How does Pure Basic implement support for OpenGL?
How does Pure Basic implement support for OpenGL?
Hello everyone,
I have few questions about how Pure Basic implement support for OpenGL:
1) There are 'files' in the 'PureLibraries/windows'-subdirectory that are named as follows: 'glu32', 'glut32' and 'opengl32'. what does those files contain and what do they do? They don't have any file extension attatched (e.g. .LIB or .dll). Are they function prototypes for opengl functions and constants? If so, how do I call/use them?
2) I also found in the 'PureLibraries/Windows/Libraries'-subdirectory the coresponding -LIB files, am I supposed to use those libraries in my PB programs? And if so, how?
3) If I can use these files in the subdirectory do I still need to convert and/or use a converted opengl headerfile to take advantage of OpenGL in my programs?
4) Does these libs and files (in the subdirectory) contain support for more recent version of OpenGL like 1.2 and above?
I'm very confused at the moment about this so I would appreciate if someone could explain it to me.
Thanks in advance
I have few questions about how Pure Basic implement support for OpenGL:
1) There are 'files' in the 'PureLibraries/windows'-subdirectory that are named as follows: 'glu32', 'glut32' and 'opengl32'. what does those files contain and what do they do? They don't have any file extension attatched (e.g. .LIB or .dll). Are they function prototypes for opengl functions and constants? If so, how do I call/use them?
2) I also found in the 'PureLibraries/Windows/Libraries'-subdirectory the coresponding -LIB files, am I supposed to use those libraries in my PB programs? And if so, how?
3) If I can use these files in the subdirectory do I still need to convert and/or use a converted opengl headerfile to take advantage of OpenGL in my programs?
4) Does these libs and files (in the subdirectory) contain support for more recent version of OpenGL like 1.2 and above?
I'm very confused at the moment about this so I would appreciate if someone could explain it to me.
Thanks in advance
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1) These are wrappers functions for the "real" functions in the DLL
Example: glClear_().. Only difference is the underscore at the end..
*edit: Just use the functions, and that's it!
2) Included/linked when needed... (When you use a function from one)
3) Don't think so... *EDIT See link...
4) Don't know...
Have a look Here for a PureBasic OpenGL tutorial
Example: glClear_().. Only difference is the underscore at the end..
*edit: Just use the functions, and that's it!
2) Included/linked when needed... (When you use a function from one)
3) Don't think so... *EDIT See link...
4) Don't know...
Have a look Here for a PureBasic OpenGL tutorial
As for 3 and 4, i doubt that the support for 1.2-1.5 will be in, it'll just be linked to the 1.1 opengl32.dll in the windows dir. therefore the headers are required. Until recently I thought it would be impossible to use them but alas, with some research I may be able to convert them for PB - this is the next step in my project and when I get some free time (hopefully I might get some sunday) then I'll have a go.
I'll let you know how it goes on.
I'll let you know how it goes on.
Mark my words, when you least expect it, your uppance will come...
@olejr:
Thank you for clearing that out.
I was suspecting something like that but I wasn't sure. And thanks for the link. I will check them out.
@Moonshine:
I also doubt that newer versions of opengl are supported in the translated .dll. I've downloaded some gl-extention headerfiles that include newer versions of OpenGL up to version 1.5. It would be interesting to hear how it goes with the translation of opengl extensions for you. Thanks for telling me.
Ok.. I've been trying to figure out how the support for OpenGL are implemented in PB and if I got it right it should be something like this:
The .LIB files in PureLibrary/Windows/Libraries -directory are converted with help of the DLL Importer tool (or something like that) and in the PureLibrary/Windows -directory you got all the 'wrapper' functions you can use directly in your PB source code like normal functions with only difference beeing the additional underscore at the end of the function name (e.g. glClear() converted to glClear_() ). Those wrapper functions can (but not necessary?) be called with the Interface:EndInterface structure!? (My guess). *NOTE: As "promised" in the help doc's you can use the above structure without any performance hit.*
So, if I'm going to convert any extention headerfiles I have to do the following:
1) Use the 'Header Converter' -tool (found in 'Library SDK' -directory) to convert the header files. That will only save/translate the enumerants (opengl constants) and leave out the function prototypes/declarations and typedefinitions. Save the generated file as .pb or .pbi and then call it from inside your application (just like one does with the 'OpenGL.pbi' file).
2) Create a DLL definition file (an ASCII file) that define all the functions you want to support in your .dll. Then use the 'DLL Importer' -tool (also found in 'Library SDK' -directory) to create the library file (actually the generated file has the file extension .DEF attatched to it). The tool creates a subdirectory to 'PureDLL' catalog named 'Exports' if you don't specify any directory name. You can only(?) specify in the ASCII file functions you want to support, I'm not sure if you can declare anything else in that file like datatypes and so forth.
Summary:
To implement OpenGL in "PB-style" you need to split the content of the headers into two or several files and with a minor syntax change (the underscore at the end of function name) as a result.
Pheew!!
I don't know if any of this make sense to anyone but to me it's a pretty mess! 8O I might be totally wrong so if anyone knows anything about this feel free to object.
Addendum:
Maybe I should convert my own OpenGL library from scratch using the 'procedureDLL' and 'CallFunctionFast' -functions so I might be able to keep the header files consistent as possible with the original...
8O
... :roll:
Thank you for clearing that out.


@Moonshine:
I also doubt that newer versions of opengl are supported in the translated .dll. I've downloaded some gl-extention headerfiles that include newer versions of OpenGL up to version 1.5. It would be interesting to hear how it goes with the translation of opengl extensions for you. Thanks for telling me.

Ok.. I've been trying to figure out how the support for OpenGL are implemented in PB and if I got it right it should be something like this:
The .LIB files in PureLibrary/Windows/Libraries -directory are converted with help of the DLL Importer tool (or something like that) and in the PureLibrary/Windows -directory you got all the 'wrapper' functions you can use directly in your PB source code like normal functions with only difference beeing the additional underscore at the end of the function name (e.g. glClear() converted to glClear_() ). Those wrapper functions can (but not necessary?) be called with the Interface:EndInterface structure!? (My guess). *NOTE: As "promised" in the help doc's you can use the above structure without any performance hit.*
So, if I'm going to convert any extention headerfiles I have to do the following:
1) Use the 'Header Converter' -tool (found in 'Library SDK' -directory) to convert the header files. That will only save/translate the enumerants (opengl constants) and leave out the function prototypes/declarations and typedefinitions. Save the generated file as .pb or .pbi and then call it from inside your application (just like one does with the 'OpenGL.pbi' file).
2) Create a DLL definition file (an ASCII file) that define all the functions you want to support in your .dll. Then use the 'DLL Importer' -tool (also found in 'Library SDK' -directory) to create the library file (actually the generated file has the file extension .DEF attatched to it). The tool creates a subdirectory to 'PureDLL' catalog named 'Exports' if you don't specify any directory name. You can only(?) specify in the ASCII file functions you want to support, I'm not sure if you can declare anything else in that file like datatypes and so forth.
Summary:
To implement OpenGL in "PB-style" you need to split the content of the headers into two or several files and with a minor syntax change (the underscore at the end of function name) as a result.
Pheew!!
I don't know if any of this make sense to anyone but to me it's a pretty mess! 8O I might be totally wrong so if anyone knows anything about this feel free to object.
Addendum:
Maybe I should convert my own OpenGL library from scratch using the 'procedureDLL' and 'CallFunctionFast' -functions so I might be able to keep the header files consistent as possible with the original...


Escobar, I think you are making things more complicated than they need to be. Just use the underscored functions as they are. If you wrap them now then later on you may find yourself unwrapping them for performance purposes. Regarding converting headers, all you probably need is the constants (pretty sure these are not predefined). I converted them by hand using text editor macros to speed things up. Good luck.
@dmoc:
I appreciate your answer and I guess you're right, I'm over doing things. I have no intention to wrap the underscored functions since that would be both pointless ('wrapping' the wrappers so to speak) and decrese in performance as you pointed out. I've tried the Header Converter program and it took the header file written in C and converted it to PB in milliseconds, no problems there, but what troubles me is that I don't know what happens with the functions and typdefinitions that disappear after the conversion. I know they exist (are translated already) for OpenGL version 1.1 but if I want to extend the functionality beyond that version I need to know if I have to take some extra steps to include those extended functions and typedefinitions for more resent OpenGL versions. And how to do it.
To sum things up and to clearify what I want to know:
This is what I know:
1) PB has support for OpenGL version 1.1.
2) .LIB-files for that version can be found in PureLibraries/Windows/Libraries/. Functions for same version can be found under PureLibraries/Windows/.
3) I only need a converted header file with opengl constants included to my file.
This I don't know BUT want to know:
1) How to fully extend OpenGL beyond version 1.1. Not only the constants but also functions and typedefinitions.
2) More documentation on how to, and what is happening when I use the Header Converter program and the DLL Importer program.
Better doc's covering the whole Library SDK would be greatly appreciated!
I hope I'm not repeating myself too much or being unclear.
Anyway, thank you for your answer dmoc.
I appreciate your answer and I guess you're right, I'm over doing things. I have no intention to wrap the underscored functions since that would be both pointless ('wrapping' the wrappers so to speak) and decrese in performance as you pointed out. I've tried the Header Converter program and it took the header file written in C and converted it to PB in milliseconds, no problems there, but what troubles me is that I don't know what happens with the functions and typdefinitions that disappear after the conversion. I know they exist (are translated already) for OpenGL version 1.1 but if I want to extend the functionality beyond that version I need to know if I have to take some extra steps to include those extended functions and typedefinitions for more resent OpenGL versions. And how to do it.
To sum things up and to clearify what I want to know:
This is what I know:
1) PB has support for OpenGL version 1.1.
2) .LIB-files for that version can be found in PureLibraries/Windows/Libraries/. Functions for same version can be found under PureLibraries/Windows/.
3) I only need a converted header file with opengl constants included to my file.
This I don't know BUT want to know:
1) How to fully extend OpenGL beyond version 1.1. Not only the constants but also functions and typedefinitions.
2) More documentation on how to, and what is happening when I use the Header Converter program and the DLL Importer program.
Better doc's covering the whole Library SDK would be greatly appreciated!
I hope I'm not repeating myself too much or being unclear.
Anyway, thank you for your answer dmoc.
