
param Array<Int>

glTextureSubImage1DEXT(texture: Int, target: Int, level: Int, xoffset: Int, width: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
xoffset Int
width Int
format Int
type Int
pixels haxe.io.BytesData

glTextureSubImage2DEXT(texture: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glTextureSubImage3DEXT(texture: Int, target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
texture Int
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
pixels haxe.io.BytesData

glColorMaskIndexedEXT(buf: Int, r: Bool, g: Bool, b: Bool, a: Bool): Void
Name Type
buf Int
r Bool
g Bool
b Bool
a Bool

glDisableIndexedEXT(target: Int, index: Int): Void
Name Type
target Int
index Int

glEnableIndexedEXT(target: Int, index: Int): Void
Name Type
target Int
index Int

glIsEnabledIndexedEXT(target: Int, index: Int): Bool
Name Type
target Int
index Int
Returns
Bool

glGetBooleanIndexedvEXT(value: Int, index: Int, data: Array<Bool>): Void
Name Type
value Int
index Int
data Array<Bool>

glGetIntegerIndexedvEXT(value: Int, index: Int, data: Array<Int>): Void
Name Type
value Int
index Int
data Array<Int>

glDrawArraysInstancedEXT(mode: Int, start: Int, count: Int, primcount: Int): Void
Name Type
mode Int
start Int
count Int
primcount Int

glDrawElementsInstancedEXT(mode: Int, count: Int, type: Int, indices: haxe.io.BytesData, primcount: Int): Void
Name Type
mode Int
count Int
type Int
indices haxe.io.BytesData
primcount Int

glDrawRangeElementsEXT(mode: Int, start: Int, end: Int, count: Int, type: Int, indices: haxe.io.BytesData): Void
Name Type
mode Int
start Int
end Int
count Int
type Int
indices haxe.io.BytesData

glFogCoorddEXT(coord: cpp.Float64): Void
Name Type
coord cpp.Float64

glFogCoordfEXT(coord: cpp.Float32): Void
Name Type
coord cpp.Float32

glFogCoordPointerEXT(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glFogCoorddvEXT(coord: Array<cpp.Float64>): Void
Name Type
coord Array<cpp.Float64>

glFogCoordfvEXT(coord: Array<cpp.Float32>): Void
Name Type
coord Array<cpp.Float32>

glFragmentColorMaterialEXT(face: Int, mode: Int): Void
Name Type
face Int
mode Int

glFragmentLightModelfEXT(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glFragmentLightModeliEXT(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFragmentLightfEXT(light: Int, pname: Int, param: cpp.Float32): Void
Name Type
light Int
pname Int
param cpp.Float32

glFragmentLightiEXT(light: Int, pname: Int, param: Int): Void
Name Type
light Int
pname Int
param Int

glFragmentMaterialfEXT(face: Int, pname: Int, param: cpp.Float32): Void
Name Type
face Int
pname Int
param cpp.Float32

glFragmentMaterialiEXT(face: Int, pname: Int, param: Int): Void
Name Type
face Int
pname Int
param Int

glLightEnviEXT(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFragmentLightModelfvEXT(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glFragmentLightModelivEXT(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glFragmentLightfvEXT(light: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
light Int
pname Int
params Array<cpp.Float32>

glFragmentLightivEXT(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glFragmentMaterialfvEXT(face: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
face Int
pname Int
params Array<cpp.Float32>

glFragmentMaterialivEXT(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glGetFragmentLightfvEXT(light: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
light Int
pname Int
params Array<cpp.Float32>

glGetFragmentLightivEXT(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glGetFragmentMaterialfvEXT(face: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
face Int
pname Int
params Array<cpp.Float32>

glGetFragmentMaterialivEXT(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glBlitFramebufferEXT(srcX0: Int, srcY0: Int, srcX1: Int, srcY1: Int, dstX0: Int, dstY0: Int, dstX1: Int, dstY1: Int, mask: Int, filter: Int): Void
Name Type
srcX0 Int
srcY0 Int
srcX1 Int
srcY1 Int
dstX0 Int
dstY0 Int
dstX1 Int
dstY1 Int
mask Int
filter Int

glRenderbufferStorageMultisampleEXT(target: Int, samples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
samples Int
internalformat Int
width Int
height Int

glBindFramebufferEXT(target: Int, framebuffer: Int): Void
Name Type
target Int
framebuffer Int

glBindRenderbufferEXT(target: Int, renderbuffer: Int): Void
Name Type
target Int
renderbuffer Int

glCheckFramebufferStatusEXT(target: Int): Int
Name Type
target Int
Returns
Int

glFramebufferRenderbufferEXT(target: Int, attachment: Int, renderbuffertarget: Int, renderbuffer: Int): Void
Name Type
target Int
attachment Int
renderbuffertarget Int
renderbuffer Int

glFramebufferTexture1DEXT(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
textarget Int
texture Int
level Int

glFramebufferTexture2DEXT(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
textarget Int
texture Int
level Int

glFramebufferTexture3DEXT(target: Int, attachment: Int, textarget: Int, texture: Int, level: Int, zoffset: Int): Void
Name Type
target Int
attachment Int
textarget Int
texture Int
level Int
zoffset Int

glGenerateMipmapEXT(target: Int): Void
Name Type
target Int

glIsFramebufferEXT(framebuffer: Int): Bool
Name Type
framebuffer Int
Returns
Bool

glIsRenderbufferEXT(renderbuffer: Int): Bool
Name Type
renderbuffer Int
Returns
Bool

glRenderbufferStorageEXT(target: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
internalformat Int
width Int
height Int

glDeleteFramebuffersEXT(n: Int, framebuffers: Array<Int>): Void
Name Type
n Int
framebuffers Array<Int>

glDeleteRenderbuffersEXT(n: Int, renderbuffers: Array<Int>): Void
Name Type
n Int
renderbuffers Array<Int>

glGenFramebuffersEXT(n: Int, framebuffers: Array<Int>): Void
Name Type
n Int
framebuffers Array<Int>

glGenRenderbuffersEXT(n: Int, renderbuffers: Array<Int>): Void
Name Type
n Int
renderbuffers Array<Int>

glGetFramebufferAttachmentParameterivEXT(target: Int, attachment: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
attachment Int
pname Int
params Array<Int>

glGetRenderbufferParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glFramebufferTextureEXT(target: Int, attachment: Int, texture: Int, level: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int

glFramebufferTextureFaceEXT(target: Int, attachment: Int, texture: Int, level: Int, face: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int
face Int

glProgramParameteriEXT(program: Int, pname: Int, value: Int): Void
Name Type
program Int
pname Int
value Int

glProgramEnvParameters4fvEXT(target: Int, index: Int, count: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
count Int
params Array<cpp.Float32>

glProgramLocalParameters4fvEXT(target: Int, index: Int, count: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
count Int
params Array<cpp.Float32>

glBindFragDataLocationEXT(program: Int, color: Int, name: String): Void
Name Type
program Int
color Int
name String

glGetFragDataLocationEXT(program: Int, name: String): Int
Name Type
program Int
name String
Returns
Int

glUniform1uiEXT(location: Int, v0: Int): Void
Name Type
location Int
v0 Int

glUniform2uiEXT(location: Int, v0: Int, v1: Int): Void
Name Type
location Int
v0 Int
v1 Int

glUniform3uiEXT(location: Int, v0: Int, v1: Int, v2: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int

glUniform4uiEXT(location: Int, v0: Int, v1: Int, v2: Int, v3: Int): Void
Name Type
location Int
v0 Int
v1 Int
v2 Int
v3 Int

glVertexAttribI1iEXT(index: Int, x: Int): Void
Name Type
index Int
x Int

glVertexAttribI1uiEXT(index: Int, x: Int): Void
Name Type
index Int
x Int

glVertexAttribI2iEXT(index: Int, x: Int, y: Int): Void
Name Type
index Int
x Int
y Int

glVertexAttribI2uiEXT(index: Int, x: Int, y: Int): Void
Name Type
index Int
x Int
y Int

glVertexAttribI3iEXT(index: Int, x: Int, y: Int, z: Int): Void
Name Type
index Int
x Int
y Int
z Int

glVertexAttribI3uiEXT(index: Int, x: Int, y: Int, z: Int): Void
Name Type
index Int
x Int
y Int
z Int

glVertexAttribI4iEXT(index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
index Int
x Int
y Int
z Int
w Int

glVertexAttribI4uiEXT(index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
index Int
x Int
y Int
z Int
w Int

glGetUniformuivEXT(program: Int, location: Int, params: Array<Int>): Void
Name Type
program Int
location Int
params Array<Int>

glGetVertexAttribIivEXT(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glGetVertexAttribIuivEXT(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glUniform1uivEXT(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform2uivEXT(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform3uivEXT(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glUniform4uivEXT(location: Int, count: Int, value: Array<Int>): Void
Name Type
location Int
count Int
value Array<Int>

glVertexAttribI1ivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI1uivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI2ivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI2uivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI3ivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI3uivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI4bvEXT(index: Int, v: Array<cpp.Int8>): Void
Name Type
index Int
v Array<cpp.Int8>

glVertexAttribI4ivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI4svEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI4ubvEXT(index: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
v Array<cpp.UInt8>

glVertexAttribI4uivEXT(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttribI4usvEXT(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttribIPointerEXT(index: Int, size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
index Int
size Int
type Int
stride Int
pointer haxe.io.BytesData

glHistogramEXT(target: Int, width: Int, internalformat: Int, sink: Bool): Void
Name Type
target Int
width Int
internalformat Int
sink Bool

glMinmaxEXT(target: Int, internalformat: Int, sink: Bool): Void
Name Type
target Int
internalformat Int
sink Bool

glResetHistogramEXT(target: Int): Void
Name Type
target Int

glResetMinmaxEXT(target: Int): Void
Name Type
target Int

glGetHistogramEXT(target: Int, reset: Bool, format: Int, type: Int, values: haxe.io.BytesData): Void
Name Type
target Int
reset Bool
format Int
type Int
values haxe.io.BytesData

glGetHistogramParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetHistogramParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetMinmaxEXT(target: Int, reset: Bool, format: Int, type: Int, values: haxe.io.BytesData): Void
Name Type
target Int
reset Bool
format Int
type Int
values haxe.io.BytesData

glGetMinmaxParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetMinmaxParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glIndexFuncEXT(func: Int, ref: cpp.Float32): Void
Name Type
func Int
ref cpp.Float32

glIndexMaterialEXT(face: Int, mode: Int): Void
Name Type
face Int
mode Int

glApplyTextureEXT(mode: Int): Void
Name Type
mode Int

glTextureLightEXT(pname: Int): Void
Name Type
pname Int

glTextureMaterialEXT(face: Int, mode: Int): Void
Name Type
face Int
mode Int

glMultiDrawArraysEXT(mode: Int, first: Array<Int>, count: Array<Int>, primcount: Int): Void
Name Type
mode Int
first Array<Int>
count Array<Int>
primcount Int

glMultiDrawElementsEXT(mode: Int, count: Array<Int>, type: Int, indices: haxe.io.BytesData, primcount: Int): Void
Name Type
mode Int
count Array<Int>
type Int
indices haxe.io.BytesData
primcount Int

glSampleMaskEXT(value: cpp.Float32, invert: Bool): Void
Name Type
value cpp.Float32
invert Bool

glSamplePatternEXT(pattern: Int): Void
Name Type
pattern Int

glColorTableEXT(target: Int, internalFormat: Int, width: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
target Int
internalFormat Int
width Int
format Int
type Int
data haxe.io.BytesData

glGetColorTableEXT(target: Int, format: Int, type: Int, data: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
data haxe.io.BytesData

glGetColorTableParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetColorTableParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glPixelTransformParameterfEXT(target: Int, pname: Int, param: cpp.Float32): Void
Name Type
target Int
pname Int
param cpp.Float32

glPixelTransformParameteriEXT(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glGetPixelTransformParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetPixelTransformParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glPixelTransformParameterfvEXT(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glPixelTransformParameterivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glPointParameterfEXT(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glPointParameterfvEXT(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glPolygonOffsetEXT(factor: cpp.Float32, bias: cpp.Float32): Void
Name Type
factor cpp.Float32
bias cpp.Float32

glPolygonOffsetClampEXT(factor: cpp.Float32, units: cpp.Float32, clamp: cpp.Float32): Void
Name Type
factor cpp.Float32
units cpp.Float32
clamp cpp.Float32

glProvokingVertexEXT(mode: Int): Void
Name Type
mode Int

glCoverageModulationNV(components: Int): Void
Name Type
components Int

glRasterSamplesEXT(samples: Int, fixedsamplelocations: Bool): Void
Name Type
samples Int
fixedsamplelocations Bool

glCoverageModulationTableNV(n: Int, v: Array<cpp.Float32>): Void
Name Type
n Int
v Array<cpp.Float32>

glGetCoverageModulationTableNV(bufsize: Int, v: Array<cpp.Float32>): Void
Name Type
bufsize Int
v Array<cpp.Float32>

glBeginSceneEXT(): Void

glEndSceneEXT(): Void

glSecondaryColor3bEXT(red: cpp.Int8, green: cpp.Int8, blue: cpp.Int8): Void
Name Type
red cpp.Int8
green cpp.Int8
blue cpp.Int8

glSecondaryColor3dEXT(red: cpp.Float64, green: cpp.Float64, blue: cpp.Float64): Void
Name Type
red cpp.Float64
green cpp.Float64
blue cpp.Float64

glSecondaryColor3fEXT(red: cpp.Float32, green: cpp.Float32, blue: cpp.Float32): Void
Name Type
red cpp.Float32
green cpp.Float32
blue cpp.Float32

