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gl.ahk
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; $Id: gl.h,v 1.3 2003/09/12 13:26:51 earnie Exp $
;
; Mesa 3-D graphics library
; Version: 4.0
;
; Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
;
; Permission is hereby granted, free of charge, to any person obtaining a
; copy of this software and associated documentation files (the "Software"),
; to deal in the Software without restriction, including without limitation
; the rights to use, copy, modify, merge, publish, distribute, sublicense,
; and/or sell copies of the Software, and to permit persons to whom the
; Software is furnished to do so, subject to the following conditions:
;
; The above copyright notice and this permission notice shall be included
; in all copies or substantial portions of the Software.
;
; THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
; OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
; FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
; BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
; AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
; CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
;
;
;
;************************************************************************
; 2002-Apr-22, José Fonseca:
; Removed non Win32 system-specific stuff
;
; 2002-Apr-17, Marcus Geelnard:
; For win32, OpenGL 1.2 & 1.3 definitions are not made in this file
; anymore, since under Windows those are regarded as extensions, and
; are better defined in glext.h (especially the function prototypes may
; conflict with extension function pointers). A few "cosmetical"
; changes were also made to this file.
;
; 2002-Apr-15, Marcus Geelnard:
; Modified this file to better fit a wider range of compilers, removed
; Mesa specific stuff, and removed extension definitions (this file now
; relies on GL/glext.h). Hopefully this file should now function as a
; generic OpenGL gl.h include file for most compilers and environments.
; Changed GLAPIENTRY to APIENTRY (to be consistent with GL/glext.h).
;
; 2009-Apr-10, Bentschi:
; Converted this file for use with AutoHotkey.
;************************************************************************
GL_VERSION_1_1 := 1
GL_VERSION_1_2 := 1
GL_VERSION_1_3 := 1
GL_ARB_imaging := 1
; ### Datatypes ### ;
GLenum = UInt
GLboolean = UChar
GLbitfield = UInt
GLbyte = Char ; 1-byte signed
GLshort = Short ; 2-byte signed
GLint = Int ; 4-byte signed
GLubyte = UChar ; 1-byte unsigned
GLushort = UShort ; 2-byte unsigned
GLuint = UInt ; 4-byte unsigned
GLsizei = Int ; 4-byte signed
GLfloat = Float ; single precision float
GLclampf = Float ; single precision float in [0,1]
GLdouble = Double ; double precision float
GLclampd = Double ; double precision float in
; ### Constants ### ;
; --- Boolean values --- ;
GL_FALSE := 0x0
GL_TRUE := 0x1
; --- Data types --- ;
GL_BYTE := 0x1400
GL_UNSIGNED_BYTE := 0x1401
GL_SHORT := 0x1402
GL_UNSIGNED_SHORT := 0x1403
GL_INT := 0x1404
GL_UNSIGNED_INT := 0x1405
GL_FLOAT := 0x1406
GL_DOUBLE := 0x140A
GL_2_BYTES := 0x1407
GL_3_BYTES := 0x1408
GL_4_BYTES := 0x1409
; --- Primitives --- ;
GL_POINTS := 0x0000
GL_LINES := 0x0001
GL_LINE_LOOP := 0x0002
GL_LINE_STRIP := 0x0003
GL_TRIANGLES := 0x0004
GL_TRIANGLE_STRIP := 0x0005
GL_TRIANGLE_FAN := 0x0006
GL_QUADS := 0x0007
GL_QUAD_STRIP := 0x0008
GL_POLYGON := 0x0009
; --- Vertex Arrays --- ;
GL_VERTEX_ARRAY := 0x8074
GL_NORMAL_ARRAY := 0x8075