OK, Ive done a little research and it should in theory be possible to extend OGL right up to 1.5. Most of the C++ header files are constants and I think function prototypes (I dont know C++ so Im unsure). When converting to PB, we dont need these prototypes because when we call a function in OGL via a pointer we use CallFunctionFast and pass the parameters to that. The otehr parts of the headers are processes that get the function pointers for each extension. It may take time, but I think a PB header could be written up.
The C++ to PB converted processes for getting the pointers to the functions are something along the lines of:
And the calling of the function would simply be:
Its not been tested yet, but I did try one of the supported OGL 1.1 functions last night but kept getting an error - attempting to get the string list of supported extensions via glGetString(#GL_EXTENSIONS)
I kept getting a Null return which signified an error with the call...
The C++ to PB converted processes for getting the pointers to the functions are something along the lines of:
Code: Select all
Global *PtrFunctionName = #Null
*PtrFunctionName = wglGetProcAddress_("glExtensionName")
if *PtrFunctionName = #Null
Messagerequester("Error", "Extension not supported", 0)
endif
Code: Select all
CallFunctionFast(*PtrFunctionName, parameter1, parameter2...)
I kept getting a Null return which signified an error with the call...
Mark my words, when you least expect it, your uppance will come...
in regards to that problem of obtaining all the available extrension, thats now fixed (sortof). I took this from a gamedev article:
"Caution: Before checking for extension availability and obtaining pointers to functions, you MUST have a current rendering context. In addition, the entry points are specific to each rendering context, so if you're using more than one, you'll have to obtain a separate entry point for each"
With this in mind I stuck my code that didnt work into a PB OpenGL code sample I downloaded a while ago - and it returned a non null value (therefore a pointer to a string buffer) - so at least i know it does work
"Caution: Before checking for extension availability and obtaining pointers to functions, you MUST have a current rendering context. In addition, the entry points are specific to each rendering context, so if you're using more than one, you'll have to obtain a separate entry point for each"
With this in mind I stuck my code that didnt work into a PB OpenGL code sample I downloaded a while ago - and it returned a non null value (therefore a pointer to a string buffer) - so at least i know it does work

Mark my words, when you least expect it, your uppance will come...
Here the source to get extentions
Code: Select all
hWnd.l = WindowID( mae_setupwindow_id )
hDC.l = GetDC_( hWnd )
pfd.PIXELFORMATDESCRIPTOR
pfd\nSize = SizeOf(PIXELFORMATDESCRIPTOR)
pfd\nVersion = 1
pfd\dwFlags = #PFD_SUPPORT_OPENGL | #PFD_DOUBLEBUFFER | #PFD_DRAW_TO_WINDOW
pfd\dwLayerMask = #PFD_MAIN_PLANE
pfd\iPixelType = #PFD_TYPE_RGBA
pfd\cColorBits = 16
pfd\cDepthBits = 16
pixformat.l = ChoosePixelFormat_(hDC, pfd)
SetPixelFormat_( hDC, pixformat, pfd)
hrc.l = wglCreateContext_( hDC )
wglMakeCurrent_(hDC,hrc)
*ext = glGetString_(#GL_EXTENSIONS)
tmp.s = ""
ch.s = ""
For i.l = 0 To MemoryStringLength(*ext)-1
ch = Chr(PeekB(*ext))
If ch = " "
AddGadgetItem(#extentions,-1,tmp)
tmp = ""
Else
tmp = tmp + ch
EndIf
*ext = *ext + 1
Next
wglMakeCurrent_(0, 0)
wglDeleteContext_(hrc)
ReleaseDC_(hWnd,hDC)
Wow! Nice work guys!
It seems to be much easier than I thought using OpenGL with extensions
I thought I should contribute with some code myself so I converted the headerfile containing constants for the extensions.
Thanks again guys
Btw: there also exist a 'wgl'-extension header but I haven't converted it yet.

It seems to be much easier than I thought using OpenGL with extensions

I thought I should contribute with some code myself so I converted the headerfile containing constants for the extensions.
Thanks again guys

Btw: there also exist a 'wgl'-extension header but I haven't converted it yet.
Code: Select all
;******************************************************************************
;*
;* License Applicability. Except To the extent portions of this file are
;* made subject To an alternative license as permitted in the SGI Free
;* Software License B, Version 1.1 (the "License"), the contents of this
;* file are subject only To the provisions of the License. You may not use
;* this file except in compliance with the License. You may obtain a copy
;* of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
;* Amphitheatre Parkway, Mountain View, CA 94043-1351, Or at:
;*
;* http://oss.sgi.com/projects/FreeB
;*
;* Note that, as provided in the License, the Software is distributed on an
;* "AS IS" basis, with ALL EXPRESS And IMPLIED WARRANTIES And CONDITIONS
;* DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES And
;* CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS For A
;* PARTICULAR PURPOSE, And NON-INFRINGEMENT.
;*
;* Original Code. The Original Code is: OpenGL Sample Implementation,
;* Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
;* Inc. The Original Code is Copyright (c) 1991-2004 Silicon Graphics, Inc.
;* Copyright in any portions created by third parties is as indicated
;* elsewhere herein. All Rights Reserved.
;*
;* Additional Notice Provisions: This software was created using the
;* OpenGL(R) version 1.2.1 Sample Implementation published by SGI, but has
;* not been independently verified as being compliant with the OpenGL(R)
;* version 1.2.1 Specification.
;*
;******************************************************************************
;*
;* ADDENDUM by alias Escobar.
;*
;* Date: 19/09/2004
;* File Name: glext.h
;*
;* This is a converted glext.h -headerfile for Pure Basic. Convertion done
;* using the 'Header Converter(R)'-tool.
;*
;* This file contain declarations of constants for OpenGL versions 1.2-1.5
;* also known as OpenGL-exstensions.
;*
;* Changes:
;* Made some "cosmetic" changes only and I haven't tested this file yet.
;*
;* You might have to change the 'windows.pb'- and 'stddef.pb'-include paths to
;* make it work but that should be all. Good luck!
;*
;* *!!NO GUARANTEES!!* ARE GIVEN, SO USE IT AT YOUR OWN RISK.
;*
;******************************************************************************
#WIN32_LEAN_AND_MEAN = 1
XIncludeFile "windows.pb"
XIncludeFile "stddef.pb"
#APIENTRYP = #APIENTRY *
#GL_GLEXT_VERSION = 24
#GL_VERSION_1_2 = 1
#GL_VERSION_1_3 = 1
#GL_VERSION_1_4 = 1
#GL_VERSION_1_5 = 1
;*********** GL_VERSION_1_2 ***********