glSecondaryColor3iEXT(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glSecondaryColor3sEXT(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glSecondaryColor3ubEXT(red: cpp.UInt8, green: cpp.UInt8, blue: cpp.UInt8): Void
Name Type
red cpp.UInt8
green cpp.UInt8
blue cpp.UInt8

glSecondaryColor3uiEXT(red: Int, green: Int, blue: Int): Void
Name Type
red Int
green Int
blue Int

glSecondaryColor3usEXT(red: UInt, green: UInt, blue: UInt): Void
Name Type
red UInt
green UInt
blue UInt

glSecondaryColor3bvEXT(v: Array<cpp.Int8>): Void
Name Type
v Array<cpp.Int8>

glSecondaryColor3dvEXT(v: Array<cpp.Float64>): Void
Name Type
v Array<cpp.Float64>

glSecondaryColor3fvEXT(v: Array<cpp.Float32>): Void
Name Type
v Array<cpp.Float32>

glSecondaryColor3ivEXT(v: Array<Int>): Void
Name Type
v Array<Int>

glSecondaryColor3svEXT(v: Array<Int>): Void
Name Type
v Array<Int>

glSecondaryColor3ubvEXT(v: Array<cpp.UInt8>): Void
Name Type
v Array<cpp.UInt8>

glSecondaryColor3uivEXT(v: Array<Int>): Void
Name Type
v Array<Int>

glSecondaryColor3usvEXT(v: Array<UInt>): Void
Name Type
v Array<UInt>

glSecondaryColorPointerEXT(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glActiveProgramEXT(program: Int): Void
Name Type
program Int

glCreateShaderProgramEXT(type: Int, string: String): Int
Name Type
type Int
string String
Returns
Int

glUseShaderProgramEXT(type: Int, program: Int): Void
Name Type
type Int
program Int

glBindImageTextureEXT(index: Int, texture: Int, level: Int, layered: Bool, layer: Int, access: Int, format: Int): Void
Name Type
index Int
texture Int
level Int
layered Bool
layer Int
access Int
format Int

glMemoryBarrierEXT(barriers: Int): Void
Name Type
barriers Int

glActiveStencilFaceEXT(face: Int): Void
Name Type
face Int

glTexSubImage1DEXT(target: Int, level: Int, xoffset: Int, width: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
width Int
format Int
type Int
pixels haxe.io.BytesData

glTexSubImage2DEXT(target: Int, level: Int, xoffset: Int, yoffset: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glTexSubImage3DEXT(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, width: Int, height: Int, depth: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
width Int
height Int
depth Int
format Int
type Int
pixels haxe.io.BytesData

glTexImage3DEXT(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
depth Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glFramebufferTextureLayerEXT(target: Int, attachment: Int, texture: Int, level: Int, layer: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int
layer Int

glTexBufferEXT(target: Int, internalformat: Int, buffer: Int): Void
Name Type
target Int
internalformat Int
buffer Int

glClearColorIiEXT(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glClearColorIuiEXT(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glGetTexParameterIivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetTexParameterIuivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glTexParameterIivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glTexParameterIuivEXT(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glBindTextureEXT(target: Int, texture: Int): Void
Name Type
target Int
texture Int

glIsTextureEXT(texture: Int): Bool
Name Type
texture Int
Returns
Bool

glAreTexturesResidentEXT(n: Int, textures: Array<Int>, residences: Array<Bool>): Bool
Name Type
n Int
textures Array<Int>
residences Array<Bool>
Returns
Bool

glDeleteTexturesEXT(n: Int, textures: Array<Int>): Void
Name Type
n Int
textures Array<Int>

glGenTexturesEXT(n: Int, textures: Array<Int>): Void
Name Type
n Int
textures Array<Int>

glPrioritizeTexturesEXT(n: Int, textures: Array<Int>, priorities: Array<cpp.Float32>): Void
Name Type
n Int
textures Array<Int>
priorities Array<cpp.Float32>

glTextureNormalEXT(mode: Int): Void
Name Type
mode Int

glGetQueryObjecti64vEXT(id: Int, pname: Int, params: Array<cpp.Int64>): Void
Name Type
id Int
pname Int
params Array<cpp.Int64>

glGetQueryObjectui64vEXT(id: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
id Int
pname Int
params Array<cpp.UInt64>

glBeginTransformFeedbackEXT(primitiveMode: Int): Void
Name Type
primitiveMode Int

glBindBufferBaseEXT(target: Int, index: Int, buffer: Int): Void
Name Type
target Int
index Int
buffer Int

glBindBufferOffsetEXT(target: Int, index: Int, buffer: Int, offset: Int): Void
Name Type
target Int
index Int
buffer Int
offset Int

glBindBufferRangeEXT(target: Int, index: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
target Int
index Int
buffer Int
offset Int
size Int

glEndTransformFeedbackEXT(): Void

glArrayElementEXT(i: Int): Void
Name Type
i Int

glDrawArraysEXT(mode: Int, first: Int, count: Int): Void
Name Type
mode Int
first Int
count Int

glColorPointerEXT(size: Int, type: Int, stride: Int, count: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
count Int
pointer haxe.io.BytesData

glEdgeFlagPointerEXT(stride: Int, count: Int, pointer: Array<Bool>): Void
Name Type
stride Int
count Int
pointer Array<Bool>

glIndexPointerEXT(type: Int, stride: Int, count: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
count Int
pointer haxe.io.BytesData

glNormalPointerEXT(type: Int, stride: Int, count: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
count Int
pointer haxe.io.BytesData

glTexCoordPointerEXT(size: Int, type: Int, stride: Int, count: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
count Int
pointer haxe.io.BytesData

glVertexPointerEXT(size: Int, type: Int, stride: Int, count: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
count Int
pointer haxe.io.BytesData

glVertexArrayVertexAttribLOffsetEXT(vaobj: Int, buffer: Int, index: Int, size: Int, type: Int, stride: Int, offset: Int): Void
Name Type
vaobj Int
buffer Int
index Int
size Int
type Int
stride Int
offset Int

glVertexAttribL1dEXT(index: Int, x: cpp.Float64): Void
Name Type
index Int
x cpp.Float64

glVertexAttribL2dEXT(index: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64

glVertexAttribL3dEXT(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertexAttribL4dEXT(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glGetVertexAttribLdvEXT(index: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
index Int
pname Int
params Array<cpp.Float64>

glVertexAttribL1dvEXT(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribL2dvEXT(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribL3dvEXT(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribL4dvEXT(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttribLPointerEXT(index: Int, size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
index Int
size Int
type Int
stride Int
pointer haxe.io.BytesData

glBeginVertexShaderEXT(): Void

glBindLightParameterEXT(light: Int, value: Int): Int
Name Type
light Int
value Int
Returns
Int

glBindMaterialParameterEXT(face: Int, value: Int): Int
Name Type
face Int
value Int
Returns
Int

glBindParameterEXT(value: Int): Int
Name Type
value Int
Returns
Int

glBindTexGenParameterEXT(unit: Int, coord: Int, value: Int): Int
Name Type
unit Int
coord Int
value Int
Returns
Int

glBindTextureUnitParameterEXT(unit: Int, value: Int): Int
Name Type
unit Int
value Int
Returns
Int

glBindVertexShaderEXT(id: Int): Void
Name Type
id Int

glDeleteVertexShaderEXT(id: Int): Void
Name Type
id Int

glDisableVariantClientStateEXT(id: Int): Void
Name Type
id Int

glEnableVariantClientStateEXT(id: Int): Void
Name Type
id Int

glEndVertexShaderEXT(): Void

glExtractComponentEXT(res: Int, src: Int, num: Int): Void
Name Type
res Int
src Int
num Int

glGenSymbolsEXT(dataType: Int, storageType: Int, range: Int, components: Int): Int
Name Type
dataType Int
storageType Int
range Int
components Int
Returns
Int

glGenVertexShadersEXT(range: Int): Int
Name Type
range Int
Returns
Int

glInsertComponentEXT(res: Int, src: Int, num: Int): Void
Name Type
res Int
src Int
num Int

glIsVariantEnabledEXT(id: Int, cap: Int): Bool
Name Type
id Int
cap Int
Returns
Bool

glShaderOp1EXT(op: Int, res: Int, arg1: Int): Void
Name Type
op Int
res Int
arg1 Int

glShaderOp2EXT(op: Int, res: Int, arg1: Int, arg2: Int): Void
Name Type
op Int
res Int
arg1 Int
arg2 Int

glShaderOp3EXT(op: Int, res: Int, arg1: Int, arg2: Int, arg3: Int): Void
Name Type
op Int
res Int
arg1 Int
arg2 Int
arg3 Int

glSwizzleEXT(res: Int, inval: Int, outX: Int, outY: Int, outZ: Int, outW: Int): Void
Name Type
res Int
inval Int
outX Int
outY Int
outZ Int
outW Int

glWriteMaskEXT(res: Int, inval: Int, outX: Int, outY: Int, outZ: Int, outW: Int): Void
Name Type
res Int
inval Int
outX Int
outY Int
outZ Int
outW Int

glGetInvariantBooleanvEXT(id: Int, value: Int, data: Array<Bool>): Void
Name Type
id Int
value Int
data Array<Bool>

glGetInvariantFloatvEXT(id: Int, value: Int, data: Array<cpp.Float32>): Void
Name Type
id Int
value Int
data Array<cpp.Float32>

glGetInvariantIntegervEXT(id: Int, value: Int, data: Array<Int>): Void
Name Type
id Int
value Int
data Array<Int>

glGetLocalConstantBooleanvEXT(id: Int, value: Int, data: Array<Bool>): Void
Name Type
id Int
value Int
data Array<Bool>

glGetLocalConstantFloatvEXT(id: Int, value: Int, data: Array<cpp.Float32>): Void
Name Type
id Int
value Int
data Array<cpp.Float32>

glGetLocalConstantIntegervEXT(id: Int, value: Int, data: Array<Int>): Void
Name Type
id Int
value Int
data Array<Int>

glGetVariantBooleanvEXT(id: Int, value: Int, data: Array<Bool>): Void
Name Type
id Int
value Int
data Array<Bool>

glGetVariantFloatvEXT(id: Int, value: Int, data: Array<cpp.Float32>): Void
Name Type
id Int
value Int
data Array<cpp.Float32>

glGetVariantIntegervEXT(id: Int, value: Int, data: Array<Int>): Void
Name Type
id Int
value Int
data Array<Int>

glSetInvariantEXT(id: Int, type: Int, addr: haxe.io.BytesData): Void
Name Type
id Int
type Int
addr haxe.io.BytesData

glSetLocalConstantEXT(id: Int, type: Int, addr: haxe.io.BytesData): Void
Name Type
id Int
type Int
addr haxe.io.BytesData

glVariantPointerEXT(id: Int, type: Int, stride: Int, addr: haxe.io.BytesData): Void
Name Type
id Int
type Int
stride Int
addr haxe.io.BytesData

glVariantbvEXT(id: Int, addr: Array<cpp.Int8>): Void
Name Type
id Int
addr Array<cpp.Int8>

glVariantdvEXT(id: Int, addr: Array<cpp.Float64>): Void
Name Type
id Int
addr Array<cpp.Float64>

glVariantfvEXT(id: Int, addr: Array<cpp.Float32>): Void
Name Type
id Int
addr Array<cpp.Float32>

glVariantivEXT(id: Int, addr: Array<Int>): Void
Name Type
id Int
addr Array<Int>

glVariantsvEXT(id: Int, addr: Array<Int>): Void
Name Type
id Int
addr Array<Int>

glVariantubvEXT(id: Int, addr: Array<cpp.UInt8>): Void
Name Type
id Int
addr Array<cpp.UInt8>

glVariantuivEXT(id: Int, addr: Array<Int>): Void
Name Type
id Int
addr Array<Int>

glVariantusvEXT(id: Int, addr: Array<UInt>): Void
Name Type
id Int
addr Array<UInt>

glVertexWeightfEXT(weight: cpp.Float32): Void
Name Type
weight cpp.Float32

glVertexWeightPointerEXT(size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
size Int
type Int
stride Int
pointer haxe.io.BytesData

glVertexWeightfvEXT(weight: Array<cpp.Float32>): Void
Name Type
weight Array<cpp.Float32>

glImportSyncEXT(external_sync_type: Int, external_sync: Int, flags: Int): GLSync
Name Type
external_sync_type Int
external_sync Int
flags Int
Returns
GLSync

glFrameTerminatorGREMEDY(): Void

glStringMarkerGREMEDY(len: Int, string: haxe.io.BytesData): Void
Name Type
len Int
string haxe.io.BytesData

glImageTransformParameterfHP(target: Int, pname: Int, param: cpp.Float32): Void
Name Type
target Int
pname Int
param cpp.Float32

glImageTransformParameteriHP(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glGetImageTransformParameterfvHP(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetImageTransformParameterivHP(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glImageTransformParameterfvHP(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glImageTransformParameterivHP(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glMultiModeDrawArraysIBM(mode: Array<Int>, first: Array<Int>, count: Array<Int>, primcount: Int, modestride: Int): Void
Name Type
mode Array<Int>
first Array<Int>
count Array<Int>
primcount Int
modestride Int

glMultiModeDrawElementsIBM(mode: Array<Int>, count: Array<Int>, type: Int, indices: haxe.io.BytesData, primcount: Int, modestride: Int): Void
Name Type
mode Array<Int>
count Array<Int>
type Int
indices haxe.io.BytesData
primcount Int
modestride Int

glSyncTextureINTEL(texture: Int): Void
Name Type
texture Int

glUnmapTexture2DINTEL(texture: Int, level: Int): Void
Name Type
texture Int
level Int