GL_COLOR_ARRAY := 0x8076
GL_INDEX_ARRAY := 0x8077
GL_TEXTURE_COORD_ARRAY := 0x8078
GL_EDGE_FLAG_ARRAY := 0x8079
GL_VERTEX_ARRAY_SIZE := 0x807A
GL_VERTEX_ARRAY_TYPE := 0x807B
GL_VERTEX_ARRAY_STRIDE := 0x807C
GL_NORMAL_ARRAY_TYPE := 0x807E
GL_NORMAL_ARRAY_STRIDE := 0x807F
GL_COLOR_ARRAY_SIZE := 0x8081
GL_COLOR_ARRAY_TYPE := 0x8082
GL_COLOR_ARRAY_STRIDE := 0x8083
GL_INDEX_ARRAY_TYPE := 0x8085
GL_INDEX_ARRAY_STRIDE := 0x8086
GL_TEXTURE_COORD_ARRAY_SIZE := 0x8088
GL_TEXTURE_COORD_ARRAY_TYPE := 0x8089
GL_TEXTURE_COORD_ARRAY_STRIDE := 0x808A
GL_EDGE_FLAG_ARRAY_STRIDE := 0x808C
GL_VERTEX_ARRAY_POINTER := 0x808E
GL_NORMAL_ARRAY_POINTER := 0x808F
GL_COLOR_ARRAY_POINTER := 0x8090
GL_INDEX_ARRAY_POINTER := 0x8091
GL_TEXTURE_COORD_ARRAY_POINTER := 0x8092
GL_EDGE_FLAG_ARRAY_POINTER := 0x8093
GL_V2F := 0x2A20
GL_V3F := 0x2A21
GL_C4UB_V2F := 0x2A22
GL_C4UB_V3F := 0x2A23
GL_C3F_V3F := 0x2A24
GL_N3F_V3F := 0x2A25
GL_C4F_N3F_V3F := 0x2A26
GL_T2F_V3F := 0x2A27
GL_T4F_V4F := 0x2A28
GL_T2F_C4UB_V3F := 0x2A29
GL_T2F_C3F_V3F := 0x2A2A
GL_T2F_N3F_V3F := 0x2A2B
GL_T2F_C4F_N3F_V3F := 0x2A2C
GL_T4F_C4F_N3F_V4F := 0x2A2D
; --- Matrix Mode --- ;
GL_MATRIX_MODE := 0x0BA0
GL_MODELVIEW := 0x1700
GL_PROJECTION := 0x1701
GL_TEXTURE := 0x1702
; --- Points --- ;
GL_POINT_SMOOTH := 0x0B10
GL_POINT_SIZE := 0x0B11
GL_POINT_SIZE_GRANULARITY := 0x0B13
GL_POINT_SIZE_RANGE := 0x0B12
; --- Lines --- ;
GL_LINE_SMOOTH := 0x0B20
GL_LINE_STIPPLE := 0x0B24
GL_LINE_STIPPLE_PATTERN := 0x0B25
GL_LINE_STIPPLE_REPEAT := 0x0B26
GL_LINE_WIDTH := 0x0B21
GL_LINE_WIDTH_GRANULARITY := 0x0B23
GL_LINE_WIDTH_RANGE := 0x0B22
; --- Polygons --- ;
GL_POINT := 0x1B00
GL_LINE := 0x1B01
GL_FILL := 0x1B02
GL_CW := 0x0900
GL_CCW := 0x0901
GL_FRONT := 0x0404
GL_BACK := 0x0405
GL_POLYGON_MODE := 0x0B40
GL_POLYGON_SMOOTH := 0x0B41
GL_POLYGON_STIPPLE := 0x0B42
GL_EDGE_FLAG := 0x0B43
GL_CULL_FACE := 0x0B44
GL_CULL_FACE_MODE := 0x0B45
GL_FRONT_FACE := 0x0B46
GL_POLYGON_OFFSET_FACTOR := 0x8038
GL_POLYGON_OFFSET_UNITS := 0x2A00
GL_POLYGON_OFFSET_POINT := 0x2A01
GL_POLYGON_OFFSET_LINE := 0x2A02
GL_POLYGON_OFFSET_FILL := 0x8037
; --- Display Lists --- ;
GL_COMPILE := 0x1300
GL_COMPILE_AND_EXECUTE := 0x1301
GL_LIST_BASE := 0x0B32
GL_LIST_INDEX := 0x0B33
GL_LIST_MODE := 0x0B30
; --- Depth buffer --- ;
GL_NEVER := 0x0200
GL_LESS := 0x0201
GL_EQUAL := 0x0202
GL_LEQUAL := 0x0203
GL_GREATER := 0x0204
GL_NOTEQUAL := 0x0205
GL_GEQUAL := 0x0206
GL_ALWAYS := 0x0207
GL_DEPTH_TEST := 0x0B71
GL_DEPTH_BITS := 0x0D56
GL_DEPTH_CLEAR_VALUE := 0x0B73
GL_DEPTH_FUNC := 0x0B74
GL_DEPTH_RANGE := 0x0B70
GL_DEPTH_WRITEMASK := 0x0B72
GL_DEPTH_COMPONENT := 0x1902
; --- Lighting --- ;
GL_LIGHTING := 0x0B50
GL_LIGHT0 := 0x4000
GL_LIGHT1 := 0x4001
GL_LIGHT2 := 0x4002
GL_LIGHT3 := 0x4003
GL_LIGHT4 := 0x4004
GL_LIGHT5 := 0x4005
GL_LIGHT6 := 0x4006
GL_LIGHT7 := 0x4007
GL_SPOT_EXPONENT := 0x1205
GL_SPOT_CUTOFF := 0x1206
GL_CONSTANT_ATTENUATION := 0x1207
GL_LINEAR_ATTENUATION := 0x1208
GL_QUADRATIC_ATTENUATION := 0x1209
GL_AMBIENT := 0x1200
GL_DIFFUSE := 0x1201
GL_SPECULAR := 0x1202
GL_SHININESS := 0x1601
GL_EMISSION := 0x1600
GL_POSITION := 0x1203
GL_SPOT_DIRECTION := 0x1204
GL_AMBIENT_AND_DIFFUSE := 0x1602
GL_COLOR_INDEXES := 0x1603
GL_LIGHT_MODEL_TWO_SIDE := 0x0B52
GL_LIGHT_MODEL_LOCAL_VIEWER := 0x0B51
GL_LIGHT_MODEL_AMBIENT := 0x0B53
GL_FRONT_AND_BACK := 0x0408
GL_SHADE_MODEL := 0x0B54
GL_FLAT := 0x1D00
GL_SMOOTH := 0x1D01
GL_COLOR_MATERIAL := 0x0B57
GL_COLOR_MATERIAL_FACE := 0x0B55