#GL_UNSIGNED_BYTE_3_3_2 = $8032
#GL_UNSIGNED_SHORT_4_4_4_4 = $8033
#GL_UNSIGNED_SHORT_5_5_5_1 = $8034
#GL_UNSIGNED_INT_8_8_8_8 = $8035
#GL_UNSIGNED_INT_10_10_10_2 = $8036
#GL_RESCALE_NORMAL = $803A
#GL_TEXTURE_BINDING_3D = $806A
#GL_PACK_SKIP_IMAGES = $806B
#GL_PACK_IMAGE_HEIGHT = $806C
#GL_UNPACK_SKIP_IMAGES = $806D
#GL_UNPACK_IMAGE_HEIGHT = $806E
#GL_TEXTURE_3D = $806F
#GL_PROXY_TEXTURE_3D = $8070
#GL_TEXTURE_DEPTH = $8071
#GL_TEXTURE_WRAP_R = $8072
#GL_MAX_3D_TEXTURE_SIZE = $8073
#GL_UNSIGNED_BYTE_2_3_3_REV = $8362
#GL_UNSIGNED_SHORT_5_6_5 = $8363
#GL_UNSIGNED_SHORT_5_6_5_REV = $8364
#GL_UNSIGNED_SHORT_4_4_4_4_REV = $8365
#GL_UNSIGNED_SHORT_1_5_5_5_REV = $8366
#GL_UNSIGNED_INT_8_8_8_8_REV = $8367
#GL_UNSIGNED_INT_2_10_10_10_REV = $8368
#GL_BGR = $80E0
#GL_BGRA = $80E1
#GL_MAX_ELEMENTS_VERTICES = $80E8
#GL_MAX_ELEMENTS_INDICES = $80E9
#GL_CLAMP_TO_EDGE = $812F
#GL_TEXTURE_MIN_LOD = $813A
#GL_TEXTURE_MAX_LOD = $813B
#GL_TEXTURE_BASE_LEVEL = $813C
#GL_TEXTURE_MAX_LEVEL = $813D
#GL_LIGHT_MODEL_COLOR_CONTROL = $81F8
#GL_SINGLE_COLOR = $81F9
#GL_SEPARATE_SPECULAR_COLOR = $81FA
#GL_SMOOTH_POINT_SIZE_RANGE = $0B12
#GL_SMOOTH_POINT_SIZE_GRANULARITY = $0B13
#GL_SMOOTH_LINE_WIDTH_RANGE = $0B22
#GL_SMOOTH_LINE_WIDTH_GRANULARITY = $0B23
#GL_ALIASED_POINT_SIZE_RANGE = $846D
#GL_ALIASED_LINE_WIDTH_RANGE = $846E
;*********** GL_ARB_imaging ***********
#GL_CONSTANT_COLOR = $8001
#GL_ONE_MINUS_CONSTANT_COLOR = $8002
#GL_CONSTANT_ALPHA = $8003
#GL_ONE_MINUS_CONSTANT_ALPHA = $8004
#GL_BLEND_COLOR = $8005
#GL_FUNC_ADD = $8006
#GL_MIN = $8007
#GL_MAX = $8008
#GL_BLEND_EQUATION = $8009
#GL_FUNC_SUBTRACT = $800A
#GL_FUNC_REVERSE_SUBTRACT = $800B
#GL_CONVOLUTION_1D = $8010
#GL_CONVOLUTION_2D = $8011
#GL_SEPARABLE_2D = $8012
#GL_CONVOLUTION_BORDER_MODE = $8013
#GL_CONVOLUTION_FILTER_SCALE = $8014
#GL_CONVOLUTION_FILTER_BIAS = $8015
#GL_REDUCE = $8016
#GL_CONVOLUTION_FORMAT = $8017
#GL_CONVOLUTION_WIDTH = $8018
#GL_CONVOLUTION_HEIGHT = $8019
#GL_MAX_CONVOLUTION_WIDTH = $801A
#GL_MAX_CONVOLUTION_HEIGHT = $801B
#GL_POST_CONVOLUTION_RED_SCALE = $801C
#GL_POST_CONVOLUTION_GREEN_SCALE = $801D
#GL_POST_CONVOLUTION_BLUE_SCALE = $801E
#GL_POST_CONVOLUTION_ALPHA_SCALE = $801F
#GL_POST_CONVOLUTION_RED_BIAS = $8020
#GL_POST_CONVOLUTION_GREEN_BIAS = $8021
#GL_POST_CONVOLUTION_BLUE_BIAS = $8022
#GL_POST_CONVOLUTION_ALPHA_BIAS = $8023
#GL_HISTOGRAM = $8024
#GL_PROXY_HISTOGRAM = $8025
#GL_HISTOGRAM_WIDTH = $8026
#GL_HISTOGRAM_FORMAT = $8027
#GL_HISTOGRAM_RED_SIZE = $8028
#GL_HISTOGRAM_GREEN_SIZE = $8029
#GL_HISTOGRAM_BLUE_SIZE = $802A
#GL_HISTOGRAM_ALPHA_SIZE = $802B
#GL_HISTOGRAM_LUMINANCE_SIZE = $802C
#GL_HISTOGRAM_SINK = $802D
#GL_MINMAX = $802E
#GL_MINMAX_FORMAT = $802F
#GL_MINMAX_SINK = $8030
#GL_TABLE_TOO_LARGE = $8031
#GL_COLOR_MATRIX = $80B1
#GL_COLOR_MATRIX_STACK_DEPTH = $80B2
#GL_MAX_COLOR_MATRIX_STACK_DEPTH = $80B3
#GL_POST_COLOR_MATRIX_RED_SCALE = $80B4
#GL_POST_COLOR_MATRIX_GREEN_SCALE = $80B5
#GL_POST_COLOR_MATRIX_BLUE_SCALE = $80B6
#GL_POST_COLOR_MATRIX_ALPHA_SCALE = $80B7
#GL_POST_COLOR_MATRIX_RED_BIAS = $80B8
#GL_POST_COLOR_MATRIX_GREEN_BIAS = $80B9
#GL_POST_COLOR_MATRIX_BLUE_BIAS = $80BA
#GL_POST_COLOR_MATRIX_ALPHA_BIAS = $80BB
#GL_COLOR_TABLE = $80D0
#GL_POST_CONVOLUTION_COLOR_TABLE = $80D1
#GL_POST_COLOR_MATRIX_COLOR_TABLE = $80D2
#GL_PROXY_COLOR_TABLE = $80D3
#GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = $80D4
#GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = $80D5
#GL_COLOR_TABLE_SCALE = $80D6
#GL_COLOR_TABLE_BIAS = $80D7
#GL_COLOR_TABLE_FORMAT = $80D8
#GL_COLOR_TABLE_WIDTH = $80D9
#GL_COLOR_TABLE_RED_SIZE = $80DA
#GL_COLOR_TABLE_GREEN_SIZE = $80DB
#GL_COLOR_TABLE_BLUE_SIZE = $80DC
#GL_COLOR_TABLE_ALPHA_SIZE = $80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE = $80DE
#GL_COLOR_TABLE_INTENSITY_SIZE = $80DF
#GL_CONSTANT_BORDER = $8151
#GL_REPLICATE_BORDER = $8153
#GL_CONVOLUTION_BORDER_COLOR = $8154
;*********** GL_VERSION_1_3 ***********
#GL_TEXTURE0 = $84C0
#GL_TEXTURE1 = $84C1
#GL_TEXTURE2 = $84C2
#GL_TEXTURE3 = $84C3
#GL_TEXTURE4 = $84C4
#GL_TEXTURE5 = $84C5
#GL_TEXTURE6 = $84C6
#GL_TEXTURE7 = $84C7
#GL_TEXTURE8 = $84C8
#GL_TEXTURE9 = $84C9
#GL_TEXTURE10 = $84CA
#GL_TEXTURE11 = $84CB
#GL_TEXTURE12 = $84CC
#GL_TEXTURE13 = $84CD
#GL_TEXTURE14 = $84CE
#GL_TEXTURE15 = $84CF
#GL_TEXTURE16 = $84D0
#GL_TEXTURE17 = $84D1
#GL_TEXTURE18 = $84D2
#GL_TEXTURE19 = $84D3
#GL_TEXTURE20 = $84D4
#GL_TEXTURE21 = $84D5
#GL_TEXTURE22 = $84D6
#GL_TEXTURE23 = $84D7
#GL_TEXTURE24 = $84D8
#GL_TEXTURE25 = $84D9
#GL_TEXTURE26 = $84DA
#GL_TEXTURE27 = $84DB
#GL_TEXTURE28 = $84DC
#GL_TEXTURE29 = $84DD
#GL_TEXTURE30 = $84DE
#GL_TEXTURE31 = $84DF
#GL_ACTIVE_TEXTURE = $84E0
#GL_CLIENT_ACTIVE_TEXTURE = $84E1
#GL_MAX_TEXTURE_UNITS = $84E2
#GL_TRANSPOSE_MODELVIEW_MATRIX = $84E3
#GL_TRANSPOSE_PROJECTION_MATRIX = $84E4
#GL_TRANSPOSE_TEXTURE_MATRIX = $84E5
#GL_TRANSPOSE_COLOR_MATRIX = $84E6
#GL_MULTISAMPLE = $809D
#GL_SAMPLE_ALPHA_TO_COVERAGE = $809E
#GL_SAMPLE_ALPHA_TO_ONE = $809F
#GL_SAMPLE_COVERAGE = $80A0
#GL_SAMPLE_BUFFERS = $80A8
#GL_SAMPLES = $80A9
#GL_SAMPLE_COVERAGE_VALUE = $80AA
#GL_SAMPLE_COVERAGE_INVERT = $80AB
#GL_MULTISAMPLE_BIT = $20000000
#GL_NORMAL_MAP = $8511
#GL_REFLECTION_MAP = $8512
#GL_TEXTURE_CUBE_MAP = $8513
#GL_TEXTURE_BINDING_CUBE_MAP = $8514
#GL_TEXTURE_CUBE_MAP_POSITIVE_X = $8515
#GL_TEXTURE_CUBE_MAP_NEGATIVE_X = $8516
#GL_TEXTURE_CUBE_MAP_POSITIVE_Y = $8517
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = $8518
#GL_TEXTURE_CUBE_MAP_POSITIVE_Z = $8519
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = $851A
#GL_PROXY_TEXTURE_CUBE_MAP = $851B
#GL_MAX_CUBE_MAP_TEXTURE_SIZE = $851C
#GL_COMPRESSED_ALPHA = $84E9
#GL_COMPRESSED_LUMINANCE = $84EA
#GL_COMPRESSED_LUMINANCE_ALPHA = $84EB
#GL_COMPRESSED_INTENSITY = $84EC
#GL_COMPRESSED_RGB = $84ED
#GL_COMPRESSED_RGBA = $84EE
#GL_TEXTURE_COMPRESSION_HINT = $84EF
#GL_TEXTURE_COMPRESSED_IMAGE_SIZE = $86A0
#GL_TEXTURE_COMPRESSED = $86A1
#GL_NUM_COMPRESSED_TEXTURE_FORMATS = $86A2
#GL_COMPRESSED_TEXTURE_FORMATS = $86A3
#GL_CLAMP_TO_BORDER = $812D
#GL_COMBINE = $8570
#GL_COMBINE_RGB = $8571
#GL_COMBINE_ALPHA = $8572
#GL_SOURCE0_RGB = $8580
#GL_SOURCE1_RGB = $8581
#GL_SOURCE2_RGB = $8582
#GL_SOURCE0_ALPHA = $8588
#GL_SOURCE1_ALPHA = $8589
#GL_SOURCE2_ALPHA = $858A
#GL_OPERAND0_RGB = $8590
#GL_OPERAND1_RGB = $8591
#GL_OPERAND2_RGB = $8592
#GL_OPERAND0_ALPHA = $8598
#GL_OPERAND1_ALPHA = $8599
#GL_OPERAND2_ALPHA = $859A
#GL_RGB_SCALE = $8573
#GL_ADD_SIGNED = $8574
#GL_INTERPOLATE = $8575
#GL_SUBTRACT = $84E7
#GL_CONSTANT = $8576
#GL_PRIMARY_COLOR = $8577
#GL_PREVIOUS = $8578
#GL_DOT3_RGB = $86AE
#GL_DOT3_RGBA = $86AF
;*********** GL_VERSION_1_4 ***********
#GL_BLEND_DST_RGB = $80C8