glBeginPerfQueryINTEL(queryHandle: Int): Void
Name Type
queryHandle Int

glDeletePerfQueryINTEL(queryHandle: Int): Void
Name Type
queryHandle Int

glEndPerfQueryINTEL(queryHandle: Int): Void
Name Type
queryHandle Int

glCreatePerfQueryINTEL(queryId: Int, queryHandle: Array<Int>): Void
Name Type
queryId Int
queryHandle Array<Int>

glGetFirstPerfQueryIdINTEL(queryId: Array<Int>): Void
Name Type
queryId Array<Int>

glGetNextPerfQueryIdINTEL(queryId: Int, nextQueryId: Array<Int>): Void
Name Type
queryId Int
nextQueryId Array<Int>

glGetPerfCounterInfoINTEL(queryId: Int, counterId: Int, counterNameLength: Int, counterName: String, counterDescLength: Int, counterDesc: String, counterOffset: Array<Int>, counterDataSize: Array<Int>, counterTypeEnum: Array<Int>, counterDataTypeEnum: Array<Int>, rawCounterMaxValue: Array<cpp.UInt64>): Void
Name Type
queryId Int
counterId Int
counterNameLength Int
counterName String
counterDescLength Int
counterDesc String
counterOffset Array<Int>
counterDataSize Array<Int>
counterTypeEnum Array<Int>
counterDataTypeEnum Array<Int>
rawCounterMaxValue Array<cpp.UInt64>

glGetPerfQueryDataINTEL(queryHandle: Int, flags: Int, dataSize: Int, data: haxe.io.BytesData, bytesWritten: Array<Int>): Void
Name Type
queryHandle Int
flags Int
dataSize Int
data haxe.io.BytesData
bytesWritten Array<Int>

glGetPerfQueryIdByNameINTEL(queryName: String, queryId: Array<Int>): Void
Name Type
queryName String
queryId Array<Int>

glGetPerfQueryInfoINTEL(queryId: Int, queryNameLength: Int, queryName: String, dataSize: Array<Int>, noCounters: Array<Int>, noInstances: Array<Int>, capsMask: Array<Int>): Void
Name Type
queryId Int
queryNameLength Int
queryName String
dataSize Array<Int>
noCounters Array<Int>
noInstances Array<Int>
capsMask Array<Int>

glTexScissorFuncINTEL(target: Int, lfunc: Int, hfunc: Int): Void
Name Type
target Int
lfunc Int
hfunc Int

glTexScissorINTEL(target: Int, tlow: cpp.Float32, thigh: cpp.Float32): Void
Name Type
target Int
tlow cpp.Float32
thigh cpp.Float32

glBlendBarrierKHR(): Void

glDebugMessageInsert(source: Int, type: Int, id: Int, severity: Int, length: Int, buf: String): Void
Name Type
source Int
type Int
id Int
severity Int
length Int
buf String

glObjectLabel(identifier: Int, name: Int, length: Int, label: String): Void
Name Type
identifier Int
name Int
length Int
label String

glPopDebugGroup(): Void

glPushDebugGroup(source: Int, id: Int, length: Int, message: String): Void
Name Type
source Int
id Int
length Int
message String

glDebugMessageControl(source: Int, type: Int, severity: Int, count: Int, ids: Array<Int>, enabled: Bool): Void
Name Type
source Int
type Int
severity Int
count Int
ids Array<Int>
enabled Bool

glGetObjectLabel(identifier: Int, name: Int, bufSize: Int, length: Array<Int>, label: String): Void
Name Type
identifier Int
name Int
bufSize Int
length Array<Int>
label String

glGetObjectPtrLabel(ptr: haxe.io.BytesData, bufSize: Int, length: Array<Int>, label: String): Void
Name Type
ptr haxe.io.BytesData
bufSize Int
length Array<Int>
label String

glObjectPtrLabel(ptr: haxe.io.BytesData, length: Int, label: String): Void
Name Type
ptr haxe.io.BytesData
length Int
label String

glGetnUniformfv(program: Int, location: Int, bufSize: Int, params: Array<cpp.Float32>): Void
Name Type
program Int
location Int
bufSize Int
params Array<cpp.Float32>

glGetnUniformiv(program: Int, location: Int, bufSize: Int, params: Array<Int>): Void
Name Type
program Int
location Int
bufSize Int
params Array<Int>

glGetnUniformuiv(program: Int, location: Int, bufSize: Int, params: Array<Int>): Void
Name Type
program Int
location Int
bufSize Int
params Array<Int>

glReadnPixels(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, bufSize: Int, data: haxe.io.BytesData): Void
Name Type
x Int
y Int
width Int
height Int
format Int
type Int
bufSize Int
data haxe.io.BytesData

glBufferRegionEnabled(): Int
Returns
Int

glDeleteBufferRegion(region: Int): Void
Name Type
region Int

glDrawBufferRegion(region: Int, x: Int, y: Int, width: Int, height: Int, xDest: Int, yDest: Int): Void
Name Type
region Int
x Int
y Int
width Int
height Int
xDest Int
yDest Int

glNewBufferRegion(region: Int): Int
Name Type
region Int
Returns
Int

glReadBufferRegion(region: Int, x: Int, y: Int, width: Int, height: Int): Void
Name Type
region Int
x Int
y Int
width Int
height Int

glResizeBuffersMESA(): Void

glWindowPos2dMESA(x: cpp.Float64, y: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64

glWindowPos2fMESA(x: cpp.Float32, y: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32

glWindowPos2iMESA(x: Int, y: Int): Void
Name Type
x Int
y Int

glWindowPos2sMESA(x: Int, y: Int): Void
Name Type
x Int
y Int

glWindowPos3dMESA(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64

glWindowPos3fMESA(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32

glWindowPos3iMESA(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glWindowPos3sMESA(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glWindowPos4dMESA(x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glWindowPos4fMESA(x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glWindowPos4iMESA(x: Int, y: Int, z: Int, w: Int): Void
Name Type
x Int
y Int
z Int
w Int

glWindowPos4sMESA(x: Int, y: Int, z: Int, w: Int): Void
Name Type
x Int
y Int
z Int
w Int

glWindowPos2dvMESA(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos2fvMESA(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos2ivMESA(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos2svMESA(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos3dvMESA(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos3fvMESA(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos3ivMESA(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos3svMESA(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos4dvMESA(p: Array<cpp.Float64>): Void
Name Type
p Array<cpp.Float64>

glWindowPos4fvMESA(p: Array<cpp.Float32>): Void
Name Type
p Array<cpp.Float32>

glWindowPos4ivMESA(p: Array<Int>): Void
Name Type
p Array<Int>

glWindowPos4svMESA(p: Array<Int>): Void
Name Type
p Array<Int>

glBeginConditionalRenderNVX(id: Int): Void
Name Type
id Int

glEndConditionalRenderNVX(): Void

glMultiDrawArraysIndirectBindlessNV(mode: Int, indirect: haxe.io.BytesData, drawCount: Int, stride: Int, vertexBufferCount: Int): Void
Name Type
mode Int
indirect haxe.io.BytesData
drawCount Int
stride Int
vertexBufferCount Int

glMultiDrawElementsIndirectBindlessNV(mode: Int, type: Int, indirect: haxe.io.BytesData, drawCount: Int, stride: Int, vertexBufferCount: Int): Void
Name Type
mode Int
type Int
indirect haxe.io.BytesData
drawCount Int
stride Int
vertexBufferCount Int

glMultiDrawArraysIndirectBindlessCountNV(mode: Int, indirect: haxe.io.BytesData, drawCount: Int, maxDrawCount: Int, stride: Int, vertexBufferCount: Int): Void
Name Type
mode Int
indirect haxe.io.BytesData
drawCount Int
maxDrawCount Int
stride Int
vertexBufferCount Int

glMultiDrawElementsIndirectBindlessCountNV(mode: Int, type: Int, indirect: haxe.io.BytesData, drawCount: Int, maxDrawCount: Int, stride: Int, vertexBufferCount: Int): Void
Name Type
mode Int
type Int
indirect haxe.io.BytesData
drawCount Int
maxDrawCount Int
stride Int
vertexBufferCount Int

glGetImageHandleNV(texture: Int, level: Int, layered: Bool, layer: Int, format: Int): cpp.UInt64
Name Type
texture Int
level Int
layered Bool
layer Int
format Int
Returns
cpp.UInt64

glGetTextureHandleNV(texture: Int): cpp.UInt64
Name Type
texture Int
Returns
cpp.UInt64

glGetTextureSamplerHandleNV(texture: Int, sampler: Int): cpp.UInt64
Name Type
texture Int
sampler Int
Returns
cpp.UInt64

glIsImageHandleResidentNV(handle: cpp.UInt64): Bool
Name Type
handle cpp.UInt64
Returns
Bool

glIsTextureHandleResidentNV(handle: cpp.UInt64): Bool
Name Type
handle cpp.UInt64
Returns
Bool

glMakeImageHandleNonResidentNV(handle: cpp.UInt64): Void
Name Type
handle cpp.UInt64

glMakeImageHandleResidentNV(handle: cpp.UInt64, access: Int): Void
Name Type
handle cpp.UInt64
access Int

glMakeTextureHandleNonResidentNV(handle: cpp.UInt64): Void
Name Type
handle cpp.UInt64

glMakeTextureHandleResidentNV(handle: cpp.UInt64): Void
Name Type
handle cpp.UInt64

glProgramUniformHandleui64NV(program: Int, location: Int, value: cpp.UInt64): Void
Name Type
program Int
location Int
value cpp.UInt64

glUniformHandleui64NV(location: Int, value: cpp.UInt64): Void
Name Type
location Int
value cpp.UInt64

glProgramUniformHandleui64vNV(program: Int, location: Int, count: Int, values: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
values Array<cpp.UInt64>

glUniformHandleui64vNV(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glBlendBarrierNV(): Void

glBlendParameteriNV(pname: Int, value: Int): Void
Name Type
pname Int
value Int

glBeginConditionalRenderNV(id: Int, mode: Int): Void
Name Type
id Int
mode Int

glEndConditionalRenderNV(): Void

glSubpixelPrecisionBiasNV(xbits: Int, ybits: Int): Void
Name Type
xbits Int
ybits Int

glCopyImageSubDataNV(srcName: Int, srcTarget: Int, srcLevel: Int, srcX: Int, srcY: Int, srcZ: Int, dstName: Int, dstTarget: Int, dstLevel: Int, dstX: Int, dstY: Int, dstZ: Int, width: Int, height: Int, depth: Int): Void
Name Type
srcName Int
srcTarget Int
srcLevel Int
srcX Int
srcY Int
srcZ Int
dstName Int
dstTarget Int
dstLevel Int
dstX Int
dstY Int
dstZ Int
width Int
height Int
depth Int

glClearDepthdNV(depth: cpp.Float64): Void
Name Type
depth cpp.Float64

glDepthBoundsdNV(zmin: cpp.Float64, zmax: cpp.Float64): Void
Name Type
zmin cpp.Float64
zmax cpp.Float64

glDepthRangedNV(zNear: cpp.Float64, zFar: cpp.Float64): Void
Name Type
zNear cpp.Float64
zFar cpp.Float64

glDrawTextureNV(texture: Int, sampler: Int, x0: cpp.Float32, y0: cpp.Float32, x1: cpp.Float32, y1: cpp.Float32, z: cpp.Float32, s0: cpp.Float32, t0: cpp.Float32, s1: cpp.Float32, t1: cpp.Float32): Void
Name Type
texture Int
sampler Int
x0 cpp.Float32
y0 cpp.Float32
x1 cpp.Float32
y1 cpp.Float32
z cpp.Float32
s0 cpp.Float32
t0 cpp.Float32
s1 cpp.Float32
t1 cpp.Float32

glEvalMapsNV(target: Int, mode: Int): Void
Name Type
target Int
mode Int

glGetMapAttribParameterfvNV(target: Int, index: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
pname Int
params Array<cpp.Float32>

glGetMapAttribParameterivNV(target: Int, index: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
index Int
pname Int
params Array<Int>

glGetMapControlPointsNV(target: Int, index: Int, type: Int, ustride: Int, vstride: Int, packed: Bool, points: haxe.io.BytesData): Void
Name Type
target Int
index Int
type Int
ustride Int
vstride Int
packed Bool
points haxe.io.BytesData

glGetMapParameterfvNV(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetMapParameterivNV(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glMapControlPointsNV(target: Int, index: Int, type: Int, ustride: Int, vstride: Int, uorder: Int, vorder: Int, packed: Bool, points: haxe.io.BytesData): Void
Name Type
target Int
index Int
type Int
ustride Int
vstride Int
uorder Int
vorder Int
packed Bool
points haxe.io.BytesData

glMapParameterfvNV(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glMapParameterivNV(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glSampleMaskIndexedNV(index: Int, mask: Int): Void
Name Type
index Int
mask Int

glTexRenderbufferNV(target: Int, renderbuffer: Int): Void
Name Type
target Int
renderbuffer Int

glGetMultisamplefvNV(pname: Int, index: Int, val: Array<cpp.Float32>): Void
Name Type
pname Int
index Int
val Array<cpp.Float32>

glFinishFenceNV(fence: Int): Void
Name Type
fence Int

glIsFenceNV(fence: Int): Bool
Name Type
fence Int
Returns
Bool

glSetFenceNV(fence: Int, condition: Int): Void
Name Type
fence Int
condition Int

glTestFenceNV(fence: Int): Bool
Name Type
fence Int
Returns
Bool

glDeleteFencesNV(n: Int, fences: Array<Int>): Void
Name Type
n Int
fences Array<Int>

glGenFencesNV(n: Int, fences: Array<Int>): Void
Name Type
n Int
fences Array<Int>

glGetFenceivNV(fence: Int, pname: Int, params: Array<Int>): Void
Name Type
fence Int
pname Int
params Array<Int>