GL_COLOR_MATERIAL_PARAMETER := 0x0B56
GL_NORMALIZE := 0x0BA1
; --- User clipping planes --- ;
GL_CLIP_PLANE0 := 0x3000
GL_CLIP_PLANE1 := 0x3001
GL_CLIP_PLANE2 := 0x3002
GL_CLIP_PLANE3 := 0x3003
GL_CLIP_PLANE4 := 0x3004
GL_CLIP_PLANE5 := 0x3005
; --- Accumulation buffer --- ;
GL_ACCUM_RED_BITS := 0x0D58
GL_ACCUM_GREEN_BITS := 0x0D59
GL_ACCUM_BLUE_BITS := 0x0D5A
GL_ACCUM_ALPHA_BITS := 0x0D5B
GL_ACCUM_CLEAR_VALUE := 0x0B80
GL_ACCUM := 0x0100
GL_ADD := 0x0104
GL_LOAD := 0x0101
GL_MULT := 0x0103
GL_RETURN := 0x0102
; --- Alpha testing --- ;
GL_ALPHA_TEST := 0x0BC0
GL_ALPHA_TEST_REF := 0x0BC2
GL_ALPHA_TEST_FUNC := 0x0BC1
; --- Blending --- ;
GL_BLEND := 0x0BE2
GL_BLEND_SRC := 0x0BE1
GL_BLEND_DST := 0x0BE0
GL_ZERO := 0x0
GL_ONE := 0x1
GL_SRC_COLOR := 0x0300
GL_ONE_MINUS_SRC_COLOR := 0x0301
GL_SRC_ALPHA := 0x0302
GL_ONE_MINUS_SRC_ALPHA := 0x0303
GL_DST_ALPHA := 0x0304
GL_ONE_MINUS_DST_ALPHA := 0x0305
GL_DST_COLOR := 0x0306
GL_ONE_MINUS_DST_COLOR := 0x0307
GL_SRC_ALPHA_SATURATE := 0x0308
GL_CONSTANT_COLOR := 0x8001
GL_ONE_MINUS_CONSTANT_COLOR := 0x8002
GL_CONSTANT_ALPHA := 0x8003
GL_ONE_MINUS_CONSTANT_ALPHA := 0x8004
; --- Render Mode --- ;
GL_FEEDBACK := 0x1C01
GL_RENDER := 0x1C00
GL_SELECT := 0x1C02
; --- Feedback --- ;
GL_2D := 0x0600
GL_3D := 0x0601
GL_3D_COLOR := 0x0602
GL_3D_COLOR_TEXTURE := 0x0603
GL_4D_COLOR_TEXTURE := 0x0604
GL_POINT_TOKEN := 0x0701
GL_LINE_TOKEN := 0x0702
GL_LINE_RESET_TOKEN := 0x0707
GL_POLYGON_TOKEN := 0x0703
GL_BITMAP_TOKEN := 0x0704
GL_DRAW_PIXEL_TOKEN := 0x0705
GL_COPY_PIXEL_TOKEN := 0x0706
GL_PASS_THROUGH_TOKEN := 0x0700
GL_FEEDBACK_BUFFER_POINTER := 0x0DF0
GL_FEEDBACK_BUFFER_SIZE := 0x0DF1
GL_FEEDBACK_BUFFER_TYPE := 0x0DF2
; --- Selection --- ;
GL_SELECTION_BUFFER_POINTER := 0x0DF3
GL_SELECTION_BUFFER_SIZE := 0x0DF4
; --- Fog --- ;
GL_FOG := 0x0B60
GL_FOG_MODE := 0x0B65
GL_FOG_DENSITY := 0x0B62
GL_FOG_COLOR := 0x0B66
GL_FOG_INDEX := 0x0B61
GL_FOG_START := 0x0B63
GL_FOG_END := 0x0B64
GL_LINEAR := 0x2601
GL_EXP := 0x0800
GL_EXP2 := 0x0801
; --- Logic Ops --- ;
GL_LOGIC_OP := 0x0BF1
GL_INDEX_LOGIC_OP := 0x0BF1
GL_COLOR_LOGIC_OP := 0x0BF2
GL_LOGIC_OP_MODE := 0x0BF0
GL_CLEAR := 0x1500
GL_SET := 0x150F
GL_COPY := 0x1503
GL_COPY_INVERTED := 0x150C
GL_NOOP := 0x1505
GL_INVERT := 0x150A
GL_AND := 0x1501
GL_NAND := 0x150E
GL_OR := 0x1507
GL_NOR := 0x1508
GL_XOR := 0x1506
GL_EQUIV := 0x1509
GL_AND_REVERSE := 0x1502
GL_AND_INVERTED := 0x1504
GL_OR_REVERSE := 0x150B
GL_OR_INVERTED := 0x150D
; --- Stencil --- ;
GL_STENCIL_TEST := 0x0B90
GL_STENCIL_WRITEMASK := 0x0B98
GL_STENCIL_BITS := 0x0D57
GL_STENCIL_FUNC := 0x0B92
GL_STENCIL_VALUE_MASK := 0x0B93
GL_STENCIL_REF := 0x0B97
GL_STENCIL_FAIL := 0x0B94
GL_STENCIL_PASS_DEPTH_PASS := 0x0B96
GL_STENCIL_PASS_DEPTH_FAIL := 0x0B95
GL_STENCIL_CLEAR_VALUE := 0x0B91
GL_STENCIL_INDEX := 0x1901
GL_KEEP := 0x1E00
GL_REPLACE := 0x1E01
GL_INCR := 0x1E02
GL_DECR := 0x1E03
; --- Buffers, Pixel Drawing/Reading --- ;
GL_NONE := 0x0
GL_LEFT := 0x0406
GL_RIGHT := 0x0407
; GL_FRONT := 0x0404
; GL_BACK := 0x0405
; GL_FRONT_AND_BACK := 0x0408
GL_FRONT_LEFT := 0x0400
GL_FRONT_RIGHT := 0x0401
GL_BACK_LEFT := 0x0402
GL_BACK_RIGHT := 0x0403
GL_AUX0 := 0x0409
GL_AUX1 := 0x040A
GL_AUX2 := 0x040B
GL_AUX3 := 0x040C
GL_COLOR_INDEX := 0x1900
GL_RED := 0x1903
GL_GREEN := 0x1904
GL_BLUE := 0x1905
GL_ALPHA := 0x1906
GL_LUMINANCE := 0x1909
GL_LUMINANCE_ALPHA := 0x190A
GL_ALPHA_BITS := 0x0D55
GL_RED_BITS := 0x0D52
GL_GREEN_BITS := 0x0D53
GL_BLUE_BITS := 0x0D54