#GL_BLEND_SRC_RGB = $80C9
#GL_BLEND_DST_ALPHA = $80CA
#GL_BLEND_SRC_ALPHA = $80CB
#GL_POINT_SIZE_MIN = $8126
#GL_POINT_SIZE_MAX = $8127
#GL_POINT_FADE_THRESHOLD_SIZE = $8128
#GL_POINT_DISTANCE_ATTENUATION = $8129
#GL_GENERATE_MIPMAP = $8191
#GL_GENERATE_MIPMAP_HINT = $8192
#GL_DEPTH_COMPONENT16 = $81A5
#GL_DEPTH_COMPONENT24 = $81A6
#GL_DEPTH_COMPONENT32 = $81A7
#GL_MIRRORED_REPEAT = $8370
#GL_FOG_COORDINATE_SOURCE = $8450
#GL_FOG_COORDINATE = $8451
#GL_FRAGMENT_DEPTH = $8452
#GL_CURRENT_FOG_COORDINATE = $8453
#GL_FOG_COORDINATE_ARRAY_TYPE = $8454
#GL_FOG_COORDINATE_ARRAY_STRIDE = $8455
#GL_FOG_COORDINATE_ARRAY_POINTER = $8456
#GL_FOG_COORDINATE_ARRAY = $8457
#GL_COLOR_SUM = $8458
#GL_CURRENT_SECONDARY_COLOR = $8459
#GL_SECONDARY_COLOR_ARRAY_SIZE = $845A
#GL_SECONDARY_COLOR_ARRAY_TYPE = $845B
#GL_SECONDARY_COLOR_ARRAY_STRIDE = $845C
#GL_SECONDARY_COLOR_ARRAY_POINTER = $845D
#GL_SECONDARY_COLOR_ARRAY = $845E
#GL_MAX_TEXTURE_LOD_BIAS = $84FD
#GL_TEXTURE_FILTER_CONTROL = $8500
#GL_TEXTURE_LOD_BIAS = $8501
#GL_INCR_WRAP = $8507
#GL_DECR_WRAP = $8508
#GL_TEXTURE_DEPTH_SIZE = $884A
#GL_DEPTH_TEXTURE_MODE = $884B
#GL_TEXTURE_COMPARE_MODE = $884C
#GL_TEXTURE_COMPARE_FUNC = $884D
#GL_COMPARE_R_TO_TEXTURE = $884E
;*********** GL_VERSION_1_5 ***********
#GL_BUFFER_SIZE = $8764
#GL_BUFFER_USAGE = $8765
#GL_QUERY_COUNTER_BITS = $8864
#GL_CURRENT_QUERY = $8865
#GL_QUERY_RESULT = $8866
#GL_QUERY_RESULT_AVAILABLE = $8867
#GL_ARRAY_BUFFER = $8892
#GL_ELEMENT_ARRAY_BUFFER = $8893
#GL_ARRAY_BUFFER_BINDING = $8894
#GL_ELEMENT_ARRAY_BUFFER_BINDING = $8895
#GL_VERTEX_ARRAY_BUFFER_BINDING = $8896
#GL_NORMAL_ARRAY_BUFFER_BINDING = $8897
#GL_COLOR_ARRAY_BUFFER_BINDING = $8898
#GL_INDEX_ARRAY_BUFFER_BINDING = $8899
#GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING = $889A
#GL_EDGE_FLAG_ARRAY_BUFFER_BINDING = $889B
#GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING = $889C
#GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING = $889D
#GL_WEIGHT_ARRAY_BUFFER_BINDING = $889E
#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = $889F
#GL_READ_ONLY = $88B8
#GL_WRITE_ONLY = $88B9
#GL_READ_WRITE = $88BA
#GL_BUFFER_ACCESS = $88BB
#GL_BUFFER_MAPPED = $88BC
#GL_BUFFER_MAP_POINTER = $88BD
#GL_STREAM_DRAW = $88E0
#GL_STREAM_READ = $88E1
#GL_STREAM_COPY = $88E2
#GL_STATIC_DRAW = $88E4
#GL_STATIC_READ = $88E5
#GL_STATIC_COPY = $88E6
#GL_DYNAMIC_DRAW = $88E8
#GL_DYNAMIC_READ = $88E9
#GL_DYNAMIC_COPY = $88EA
#GL_SAMPLES_PASSED = $8914
#GL_FOG_COORD_SRC = #GL_FOG_COORDINATE_SOURCE
#GL_FOG_COORD = #GL_FOG_COORDINATE
#GL_CURRENT_FOG_COORD = #GL_CURRENT_FOG_COORDINATE
#GL_FOG_COORD_ARRAY_TYPE = #GL_FOG_COORDINATE_ARRAY_TYPE
#GL_FOG_COORD_ARRAY_STRIDE = #GL_FOG_COORDINATE_ARRAY_STRIDE
#GL_FOG_COORD_ARRAY_POINTER = #GL_FOG_COORDINATE_ARRAY_POINTER
#GL_FOG_COORD_ARRAY = #GL_FOG_COORDINATE_ARRAY
#GL_FOG_COORD_ARRAY_BUFFER_BINDING = #GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
#GL_SRC0_RGB = #GL_SOURCE0_RGB
#GL_SRC1_RGB = #GL_SOURCE1_RGB
#GL_SRC2_RGB = #GL_SOURCE2_RGB
#GL_SRC0_ALPHA = #GL_SOURCE0_ALPHA
#GL_SRC1_ALPHA = #GL_SOURCE1_ALPHA
#GL_SRC2_ALPHA = #GL_SOURCE2_ALPHA
;*********** GL_ARB_multitexture ***********
#GL_TEXTURE0_ARB = $84C0
#GL_TEXTURE1_ARB = $84C1
#GL_TEXTURE2_ARB = $84C2
#GL_TEXTURE3_ARB = $84C3
#GL_TEXTURE4_ARB = $84C4
#GL_TEXTURE5_ARB = $84C5
#GL_TEXTURE6_ARB = $84C6
#GL_TEXTURE7_ARB = $84C7
#GL_TEXTURE8_ARB = $84C8
#GL_TEXTURE9_ARB = $84C9
#GL_TEXTURE10_ARB = $84CA
#GL_TEXTURE11_ARB = $84CB
#GL_TEXTURE12_ARB = $84CC
#GL_TEXTURE13_ARB = $84CD
#GL_TEXTURE14_ARB = $84CE
#GL_TEXTURE15_ARB = $84CF
#GL_TEXTURE16_ARB = $84D0
#GL_TEXTURE17_ARB = $84D1
#GL_TEXTURE18_ARB = $84D2
#GL_TEXTURE19_ARB = $84D3
#GL_TEXTURE20_ARB = $84D4
#GL_TEXTURE21_ARB = $84D5
#GL_TEXTURE22_ARB = $84D6
#GL_TEXTURE23_ARB = $84D7
#GL_TEXTURE24_ARB = $84D8
#GL_TEXTURE25_ARB = $84D9
#GL_TEXTURE26_ARB = $84DA
#GL_TEXTURE27_ARB = $84DB
#GL_TEXTURE28_ARB = $84DC
#GL_TEXTURE29_ARB = $84DD
#GL_TEXTURE30_ARB = $84DE
#GL_TEXTURE31_ARB = $84DF
#GL_ACTIVE_TEXTURE_ARB = $84E0
#GL_CLIENT_ACTIVE_TEXTURE_ARB = $84E1
#GL_MAX_TEXTURE_UNITS_ARB = $84E2
;*********** GL_ARB_transpose_matrix ***********
#GL_TRANSPOSE_MODELVIEW_MATRIX_ARB = $84E3
#GL_TRANSPOSE_PROJECTION_MATRIX_ARB = $84E4
#GL_TRANSPOSE_TEXTURE_MATRIX_ARB = $84E5
#GL_TRANSPOSE_COLOR_MATRIX_ARB = $84E6
;*********** GL_ARB_multisample ***********
#GL_MULTISAMPLE_ARB = $809D
#GL_SAMPLE_ALPHA_TO_COVERAGE_ARB = $809E
#GL_SAMPLE_ALPHA_TO_ONE_ARB = $809F
#GL_SAMPLE_COVERAGE_ARB = $80A0
#GL_SAMPLE_BUFFERS_ARB = $80A8
#GL_SAMPLES_ARB = $80A9
#GL_SAMPLE_COVERAGE_VALUE_ARB = $80AA
#GL_SAMPLE_COVERAGE_INVERT_ARB = $80AB
#GL_MULTISAMPLE_BIT_ARB = $20000000
;*********** GL_ARB_texture_env_add ***********
;*********** GL_ARB_texture_cube_map ***********
#GL_NORMAL_MAP_ARB = $8511
#GL_REFLECTION_MAP_ARB = $8512
#GL_TEXTURE_CUBE_MAP_ARB = $8513
#GL_TEXTURE_BINDING_CUBE_MAP_ARB = $8514
#GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB = $8515
#GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB = $8516
#GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB = $8517
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB = $8518
#GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB = $8519
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB = $851A
#GL_PROXY_TEXTURE_CUBE_MAP_ARB = $851B
#GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = $851C
;*********** GL_ARB_texture_compression ***********
#GL_COMPRESSED_ALPHA_ARB = $84E9
#GL_COMPRESSED_LUMINANCE_ARB = $84EA
#GL_COMPRESSED_LUMINANCE_ALPHA_ARB = $84EB
#GL_COMPRESSED_INTENSITY_ARB = $84EC
#GL_COMPRESSED_RGB_ARB = $84ED
#GL_COMPRESSED_RGBA_ARB = $84EE
#GL_TEXTURE_COMPRESSION_HINT_ARB = $84EF
#GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB = $86A0
#GL_TEXTURE_COMPRESSED_ARB = $86A1
#GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = $86A2
#GL_COMPRESSED_TEXTURE_FORMATS_ARB = $86A3
;*********** GL_ARB_texture_border_clamp ***********
#GL_CLAMP_TO_BORDER_ARB = $812D
;*********** GL_ARB_point_parameters ***********
#GL_POINT_SIZE_MIN_ARB = $8126
#GL_POINT_SIZE_MAX_ARB = $8127
#GL_POINT_FADE_THRESHOLD_SIZE_ARB = $8128
#GL_POINT_DISTANCE_ATTENUATION_ARB = $8129
;*********** GL_ARB_vertex_blend ***********
#GL_MAX_VERTEX_UNITS_ARB = $86A4
#GL_ACTIVE_VERTEX_UNITS_ARB = $86A5
#GL_WEIGHT_SUM_UNITY_ARB = $86A6
#GL_VERTEX_BLEND_ARB = $86A7
#GL_CURRENT_WEIGHT_ARB = $86A8
#GL_WEIGHT_ARRAY_TYPE_ARB = $86A9
#GL_WEIGHT_ARRAY_STRIDE_ARB = $86AA
#GL_WEIGHT_ARRAY_SIZE_ARB = $86AB
#GL_WEIGHT_ARRAY_POINTER_ARB = $86AC
#GL_WEIGHT_ARRAY_ARB = $86AD
#GL_MODELVIEW0_ARB = $1700
#GL_MODELVIEW1_ARB = $850A
#GL_MODELVIEW2_ARB = $8722
#GL_MODELVIEW3_ARB = $8723
#GL_MODELVIEW4_ARB = $8724