glFragmentCoverageColorNV(color: Int): Void
Name Type
color Int

glGetProgramNamedParameterdvNV(id: Int, len: Int, name: Array<cpp.UInt8>, params: Array<cpp.Float64>): Void
Name Type
id Int
len Int
name Array<cpp.UInt8>
params Array<cpp.Float64>

glGetProgramNamedParameterfvNV(id: Int, len: Int, name: Array<cpp.UInt8>, params: Array<cpp.Float32>): Void
Name Type
id Int
len Int
name Array<cpp.UInt8>
params Array<cpp.Float32>

glProgramNamedParameter4dNV(id: Int, len: Int, name: Array<cpp.UInt8>, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
id Int
len Int
name Array<cpp.UInt8>
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glProgramNamedParameter4dvNV(id: Int, len: Int, name: Array<cpp.UInt8>, v: Array<cpp.Float64>): Void
Name Type
id Int
len Int
name Array<cpp.UInt8>
v Array<cpp.Float64>

glProgramNamedParameter4fNV(id: Int, len: Int, name: Array<cpp.UInt8>, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
id Int
len Int
name Array<cpp.UInt8>
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glProgramNamedParameter4fvNV(id: Int, len: Int, name: Array<cpp.UInt8>, v: Array<cpp.Float32>): Void
Name Type
id Int
len Int
name Array<cpp.UInt8>
v Array<cpp.Float32>

glRenderbufferStorageMultisampleCoverageNV(target: Int, coverageSamples: Int, colorSamples: Int, internalformat: Int, width: Int, height: Int): Void
Name Type
target Int
coverageSamples Int
colorSamples Int
internalformat Int
width Int
height Int

glProgramVertexLimitNV(target: Int, limit: Int): Void
Name Type
target Int
limit Int

glProgramEnvParameterI4iNV(target: Int, index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
target Int
index Int
x Int
y Int
z Int
w Int

glProgramEnvParameterI4uiNV(target: Int, index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
target Int
index Int
x Int
y Int
z Int
w Int

glProgramLocalParameterI4iNV(target: Int, index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
target Int
index Int
x Int
y Int
z Int
w Int

glProgramLocalParameterI4uiNV(target: Int, index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
target Int
index Int
x Int
y Int
z Int
w Int

glProgramEnvParameterI4ivNV(target: Int, index: Int, params: Array<Int>): Void
Name Type
target Int
index Int
params Array<Int>

glProgramEnvParameterI4uivNV(target: Int, index: Int, params: Array<Int>): Void
Name Type
target Int
index Int
params Array<Int>

glProgramEnvParametersI4ivNV(target: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
target Int
index Int
count Int
params Array<Int>

glProgramEnvParametersI4uivNV(target: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
target Int
index Int
count Int
params Array<Int>

glProgramLocalParameterI4ivNV(target: Int, index: Int, params: Array<Int>): Void
Name Type
target Int
index Int
params Array<Int>

glProgramLocalParameterI4uivNV(target: Int, index: Int, params: Array<Int>): Void
Name Type
target Int
index Int
params Array<Int>

glProgramLocalParametersI4ivNV(target: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
target Int
index Int
count Int
params Array<Int>

glProgramLocalParametersI4uivNV(target: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
target Int
index Int
count Int
params Array<Int>

glProgramUniform1i64NV(program: Int, location: Int, x: cpp.Int64): Void
Name Type
program Int
location Int
x cpp.Int64

glProgramUniform1ui64NV(program: Int, location: Int, x: cpp.UInt64): Void
Name Type
program Int
location Int
x cpp.UInt64

glProgramUniform2i64NV(program: Int, location: Int, x: cpp.Int64, y: cpp.Int64): Void
Name Type
program Int
location Int
x cpp.Int64
y cpp.Int64

glProgramUniform2ui64NV(program: Int, location: Int, x: cpp.UInt64, y: cpp.UInt64): Void
Name Type
program Int
location Int
x cpp.UInt64
y cpp.UInt64

glProgramUniform3i64NV(program: Int, location: Int, x: cpp.Int64, y: cpp.Int64, z: cpp.Int64): Void
Name Type
program Int
location Int
x cpp.Int64
y cpp.Int64
z cpp.Int64

glProgramUniform3ui64NV(program: Int, location: Int, x: cpp.UInt64, y: cpp.UInt64, z: cpp.UInt64): Void
Name Type
program Int
location Int
x cpp.UInt64
y cpp.UInt64
z cpp.UInt64

glProgramUniform4i64NV(program: Int, location: Int, x: cpp.Int64, y: cpp.Int64, z: cpp.Int64, w: cpp.Int64): Void
Name Type
program Int
location Int
x cpp.Int64
y cpp.Int64
z cpp.Int64
w cpp.Int64

glProgramUniform4ui64NV(program: Int, location: Int, x: cpp.UInt64, y: cpp.UInt64, z: cpp.UInt64, w: cpp.UInt64): Void
Name Type
program Int
location Int
x cpp.UInt64
y cpp.UInt64
z cpp.UInt64
w cpp.UInt64

glUniform1i64NV(location: Int, x: cpp.Int64): Void
Name Type
location Int
x cpp.Int64

glUniform1ui64NV(location: Int, x: cpp.UInt64): Void
Name Type
location Int
x cpp.UInt64

glUniform2i64NV(location: Int, x: cpp.Int64, y: cpp.Int64): Void
Name Type
location Int
x cpp.Int64
y cpp.Int64

glUniform2ui64NV(location: Int, x: cpp.UInt64, y: cpp.UInt64): Void
Name Type
location Int
x cpp.UInt64
y cpp.UInt64

glUniform3i64NV(location: Int, x: cpp.Int64, y: cpp.Int64, z: cpp.Int64): Void
Name Type
location Int
x cpp.Int64
y cpp.Int64
z cpp.Int64

glUniform3ui64NV(location: Int, x: cpp.UInt64, y: cpp.UInt64, z: cpp.UInt64): Void
Name Type
location Int
x cpp.UInt64
y cpp.UInt64
z cpp.UInt64

glUniform4i64NV(location: Int, x: cpp.Int64, y: cpp.Int64, z: cpp.Int64, w: cpp.Int64): Void
Name Type
location Int
x cpp.Int64
y cpp.Int64
z cpp.Int64
w cpp.Int64

glUniform4ui64NV(location: Int, x: cpp.UInt64, y: cpp.UInt64, z: cpp.UInt64, w: cpp.UInt64): Void
Name Type
location Int
x cpp.UInt64
y cpp.UInt64
z cpp.UInt64
w cpp.UInt64

glGetUniformi64vNV(program: Int, location: Int, params: Array<cpp.Int64>): Void
Name Type
program Int
location Int
params Array<cpp.Int64>

glGetUniformui64vNV(program: Int, location: Int, params: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
params Array<cpp.UInt64>

glProgramUniform1i64vNV(program: Int, location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Int64>

glProgramUniform1ui64vNV(program: Int, location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.UInt64>

glProgramUniform2i64vNV(program: Int, location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Int64>

glProgramUniform2ui64vNV(program: Int, location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.UInt64>

glProgramUniform3i64vNV(program: Int, location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Int64>

glProgramUniform3ui64vNV(program: Int, location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.UInt64>

glProgramUniform4i64vNV(program: Int, location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.Int64>

glProgramUniform4ui64vNV(program: Int, location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.UInt64>

glUniform1i64vNV(location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
location Int
count Int
value Array<cpp.Int64>

glUniform1ui64vNV(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glUniform2i64vNV(location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
location Int
count Int
value Array<cpp.Int64>

glUniform2ui64vNV(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glUniform3i64vNV(location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
location Int
count Int
value Array<cpp.Int64>

glUniform3ui64vNV(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glUniform4i64vNV(location: Int, count: Int, value: Array<cpp.Int64>): Void
Name Type
location Int
count Int
value Array<cpp.Int64>

glUniform4ui64vNV(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glColor3hNV(red: UInt, green: UInt, blue: UInt): Void
Name Type
red UInt
green UInt
blue UInt

glColor4hNV(red: UInt, green: UInt, blue: UInt, alpha: UInt): Void
Name Type
red UInt
green UInt
blue UInt
alpha UInt

glFogCoordhNV(fog: UInt): Void
Name Type
fog UInt

glMultiTexCoord1hNV(target: Int, s: UInt): Void
Name Type
target Int
s UInt

glMultiTexCoord2hNV(target: Int, s: UInt, t: UInt): Void
Name Type
target Int
s UInt
t UInt

glMultiTexCoord3hNV(target: Int, s: UInt, t: UInt, r: UInt): Void
Name Type
target Int
s UInt
t UInt
r UInt

glMultiTexCoord4hNV(target: Int, s: UInt, t: UInt, r: UInt, q: UInt): Void
Name Type
target Int
s UInt
t UInt
r UInt
q UInt

glNormal3hNV(nx: UInt, ny: UInt, nz: UInt): Void
Name Type
nx UInt
ny UInt
nz UInt

glSecondaryColor3hNV(red: UInt, green: UInt, blue: UInt): Void
Name Type
red UInt
green UInt
blue UInt

glTexCoord1hNV(s: UInt): Void
Name Type
s UInt

glTexCoord2hNV(s: UInt, t: UInt): Void
Name Type
s UInt
t UInt

glTexCoord3hNV(s: UInt, t: UInt, r: UInt): Void
Name Type
s UInt
t UInt
r UInt

glTexCoord4hNV(s: UInt, t: UInt, r: UInt, q: UInt): Void
Name Type
s UInt
t UInt
r UInt
q UInt

glVertex2hNV(x: UInt, y: UInt): Void
Name Type
x UInt
y UInt

glVertex3hNV(x: UInt, y: UInt, z: UInt): Void
Name Type
x UInt
y UInt
z UInt

glVertex4hNV(x: UInt, y: UInt, z: UInt, w: UInt): Void
Name Type
x UInt
y UInt
z UInt
w UInt

glVertexAttrib1hNV(index: Int, x: UInt): Void
Name Type
index Int
x UInt

glVertexAttrib2hNV(index: Int, x: UInt, y: UInt): Void
Name Type
index Int
x UInt
y UInt

glVertexAttrib3hNV(index: Int, x: UInt, y: UInt, z: UInt): Void
Name Type
index Int
x UInt
y UInt
z UInt

glVertexAttrib4hNV(index: Int, x: UInt, y: UInt, z: UInt, w: UInt): Void
Name Type
index Int
x UInt
y UInt
z UInt
w UInt

glVertexWeighthNV(weight: UInt): Void
Name Type
weight UInt

glColor3hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glColor4hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glFogCoordhvNV(fog: Array<UInt>): Void
Name Type
fog Array<UInt>

glMultiTexCoord1hvNV(target: Int, v: Array<UInt>): Void
Name Type
target Int
v Array<UInt>

glMultiTexCoord2hvNV(target: Int, v: Array<UInt>): Void
Name Type
target Int
v Array<UInt>

glMultiTexCoord3hvNV(target: Int, v: Array<UInt>): Void
Name Type
target Int
v Array<UInt>

glMultiTexCoord4hvNV(target: Int, v: Array<UInt>): Void
Name Type
target Int
v Array<UInt>

glNormal3hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glSecondaryColor3hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glTexCoord1hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glTexCoord2hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glTexCoord3hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glTexCoord4hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glVertex2hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glVertex3hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glVertex4hvNV(v: Array<UInt>): Void
Name Type
v Array<UInt>

glVertexAttrib1hvNV(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttrib2hvNV(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttrib3hvNV(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttrib4hvNV(index: Int, v: Array<UInt>): Void
Name Type
index Int
v Array<UInt>

glVertexAttribs1hvNV(index: Int, n: Int, v: Array<UInt>): Void
Name Type
index Int
n Int
v Array<UInt>

glVertexAttribs2hvNV(index: Int, n: Int, v: Array<UInt>): Void
Name Type
index Int
n Int
v Array<UInt>

glVertexAttribs3hvNV(index: Int, n: Int, v: Array<UInt>): Void
Name Type
index Int
n Int
v Array<UInt>

glVertexAttribs4hvNV(index: Int, n: Int, v: Array<UInt>): Void
Name Type
index Int
n Int
v Array<UInt>

glVertexWeighthvNV(weight: Array<UInt>): Void
Name Type
weight Array<UInt>

glGetInternalformatSampleivNV(target: Int, internalformat: Int, samples: Int, pname: Int, bufSize: Int, params: Array<Int>): Void
Name Type
target Int
internalformat Int
samples Int
pname Int
bufSize Int
params Array<Int>

glBeginOcclusionQueryNV(id: Int): Void
Name Type
id Int

glEndOcclusionQueryNV(): Void

glIsOcclusionQueryNV(id: Int): Bool
Name Type
id Int
Returns
Bool

glDeleteOcclusionQueriesNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGenOcclusionQueriesNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGetOcclusionQueryivNV(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetOcclusionQueryuivNV(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glProgramBufferParametersIivNV(target: Int, buffer: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
target Int
buffer Int
index Int
count Int
params Array<Int>

glProgramBufferParametersIuivNV(target: Int, buffer: Int, index: Int, count: Int, params: Array<Int>): Void
Name Type
target Int
buffer Int
index Int
count Int
params Array<Int>

glProgramBufferParametersfvNV(target: Int, buffer: Int, index: Int, count: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
buffer Int
index Int
count Int
params Array<cpp.Float32>

glCopyPathNV(resultPath: Int, srcPath: Int): Void
Name Type
resultPath Int
srcPath Int

glCoverFillPathNV(path: Int, coverMode: Int): Void
Name Type
path Int
coverMode Int

glCoverStrokePathNV(path: Int, coverMode: Int): Void
Name Type
path Int
coverMode Int