GL_INDEX_BITS := 0x0D51
GL_SUBPIXEL_BITS := 0x0D50
GL_AUX_BUFFERS := 0x0C00
GL_READ_BUFFER := 0x0C02
GL_DRAW_BUFFER := 0x0C01
GL_DOUBLEBUFFER := 0x0C32
GL_STEREO := 0x0C33
GL_BITMAP := 0x1A00
GL_COLOR := 0x1800
GL_DEPTH := 0x1801
GL_STENCIL := 0x1802
GL_DITHER := 0x0BD0
GL_RGB := 0x1907
GL_RGBA := 0x1908
; --- Implementation limits --- ;
GL_MAX_LIST_NESTING := 0x0B31
GL_MAX_ATTRIB_STACK_DEPTH := 0x0D35
GL_MAX_MODELVIEW_STACK_DEPTH := 0x0D36
GL_MAX_NAME_STACK_DEPTH := 0x0D37
GL_MAX_PROJECTION_STACK_DEPTH := 0x0D38
GL_MAX_TEXTURE_STACK_DEPTH := 0x0D39
GL_MAX_EVAL_ORDER := 0x0D30
GL_MAX_LIGHTS := 0x0D31
GL_MAX_CLIP_PLANES := 0x0D32
GL_MAX_TEXTURE_SIZE := 0x0D33
GL_MAX_PIXEL_MAP_TABLE := 0x0D34
GL_MAX_VIEWPORT_DIMS := 0x0D3A
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH := 0x0D3B
; --- Gets --- ;
GL_ATTRIB_STACK_DEPTH := 0x0BB0
GL_CLIENT_ATTRIB_STACK_DEPTH := 0x0BB1
GL_COLOR_CLEAR_VALUE := 0x0C22
GL_COLOR_WRITEMASK := 0x0C23
GL_CURRENT_INDEX := 0x0B01
GL_CURRENT_COLOR := 0x0B00
GL_CURRENT_NORMAL := 0x0B02
GL_CURRENT_RASTER_COLOR := 0x0B04
GL_CURRENT_RASTER_DISTANCE := 0x0B09
GL_CURRENT_RASTER_INDEX := 0x0B05
GL_CURRENT_RASTER_POSITION := 0x0B07
GL_CURRENT_RASTER_TEXTURE_COORDS := 0x0B06
GL_CURRENT_RASTER_POSITION_VALID := 0x0B08
GL_CURRENT_TEXTURE_COORDS := 0x0B03
GL_INDEX_CLEAR_VALUE := 0x0C20
GL_INDEX_MODE := 0x0C30
GL_INDEX_WRITEMASK := 0x0C21
GL_MODELVIEW_MATRIX := 0x0BA6
GL_MODELVIEW_STACK_DEPTH := 0x0BA3
GL_NAME_STACK_DEPTH := 0x0D70
GL_PROJECTION_MATRIX := 0x0BA7
GL_PROJECTION_STACK_DEPTH := 0x0BA4
GL_RENDER_MODE := 0x0C40
GL_RGBA_MODE := 0x0C31
GL_TEXTURE_MATRIX := 0x0BA8
GL_TEXTURE_STACK_DEPTH := 0x0BA5
GL_VIEWPORT := 0x0BA2
; --- Evaluators --- ;
GL_AUTO_NORMAL := 0x0D80
GL_MAP1_COLOR_4 := 0x0D90
GL_MAP1_GRID_DOMAIN := 0x0DD0
GL_MAP1_GRID_SEGMENTS := 0x0DD1
GL_MAP1_INDEX := 0x0D91
GL_MAP1_NORMAL := 0x0D92
GL_MAP1_TEXTURE_COORD_1 := 0x0D93
GL_MAP1_TEXTURE_COORD_2 := 0x0D94
GL_MAP1_TEXTURE_COORD_3 := 0x0D95
GL_MAP1_TEXTURE_COORD_4 := 0x0D96
GL_MAP1_VERTEX_3 := 0x0D97
GL_MAP1_VERTEX_4 := 0x0D98
GL_MAP2_COLOR_4 := 0x0DB0
GL_MAP2_GRID_DOMAIN := 0x0DD2
GL_MAP2_GRID_SEGMENTS := 0x0DD3
GL_MAP2_INDEX := 0x0DB1
GL_MAP2_NORMAL := 0x0DB2
GL_MAP2_TEXTURE_COORD_1 := 0x0DB3
GL_MAP2_TEXTURE_COORD_2 := 0x0DB4
GL_MAP2_TEXTURE_COORD_3 := 0x0DB5
GL_MAP2_TEXTURE_COORD_4 := 0x0DB6
GL_MAP2_VERTEX_3 := 0x0DB7
GL_MAP2_VERTEX_4 := 0x0DB8
GL_COEFF := 0x0A00
GL_DOMAIN := 0x0A02
GL_ORDER := 0x0A01
; --- Hints --- ;
GL_FOG_HINT := 0x0C54
GL_LINE_SMOOTH_HINT := 0x0C52
GL_PERSPECTIVE_CORRECTION_HINT := 0x0C50
GL_POINT_SMOOTH_HINT := 0x0C51
GL_POLYGON_SMOOTH_HINT := 0x0C53
GL_DONT_CARE := 0x1100
GL_FASTEST := 0x1101
GL_NICEST := 0x1102
; --- Scissor box --- ;
GL_SCISSOR_TEST := 0x0C11
GL_SCISSOR_BOX := 0x0C10
; --- Pixel Mode / Transfer --- ;
GL_MAP_COLOR := 0x0D10
GL_MAP_STENCIL := 0x0D11
GL_INDEX_SHIFT := 0x0D12
GL_INDEX_OFFSET := 0x0D13
GL_RED_SCALE := 0x0D14
GL_RED_BIAS := 0x0D15
GL_GREEN_SCALE := 0x0D18
GL_GREEN_BIAS := 0x0D19
GL_BLUE_SCALE := 0x0D1A
GL_BLUE_BIAS := 0x0D1B
GL_ALPHA_SCALE := 0x0D1C
GL_ALPHA_BIAS := 0x0D1D
GL_DEPTH_SCALE := 0x0D1E
GL_DEPTH_BIAS := 0x0D1F
GL_PIXEL_MAP_S_TO_S_SIZE := 0x0CB1
GL_PIXEL_MAP_I_TO_I_SIZE := 0x0CB0
GL_PIXEL_MAP_I_TO_R_SIZE := 0x0CB2
GL_PIXEL_MAP_I_TO_G_SIZE := 0x0CB3
GL_PIXEL_MAP_I_TO_B_SIZE := 0x0CB4
GL_PIXEL_MAP_I_TO_A_SIZE := 0x0CB5
GL_PIXEL_MAP_R_TO_R_SIZE := 0x0CB6
GL_PIXEL_MAP_G_TO_G_SIZE := 0x0CB7
GL_PIXEL_MAP_B_TO_B_SIZE := 0x0CB8