#GL_MODELVIEW5_ARB = $8725
#GL_MODELVIEW6_ARB = $8726
#GL_MODELVIEW7_ARB = $8727
#GL_MODELVIEW8_ARB = $8728
#GL_MODELVIEW9_ARB = $8729
#GL_MODELVIEW10_ARB = $872A
#GL_MODELVIEW11_ARB = $872B
#GL_MODELVIEW12_ARB = $872C
#GL_MODELVIEW13_ARB = $872D
#GL_MODELVIEW14_ARB = $872E
#GL_MODELVIEW15_ARB = $872F
#GL_MODELVIEW16_ARB = $8730
#GL_MODELVIEW17_ARB = $8731
#GL_MODELVIEW18_ARB = $8732
#GL_MODELVIEW19_ARB = $8733
#GL_MODELVIEW20_ARB = $8734
#GL_MODELVIEW21_ARB = $8735
#GL_MODELVIEW22_ARB = $8736
#GL_MODELVIEW23_ARB = $8737
#GL_MODELVIEW24_ARB = $8738
#GL_MODELVIEW25_ARB = $8739
#GL_MODELVIEW26_ARB = $873A
#GL_MODELVIEW27_ARB = $873B
#GL_MODELVIEW28_ARB = $873C
#GL_MODELVIEW29_ARB = $873D
#GL_MODELVIEW30_ARB = $873E
#GL_MODELVIEW31_ARB = $873F
;*********** GL_ARB_matrix_palette ***********
#GL_MATRIX_PALETTE_ARB = $8840
#GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB = $8841
#GL_MAX_PALETTE_MATRICES_ARB = $8842
#GL_CURRENT_PALETTE_MATRIX_ARB = $8843
#GL_MATRIX_INDEX_ARRAY_ARB = $8844
#GL_CURRENT_MATRIX_INDEX_ARB = $8845
#GL_MATRIX_INDEX_ARRAY_SIZE_ARB = $8846
#GL_MATRIX_INDEX_ARRAY_TYPE_ARB = $8847
#GL_MATRIX_INDEX_ARRAY_STRIDE_ARB = $8848
#GL_MATRIX_INDEX_ARRAY_POINTER_ARB = $8849
;*********** GL_ARB_texture_env_combine ***********
#GL_COMBINE_ARB = $8570
#GL_COMBINE_RGB_ARB = $8571
#GL_COMBINE_ALPHA_ARB = $8572
#GL_SOURCE0_RGB_ARB = $8580
#GL_SOURCE1_RGB_ARB = $8581
#GL_SOURCE2_RGB_ARB = $8582
#GL_SOURCE0_ALPHA_ARB = $8588
#GL_SOURCE1_ALPHA_ARB = $8589
#GL_SOURCE2_ALPHA_ARB = $858A
#GL_OPERAND0_RGB_ARB = $8590
#GL_OPERAND1_RGB_ARB = $8591
#GL_OPERAND2_RGB_ARB = $8592
#GL_OPERAND0_ALPHA_ARB = $8598
#GL_OPERAND1_ALPHA_ARB = $8599
#GL_OPERAND2_ALPHA_ARB = $859A
#GL_RGB_SCALE_ARB = $8573
#GL_ADD_SIGNED_ARB = $8574
#GL_INTERPOLATE_ARB = $8575
#GL_SUBTRACT_ARB = $84E7
#GL_CONSTANT_ARB = $8576
#GL_PRIMARY_COLOR_ARB = $8577
#GL_PREVIOUS_ARB = $8578
;*********** GL_ARB_texture_env_crossbar ***********
;*********** GL_ARB_texture_env_dot3 ***********
#GL_DOT3_RGB_ARB = $86AE
#GL_DOT3_RGBA_ARB = $86AF
;*********** GL_ARB_texture_mirrored_repeat ***********
#GL_MIRRORED_REPEAT_ARB = $8370
;*********** GL_ARB_depth_texture ***********
#GL_DEPTH_COMPONENT16_ARB = $81A5
#GL_DEPTH_COMPONENT24_ARB = $81A6
#GL_DEPTH_COMPONENT32_ARB = $81A7
#GL_TEXTURE_DEPTH_SIZE_ARB = $884A
#GL_DEPTH_TEXTURE_MODE_ARB = $884B
;*********** GL_ARB_shadow ***********
#GL_TEXTURE_COMPARE_MODE_ARB = $884C
#GL_TEXTURE_COMPARE_FUNC_ARB = $884D
#GL_COMPARE_R_TO_TEXTURE_ARB = $884E
;*********** GL_ARB_shadow_ambient ***********
#GL_TEXTURE_COMPARE_FAIL_VALUE_ARB = $80BF
;*********** GL_ARB_window_pos ***********
;*********** GL_ARB_vertex_program ***********
#GL_COLOR_SUM_ARB = $8458
#GL_VERTEX_PROGRAM_ARB = $8620
#GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB = $8622
#GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB = $8623
#GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB = $8624
#GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB = $8625
#GL_CURRENT_VERTEX_ATTRIB_ARB = $8626
#GL_PROGRAM_LENGTH_ARB = $8627
#GL_PROGRAM_STRING_ARB = $8628
#GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB = $862E
#GL_MAX_PROGRAM_MATRICES_ARB = $862F
#GL_CURRENT_MATRIX_STACK_DEPTH_ARB = $8640
#GL_CURRENT_MATRIX_ARB = $8641
#GL_VERTEX_PROGRAM_POINT_SIZE_ARB = $8642
#GL_VERTEX_PROGRAM_TWO_SIDE_ARB = $8643
#GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB = $8645
#GL_PROGRAM_ERROR_POSITION_ARB = $864B
#GL_PROGRAM_BINDING_ARB = $8677
#GL_MAX_VERTEX_ATTRIBS_ARB = $8869
#GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB = $886A
#GL_PROGRAM_ERROR_STRING_ARB = $8874
#GL_PROGRAM_FORMAT_ASCII_ARB = $8875
#GL_PROGRAM_FORMAT_ARB = $8876
#GL_PROGRAM_INSTRUCTIONS_ARB = $88A0
#GL_MAX_PROGRAM_INSTRUCTIONS_ARB = $88A1
#GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB = $88A2
#GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB = $88A3
#GL_PROGRAM_TEMPORARIES_ARB = $88A4
#GL_MAX_PROGRAM_TEMPORARIES_ARB = $88A5
#GL_PROGRAM_NATIVE_TEMPORARIES_ARB = $88A6
#GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB = $88A7
#GL_PROGRAM_PARAMETERS_ARB = $88A8
#GL_MAX_PROGRAM_PARAMETERS_ARB = $88A9
#GL_PROGRAM_NATIVE_PARAMETERS_ARB = $88AA
#GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB = $88AB
#GL_PROGRAM_ATTRIBS_ARB = $88AC
#GL_MAX_PROGRAM_ATTRIBS_ARB = $88AD
#GL_PROGRAM_NATIVE_ATTRIBS_ARB = $88AE
#GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB = $88AF
#GL_PROGRAM_ADDRESS_REGISTERS_ARB = $88B0
#GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB = $88B1
#GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = $88B2
#GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB = $88B3
#GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB = $88B4
#GL_MAX_PROGRAM_ENV_PARAMETERS_ARB = $88B5
#GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB = $88B6
#GL_TRANSPOSE_CURRENT_MATRIX_ARB = $88B7
#GL_MATRIX0_ARB = $88C0
#GL_MATRIX1_ARB = $88C1
#GL_MATRIX2_ARB = $88C2
#GL_MATRIX3_ARB = $88C3
#GL_MATRIX4_ARB = $88C4
#GL_MATRIX5_ARB = $88C5
#GL_MATRIX6_ARB = $88C6
#GL_MATRIX7_ARB = $88C7
#GL_MATRIX8_ARB = $88C8
#GL_MATRIX9_ARB = $88C9
#GL_MATRIX10_ARB = $88CA
#GL_MATRIX11_ARB = $88CB
#GL_MATRIX12_ARB = $88CC
#GL_MATRIX13_ARB = $88CD
#GL_MATRIX14_ARB = $88CE
#GL_MATRIX15_ARB = $88CF
#GL_MATRIX16_ARB = $88D0
#GL_MATRIX17_ARB = $88D1
#GL_MATRIX18_ARB = $88D2
#GL_MATRIX19_ARB = $88D3
#GL_MATRIX20_ARB = $88D4
#GL_MATRIX21_ARB = $88D5
#GL_MATRIX22_ARB = $88D6
#GL_MATRIX23_ARB = $88D7
#GL_MATRIX24_ARB = $88D8
#GL_MATRIX25_ARB = $88D9
#GL_MATRIX26_ARB = $88DA
#GL_MATRIX27_ARB = $88DB
#GL_MATRIX28_ARB = $88DC
#GL_MATRIX29_ARB = $88DD
#GL_MATRIX30_ARB = $88DE
#GL_MATRIX31_ARB = $88DF
;*********** GL_ARB_fragment_program ***********
#GL_FRAGMENT_PROGRAM_ARB = $8804
#GL_PROGRAM_ALU_INSTRUCTIONS_ARB = $8805
#GL_PROGRAM_TEX_INSTRUCTIONS_ARB = $8806
#GL_PROGRAM_TEX_INDIRECTIONS_ARB = $8807
#GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB = $8808
#GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB = $8809
#GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB = $880A
#GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB = $880B
#GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB = $880C
#GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB = $880D
#GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB = $880E
#GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB = $880F
#GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB = $8810
#GL_MAX_TEXTURE_COORDS_ARB = $8871
#GL_MAX_TEXTURE_IMAGE_UNITS_ARB = $8872
;*********** GL_ARB_vertex_buffer_object ***********
#GL_BUFFER_SIZE_ARB = $8764
#GL_BUFFER_USAGE_ARB = $8765