glDeletePathsNV(path: Int, range: Int): Void
Name Type
path Int
range Int

glGenPathsNV(range: Int): Int
Name Type
range Int
Returns
Int

glGetPathLengthNV(path: Int, startSegment: Int, numSegments: Int): cpp.Float32
Name Type
path Int
startSegment Int
numSegments Int
Returns
cpp.Float32

glInterpolatePathsNV(resultPath: Int, pathA: Int, pathB: Int, weight: cpp.Float32): Void
Name Type
resultPath Int
pathA Int
pathB Int
weight cpp.Float32

glIsPathNV(path: Int): Bool
Name Type
path Int
Returns
Bool

glIsPointInFillPathNV(path: Int, mask: Int, x: cpp.Float32, y: cpp.Float32): Bool
Name Type
path Int
mask Int
x cpp.Float32
y cpp.Float32
Returns
Bool

glIsPointInStrokePathNV(path: Int, x: cpp.Float32, y: cpp.Float32): Bool
Name Type
path Int
x cpp.Float32
y cpp.Float32
Returns
Bool

glPathCoverDepthFuncNV(zfunc: Int): Void
Name Type
zfunc Int

glPathFogGenNV(genMode: Int): Void
Name Type
genMode Int

glPathParameterfNV(path: Int, pname: Int, value: cpp.Float32): Void
Name Type
path Int
pname Int
value cpp.Float32

glPathParameteriNV(path: Int, pname: Int, value: Int): Void
Name Type
path Int
pname Int
value Int

glPathStencilDepthOffsetNV(factor: cpp.Float32, units: cpp.Float32): Void
Name Type
factor cpp.Float32
units cpp.Float32

glPathStencilFuncNV(func: Int, ref: Int, mask: Int): Void
Name Type
func Int
ref Int
mask Int

glStencilFillPathNV(path: Int, fillMode: Int, mask: Int): Void
Name Type
path Int
fillMode Int
mask Int

glStencilStrokePathNV(path: Int, reference: Int, mask: Int): Void
Name Type
path Int
reference Int
mask Int

glStencilThenCoverFillPathNV(path: Int, fillMode: Int, mask: Int, coverMode: Int): Void
Name Type
path Int
fillMode Int
mask Int
coverMode Int

glStencilThenCoverStrokePathNV(path: Int, reference: Int, mask: Int, coverMode: Int): Void
Name Type
path Int
reference Int
mask Int
coverMode Int

glCoverFillPathInstancedNV(numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, coverMode: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
coverMode Int
transformType Int
transformValues Array<cpp.Float32>

glCoverStrokePathInstancedNV(numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, coverMode: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
coverMode Int
transformType Int
transformValues Array<cpp.Float32>

glGetPathColorGenfvNV(color: Int, pname: Int, value: Array<cpp.Float32>): Void
Name Type
color Int
pname Int
value Array<cpp.Float32>

glGetPathColorGenivNV(color: Int, pname: Int, value: Array<Int>): Void
Name Type
color Int
pname Int
value Array<Int>

glGetPathCommandsNV(path: Int, commands: Array<cpp.UInt8>): Void
Name Type
path Int
commands Array<cpp.UInt8>

glGetPathCoordsNV(path: Int, coords: Array<cpp.Float32>): Void
Name Type
path Int
coords Array<cpp.Float32>

glGetPathDashArrayNV(path: Int, dashArray: Array<cpp.Float32>): Void
Name Type
path Int
dashArray Array<cpp.Float32>

glGetPathMetricRangeNV(metricQueryMask: Int, firstPathName: Int, numPaths: Int, stride: Int, metrics: Array<cpp.Float32>): Void
Name Type
metricQueryMask Int
firstPathName Int
numPaths Int
stride Int
metrics Array<cpp.Float32>

glGetPathMetricsNV(metricQueryMask: Int, numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, stride: Int, metrics: Array<cpp.Float32>): Void
Name Type
metricQueryMask Int
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
stride Int
metrics Array<cpp.Float32>

glGetPathParameterfvNV(path: Int, pname: Int, value: Array<cpp.Float32>): Void
Name Type
path Int
pname Int
value Array<cpp.Float32>

glGetPathParameterivNV(path: Int, pname: Int, value: Array<Int>): Void
Name Type
path Int
pname Int
value Array<Int>

glGetPathSpacingNV(pathListMode: Int, numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, advanceScale: cpp.Float32, kerningScale: cpp.Float32, transformType: Int, returnedSpacing: Array<cpp.Float32>): Void
Name Type
pathListMode Int
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
advanceScale cpp.Float32
kerningScale cpp.Float32
transformType Int
returnedSpacing Array<cpp.Float32>

glGetPathTexGenfvNV(texCoordSet: Int, pname: Int, value: Array<cpp.Float32>): Void
Name Type
texCoordSet Int
pname Int
value Array<cpp.Float32>

glGetPathTexGenivNV(texCoordSet: Int, pname: Int, value: Array<Int>): Void
Name Type
texCoordSet Int
pname Int
value Array<Int>

glGetProgramResourcefvNV(program: Int, programInterface: Int, index: Int, propCount: Int, props: Array<Int>, bufSize: Int, length: Array<Int>, params: Array<cpp.Float32>): Void
Name Type
program Int
programInterface Int
index Int
propCount Int
props Array<Int>
bufSize Int
length Array<Int>
params Array<cpp.Float32>

glMatrixLoad3x2fNV(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixLoad3x3fNV(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixLoadTranspose3x3fNV(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixMult3x2fNV(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixMult3x3fNV(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glMatrixMultTranspose3x3fNV(matrixMode: Int, m: Array<cpp.Float32>): Void
Name Type
matrixMode Int
m Array<cpp.Float32>

glPathColorGenNV(color: Int, genMode: Int, colorFormat: Int, coeffs: Array<cpp.Float32>): Void
Name Type
color Int
genMode Int
colorFormat Int
coeffs Array<cpp.Float32>

glPathCoordsNV(path: Int, numCoords: Int, coordType: Int, coords: haxe.io.BytesData): Void
Name Type
path Int
numCoords Int
coordType Int
coords haxe.io.BytesData

glPathDashArrayNV(path: Int, dashCount: Int, dashArray: Array<cpp.Float32>): Void
Name Type
path Int
dashCount Int
dashArray Array<cpp.Float32>

glPathGlyphIndexArrayNV(firstPathName: Int, fontTarget: Int, fontName: haxe.io.BytesData, fontStyle: Int, firstGlyphIndex: Int, numGlyphs: Int, pathParameterTemplate: Int, emScale: cpp.Float32): Int
Name Type
firstPathName Int
fontTarget Int
fontName haxe.io.BytesData
fontStyle Int
firstGlyphIndex Int
numGlyphs Int
pathParameterTemplate Int
emScale cpp.Float32
Returns
Int

glPathGlyphIndexRangeNV(fontTarget: Int, fontName: haxe.io.BytesData, fontStyle: Int, pathParameterTemplate: Int, emScale: cpp.Float32, baseAndCount: Array<Int>): Int
Name Type
fontTarget Int
fontName haxe.io.BytesData
fontStyle Int
pathParameterTemplate Int
emScale cpp.Float32
baseAndCount Array<Int>
Returns
Int

glPathGlyphRangeNV(firstPathName: Int, fontTarget: Int, fontName: haxe.io.BytesData, fontStyle: Int, firstGlyph: Int, numGlyphs: Int, handleMissingGlyphs: Int, pathParameterTemplate: Int, emScale: cpp.Float32): Void
Name Type
firstPathName Int
fontTarget Int
fontName haxe.io.BytesData
fontStyle Int
firstGlyph Int
numGlyphs Int
handleMissingGlyphs Int
pathParameterTemplate Int
emScale cpp.Float32

glPathMemoryGlyphIndexArrayNV(firstPathName: Int, fontTarget: Int, fontSize: Int, fontData: haxe.io.BytesData, faceIndex: Int, firstGlyphIndex: Int, numGlyphs: Int, pathParameterTemplate: Int, emScale: cpp.Float32): Int
Name Type
firstPathName Int
fontTarget Int
fontSize Int
fontData haxe.io.BytesData
faceIndex Int
firstGlyphIndex Int
numGlyphs Int
pathParameterTemplate Int
emScale cpp.Float32
Returns
Int

glPathParameterfvNV(path: Int, pname: Int, value: Array<cpp.Float32>): Void
Name Type
path Int
pname Int
value Array<cpp.Float32>

glPathParameterivNV(path: Int, pname: Int, value: Array<Int>): Void
Name Type
path Int
pname Int
value Array<Int>

glPathStringNV(path: Int, format: Int, length: Int, pathString: haxe.io.BytesData): Void
Name Type
path Int
format Int
length Int
pathString haxe.io.BytesData

glPathSubCoordsNV(path: Int, coordStart: Int, numCoords: Int, coordType: Int, coords: haxe.io.BytesData): Void
Name Type
path Int
coordStart Int
numCoords Int
coordType Int
coords haxe.io.BytesData

glPathTexGenNV(texCoordSet: Int, genMode: Int, components: Int, coeffs: Array<cpp.Float32>): Void
Name Type
texCoordSet Int
genMode Int
components Int
coeffs Array<cpp.Float32>

glPointAlongPathNV(path: Int, startSegment: Int, numSegments: Int, distance: cpp.Float32, x: Array<cpp.Float32>, y: Array<cpp.Float32>, tangentX: Array<cpp.Float32>, tangentY: Array<cpp.Float32>): Bool
Name Type
path Int
startSegment Int
numSegments Int
distance cpp.Float32
x Array<cpp.Float32>
y Array<cpp.Float32>
tangentX Array<cpp.Float32>
tangentY Array<cpp.Float32>
Returns
Bool

glProgramPathFragmentInputGenNV(program: Int, location: Int, genMode: Int, components: Int, coeffs: Array<cpp.Float32>): Void
Name Type
program Int
location Int
genMode Int
components Int
coeffs Array<cpp.Float32>

glStencilFillPathInstancedNV(numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, fillMode: Int, mask: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
fillMode Int
mask Int
transformType Int
transformValues Array<cpp.Float32>

glStencilStrokePathInstancedNV(numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, reference: Int, mask: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
reference Int
mask Int
transformType Int
transformValues Array<cpp.Float32>

glStencilThenCoverFillPathInstancedNV(numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, fillMode: Int, mask: Int, coverMode: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
fillMode Int
mask Int
coverMode Int
transformType Int
transformValues Array<cpp.Float32>

glStencilThenCoverStrokePathInstancedNV(numPaths: Int, pathNameType: Int, paths: haxe.io.BytesData, pathBase: Int, reference: Int, mask: Int, coverMode: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
numPaths Int
pathNameType Int
paths haxe.io.BytesData
pathBase Int
reference Int
mask Int
coverMode Int
transformType Int
transformValues Array<cpp.Float32>

glTransformPathNV(resultPath: Int, srcPath: Int, transformType: Int, transformValues: Array<cpp.Float32>): Void
Name Type
resultPath Int
srcPath Int
transformType Int
transformValues Array<cpp.Float32>

glFlushPixelDataRangeNV(target: Int): Void
Name Type
target Int

glPixelDataRangeNV(target: Int, length: Int, pointer: haxe.io.BytesData): Void
Name Type
target Int
length Int
pointer haxe.io.BytesData

glPointParameteriNV(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glPointParameterivNV(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glPresentFrameDualFillNV(video_slot: Int, minPresentTime: cpp.UInt64, beginPresentTimeId: Int, presentDurationId: Int, type: Int, target0: Int, fill0: Int, target1: Int, fill1: Int, target2: Int, fill2: Int, target3: Int, fill3: Int): Void
Name Type
video_slot Int
minPresentTime cpp.UInt64
beginPresentTimeId Int
presentDurationId Int
type Int
target0 Int
fill0 Int
target1 Int
fill1 Int
target2 Int
fill2 Int
target3 Int
fill3 Int

glPresentFrameKeyedNV(video_slot: Int, minPresentTime: cpp.UInt64, beginPresentTimeId: Int, presentDurationId: Int, type: Int, target0: Int, fill0: Int, key0: Int, target1: Int, fill1: Int, key1: Int): Void
Name Type
video_slot Int
minPresentTime cpp.UInt64
beginPresentTimeId Int
presentDurationId Int
type Int
target0 Int
fill0 Int
key0 Int
target1 Int
fill1 Int
key1 Int

glGetVideoi64vNV(video_slot: Int, pname: Int, params: Array<cpp.Int64>): Void
Name Type
video_slot Int
pname Int
params Array<cpp.Int64>

glGetVideoivNV(video_slot: Int, pname: Int, params: Array<Int>): Void
Name Type
video_slot Int
pname Int
params Array<Int>

glGetVideoui64vNV(video_slot: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
video_slot Int
pname Int
params Array<cpp.UInt64>

glGetVideouivNV(video_slot: Int, pname: Int, params: Array<Int>): Void
Name Type
video_slot Int
pname Int
params Array<Int>

glPrimitiveRestartIndexNV(index: Int): Void
Name Type
index Int

glPrimitiveRestartNV(): Void

glCombinerInputNV(stage: Int, portion: Int, variable: Int, input: Int, mapping: Int, componentUsage: Int): Void
Name Type
stage Int
portion Int
variable Int
input Int
mapping Int
componentUsage Int

glCombinerOutputNV(stage: Int, portion: Int, abOutput: Int, cdOutput: Int, sumOutput: Int, scale: Int, bias: Int, abDotProduct: Bool, cdDotProduct: Bool, muxSum: Bool): Void
Name Type
stage Int
portion Int
abOutput Int
cdOutput Int
sumOutput Int
scale Int
bias Int
abDotProduct Bool
cdDotProduct Bool
muxSum Bool