GL_PIXEL_MAP_A_TO_A_SIZE := 0x0CB9
GL_PIXEL_MAP_S_TO_S := 0x0C71
GL_PIXEL_MAP_I_TO_I := 0x0C70
GL_PIXEL_MAP_I_TO_R := 0x0C72
GL_PIXEL_MAP_I_TO_G := 0x0C73
GL_PIXEL_MAP_I_TO_B := 0x0C74
GL_PIXEL_MAP_I_TO_A := 0x0C75
GL_PIXEL_MAP_R_TO_R := 0x0C76
GL_PIXEL_MAP_G_TO_G := 0x0C77
GL_PIXEL_MAP_B_TO_B := 0x0C78
GL_PIXEL_MAP_A_TO_A := 0x0C79
GL_PACK_ALIGNMENT := 0x0D05
GL_PACK_LSB_FIRST := 0x0D01
GL_PACK_ROW_LENGTH := 0x0D02
GL_PACK_SKIP_PIXELS := 0x0D04
GL_PACK_SKIP_ROWS := 0x0D03
GL_PACK_SWAP_BYTES := 0x0D00
GL_UNPACK_ALIGNMENT := 0x0CF5
GL_UNPACK_LSB_FIRST := 0x0CF1
GL_UNPACK_ROW_LENGTH := 0x0CF2
GL_UNPACK_SKIP_PIXELS := 0x0CF4
GL_UNPACK_SKIP_ROWS := 0x0CF3
GL_UNPACK_SWAP_BYTES := 0x0CF0
GL_ZOOM_X := 0x0D16
GL_ZOOM_Y := 0x0D17
; --- Texture mapping --- ;
GL_TEXTURE_ENV := 0x2300
GL_TEXTURE_ENV_MODE := 0x2200
GL_TEXTURE_1D := 0x0DE0
GL_TEXTURE_2D := 0x0DE1
GL_TEXTURE_WRAP_S := 0x2802
GL_TEXTURE_WRAP_T := 0x2803
GL_TEXTURE_MAG_FILTER := 0x2800
GL_TEXTURE_MIN_FILTER := 0x2801
GL_TEXTURE_ENV_COLOR := 0x2201
GL_TEXTURE_GEN_S := 0x0C60
GL_TEXTURE_GEN_T := 0x0C61
GL_TEXTURE_GEN_MODE := 0x2500
GL_TEXTURE_BORDER_COLOR := 0x1004
GL_TEXTURE_WIDTH := 0x1000
GL_TEXTURE_HEIGHT := 0x1001
GL_TEXTURE_BORDER := 0x1005
GL_TEXTURE_COMPONENTS := 0x1003
GL_TEXTURE_RED_SIZE := 0x805C
GL_TEXTURE_GREEN_SIZE := 0x805D
GL_TEXTURE_BLUE_SIZE := 0x805E
GL_TEXTURE_ALPHA_SIZE := 0x805F
GL_TEXTURE_LUMINANCE_SIZE := 0x8060
GL_TEXTURE_INTENSITY_SIZE := 0x8061
GL_NEAREST_MIPMAP_NEAREST := 0x2700
GL_NEAREST_MIPMAP_LINEAR := 0x2702
GL_LINEAR_MIPMAP_NEAREST := 0x2701
GL_LINEAR_MIPMAP_LINEAR := 0x2703
GL_OBJECT_LINEAR := 0x2401
GL_OBJECT_PLANE := 0x2501
GL_EYE_LINEAR := 0x2400
GL_EYE_PLANE := 0x2502
GL_SPHERE_MAP := 0x2402
GL_DECAL := 0x2101
GL_MODULATE := 0x2100
GL_NEAREST := 0x2600
GL_REPEAT := 0x2901
GL_CLAMP := 0x2900
GL_S := 0x2000
GL_T := 0x2001
GL_R := 0x2002
GL_Q := 0x2003
GL_TEXTURE_GEN_R := 0x0C62
GL_TEXTURE_GEN_Q := 0x0C63
; --- Utility --- ;
GL_VENDOR := 0x1F00
GL_RENDERER := 0x1F01
GL_VERSION := 0x1F02
GL_EXTENSIONS := 0x1F03
; --- Errors --- ;
GL_NO_ERROR := 0x0
GL_INVALID_VALUE := 0x0501
GL_INVALID_ENUM := 0x0500
GL_INVALID_OPERATION := 0x0502
GL_STACK_OVERFLOW := 0x0503
GL_STACK_UNDERFLOW := 0x0504
GL_OUT_OF_MEMORY := 0x0505
; --- glPush/PopAttrib bits --- ;
GL_CURRENT_BIT := 0x00000001
GL_POINT_BIT := 0x00000002
GL_LINE_BIT := 0x00000004
GL_POLYGON_BIT := 0x00000008
GL_POLYGON_STIPPLE_BIT := 0x00000010
GL_PIXEL_MODE_BIT := 0x00000020
GL_LIGHTING_BIT := 0x00000040
GL_FOG_BIT := 0x00000080
GL_DEPTH_BUFFER_BIT := 0x00000100
GL_ACCUM_BUFFER_BIT := 0x00000200
GL_STENCIL_BUFFER_BIT := 0x00000400
GL_VIEWPORT_BIT := 0x00000800
GL_TRANSFORM_BIT := 0x00001000
GL_ENABLE_BIT := 0x00002000
GL_COLOR_BUFFER_BIT := 0x00004000
GL_HINT_BIT := 0x00008000
GL_EVAL_BIT := 0x00010000
GL_LIST_BIT := 0x00020000
GL_TEXTURE_BIT := 0x00040000
GL_SCISSOR_BIT := 0x00080000
GL_ALL_ATTRIB_BITS := 0x000FFFFF
; --- OpenGL 1.1 --- ;
GL_PROXY_TEXTURE_1D := 0x8063
GL_PROXY_TEXTURE_2D := 0x8064
GL_TEXTURE_PRIORITY := 0x8066
GL_TEXTURE_RESIDENT := 0x8067
GL_TEXTURE_BINDING_1D := 0x8068
GL_TEXTURE_BINDING_2D := 0x8069
GL_TEXTURE_INTERNAL_FORMAT := 0x1003
GL_ALPHA4 := 0x803B
GL_ALPHA8 := 0x803C
GL_ALPHA12 := 0x803D
GL_ALPHA16 := 0x803E
GL_LUMINANCE4 := 0x803F
GL_LUMINANCE8 := 0x8040
GL_LUMINANCE12 := 0x8041
GL_LUMINANCE16 := 0x8042
GL_LUMINANCE4_ALPHA4 := 0x8043
GL_LUMINANCE6_ALPHA2 := 0x8044
GL_LUMINANCE8_ALPHA8 := 0x8045
GL_LUMINANCE12_ALPHA4 := 0x8046