#GL_ARRAY_BUFFER_ARB = $8892
#GL_ELEMENT_ARRAY_BUFFER_ARB = $8893
#GL_ARRAY_BUFFER_BINDING_ARB = $8894
#GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB = $8895
#GL_VERTEX_ARRAY_BUFFER_BINDING_ARB = $8896
#GL_NORMAL_ARRAY_BUFFER_BINDING_ARB = $8897
#GL_COLOR_ARRAY_BUFFER_BINDING_ARB = $8898
#GL_INDEX_ARRAY_BUFFER_BINDING_ARB = $8899
#GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB = $889A
#GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB = $889B
#GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB = $889C
#GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB = $889D
#GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB = $889E
#GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB = $889F
#GL_READ_ONLY_ARB = $88B8
#GL_WRITE_ONLY_ARB = $88B9
#GL_READ_WRITE_ARB = $88BA
#GL_BUFFER_ACCESS_ARB = $88BB
#GL_BUFFER_MAPPED_ARB = $88BC
#GL_BUFFER_MAP_POINTER_ARB = $88BD
#GL_STREAM_DRAW_ARB = $88E0
#GL_STREAM_READ_ARB = $88E1
#GL_STREAM_COPY_ARB = $88E2
#GL_STATIC_DRAW_ARB = $88E4
#GL_STATIC_READ_ARB = $88E5
#GL_STATIC_COPY_ARB = $88E6
#GL_DYNAMIC_DRAW_ARB = $88E8
#GL_DYNAMIC_READ_ARB = $88E9
#GL_DYNAMIC_COPY_ARB = $88EA
;*********** GL_ARB_occlusion_query ***********
#GL_QUERY_COUNTER_BITS_ARB = $8864
#GL_CURRENT_QUERY_ARB = $8865
#GL_QUERY_RESULT_ARB = $8866
#GL_QUERY_RESULT_AVAILABLE_ARB = $8867
#GL_SAMPLES_PASSED_ARB = $8914
;*********** GL_ARB_shader_objects ***********
#GL_PROGRAM_OBJECT_ARB = $8B40
#GL_SHADER_OBJECT_ARB = $8B48
#GL_OBJECT_TYPE_ARB = $8B4E
#GL_OBJECT_SUBTYPE_ARB = $8B4F
#GL_FLOAT_VEC2_ARB = $8B50
#GL_FLOAT_VEC3_ARB = $8B51
#GL_FLOAT_VEC4_ARB = $8B52
#GL_INT_VEC2_ARB = $8B53
#GL_INT_VEC3_ARB = $8B54
#GL_INT_VEC4_ARB = $8B55
#GL_BOOL_ARB = $8B56
#GL_BOOL_VEC2_ARB = $8B57
#GL_BOOL_VEC3_ARB = $8B58
#GL_BOOL_VEC4_ARB = $8B59
#GL_FLOAT_MAT2_ARB = $8B5A
#GL_FLOAT_MAT3_ARB = $8B5B
#GL_FLOAT_MAT4_ARB = $8B5C
#GL_SAMPLER_1D_ARB = $8B5D
#GL_SAMPLER_2D_ARB = $8B5E
#GL_SAMPLER_3D_ARB = $8B5F
#GL_SAMPLER_CUBE_ARB = $8B60
#GL_SAMPLER_1D_SHADOW_ARB = $8B61
#GL_SAMPLER_2D_SHADOW_ARB = $8B62
#GL_SAMPLER_2D_RECT_ARB = $8B63
#GL_SAMPLER_2D_RECT_SHADOW_ARB = $8B64
#GL_OBJECT_DELETE_STATUS_ARB = $8B80
#GL_OBJECT_COMPILE_STATUS_ARB = $8B81
#GL_OBJECT_LINK_STATUS_ARB = $8B82
#GL_OBJECT_VALIDATE_STATUS_ARB = $8B83
#GL_OBJECT_INFO_LOG_LENGTH_ARB = $8B84
#GL_OBJECT_ATTACHED_OBJECTS_ARB = $8B85
#GL_OBJECT_ACTIVE_UNIFORMS_ARB = $8B86
#GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB = $8B87
#GL_OBJECT_SHADER_SOURCE_LENGTH_ARB = $8B88
;*********** GL_ARB_vertex_shader ***********
#GL_VERTEX_SHADER_ARB = $8B31
#GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB = $8B4A
#GL_MAX_VARYING_FLOATS_ARB = $8B4B
#GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB = $8B4C
#GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB = $8B4D
#GL_OBJECT_ACTIVE_ATTRIBUTES_ARB = $8B89
#GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB = $8B8A
;*********** GL_ARB_fragment_shader ***********
#GL_FRAGMENT_SHADER_ARB = $8B30
#GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB = $8B49
#GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB = $8B8B
;*********** GL_ARB_shading_language_100 ***********
#GL_SHADING_LANGUAGE_VERSION_ARB = $8B8C
;*********** GL_ARB_texture_non_power_of_two ***********
;*********** GL_ARB_point_sprite ***********
#GL_POINT_SPRITE_ARB = $8861
#GL_COORD_REPLACE_ARB = $8862
;*********** GL_ARB_fragment_program_shadow ***********
;*********** GL_ARB_draw_buffers ***********
#GL_MAX_DRAW_BUFFERS_ARB = $8824
#GL_DRAW_BUFFER0_ARB = $8825
#GL_DRAW_BUFFER1_ARB = $8826
#GL_DRAW_BUFFER2_ARB = $8827
#GL_DRAW_BUFFER3_ARB = $8828
#GL_DRAW_BUFFER4_ARB = $8829
#GL_DRAW_BUFFER5_ARB = $882A
#GL_DRAW_BUFFER6_ARB = $882B
#GL_DRAW_BUFFER7_ARB = $882C
#GL_DRAW_BUFFER8_ARB = $882D
#GL_DRAW_BUFFER9_ARB = $882E
#GL_DRAW_BUFFER10_ARB = $882F
#GL_DRAW_BUFFER11_ARB = $8830
#GL_DRAW_BUFFER12_ARB = $8831
#GL_DRAW_BUFFER13_ARB = $8832
#GL_DRAW_BUFFER14_ARB = $8833
#GL_DRAW_BUFFER15_ARB = $8834
;*********** GL_ARB_texture_rectangle ***********
#GL_TEXTURE_RECTANGLE_ARB = $84F5
#GL_TEXTURE_BINDING_RECTANGLE_ARB = $84F6
#GL_PROXY_TEXTURE_RECTANGLE_ARB = $84F7
#GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB = $84F8
;*********** GL_EXT_abgr ***********
#GL_ABGR_EXT = $8000
;*********** GL_EXT_blend_color ***********
#GL_CONSTANT_COLOR_EXT = $8001
#GL_ONE_MINUS_CONSTANT_COLOR_EXT = $8002
#GL_CONSTANT_ALPHA_EXT = $8003
#GL_ONE_MINUS_CONSTANT_ALPHA_EXT = $8004
#GL_BLEND_COLOR_EXT = $8005
;*********** GL_EXT_polygon_offset ***********
#GL_POLYGON_OFFSET_EXT = $8037
#GL_POLYGON_OFFSET_FACTOR_EXT = $8038
#GL_POLYGON_OFFSET_BIAS_EXT = $8039
;*********** GL_EXT_texture ***********
#GL_ALPHA4_EXT = $803B
#GL_ALPHA8_EXT = $803C
#GL_ALPHA12_EXT = $803D
#GL_ALPHA16_EXT = $803E
#GL_LUMINANCE4_EXT = $803F
#GL_LUMINANCE8_EXT = $8040
#GL_LUMINANCE12_EXT = $8041
#GL_LUMINANCE16_EXT = $8042
#GL_LUMINANCE4_ALPHA4_EXT = $8043
#GL_LUMINANCE6_ALPHA2_EXT = $8044
#GL_LUMINANCE8_ALPHA8_EXT = $8045
#GL_LUMINANCE12_ALPHA4_EXT = $8046
#GL_LUMINANCE12_ALPHA12_EXT = $8047
#GL_LUMINANCE16_ALPHA16_EXT = $8048
#GL_INTENSITY_EXT = $8049
#GL_INTENSITY4_EXT = $804A
#GL_INTENSITY8_EXT = $804B
#GL_INTENSITY12_EXT = $804C
#GL_INTENSITY16_EXT = $804D
#GL_RGB2_EXT = $804E
#GL_RGB4_EXT = $804F
#GL_RGB5_EXT = $8050
#GL_RGB8_EXT = $8051
#GL_RGB10_EXT = $8052
#GL_RGB12_EXT = $8053
#GL_RGB16_EXT = $8054
#GL_RGBA2_EXT = $8055
#GL_RGBA4_EXT = $8056
#GL_RGB5_A1_EXT = $8057
#GL_RGBA8_EXT = $8058
#GL_RGB10_A2_EXT = $8059
#GL_RGBA12_EXT = $805A
#GL_RGBA16_EXT = $805B
#GL_TEXTURE_RED_SIZE_EXT = $805C
#GL_TEXTURE_GREEN_SIZE_EXT = $805D
#GL_TEXTURE_BLUE_SIZE_EXT = $805E
#GL_TEXTURE_ALPHA_SIZE_EXT = $805F
#GL_TEXTURE_LUMINANCE_SIZE_EXT = $8060
#GL_TEXTURE_INTENSITY_SIZE_EXT = $8061
#GL_REPLACE_EXT = $8062
#GL_PROXY_TEXTURE_1D_EXT = $8063
#GL_PROXY_TEXTURE_2D_EXT = $8064
#GL_TEXTURE_TOO_LARGE_EXT = $8065
;*********** GL_EXT_texture3D ***********
#GL_PACK_SKIP_IMAGES_EXT = $806B
#GL_PACK_IMAGE_HEIGHT_EXT = $806C
#GL_UNPACK_SKIP_IMAGES_EXT = $806D
#GL_UNPACK_IMAGE_HEIGHT_EXT = $806E
#GL_TEXTURE_3D_EXT = $806F
#GL_PROXY_TEXTURE_3D_EXT = $8070
#GL_TEXTURE_DEPTH_EXT = $8071
#GL_TEXTURE_WRAP_R_EXT = $8072
#GL_MAX_3D_TEXTURE_SIZE_EXT = $8073
;*********** GL_SGIS_texture_filter4 ***********
#GL_FILTER4_SGIS = $8146
#GL_TEXTURE_FILTER4_SIZE_SGIS = $8147
;*********** GL_EXT_subtexture ***********
;*********** GL_EXT_copy_texture ***********
;*********** GL_EXT_histogram ***********
#GL_HISTOGRAM_EXT = $8024
#GL_PROXY_HISTOGRAM_EXT = $8025
#GL_HISTOGRAM_WIDTH_EXT = $8026
#GL_HISTOGRAM_FORMAT_EXT = $8027
#GL_HISTOGRAM_RED_SIZE_EXT = $8028
#GL_HISTOGRAM_GREEN_SIZE_EXT = $8029