glCombinerParameterfNV(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glCombinerParameteriNV(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFinalCombinerInputNV(variable: Int, input: Int, mapping: Int, componentUsage: Int): Void
Name Type
variable Int
input Int
mapping Int
componentUsage Int

glCombinerParameterfvNV(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glCombinerParameterivNV(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glGetCombinerInputParameterfvNV(stage: Int, portion: Int, variable: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
stage Int
portion Int
variable Int
pname Int
params Array<cpp.Float32>

glGetCombinerInputParameterivNV(stage: Int, portion: Int, variable: Int, pname: Int, params: Array<Int>): Void
Name Type
stage Int
portion Int
variable Int
pname Int
params Array<Int>

glGetCombinerOutputParameterfvNV(stage: Int, portion: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
stage Int
portion Int
pname Int
params Array<cpp.Float32>

glGetCombinerOutputParameterivNV(stage: Int, portion: Int, pname: Int, params: Array<Int>): Void
Name Type
stage Int
portion Int
pname Int
params Array<Int>

glGetFinalCombinerInputParameterfvNV(variable: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
variable Int
pname Int
params Array<cpp.Float32>

glGetFinalCombinerInputParameterivNV(variable: Int, pname: Int, params: Array<Int>): Void
Name Type
variable Int
pname Int
params Array<Int>

glCombinerStageParameterfvNV(stage: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
stage Int
pname Int
params Array<cpp.Float32>

glGetCombinerStageParameterfvNV(stage: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
stage Int
pname Int
params Array<cpp.Float32>

glFramebufferSampleLocationsfvNV(target: Int, start: Int, count: Int, v: Array<cpp.Float32>): Void
Name Type
target Int
start Int
count Int
v Array<cpp.Float32>

glNamedFramebufferSampleLocationsfvNV(framebuffer: Int, start: Int, count: Int, v: Array<cpp.Float32>): Void
Name Type
framebuffer Int
start Int
count Int
v Array<cpp.Float32>

glIsBufferResidentNV(target: Int): Bool
Name Type
target Int
Returns
Bool

glIsNamedBufferResidentNV(buffer: Int): Bool
Name Type
buffer Int
Returns
Bool

glMakeBufferNonResidentNV(target: Int): Void
Name Type
target Int

glMakeBufferResidentNV(target: Int, access: Int): Void
Name Type
target Int
access Int

glMakeNamedBufferNonResidentNV(buffer: Int): Void
Name Type
buffer Int

glMakeNamedBufferResidentNV(buffer: Int, access: Int): Void
Name Type
buffer Int
access Int

glProgramUniformui64NV(program: Int, location: Int, value: cpp.UInt64): Void
Name Type
program Int
location Int
value cpp.UInt64

glUniformui64NV(location: Int, value: cpp.UInt64): Void
Name Type
location Int
value cpp.UInt64

glGetBufferParameterui64vNV(target: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
target Int
pname Int
params Array<cpp.UInt64>

glGetIntegerui64vNV(value: Int, result: Array<cpp.UInt64>): Void
Name Type
value Int
result Array<cpp.UInt64>

glGetNamedBufferParameterui64vNV(buffer: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
buffer Int
pname Int
params Array<cpp.UInt64>

glProgramUniformui64vNV(program: Int, location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
program Int
location Int
count Int
value Array<cpp.UInt64>

glUniformui64vNV(location: Int, count: Int, value: Array<cpp.UInt64>): Void
Name Type
location Int
count Int
value Array<cpp.UInt64>

glTextureBarrierNV(): Void

glTexImage2DMultisampleCoverageNV(target: Int, coverageSamples: Int, colorSamples: Int, internalFormat: Int, width: Int, height: Int, fixedSampleLocations: Bool): Void
Name Type
target Int
coverageSamples Int
colorSamples Int
internalFormat Int
width Int
height Int
fixedSampleLocations Bool

glTexImage3DMultisampleCoverageNV(target: Int, coverageSamples: Int, colorSamples: Int, internalFormat: Int, width: Int, height: Int, depth: Int, fixedSampleLocations: Bool): Void
Name Type
target Int
coverageSamples Int
colorSamples Int
internalFormat Int
width Int
height Int
depth Int
fixedSampleLocations Bool

glTextureImage2DMultisampleCoverageNV(texture: Int, target: Int, coverageSamples: Int, colorSamples: Int, internalFormat: Int, width: Int, height: Int, fixedSampleLocations: Bool): Void
Name Type
texture Int
target Int
coverageSamples Int
colorSamples Int
internalFormat Int
width Int
height Int
fixedSampleLocations Bool

glTextureImage2DMultisampleNV(texture: Int, target: Int, samples: Int, internalFormat: Int, width: Int, height: Int, fixedSampleLocations: Bool): Void
Name Type
texture Int
target Int
samples Int
internalFormat Int
width Int
height Int
fixedSampleLocations Bool

glTextureImage3DMultisampleCoverageNV(texture: Int, target: Int, coverageSamples: Int, colorSamples: Int, internalFormat: Int, width: Int, height: Int, depth: Int, fixedSampleLocations: Bool): Void
Name Type
texture Int
target Int
coverageSamples Int
colorSamples Int
internalFormat Int
width Int
height Int
depth Int
fixedSampleLocations Bool

glTextureImage3DMultisampleNV(texture: Int, target: Int, samples: Int, internalFormat: Int, width: Int, height: Int, depth: Int, fixedSampleLocations: Bool): Void
Name Type
texture Int
target Int
samples Int
internalFormat Int
width Int
height Int
depth Int
fixedSampleLocations Bool

glActiveVaryingNV(program: Int, name: String): Void
Name Type
program Int
name String

glBeginTransformFeedbackNV(primitiveMode: Int): Void
Name Type
primitiveMode Int

glBindBufferBaseNV(target: Int, index: Int, buffer: Int): Void
Name Type
target Int
index Int
buffer Int

glBindBufferOffsetNV(target: Int, index: Int, buffer: Int, offset: Int): Void
Name Type
target Int
index Int
buffer Int
offset Int

glBindBufferRangeNV(target: Int, index: Int, buffer: Int, offset: Int, size: Int): Void
Name Type
target Int
index Int
buffer Int
offset Int
size Int

glEndTransformFeedbackNV(): Void

glGetVaryingLocationNV(program: Int, name: String): Int
Name Type
program Int
name String
Returns
Int

glGetTransformFeedbackVaryingNV(program: Int, index: Int, location: Array<Int>): Void
Name Type
program Int
index Int
location Array<Int>

glTransformFeedbackAttribsNV(count: Int, attribs: Array<Int>, bufferMode: Int): Void
Name Type
count Int
attribs Array<Int>
bufferMode Int

glTransformFeedbackVaryingsNV(program: Int, count: Int, locations: Array<Int>, bufferMode: Int): Void
Name Type
program Int
count Int
locations Array<Int>
bufferMode Int

glBindTransformFeedbackNV(target: Int, id: Int): Void
Name Type
target Int
id Int

glDrawTransformFeedbackNV(mode: Int, id: Int): Void
Name Type
mode Int
id Int

glIsTransformFeedbackNV(id: Int): Bool
Name Type
id Int
Returns
Bool

glPauseTransformFeedbackNV(): Void

glResumeTransformFeedbackNV(): Void

glDeleteTransformFeedbacksNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGenTransformFeedbacksNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glVDPAUFiniNV(): Void

glFlushVertexArrayRangeNV(): Void

glVertexArrayRangeNV(length: Int, pointer: haxe.io.BytesData): Void
Name Type
length Int
pointer haxe.io.BytesData

glVertexAttribL1i64NV(index: Int, x: cpp.Int64): Void
Name Type
index Int
x cpp.Int64

glVertexAttribL1ui64NV(index: Int, x: cpp.UInt64): Void
Name Type
index Int
x cpp.UInt64

glVertexAttribL2i64NV(index: Int, x: cpp.Int64, y: cpp.Int64): Void
Name Type
index Int
x cpp.Int64
y cpp.Int64

glVertexAttribL2ui64NV(index: Int, x: cpp.UInt64, y: cpp.UInt64): Void
Name Type
index Int
x cpp.UInt64
y cpp.UInt64

glVertexAttribL3i64NV(index: Int, x: cpp.Int64, y: cpp.Int64, z: cpp.Int64): Void
Name Type
index Int
x cpp.Int64
y cpp.Int64
z cpp.Int64

glVertexAttribL3ui64NV(index: Int, x: cpp.UInt64, y: cpp.UInt64, z: cpp.UInt64): Void
Name Type
index Int
x cpp.UInt64
y cpp.UInt64
z cpp.UInt64

glVertexAttribL4i64NV(index: Int, x: cpp.Int64, y: cpp.Int64, z: cpp.Int64, w: cpp.Int64): Void
Name Type
index Int
x cpp.Int64
y cpp.Int64
z cpp.Int64
w cpp.Int64

glVertexAttribL4ui64NV(index: Int, x: cpp.UInt64, y: cpp.UInt64, z: cpp.UInt64, w: cpp.UInt64): Void
Name Type
index Int
x cpp.UInt64
y cpp.UInt64
z cpp.UInt64
w cpp.UInt64

glVertexAttribLFormatNV(index: Int, size: Int, type: Int, stride: Int): Void
Name Type
index Int
size Int
type Int
stride Int

glGetVertexAttribLi64vNV(index: Int, pname: Int, params: Array<cpp.Int64>): Void
Name Type
index Int
pname Int
params Array<cpp.Int64>

glGetVertexAttribLui64vNV(index: Int, pname: Int, params: Array<cpp.UInt64>): Void
Name Type
index Int
pname Int
params Array<cpp.UInt64>

glVertexAttribL1i64vNV(index: Int, v: Array<cpp.Int64>): Void
Name Type
index Int
v Array<cpp.Int64>

glVertexAttribL1ui64vNV(index: Int, v: Array<cpp.UInt64>): Void
Name Type
index Int
v Array<cpp.UInt64>

glVertexAttribL2i64vNV(index: Int, v: Array<cpp.Int64>): Void
Name Type
index Int
v Array<cpp.Int64>

glVertexAttribL2ui64vNV(index: Int, v: Array<cpp.UInt64>): Void
Name Type
index Int
v Array<cpp.UInt64>

glVertexAttribL3i64vNV(index: Int, v: Array<cpp.Int64>): Void
Name Type
index Int
v Array<cpp.Int64>

glVertexAttribL3ui64vNV(index: Int, v: Array<cpp.UInt64>): Void
Name Type
index Int
v Array<cpp.UInt64>

glVertexAttribL4i64vNV(index: Int, v: Array<cpp.Int64>): Void
Name Type
index Int
v Array<cpp.Int64>

glVertexAttribL4ui64vNV(index: Int, v: Array<cpp.UInt64>): Void
Name Type
index Int
v Array<cpp.UInt64>

glBufferAddressRangeNV(pname: Int, index: Int, address: cpp.UInt64, length: Int): Void
Name Type
pname Int
index Int
address cpp.UInt64
length Int

glColorFormatNV(size: Int, type: Int, stride: Int): Void
Name Type
size Int
type Int
stride Int

glEdgeFlagFormatNV(stride: Int): Void
Name Type
stride Int

glFogCoordFormatNV(type: Int, stride: Int): Void
Name Type
type Int
stride Int

glIndexFormatNV(type: Int, stride: Int): Void
Name Type
type Int
stride Int

glNormalFormatNV(type: Int, stride: Int): Void
Name Type
type Int
stride Int

glSecondaryColorFormatNV(size: Int, type: Int, stride: Int): Void
Name Type
size Int
type Int
stride Int

glTexCoordFormatNV(size: Int, type: Int, stride: Int): Void
Name Type
size Int
type Int
stride Int

glVertexAttribFormatNV(index: Int, size: Int, type: Int, normalized: Bool, stride: Int): Void
Name Type
index Int
size Int
type Int
normalized Bool
stride Int

glVertexAttribIFormatNV(index: Int, size: Int, type: Int, stride: Int): Void
Name Type
index Int
size Int
type Int
stride Int

glVertexFormatNV(size: Int, type: Int, stride: Int): Void
Name Type
size Int
type Int
stride Int

glGetIntegerui64i_vNV(value: Int, index: Int, result: Array<cpp.UInt64>): Void
Name Type
value Int
index Int
result Array<cpp.UInt64>

glBindProgramNV(target: Int, id: Int): Void
Name Type
target Int
id Int

glIsProgramNV(id: Int): Bool
Name Type
id Int
Returns
Bool

glProgramParameter4dNV(target: Int, index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
target Int
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glProgramParameter4fNV(target: Int, index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
target Int
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glTrackMatrixNV(target: Int, address: Int, matrix: Int, transform: Int): Void
Name Type
target Int
address Int
matrix Int
transform Int

glVertexAttrib1dNV(index: Int, x: cpp.Float64): Void
Name Type
index Int
x cpp.Float64

glVertexAttrib1fNV(index: Int, x: cpp.Float32): Void
Name Type
index Int
x cpp.Float32

glVertexAttrib1sNV(index: Int, x: Int): Void
Name Type
index Int
x Int

glVertexAttrib2dNV(index: Int, x: cpp.Float64, y: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64

glVertexAttrib2fNV(index: Int, x: cpp.Float32, y: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32

glVertexAttrib2sNV(index: Int, x: Int, y: Int): Void
Name Type
index Int
x Int
y Int

glVertexAttrib3dNV(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64

glVertexAttrib3fNV(index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glVertexAttrib3sNV(index: Int, x: Int, y: Int, z: Int): Void
Name Type
index Int
x Int
y Int
z Int

glVertexAttrib4dNV(index: Int, x: cpp.Float64, y: cpp.Float64, z: cpp.Float64, w: cpp.Float64): Void
Name Type
index Int
x cpp.Float64
y cpp.Float64
z cpp.Float64
w cpp.Float64