GL_LUMINANCE12_ALPHA12 := 0x8047
GL_LUMINANCE16_ALPHA16 := 0x8048
GL_INTENSITY := 0x8049
GL_INTENSITY4 := 0x804A
GL_INTENSITY8 := 0x804B
GL_INTENSITY12 := 0x804C
GL_INTENSITY16 := 0x804D
GL_R3_G3_B2 := 0x2A10
GL_RGB4 := 0x804F
GL_RGB5 := 0x8050
GL_RGB8 := 0x8051
GL_RGB10 := 0x8052
GL_RGB12 := 0x8053
GL_RGB16 := 0x8054
GL_RGBA2 := 0x8055
GL_RGBA4 := 0x8056
GL_RGB5_A1 := 0x8057
GL_RGBA8 := 0x8058
GL_RGB10_A2 := 0x8059
GL_RGBA12 := 0x805A
GL_RGBA16 := 0x805B
GL_CLIENT_PIXEL_STORE_BIT := 0x00000001
GL_CLIENT_VERTEX_ARRAY_BIT := 0x00000002
GL_ALL_CLIENT_ATTRIB_BITS := 0xFFFFFFFF
GL_CLIENT_ALL_ATTRIB_BITS := 0xFFFFFFFF
; --- OpenGL 1.2 --- ;
GL_RESCALE_NORMAL := 0x803A
GL_CLAMP_TO_EDGE := 0x812F
GL_MAX_ELEMENTS_VERTICES := 0x80E8
GL_MAX_ELEMENTS_INDICES := 0x80E9
GL_BGR := 0x80E0
GL_BGRA := 0x80E1
GL_UNSIGNED_BYTE_3_3_2 := 0x8032
GL_UNSIGNED_BYTE_2_3_3_REV := 0x8362
GL_UNSIGNED_SHORT_5_6_5 := 0x8363
GL_UNSIGNED_SHORT_5_6_5_REV := 0x8364
GL_UNSIGNED_SHORT_4_4_4_4 := 0x8033
GL_UNSIGNED_SHORT_4_4_4_4_REV := 0x8365
GL_UNSIGNED_SHORT_5_5_5_1 := 0x8034
GL_UNSIGNED_SHORT_1_5_5_5_REV := 0x8366
GL_UNSIGNED_INT_8_8_8_8 := 0x8035
GL_UNSIGNED_INT_8_8_8_8_REV := 0x8367
GL_UNSIGNED_INT_10_10_10_2 := 0x8036
GL_UNSIGNED_INT_2_10_10_10_REV := 0x8368
GL_LIGHT_MODEL_COLOR_CONTROL := 0x81F8
GL_SINGLE_COLOR := 0x81F9
GL_SEPARATE_SPECULAR_COLOR := 0x81FA
GL_TEXTURE_MIN_LOD := 0x813A
GL_TEXTURE_MAX_LOD := 0x813B
GL_TEXTURE_BASE_LEVEL := 0x813C
GL_TEXTURE_MAX_LEVEL := 0x813D
GL_SMOOTH_POINT_SIZE_RANGE := 0x0B12
GL_SMOOTH_POINT_SIZE_GRANULARITY := 0x0B13
GL_SMOOTH_LINE_WIDTH_RANGE := 0x0B22
GL_SMOOTH_LINE_WIDTH_GRANULARITY := 0x0B23
GL_ALIASED_POINT_SIZE_RANGE := 0x846D
GL_ALIASED_LINE_WIDTH_RANGE := 0x846E
GL_PACK_SKIP_IMAGES := 0x806B
GL_PACK_IMAGE_HEIGHT := 0x806C
GL_UNPACK_SKIP_IMAGES := 0x806D
GL_UNPACK_IMAGE_HEIGHT := 0x806E
GL_TEXTURE_3D := 0x806F
GL_PROXY_TEXTURE_3D := 0x8070
GL_TEXTURE_DEPTH := 0x8071
GL_TEXTURE_WRAP_R := 0x8072
GL_MAX_3D_TEXTURE_SIZE := 0x8073
GL_TEXTURE_BINDING_3D := 0x806A
; --- OpenGL 1.2 imaging subset --- ;
; GL_EXT_color_table ;
GL_COLOR_TABLE := 0x80D0
GL_POST_CONVOLUTION_COLOR_TABLE := 0x80D1
GL_POST_COLOR_MATRIX_COLOR_TABLE := 0x80D2
GL_PROXY_COLOR_TABLE := 0x80D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE := 0x80D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE := 0x80D5
GL_COLOR_TABLE_SCALE := 0x80D6
GL_COLOR_TABLE_BIAS := 0x80D7
GL_COLOR_TABLE_FORMAT := 0x80D8
GL_COLOR_TABLE_WIDTH := 0x80D9
GL_COLOR_TABLE_RED_SIZE := 0x80DA
GL_COLOR_TABLE_GREEN_SIZE := 0x80DB
GL_COLOR_TABLE_BLUE_SIZE := 0x80DC
GL_COLOR_TABLE_ALPHA_SIZE := 0x80DD
GL_COLOR_TABLE_LUMINANCE_SIZE := 0x80DE
GL_COLOR_TABLE_INTENSITY_SIZE := 0x80DF
; GL_EXT_convolution and GL_HP_convolution_border_modes ;
GL_CONVOLUTION_1D := 0x8010
GL_CONVOLUTION_2D := 0x8011
GL_SEPARABLE_2D := 0x8012
GL_CONVOLUTION_BORDER_MODE := 0x8013
GL_CONVOLUTION_FILTER_SCALE := 0x8014
GL_CONVOLUTION_FILTER_BIAS := 0x8015
GL_REDUCE := 0x8016
GL_CONVOLUTION_FORMAT := 0x8017
GL_CONVOLUTION_WIDTH := 0x8018
GL_CONVOLUTION_HEIGHT := 0x8019
GL_MAX_CONVOLUTION_WIDTH := 0x801A
GL_MAX_CONVOLUTION_HEIGHT := 0x801B
GL_POST_CONVOLUTION_RED_SCALE := 0x801C
GL_POST_CONVOLUTION_GREEN_SCALE := 0x801D
GL_POST_CONVOLUTION_BLUE_SCALE := 0x801E
GL_POST_CONVOLUTION_ALPHA_SCALE := 0x801F
GL_POST_CONVOLUTION_RED_BIAS := 0x8020
GL_POST_CONVOLUTION_GREEN_BIAS := 0x8021
GL_POST_CONVOLUTION_BLUE_BIAS := 0x8022
GL_POST_CONVOLUTION_ALPHA_BIAS := 0x8023