#GL_HISTOGRAM_BLUE_SIZE_EXT = $802A
#GL_HISTOGRAM_ALPHA_SIZE_EXT = $802B
#GL_HISTOGRAM_LUMINANCE_SIZE_EXT = $802C
#GL_HISTOGRAM_SINK_EXT = $802D
#GL_MINMAX_EXT = $802E
#GL_MINMAX_FORMAT_EXT = $802F
#GL_MINMAX_SINK_EXT = $8030
#GL_TABLE_TOO_LARGE_EXT = $8031
;*********** GL_EXT_convolution ***********
#GL_CONVOLUTION_1D_EXT = $8010
#GL_CONVOLUTION_2D_EXT = $8011
#GL_SEPARABLE_2D_EXT = $8012
#GL_CONVOLUTION_BORDER_MODE_EXT = $8013
#GL_CONVOLUTION_FILTER_SCALE_EXT = $8014
#GL_CONVOLUTION_FILTER_BIAS_EXT = $8015
#GL_REDUCE_EXT = $8016
#GL_CONVOLUTION_FORMAT_EXT = $8017
#GL_CONVOLUTION_WIDTH_EXT = $8018
#GL_CONVOLUTION_HEIGHT_EXT = $8019
#GL_MAX_CONVOLUTION_WIDTH_EXT = $801A
#GL_MAX_CONVOLUTION_HEIGHT_EXT = $801B
#GL_POST_CONVOLUTION_RED_SCALE_EXT = $801C
#GL_POST_CONVOLUTION_GREEN_SCALE_EXT = $801D
#GL_POST_CONVOLUTION_BLUE_SCALE_EXT = $801E
#GL_POST_CONVOLUTION_ALPHA_SCALE_EXT = $801F
#GL_POST_CONVOLUTION_RED_BIAS_EXT = $8020
#GL_POST_CONVOLUTION_GREEN_BIAS_EXT = $8021
#GL_POST_CONVOLUTION_BLUE_BIAS_EXT = $8022
#GL_POST_CONVOLUTION_ALPHA_BIAS_EXT = $8023
;*********** GL_SGI_color_matrix ***********
#GL_COLOR_MATRIX_SGI = $80B1
#GL_COLOR_MATRIX_STACK_DEPTH_SGI = $80B2
#GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI = $80B3
#GL_POST_COLOR_MATRIX_RED_SCALE_SGI = $80B4
#GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI = $80B5
#GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI = $80B6
#GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI = $80B7
#GL_POST_COLOR_MATRIX_RED_BIAS_SGI = $80B8
#GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI = $80B9
#GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI = $80BA
#GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI = $80BB
;*********** GL_SGI_color_table ***********
#GL_COLOR_TABLE_SGI = $80D0
#GL_POST_CONVOLUTION_COLOR_TABLE_SGI = $80D1
#GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI = $80D2
#GL_PROXY_COLOR_TABLE_SGI = $80D3
#GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI = $80D4
#GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI = $80D5
#GL_COLOR_TABLE_SCALE_SGI = $80D6
#GL_COLOR_TABLE_BIAS_SGI = $80D7
#GL_COLOR_TABLE_FORMAT_SGI = $80D8
#GL_COLOR_TABLE_WIDTH_SGI = $80D9
#GL_COLOR_TABLE_RED_SIZE_SGI = $80DA
#GL_COLOR_TABLE_GREEN_SIZE_SGI = $80DB
#GL_COLOR_TABLE_BLUE_SIZE_SGI = $80DC
#GL_COLOR_TABLE_ALPHA_SIZE_SGI = $80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE_SGI = $80DE
#GL_COLOR_TABLE_INTENSITY_SIZE_SGI = $80DF
;*********** GL_SGIS_pixel_texture ***********
#GL_PIXEL_TEXTURE_SGIS = $8353
#GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS = $8354
#GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS = $8355
#GL_PIXEL_GROUP_COLOR_SGIS = $8356
;*********** GL_SGIX_pixel_texture ***********
#GL_PIXEL_TEX_GEN_SGIX = $8139
#GL_PIXEL_TEX_GEN_MODE_SGIX = $832B
;*********** GL_SGIS_texture4D ***********
#GL_PACK_SKIP_VOLUMES_SGIS = $8130
#GL_PACK_IMAGE_DEPTH_SGIS = $8131
#GL_UNPACK_SKIP_VOLUMES_SGIS = $8132
#GL_UNPACK_IMAGE_DEPTH_SGIS = $8133
#GL_TEXTURE_4D_SGIS = $8134
#GL_PROXY_TEXTURE_4D_SGIS = $8135
#GL_TEXTURE_4DSIZE_SGIS = $8136
#GL_TEXTURE_WRAP_Q_SGIS = $8137
#GL_MAX_4D_TEXTURE_SIZE_SGIS = $8138
#GL_TEXTURE_4D_BINDING_SGIS = $814F
;*********** GL_SGI_texture_color_table ***********
#GL_TEXTURE_COLOR_TABLE_SGI = $80BC
#GL_PROXY_TEXTURE_COLOR_TABLE_SGI = $80BD
;*********** GL_EXT_cmyka ***********
#GL_CMYK_EXT = $800C
#GL_CMYKA_EXT = $800D
#GL_PACK_CMYK_HINT_EXT = $800E
#GL_UNPACK_CMYK_HINT_EXT = $800F
;*********** GL_EXT_texture_object ***********
#GL_TEXTURE_PRIORITY_EXT = $8066
#GL_TEXTURE_RESIDENT_EXT = $8067
#GL_TEXTURE_1D_BINDING_EXT = $8068
#GL_TEXTURE_2D_BINDING_EXT = $8069
#GL_TEXTURE_3D_BINDING_EXT = $806A
;*********** GL_SGIS_detail_texture ***********
#GL_DETAIL_TEXTURE_2D_SGIS = $8095
#GL_DETAIL_TEXTURE_2D_BINDING_SGIS = $8096
#GL_LINEAR_DETAIL_SGIS = $8097
#GL_LINEAR_DETAIL_ALPHA_SGIS = $8098
#GL_LINEAR_DETAIL_COLOR_SGIS = $8099
#GL_DETAIL_TEXTURE_LEVEL_SGIS = $809A
#GL_DETAIL_TEXTURE_MODE_SGIS = $809B
#GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS = $809C
;*********** GL_SGIS_sharpen_texture ***********
#GL_LINEAR_SHARPEN_SGIS = $80AD
#GL_LINEAR_SHARPEN_ALPHA_SGIS = $80AE
#GL_LINEAR_SHARPEN_COLOR_SGIS = $80AF
#GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS = $80B0
;*********** GL_EXT_packed_pixels ***********
#GL_UNSIGNED_BYTE_3_3_2_EXT = $8032
#GL_UNSIGNED_SHORT_4_4_4_4_EXT = $8033
#GL_UNSIGNED_SHORT_5_5_5_1_EXT = $8034
#GL_UNSIGNED_INT_8_8_8_8_EXT = $8035
#GL_UNSIGNED_INT_10_10_10_2_EXT = $8036
;*********** GL_SGIS_texture_lod ***********
#GL_TEXTURE_MIN_LOD_SGIS = $813A
#GL_TEXTURE_MAX_LOD_SGIS = $813B
#GL_TEXTURE_BASE_LEVEL_SGIS = $813C
#GL_TEXTURE_MAX_LEVEL_SGIS = $813D
;*********** GL_SGIS_multisample ***********
#GL_MULTISAMPLE_SGIS = $809D
#GL_SAMPLE_ALPHA_TO_MASK_SGIS = $809E
#GL_SAMPLE_ALPHA_TO_ONE_SGIS = $809F
#GL_SAMPLE_MASK_SGIS = $80A0
#GL_1PASS_SGIS = $80A1
#GL_2PASS_0_SGIS = $80A2
#GL_2PASS_1_SGIS = $80A3
#GL_4PASS_0_SGIS = $80A4
#GL_4PASS_1_SGIS = $80A5
#GL_4PASS_2_SGIS = $80A6
#GL_4PASS_3_SGIS = $80A7
#GL_SAMPLE_BUFFERS_SGIS = $80A8
#GL_SAMPLES_SGIS = $80A9
#GL_SAMPLE_MASK_VALUE_SGIS = $80AA
#GL_SAMPLE_MASK_INVERT_SGIS = $80AB
#GL_SAMPLE_PATTERN_SGIS = $80AC
;*********** GL_EXT_rescale_normal ***********
#GL_RESCALE_NORMAL_EXT = $803A
;*********** GL_EXT_vertex_array ***********
#GL_VERTEX_ARRAY_EXT = $8074
#GL_NORMAL_ARRAY_EXT = $8075
#GL_COLOR_ARRAY_EXT = $8076
#GL_INDEX_ARRAY_EXT = $8077
#GL_TEXTURE_COORD_ARRAY_EXT = $8078
#GL_EDGE_FLAG_ARRAY_EXT = $8079
#GL_VERTEX_ARRAY_SIZE_EXT = $807A
#GL_VERTEX_ARRAY_TYPE_EXT = $807B
#GL_VERTEX_ARRAY_STRIDE_EXT = $807C
#GL_VERTEX_ARRAY_COUNT_EXT = $807D
#GL_NORMAL_ARRAY_TYPE_EXT = $807E
#GL_NORMAL_ARRAY_STRIDE_EXT = $807F
#GL_NORMAL_ARRAY_COUNT_EXT = $8080
#GL_COLOR_ARRAY_SIZE_EXT = $8081
#GL_COLOR_ARRAY_TYPE_EXT = $8082
#GL_COLOR_ARRAY_STRIDE_EXT = $8083
#GL_COLOR_ARRAY_COUNT_EXT = $8084
#GL_INDEX_ARRAY_TYPE_EXT = $8085
#GL_INDEX_ARRAY_STRIDE_EXT = $8086
#GL_INDEX_ARRAY_COUNT_EXT = $8087
#GL_TEXTURE_COORD_ARRAY_SIZE_EXT = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE_EXT = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = $808A
#GL_TEXTURE_COORD_ARRAY_COUNT_EXT = $808B
#GL_EDGE_FLAG_ARRAY_STRIDE_EXT = $808C
#GL_EDGE_FLAG_ARRAY_COUNT_EXT = $808D
#GL_VERTEX_ARRAY_POINTER_EXT = $808E
#GL_NORMAL_ARRAY_POINTER_EXT = $808F
#GL_COLOR_ARRAY_POINTER_EXT = $8090
#GL_INDEX_ARRAY_POINTER_EXT = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092
#GL_EDGE_FLAG_ARRAY_POINTER_EXT = $8093
;*********** GL_EXT_misc_attribute ***********
;*********** GL_SGIS_generate_mipmap ***********
#GL_GENERATE_MIPMAP_SGIS = $8191