glVertexAttrib4fNV(index: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
index Int
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glVertexAttrib4sNV(index: Int, x: Int, y: Int, z: Int, w: Int): Void
Name Type
index Int
x Int
y Int
z Int
w Int

glVertexAttrib4ubNV(index: Int, x: cpp.UInt8, y: cpp.UInt8, z: cpp.UInt8, w: cpp.UInt8): Void
Name Type
index Int
x cpp.UInt8
y cpp.UInt8
z cpp.UInt8
w cpp.UInt8

glAreProgramsResidentNV(n: Int, ids: Array<Int>, residences: Array<Bool>): Bool
Name Type
n Int
ids Array<Int>
residences Array<Bool>
Returns
Bool

glDeleteProgramsNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glExecuteProgramNV(target: Int, id: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
id Int
params Array<cpp.Float32>

glGenProgramsNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glGetProgramParameterdvNV(target: Int, index: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
pname Int
params Array<cpp.Float64>

glGetProgramParameterfvNV(target: Int, index: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
pname Int
params Array<cpp.Float32>

glGetProgramStringNV(id: Int, pname: Int, program: Array<cpp.UInt8>): Void
Name Type
id Int
pname Int
program Array<cpp.UInt8>

glGetProgramivNV(id: Int, pname: Int, params: Array<Int>): Void
Name Type
id Int
pname Int
params Array<Int>

glGetTrackMatrixivNV(target: Int, address: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
address Int
pname Int
params Array<Int>

glGetVertexAttribdvNV(index: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
index Int
pname Int
params Array<cpp.Float64>

glGetVertexAttribfvNV(index: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
index Int
pname Int
params Array<cpp.Float32>

glGetVertexAttribivNV(index: Int, pname: Int, params: Array<Int>): Void
Name Type
index Int
pname Int
params Array<Int>

glLoadProgramNV(target: Int, id: Int, len: Int, program: Array<cpp.UInt8>): Void
Name Type
target Int
id Int
len Int
program Array<cpp.UInt8>

glProgramParameter4dvNV(target: Int, index: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
params Array<cpp.Float64>

glProgramParameter4fvNV(target: Int, index: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
params Array<cpp.Float32>

glProgramParameters4dvNV(target: Int, index: Int, num: Int, params: Array<cpp.Float64>): Void
Name Type
target Int
index Int
num Int
params Array<cpp.Float64>

glProgramParameters4fvNV(target: Int, index: Int, num: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
index Int
num Int
params Array<cpp.Float32>

glRequestResidentProgramsNV(n: Int, ids: Array<Int>): Void
Name Type
n Int
ids Array<Int>

glVertexAttrib1dvNV(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib1fvNV(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib1svNV(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib2dvNV(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib2fvNV(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib2svNV(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib3dvNV(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib3fvNV(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib3svNV(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4dvNV(index: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
v Array<cpp.Float64>

glVertexAttrib4fvNV(index: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
v Array<cpp.Float32>

glVertexAttrib4svNV(index: Int, v: Array<Int>): Void
Name Type
index Int
v Array<Int>

glVertexAttrib4ubvNV(index: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
v Array<cpp.UInt8>

glVertexAttribPointerNV(index: Int, size: Int, type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
index Int
size Int
type Int
stride Int
pointer haxe.io.BytesData

glVertexAttribs1dvNV(index: Int, n: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
n Int
v Array<cpp.Float64>

glVertexAttribs1fvNV(index: Int, n: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
n Int
v Array<cpp.Float32>

glVertexAttribs1svNV(index: Int, n: Int, v: Array<Int>): Void
Name Type
index Int
n Int
v Array<Int>

glVertexAttribs2dvNV(index: Int, n: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
n Int
v Array<cpp.Float64>

glVertexAttribs2fvNV(index: Int, n: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
n Int
v Array<cpp.Float32>

glVertexAttribs2svNV(index: Int, n: Int, v: Array<Int>): Void
Name Type
index Int
n Int
v Array<Int>

glVertexAttribs3dvNV(index: Int, n: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
n Int
v Array<cpp.Float64>

glVertexAttribs3fvNV(index: Int, n: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
n Int
v Array<cpp.Float32>

glVertexAttribs3svNV(index: Int, n: Int, v: Array<Int>): Void
Name Type
index Int
n Int
v Array<Int>

glVertexAttribs4dvNV(index: Int, n: Int, v: Array<cpp.Float64>): Void
Name Type
index Int
n Int
v Array<cpp.Float64>

glVertexAttribs4fvNV(index: Int, n: Int, v: Array<cpp.Float32>): Void
Name Type
index Int
n Int
v Array<cpp.Float32>

glVertexAttribs4svNV(index: Int, n: Int, v: Array<Int>): Void
Name Type
index Int
n Int
v Array<Int>

glVertexAttribs4ubvNV(index: Int, n: Int, v: Array<cpp.UInt8>): Void
Name Type
index Int
n Int
v Array<cpp.UInt8>

glBeginVideoCaptureNV(video_capture_slot: Int): Void
Name Type
video_capture_slot Int

glBindVideoCaptureStreamBufferNV(video_capture_slot: Int, stream: Int, frame_region: Int, offset: Int): Void
Name Type
video_capture_slot Int
stream Int
frame_region Int
offset Int

glBindVideoCaptureStreamTextureNV(video_capture_slot: Int, stream: Int, frame_region: Int, target: Int, texture: Int): Void
Name Type
video_capture_slot Int
stream Int
frame_region Int
target Int
texture Int

glEndVideoCaptureNV(video_capture_slot: Int): Void
Name Type
video_capture_slot Int

glGetVideoCaptureStreamdvNV(video_capture_slot: Int, stream: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
video_capture_slot Int
stream Int
pname Int
params Array<cpp.Float64>

glGetVideoCaptureStreamfvNV(video_capture_slot: Int, stream: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
video_capture_slot Int
stream Int
pname Int
params Array<cpp.Float32>

glGetVideoCaptureStreamivNV(video_capture_slot: Int, stream: Int, pname: Int, params: Array<Int>): Void
Name Type
video_capture_slot Int
stream Int
pname Int
params Array<Int>

glGetVideoCaptureivNV(video_capture_slot: Int, pname: Int, params: Array<Int>): Void
Name Type
video_capture_slot Int
pname Int
params Array<Int>

glVideoCaptureNV(video_capture_slot: Int, sequence_num: Array<Int>, capture_time: Array<cpp.UInt64>): Int
Name Type
video_capture_slot Int
sequence_num Array<Int>
capture_time Array<cpp.UInt64>
Returns
Int

glVideoCaptureStreamParameterdvNV(video_capture_slot: Int, stream: Int, pname: Int, params: Array<cpp.Float64>): Void
Name Type
video_capture_slot Int
stream Int
pname Int
params Array<cpp.Float64>

glVideoCaptureStreamParameterfvNV(video_capture_slot: Int, stream: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
video_capture_slot Int
stream Int
pname Int
params Array<cpp.Float32>

glVideoCaptureStreamParameterivNV(video_capture_slot: Int, stream: Int, pname: Int, params: Array<Int>): Void
Name Type
video_capture_slot Int
stream Int
pname Int
params Array<Int>

glClearDepthfOES(depth: cpp.Float32): Void
Name Type
depth cpp.Float32

glDepthRangefOES(n: cpp.Float32, f: cpp.Float32): Void
Name Type
n cpp.Float32
f cpp.Float32

Name Type
l cpp.Float32
r cpp.Float32
b cpp.Float32
t cpp.Float32
n cpp.Float32
f cpp.Float32

Name Type
l cpp.Float32
r cpp.Float32
b cpp.Float32
t cpp.Float32
n cpp.Float32
f cpp.Float32

glClipPlanefOES(plane: Int, equation: Array<cpp.Float32>): Void
Name Type
plane Int
equation Array<cpp.Float32>

glGetClipPlanefOES(plane: Int, equation: Array<cpp.Float32>): Void
Name Type
plane Int
equation Array<cpp.Float32>

glFramebufferTextureMultiviewOVR(target: Int, attachment: Int, texture: Int, level: Int, baseViewIndex: Int, numViews: Int): Void
Name Type
target Int
attachment Int
texture Int
level Int
baseViewIndex Int
numViews Int

glAlphaFuncx(func: Int, ref: Int): Void
Name Type
func Int
ref Int

glClearColorx(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glClearDepthx(depth: Int): Void
Name Type
depth Int

glColor4x(red: Int, green: Int, blue: Int, alpha: Int): Void
Name Type
red Int
green Int
blue Int
alpha Int

glDepthRangex(zNear: Int, zFar: Int): Void
Name Type
zNear Int
zFar Int

glFogx(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFrustumf(left: cpp.Float32, right: cpp.Float32, bottom: cpp.Float32, top: cpp.Float32, zNear: cpp.Float32, zFar: cpp.Float32): Void
Name Type
left cpp.Float32
right cpp.Float32
bottom cpp.Float32
top cpp.Float32
zNear cpp.Float32
zFar cpp.Float32

glFrustumx(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Void
Name Type
left Int
right Int
bottom Int
top Int
zNear Int
zFar Int

glLightModelx(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glLightx(light: Int, pname: Int, param: Int): Void
Name Type
light Int
pname Int
param Int

glLineWidthx(width: Int): Void
Name Type
width Int

glMaterialx(face: Int, pname: Int, param: Int): Void
Name Type
face Int
pname Int
param Int

glMultiTexCoord4x(target: Int, s: Int, t: Int, r: Int, q: Int): Void
Name Type
target Int
s Int
t Int
r Int
q Int

glNormal3x(nx: Int, ny: Int, nz: Int): Void
Name Type
nx Int
ny Int
nz Int

glOrthof(left: cpp.Float32, right: cpp.Float32, bottom: cpp.Float32, top: cpp.Float32, zNear: cpp.Float32, zFar: cpp.Float32): Void
Name Type
left cpp.Float32
right cpp.Float32
bottom cpp.Float32
top cpp.Float32
zNear cpp.Float32
zFar cpp.Float32

glOrthox(left: Int, right: Int, bottom: Int, top: Int, zNear: Int, zFar: Int): Void
Name Type
left Int
right Int
bottom Int
top Int
zNear Int
zFar Int

glPointSizex(size: Int): Void
Name Type
size Int

glPolygonOffsetx(factor: Int, units: Int): Void
Name Type
factor Int
units Int

glRotatex(angle: Int, x: Int, y: Int, z: Int): Void
Name Type
angle Int
x Int
y Int
z Int

glSampleCoveragex(value: Int, invert: Bool): Void
Name Type
value Int
invert Bool

glScalex(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glTexEnvx(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glTexParameterx(target: Int, pname: Int, param: Int): Void
Name Type
target Int
pname Int
param Int

glTranslatex(x: Int, y: Int, z: Int): Void
Name Type
x Int
y Int
z Int

glFogxv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glLightModelxv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glLightxv(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glLoadMatrixx(m: Array<Int>): Void
Name Type
m Array<Int>

glMaterialxv(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glMultMatrixx(m: Array<Int>): Void
Name Type
m Array<Int>

glTexEnvxv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glPointParameterx(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glClipPlanef(plane: Int, equation: Array<cpp.Float32>): Void
Name Type
plane Int
equation Array<cpp.Float32>

glClipPlanex(plane: Int, equation: Array<Int>): Void
Name Type
plane Int
equation Array<Int>

glGetClipPlanef(pname: Int, eqn: Array<cpp.Float32>): Void
Name Type
pname Int
eqn Array<cpp.Float32>

glGetClipPlanex(pname: Int, eqn: Array<Int>): Void
Name Type
pname Int
eqn Array<Int>

glGetFixedv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glGetLightxv(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glGetMaterialxv(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glGetTexEnvxv(env: Int, pname: Int, params: Array<Int>): Void
Name Type
env Int
pname Int
params Array<Int>

glGetTexParameterxv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glPointParameterxv(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glPointSizePointerOES(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glTexParameterxv(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glErrorStringREGAL(error: Int): String
Name Type
error Int
Returns
String

glGetExtensionREGAL(ext: String): Bool
Name Type
ext String
Returns
Bool

glIsSupportedREGAL(ext: String): Bool
Name Type
ext String
Returns
Bool

glDetailTexFuncSGIS(target: Int, n: Int, points: Array<cpp.Float32>): Void
Name Type
target Int
n Int
points Array<cpp.Float32>

glGetDetailTexFuncSGIS(target: Int, points: Array<cpp.Float32>): Void
Name Type
target Int
points Array<cpp.Float32>

glFogFuncSGIS(n: Int, points: Array<cpp.Float32>): Void
Name Type
n Int
points Array<cpp.Float32>

glGetFogFuncSGIS(points: Array<cpp.Float32>): Void
Name Type
points Array<cpp.Float32>

glSampleMaskSGIS(value: cpp.Float32, invert: Bool): Void
Name Type
value cpp.Float32
invert Bool

glSamplePatternSGIS(pattern: Int): Void
Name Type
pattern Int

glGetSharpenTexFuncSGIS(target: Int, points: Array<cpp.Float32>): Void
Name Type
target Int
points Array<cpp.Float32>

glSharpenTexFuncSGIS(target: Int, n: Int, points: Array<cpp.Float32>): Void
Name Type
target Int
n Int
points Array<cpp.Float32>

glTexImage4DSGIS(target: Int, level: Int, internalformat: Int, width: Int, height: Int, depth: Int, extent: Int, border: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
internalformat Int
width Int
height Int
depth Int
extent Int
border Int
format Int
type Int
pixels haxe.io.BytesData