GL_CONSTANT_BORDER := 0x8151
GL_REPLICATE_BORDER := 0x8153
GL_CONVOLUTION_BORDER_COLOR := 0x8154
; GL_SGI_color_matrix ;
GL_COLOR_MATRIX := 0x80B1
GL_COLOR_MATRIX_STACK_DEPTH := 0x80B2
GL_MAX_COLOR_MATRIX_STACK_DEPTH := 0x80B3
GL_POST_COLOR_MATRIX_RED_SCALE := 0x80B4
GL_POST_COLOR_MATRIX_GREEN_SCALE := 0x80B5
GL_POST_COLOR_MATRIX_BLUE_SCALE := 0x80B6
GL_POST_COLOR_MATRIX_ALPHA_SCALE := 0x80B7
GL_POST_COLOR_MATRIX_RED_BIAS := 0x80B8
GL_POST_COLOR_MATRIX_GREEN_BIAS := 0x80B9
GL_POST_COLOR_MATRIX_BLUE_BIAS := 0x80BA
GL_POST_COLOR_MATRIX_ALPHA_BIAS := 0x80BB
; GL_EXT_histogram ;
GL_HISTOGRAM := 0x8024
GL_PROXY_HISTOGRAM := 0x8025
GL_HISTOGRAM_WIDTH := 0x8026
GL_HISTOGRAM_FORMAT := 0x8027
GL_HISTOGRAM_RED_SIZE := 0x8028
GL_HISTOGRAM_GREEN_SIZE := 0x8029
GL_HISTOGRAM_BLUE_SIZE := 0x802A
GL_HISTOGRAM_ALPHA_SIZE := 0x802B
GL_HISTOGRAM_LUMINANCE_SIZE := 0x802C
GL_HISTOGRAM_SINK := 0x802D
GL_MINMAX := 0x802E
GL_MINMAX_FORMAT := 0x802F
GL_MINMAX_SINK := 0x8030
GL_TABLE_TOO_LARGE := 0x8031
; GL_EXT_blend_color, GL_EXT_blend_minmax ;
GL_BLEND_EQUATION := 0x8009
GL_MIN := 0x8007
GL_MAX := 0x8008
GL_FUNC_ADD := 0x8006
GL_FUNC_SUBTRACT := 0x800A
GL_FUNC_REVERSE_SUBTRACT := 0x800B
GL_BLEND_COLOR := 0x8005
; --- OpenGL 1.3 --- ;
; multitexture ;
GL_TEXTURE0 := 0x84C0
GL_TEXTURE1 := 0x84C1
GL_TEXTURE2 := 0x84C2
GL_TEXTURE3 := 0x84C3
GL_TEXTURE4 := 0x84C4
GL_TEXTURE5 := 0x84C5
GL_TEXTURE6 := 0x84C6
GL_TEXTURE7 := 0x84C7
GL_TEXTURE8 := 0x84C8
GL_TEXTURE9 := 0x84C9
GL_TEXTURE10 := 0x84CA
GL_TEXTURE11 := 0x84CB
GL_TEXTURE12 := 0x84CC
GL_TEXTURE13 := 0x84CD
GL_TEXTURE14 := 0x84CE
GL_TEXTURE15 := 0x84CF
GL_TEXTURE16 := 0x84D0
GL_TEXTURE17 := 0x84D1
GL_TEXTURE18 := 0x84D2
GL_TEXTURE19 := 0x84D3
GL_TEXTURE20 := 0x84D4
GL_TEXTURE21 := 0x84D5
GL_TEXTURE22 := 0x84D6
GL_TEXTURE23 := 0x84D7
GL_TEXTURE24 := 0x84D8
GL_TEXTURE25 := 0x84D9
GL_TEXTURE26 := 0x84DA
GL_TEXTURE27 := 0x84DB
GL_TEXTURE28 := 0x84DC
GL_TEXTURE29 := 0x84DD
GL_TEXTURE30 := 0x84DE
GL_TEXTURE31 := 0x84DF
GL_ACTIVE_TEXTURE := 0x84E0
GL_CLIENT_ACTIVE_TEXTURE := 0x84E1
GL_MAX_TEXTURE_UNITS := 0x84E2
; texture_cube_map ;
GL_NORMAL_MAP := 0x8511
GL_REFLECTION_MAP := 0x8512
GL_TEXTURE_CUBE_MAP := 0x8513
GL_TEXTURE_BINDING_CUBE_MAP := 0x8514
GL_TEXTURE_CUBE_MAP_POSITIVE_X := 0x8515
GL_TEXTURE_CUBE_MAP_NEGATIVE_X := 0x8516
GL_TEXTURE_CUBE_MAP_POSITIVE_Y := 0x8517
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y := 0x8518
GL_TEXTURE_CUBE_MAP_POSITIVE_Z := 0x8519
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z := 0x851A
GL_PROXY_TEXTURE_CUBE_MAP := 0x851B
GL_MAX_CUBE_MAP_TEXTURE_SIZE := 0x851C
; texture_compression ;
GL_COMPRESSED_ALPHA := 0x84E9
GL_COMPRESSED_LUMINANCE := 0x84EA
GL_COMPRESSED_LUMINANCE_ALPHA := 0x84EB
GL_COMPRESSED_INTENSITY := 0x84EC
GL_COMPRESSED_RGB := 0x84ED
GL_COMPRESSED_RGBA := 0x84EE
GL_TEXTURE_COMPRESSION_HINT := 0x84EF
GL_TEXTURE_COMPRESSED_IMAGE_SIZE := 0x86A0
GL_TEXTURE_COMPRESSED := 0x86A1
GL_NUM_COMPRESSED_TEXTURE_FORMATS := 0x86A2
GL_COMPRESSED_TEXTURE_FORMATS := 0x86A3
; multisample ;
GL_MULTISAMPLE := 0x809D
GL_SAMPLE_ALPHA_TO_COVERAGE := 0x809E
GL_SAMPLE_ALPHA_TO_ONE := 0x809F
GL_SAMPLE_COVERAGE := 0x80A0
GL_SAMPLE_BUFFERS := 0x80A8
GL_SAMPLES := 0x80A9
GL_SAMPLE_COVERAGE_VALUE := 0x80AA
GL_SAMPLE_COVERAGE_INVERT := 0x80AB
GL_MULTISAMPLE_BIT := 0x20000000
; transpose_matrix ;
GL_TRANSPOSE_MODELVIEW_MATRIX := 0x84E3
GL_TRANSPOSE_PROJECTION_MATRIX := 0x84E4
GL_TRANSPOSE_TEXTURE_MATRIX := 0x84E5