glTexSubImage4DSGIS(target: Int, level: Int, xoffset: Int, yoffset: Int, zoffset: Int, woffset: Int, width: Int, height: Int, depth: Int, extent: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
target Int
level Int
xoffset Int
yoffset Int
zoffset Int
woffset Int
width Int
height Int
depth Int
extent Int
format Int
type Int
pixels haxe.io.BytesData

glGetTexFilterFuncSGIS(target: Int, filter: Int, weights: Array<cpp.Float32>): Void
Name Type
target Int
filter Int
weights Array<cpp.Float32>

glTexFilterFuncSGIS(target: Int, filter: Int, n: Int, weights: Array<cpp.Float32>): Void
Name Type
target Int
filter Int
n Int
weights Array<cpp.Float32>

glAsyncMarkerSGIX(marker: Int): Void
Name Type
marker Int

glDeleteAsyncMarkersSGIX(marker: Int, range: Int): Void
Name Type
marker Int
range Int

glGenAsyncMarkersSGIX(range: Int): Int
Name Type
range Int
Returns
Int

glIsAsyncMarkerSGIX(marker: Int): Bool
Name Type
marker Int
Returns
Bool

glFinishAsyncSGIX(markerp: Array<Int>): Int
Name Type
markerp Array<Int>
Returns
Int

glPollAsyncSGIX(markerp: Array<Int>): Int
Name Type
markerp Array<Int>
Returns
Int

glFlushRasterSGIX(): Void

glTextureFogSGIX(pname: Int): Void
Name Type
pname Int

glFragmentColorMaterialSGIX(face: Int, mode: Int): Void
Name Type
face Int
mode Int

glFragmentLightModelfSGIX(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glFragmentLightModeliSGIX(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glFragmentLightfSGIX(light: Int, pname: Int, param: cpp.Float32): Void
Name Type
light Int
pname Int
param cpp.Float32

glFragmentLightiSGIX(light: Int, pname: Int, param: Int): Void
Name Type
light Int
pname Int
param Int

glFragmentMaterialfSGIX(face: Int, pname: Int, param: cpp.Float32): Void
Name Type
face Int
pname Int
param cpp.Float32

glFragmentMaterialiSGIX(face: Int, pname: Int, param: Int): Void
Name Type
face Int
pname Int
param Int

glFragmentLightModelfvSGIX(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glFragmentLightModelivSGIX(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glFragmentLightfvSGIX(light: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
light Int
pname Int
params Array<cpp.Float32>

glFragmentLightivSGIX(light: Int, pname: Int, params: Array<Int>): Void
Name Type
light Int
pname Int
params Array<Int>

glFragmentMaterialfvSGIX(face: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
face Int
pname Int
params Array<cpp.Float32>

glFragmentMaterialivSGIX(face: Int, pname: Int, params: Array<Int>): Void
Name Type
face Int
pname Int
params Array<Int>

glGetFragmentLightfvSGIX(light: Int, value: Int, data: Array<cpp.Float32>): Void
Name Type
light Int
value Int
data Array<cpp.Float32>

glGetFragmentLightivSGIX(light: Int, value: Int, data: Array<Int>): Void
Name Type
light Int
value Int
data Array<Int>

glGetFragmentMaterialfvSGIX(face: Int, pname: Int, data: Array<cpp.Float32>): Void
Name Type
face Int
pname Int
data Array<cpp.Float32>

glGetFragmentMaterialivSGIX(face: Int, pname: Int, data: Array<Int>): Void
Name Type
face Int
pname Int
data Array<Int>

glFrameZoomSGIX(factor: Int): Void
Name Type
factor Int

glPixelTexGenSGIX(mode: Int): Void
Name Type
mode Int

glReferencePlaneSGIX(equation: Array<cpp.Float64>): Void
Name Type
equation Array<cpp.Float64>

glSpriteParameterfSGIX(pname: Int, param: cpp.Float32): Void
Name Type
pname Int
param cpp.Float32

glSpriteParameteriSGIX(pname: Int, param: Int): Void
Name Type
pname Int
param Int

glSpriteParameterfvSGIX(pname: Int, params: Array<cpp.Float32>): Void
Name Type
pname Int
params Array<cpp.Float32>

glSpriteParameterivSGIX(pname: Int, params: Array<Int>): Void
Name Type
pname Int
params Array<Int>

glTagSampleBufferSGIX(): Void

glCopyColorTableSGI(target: Int, internalformat: Int, x: Int, y: Int, width: Int): Void
Name Type
target Int
internalformat Int
x Int
y Int
width Int

glColorTableParameterfvSGI(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glColorTableParameterivSGI(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glColorTableSGI(target: Int, internalformat: Int, width: Int, format: Int, type: Int, table: haxe.io.BytesData): Void
Name Type
target Int
internalformat Int
width Int
format Int
type Int
table haxe.io.BytesData

glGetColorTableParameterfvSGI(target: Int, pname: Int, params: Array<cpp.Float32>): Void
Name Type
target Int
pname Int
params Array<cpp.Float32>

glGetColorTableParameterivSGI(target: Int, pname: Int, params: Array<Int>): Void
Name Type
target Int
pname Int
params Array<Int>

glGetColorTableSGI(target: Int, format: Int, type: Int, table: haxe.io.BytesData): Void
Name Type
target Int
format Int
type Int
table haxe.io.BytesData

glFinishTextureSUNX(): Void

glGlobalAlphaFactorbSUN(factor: cpp.Int8): Void
Name Type
factor cpp.Int8

glGlobalAlphaFactordSUN(factor: cpp.Float64): Void
Name Type
factor cpp.Float64

glGlobalAlphaFactorfSUN(factor: cpp.Float32): Void
Name Type
factor cpp.Float32

glGlobalAlphaFactoriSUN(factor: Int): Void
Name Type
factor Int

glGlobalAlphaFactorsSUN(factor: Int): Void
Name Type
factor Int

glGlobalAlphaFactorubSUN(factor: cpp.UInt8): Void
Name Type
factor cpp.UInt8

glGlobalAlphaFactoruiSUN(factor: Int): Void
Name Type
factor Int

glGlobalAlphaFactorusSUN(factor: UInt): Void
Name Type
factor UInt

glReadVideoPixelsSUN(x: Int, y: Int, width: Int, height: Int, format: Int, type: Int, pixels: haxe.io.BytesData): Void
Name Type
x Int
y Int
width Int
height Int
format Int
type Int
pixels haxe.io.BytesData

glReplacementCodeubSUN(code: cpp.UInt8): Void
Name Type
code cpp.UInt8

glReplacementCodeuiSUN(code: Int): Void
Name Type
code Int

glReplacementCodeusSUN(code: UInt): Void
Name Type
code UInt

glReplacementCodePointerSUN(type: Int, stride: Int, pointer: haxe.io.BytesData): Void
Name Type
type Int
stride Int
pointer haxe.io.BytesData

glReplacementCodeubvSUN(code: Array<cpp.UInt8>): Void
Name Type
code Array<cpp.UInt8>

glReplacementCodeuivSUN(code: Array<Int>): Void
Name Type
code Array<Int>

glReplacementCodeusvSUN(code: Array<UInt>): Void
Name Type
code Array<UInt>

glColor3fVertex3fSUN(r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
r cpp.Float32
g cpp.Float32
b cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glColor4fNormal3fVertex3fSUN(r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, a: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
r cpp.Float32
g cpp.Float32
b cpp.Float32
a cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glColor4ubVertex2fSUN(r: cpp.UInt8, g: cpp.UInt8, b: cpp.UInt8, a: cpp.UInt8, x: cpp.Float32, y: cpp.Float32): Void
Name Type
r cpp.UInt8
g cpp.UInt8
b cpp.UInt8
a cpp.UInt8
x cpp.Float32
y cpp.Float32

glColor4ubVertex3fSUN(r: cpp.UInt8, g: cpp.UInt8, b: cpp.UInt8, a: cpp.UInt8, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
r cpp.UInt8
g cpp.UInt8
b cpp.UInt8
a cpp.UInt8
x cpp.Float32
y cpp.Float32
z cpp.Float32

glNormal3fVertex3fSUN(nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiColor3fVertex3fSUN(rc: Int, r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
r cpp.Float32
g cpp.Float32
b cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiColor4fNormal3fVertex3fSUN(rc: Int, r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, a: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
r cpp.Float32
g cpp.Float32
b cpp.Float32
a cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiColor4ubVertex3fSUN(rc: Int, r: cpp.UInt8, g: cpp.UInt8, b: cpp.UInt8, a: cpp.UInt8, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
r cpp.UInt8
g cpp.UInt8
b cpp.UInt8
a cpp.UInt8
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiNormal3fVertex3fSUN(rc: Int, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN(rc: Int, s: cpp.Float32, t: cpp.Float32, r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, a: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
s cpp.Float32
t cpp.Float32
r cpp.Float32
g cpp.Float32
b cpp.Float32
a cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN(rc: Int, s: cpp.Float32, t: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
s cpp.Float32
t cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiTexCoord2fVertex3fSUN(rc: Int, s: cpp.Float32, t: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
s cpp.Float32
t cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glReplacementCodeuiVertex3fSUN(rc: Int, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
rc Int
x cpp.Float32
y cpp.Float32
z cpp.Float32

glTexCoord2fColor3fVertex3fSUN(s: cpp.Float32, t: cpp.Float32, r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
r cpp.Float32
g cpp.Float32
b cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glTexCoord2fColor4fNormal3fVertex3fSUN(s: cpp.Float32, t: cpp.Float32, r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, a: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
r cpp.Float32
g cpp.Float32
b cpp.Float32
a cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glTexCoord2fColor4ubVertex3fSUN(s: cpp.Float32, t: cpp.Float32, r: cpp.UInt8, g: cpp.UInt8, b: cpp.UInt8, a: cpp.UInt8, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
r cpp.UInt8
g cpp.UInt8
b cpp.UInt8
a cpp.UInt8
x cpp.Float32
y cpp.Float32
z cpp.Float32

glTexCoord2fNormal3fVertex3fSUN(s: cpp.Float32, t: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glTexCoord2fVertex3fSUN(s: cpp.Float32, t: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32

glTexCoord4fColor4fNormal3fVertex4fSUN(s: cpp.Float32, t: cpp.Float32, p: cpp.Float32, q: cpp.Float32, r: cpp.Float32, g: cpp.Float32, b: cpp.Float32, a: cpp.Float32, nx: cpp.Float32, ny: cpp.Float32, nz: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
p cpp.Float32
q cpp.Float32
r cpp.Float32
g cpp.Float32
b cpp.Float32
a cpp.Float32
nx cpp.Float32
ny cpp.Float32
nz cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glTexCoord4fVertex4fSUN(s: cpp.Float32, t: cpp.Float32, p: cpp.Float32, q: cpp.Float32, x: cpp.Float32, y: cpp.Float32, z: cpp.Float32, w: cpp.Float32): Void
Name Type
s cpp.Float32
t cpp.Float32
p cpp.Float32
q cpp.Float32
x cpp.Float32
y cpp.Float32
z cpp.Float32
w cpp.Float32

glColor3fVertex3fvSUN(c: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
c Array<cpp.Float32>
v Array<cpp.Float32>

glColor4fNormal3fVertex3fvSUN(c: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
c Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glColor4ubVertex2fvSUN(c: Array<cpp.UInt8>, v: Array<cpp.Float32>): Void
Name Type
c Array<cpp.UInt8>
v Array<cpp.Float32>

glColor4ubVertex3fvSUN(c: Array<cpp.UInt8>, v: Array<cpp.Float32>): Void
Name Type
c Array<cpp.UInt8>
v Array<cpp.Float32>

glNormal3fVertex3fvSUN(n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
n Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiColor3fVertex3fvSUN(rc: Array<Int>, c: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
c Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiColor4fNormal3fVertex3fvSUN(rc: Array<Int>, c: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
c Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiColor4ubVertex3fvSUN(rc: Array<Int>, c: Array<cpp.UInt8>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
c Array<cpp.UInt8>
v Array<cpp.Float32>

glReplacementCodeuiNormal3fVertex3fvSUN(rc: Array<Int>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
n Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN(rc: Array<Int>, tc: Array<cpp.Float32>, c: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
tc Array<cpp.Float32>
c Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN(rc: Array<Int>, tc: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
tc Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiTexCoord2fVertex3fvSUN(rc: Array<Int>, tc: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
tc Array<cpp.Float32>
v Array<cpp.Float32>

glReplacementCodeuiVertex3fvSUN(rc: Array<Int>, v: Array<cpp.Float32>): Void
Name Type
rc Array<Int>
v Array<cpp.Float32>

glTexCoord2fColor3fVertex3fvSUN(tc: Array<cpp.Float32>, c: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
c Array<cpp.Float32>
v Array<cpp.Float32>

glTexCoord2fColor4fNormal3fVertex3fvSUN(tc: Array<cpp.Float32>, c: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
c Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glTexCoord2fColor4ubVertex3fvSUN(tc: Array<cpp.Float32>, c: Array<cpp.UInt8>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
c Array<cpp.UInt8>
v Array<cpp.Float32>

glTexCoord2fNormal3fVertex3fvSUN(tc: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glTexCoord2fVertex3fvSUN(tc: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
v Array<cpp.Float32>

glTexCoord4fColor4fNormal3fVertex4fvSUN(tc: Array<cpp.Float32>, c: Array<cpp.Float32>, n: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
c Array<cpp.Float32>
n Array<cpp.Float32>
v Array<cpp.Float32>

glTexCoord4fVertex4fvSUN(tc: Array<cpp.Float32>, v: Array<cpp.Float32>): Void
Name Type
tc Array<cpp.Float32>
v Array<cpp.Float32>

glAddSwapHintRectWIN(x: Int, y: Int, width: Int, height: Int): Void
Name Type
x Int
y Int
width Int
height Int

Metadata

Name Parameters
:include "linc_opengl.h"