GL_TRANSPOSE_COLOR_MATRIX := 0x84E6
; texture_env_combine ;
GL_COMBINE := 0x8570
GL_COMBINE_RGB := 0x8571
GL_COMBINE_ALPHA := 0x8572
GL_SOURCE0_RGB := 0x8580
GL_SOURCE1_RGB := 0x8581
GL_SOURCE2_RGB := 0x8582
GL_SOURCE0_ALPHA := 0x8588
GL_SOURCE1_ALPHA := 0x8589
GL_SOURCE2_ALPHA := 0x858A
GL_OPERAND0_RGB := 0x8590
GL_OPERAND1_RGB := 0x8591
GL_OPERAND2_RGB := 0x8592
GL_OPERAND0_ALPHA := 0x8598
GL_OPERAND1_ALPHA := 0x8599
GL_OPERAND2_ALPHA := 0x859A
GL_RGB_SCALE := 0x8573
GL_ADD_SIGNED := 0x8574
GL_INTERPOLATE := 0x8575
GL_SUBTRACT := 0x84E7
GL_CONSTANT := 0x8576
GL_PRIMARY_COLOR := 0x8577
GL_PREVIOUS := 0x8578
; texture_env_dot3 ;
GL_DOT3_RGB := 0x86AE
GL_DOT3_RGBA := 0x86AF
; texture_border_clamp ;
GL_CLAMP_TO_BORDER := 0x812D
; ### Function prototypes ### ;
glClearIndex(c) {
Return DllCall("opengl32.dll\glClearIndex", "Float", c)
}
glClearColor(red, green, blue, alpha) {
Return DllCall("opengl32.dll\glClearColor", "Float", red, "Float", green, "Float", blue, "Float", alpha)
}
glClear(mask) {
Return DllCall("opengl32.dll\glClear", "UInt", mask)
}
glIndexMask(mask) {
Return DllCall("opengl32.dll\glIndexMask", "UInt", mask)
}
glColorMask(red, green, blue, alpha) {
Return DllCall("opengl32.dll\glColorMask", "UChar", red, "UChar", green, "UChar", blue, "UChar", alpha)
}
glAlphaFunc(func, ref) {
Return DllCall("opengl32.dll\glAlphaFunc", "UInt", func, "Float", ref)
}
glBlendFunc(sfactor, dfactor) {
Return DllCall("opengl32.dll\glBlendFunc", "UInt", sfactor, "UInt", dfactor)
}
glLogicOp(opcode) {
Return DllCall("opengl32.dll\glLogicOp", "UInt", opcode)
}
glCullFace(mode) {
Return DllCall("opengl32.dll\glCullFace", "UInt", mode)
}
glFrontFace(mode) {
Return DllCall("opengl32.dll\glFrontFace", "UInt", mode)
}
glPointSize(size) {
Return DllCall("opengl32.dll\glPointSize", "Float", size)
}
glLineWidth(width) {
Return DllCall("opengl32.dll\glLineWidth", "Float", width)
}
glLineStipple(factor, pattern) {
Return DllCall("opengl32.dll\glLineStipple", "Int", factor, "UShort", pattern)
}
glPolygonMode(face, mode) {
Return DllCall("opengl32.dll\glPolygonMode", "UInt", face, "UInt", mode)
}
glPolygonOffset(factor, units) {
Return DllCall("opengl32.dll\glPolygonOffset", "Float", factor, "Float", units)
}
glPolygonStipple(byref mask) {
Return DllCall("opengl32.dll\glPolygonStipple", "UChar", mask)
}
glGetPolygonStipple(byref mask) {
Return DllCall("opengl32.dll\glGetPolygonStipple", "UChar", mask)
}
glEdgeFlag(flag) {
Return DllCall("opengl32.dll\glEdgeFlag", "UChar", flag)
}
glEdgeFlagv(byref flag) {
Return DllCall("opengl32.dll\glEdgeFlagv", "UChar", flag)
}
glScissor(x, y, width, heigh) {
Return DllCall("opengl32.dll\glScissor", "Int", x, "Int", y, "Int", width, "Int", heigh)
}
glClipPlane(plane, equation) {
Return DllCall("opengl32.dll\glClipPlane", "UInt", plane, "Double", equation)
}
glGetClipPlane(plane, equation) {
Return DllCall("opengl32.dll\glGetClipPlane", "UInt", plane, "Double", equation)
}
glDrawBuffer(mode) {
Return DllCall("opengl32.dll\glDrawBuffer", "UInt", mode)
}
glReadBuffer(mode) {
Return DllCall("opengl32.dll\glReadBuffer", "UInt", mode)
}
glEnable(cap) {
Return DllCall("opengl32.dll\glEnable", "UInt", cap)
}
glDisable(cap) {
Return DllCall("opengl32.dll\glDisable", "UInt", cap)
}
glIsEnabled(cap) {
Return DllCall("opengl32.dll\glIsEnabled", "UInt", cap)
}
glEnableClientState(cap) {
Return DllCall("opengl32.dll\glEnableClientState", "UInt", cap)
}
glDisableClientState(cap) {