#GL_GENERATE_MIPMAP_HINT_SGIS = $8192
;*********** GL_SGIX_clipmap ***********
#GL_LINEAR_CLIPMAP_LINEAR_SGIX = $8170
#GL_TEXTURE_CLIPMAP_CENTER_SGIX = $8171
#GL_TEXTURE_CLIPMAP_FRAME_SGIX = $8172
#GL_TEXTURE_CLIPMAP_OFFSET_SGIX = $8173
#GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX = $8174
#GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX = $8175
#GL_TEXTURE_CLIPMAP_DEPTH_SGIX = $8176
#GL_MAX_CLIPMAP_DEPTH_SGIX = $8177
#GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX = $8178
#GL_NEAREST_CLIPMAP_NEAREST_SGIX = $844D
#GL_NEAREST_CLIPMAP_LINEAR_SGIX = $844E
#GL_LINEAR_CLIPMAP_NEAREST_SGIX = $844F
;*********** GL_SGIX_shadow ***********
#GL_TEXTURE_COMPARE_SGIX = $819A
#GL_TEXTURE_COMPARE_OPERATOR_SGIX = $819B
#GL_TEXTURE_LEQUAL_R_SGIX = $819C
#GL_TEXTURE_GEQUAL_R_SGIX = $819D
;*********** GL_SGIS_texture_edge_clamp ***********
#GL_CLAMP_TO_EDGE_SGIS = $812F
;*********** GL_SGIS_texture_border_clamp ***********
#GL_CLAMP_TO_BORDER_SGIS = $812D
;*********** GL_EXT_blend_minmax ***********
#GL_FUNC_ADD_EXT = $8006
#GL_MIN_EXT = $8007
#GL_MAX_EXT = $8008
#GL_BLEND_EQUATION_EXT = $8009
;*********** GL_EXT_blend_subtract ***********
#GL_FUNC_SUBTRACT_EXT = $800A
#GL_FUNC_REVERSE_SUBTRACT_EXT = $800B
;*********** GL_EXT_blend_logic_op ***********
;*********** GL_SGIX_interlace ***********
#GL_INTERLACE_SGIX = $8094
;*********** GL_SGIX_pixel_tiles ***********
#GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX = $813E
#GL_PIXEL_TILE_CACHE_INCREMENT_SGIX = $813F
#GL_PIXEL_TILE_WIDTH_SGIX = $8140
#GL_PIXEL_TILE_HEIGHT_SGIX = $8141
#GL_PIXEL_TILE_GRID_WIDTH_SGIX = $8142
#GL_PIXEL_TILE_GRID_HEIGHT_SGIX = $8143
#GL_PIXEL_TILE_GRID_DEPTH_SGIX = $8144
#GL_PIXEL_TILE_CACHE_SIZE_SGIX = $8145
;*********** GL_SGIS_texture_select ***********
#GL_DUAL_ALPHA4_SGIS = $8110
#GL_DUAL_ALPHA8_SGIS = $8111
#GL_DUAL_ALPHA12_SGIS = $8112
#GL_DUAL_ALPHA16_SGIS = $8113
#GL_DUAL_LUMINANCE4_SGIS = $8114
#GL_DUAL_LUMINANCE8_SGIS = $8115
#GL_DUAL_LUMINANCE12_SGIS = $8116
#GL_DUAL_LUMINANCE16_SGIS = $8117
#GL_DUAL_INTENSITY4_SGIS = $8118
#GL_DUAL_INTENSITY8_SGIS = $8119
#GL_DUAL_INTENSITY12_SGIS = $811A
#GL_DUAL_INTENSITY16_SGIS = $811B
#GL_DUAL_LUMINANCE_ALPHA4_SGIS = $811C
#GL_DUAL_LUMINANCE_ALPHA8_SGIS = $811D
#GL_QUAD_ALPHA4_SGIS = $811E
#GL_QUAD_ALPHA8_SGIS = $811F
#GL_QUAD_LUMINANCE4_SGIS = $8120
#GL_QUAD_LUMINANCE8_SGIS = $8121
#GL_QUAD_INTENSITY4_SGIS = $8122
#GL_QUAD_INTENSITY8_SGIS = $8123
#GL_DUAL_TEXTURE_SELECT_SGIS = $8124
#GL_QUAD_TEXTURE_SELECT_SGIS = $8125
;*********** GL_SGIX_sprite ***********
#GL_SPRITE_SGIX = $8148
#GL_SPRITE_MODE_SGIX = $8149
#GL_SPRITE_AXIS_SGIX = $814A
#GL_SPRITE_TRANSLATION_SGIX = $814B
#GL_SPRITE_AXIAL_SGIX = $814C
#GL_SPRITE_OBJECT_ALIGNED_SGIX = $814D
#GL_SPRITE_EYE_ALIGNED_SGIX = $814E
;*********** GL_SGIX_texture_multi_buffer ***********
#GL_TEXTURE_MULTI_BUFFER_HINT_SGIX = $812E
;*********** GL_EXT_point_parameters ***********
#GL_POINT_SIZE_MIN_EXT = $8126
#GL_POINT_SIZE_MAX_EXT = $8127
#GL_POINT_FADE_THRESHOLD_SIZE_EXT = $8128
#GL_DISTANCE_ATTENUATION_EXT = $8129
;*********** GL_SGIS_point_parameters ***********
#GL_POINT_SIZE_MIN_SGIS = $8126
#GL_POINT_SIZE_MAX_SGIS = $8127
#GL_POINT_FADE_THRESHOLD_SIZE_SGIS = $8128
#GL_DISTANCE_ATTENUATION_SGIS = $8129
;*********** GL_SGIX_instruments ***********
#GL_INSTRUMENT_BUFFER_POINTER_SGIX = $8180
#GL_INSTRUMENT_MEASUREMENTS_SGIX = $8181
;*********** GL_SGIX_texture_scale_bias ***********
#GL_POST_TEXTURE_FILTER_BIAS_SGIX = $8179
#GL_POST_TEXTURE_FILTER_SCALE_SGIX = $817A
#GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX = $817B
#GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX = $817C
;*********** GL_SGIX_framezoom ***********
#GL_FRAMEZOOM_SGIX = $818B
#GL_FRAMEZOOM_FACTOR_SGIX = $818C
#GL_MAX_FRAMEZOOM_FACTOR_SGIX = $818D
;*********** GL_SGIX_tag_sample_buffer ***********
;*********** GL_FfdMaskSGIX ***********
#GL_TEXTURE_DEFORMATION_BIT_SGIX = $00000001
#GL_GEOMETRY_DEFORMATION_BIT_SGIX = $00000002
;*********** GL_SGIX_polynomial_ffd ***********
#GL_GEOMETRY_DEFORMATION_SGIX = $8194
#GL_TEXTURE_DEFORMATION_SGIX = $8195
#GL_DEFORMATIONS_MASK_SGIX = $8196
#GL_MAX_DEFORMATION_ORDER_SGIX = $8197
;*********** GL_SGIX_reference_plane ***********
#GL_REFERENCE_PLANE_SGIX = $817D
#GL_REFERENCE_PLANE_EQUATION_SGIX = $817E
;*********** GL_SGIX_flush_raster ***********
;*********** GL_SGIX_depth_texture ***********
#GL_DEPTH_COMPONENT16_SGIX = $81A5
#GL_DEPTH_COMPONENT24_SGIX = $81A6
#GL_DEPTH_COMPONENT32_SGIX = $81A7
;*********** GL_SGIS_fog_function ***********
#GL_FOG_FUNC_SGIS = $812A
#GL_FOG_FUNC_POINTS_SGIS = $812B
#GL_MAX_FOG_FUNC_POINTS_SGIS = $812C
;*********** GL_SGIX_fog_offset ***********
#GL_FOG_OFFSET_SGIX = $8198
#GL_FOG_OFFSET_VALUE_SGIX = $8199
;*********** GL_HP_image_transform ***********
#GL_IMAGE_SCALE_X_HP = $8155
#GL_IMAGE_SCALE_Y_HP = $8156
#GL_IMAGE_TRANSLATE_X_HP = $8157
#GL_IMAGE_TRANSLATE_Y_HP = $8158
#GL_IMAGE_ROTATE_ANGLE_HP = $8159
#GL_IMAGE_ROTATE_ORIGIN_X_HP = $815A
#GL_IMAGE_ROTATE_ORIGIN_Y_HP = $815B
#GL_IMAGE_MAG_FILTER_HP = $815C
#GL_IMAGE_MIN_FILTER_HP = $815D
#GL_IMAGE_CUBIC_WEIGHT_HP = $815E
#GL_CUBIC_HP = $815F
#GL_AVERAGE_HP = $8160
#GL_IMAGE_TRANSFORM_2D_HP = $8161
#GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP = $8162
#GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP = $8163
;*********** GL_HP_convolution_border_modes ***********
#GL_IGNORE_BORDER_HP = $8150
#GL_CONSTANT_BORDER_HP = $8151
#GL_REPLICATE_BORDER_HP = $8153
#GL_CONVOLUTION_BORDER_COLOR_HP = $8154
;*********** GL_INGR_palette_buffer ***********
;*********** GL_SGIX_texture_add_env ***********
#GL_TEXTURE_ENV_BIAS_SGIX = $80BE
;*********** GL_EXT_color_subtable ***********
;*********** GL_PGI_vertex_hints ***********
#GL_VERTEX_DATA_HINT_PGI = $1A22A
#GL_VERTEX_CONSISTENT_HINT_PGI = $1A22B
#GL_MATERIAL_SIDE_HINT_PGI = $1A22C
#GL_MAX_VERTEX_HINT_PGI = $1A22D
#GL_COLOR3_BIT_PGI = $00010000
#GL_COLOR4_BIT_PGI = $00020000
#GL_EDGEFLAG_BIT_PGI = $00040000
#GL_INDEX_BIT_PGI = $00080000
#GL_MAT_AMBIENT_BIT_PGI = $00100000
#GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI = $00200000
#GL_MAT_DIFFUSE_BIT_PGI = $00400000
#GL_MAT_EMISSION_BIT_PGI = $00800000
#GL_MAT_COLOR_INDEXES_BIT_PGI = $01000000
#GL_MAT_SHININESS_BIT_PGI = $02000000
#GL_MAT_SPECULAR_BIT_PGI = $04000000
#GL_NORMAL_BIT_PGI = $08000000
#GL_TEXCOORD1_BIT_PGI = $10000000
#GL_TEXCOORD2_BIT_PGI = $20000000
#GL_TEXCOORD3_BIT_PGI = $40000000
#GL_TEXCOORD4_BIT_PGI = $80000000
#GL_VERTEX23_BIT_PGI = $00000004
#GL_VERTEX4_BIT_PGI = $00000008
;*********** GL_PGI_misc_hints ***********
#GL_PREFER_DOUBLEBUFFER_HINT_PGI = $1A1F8
#GL_CONSERVE_MEMORY_HINT_PGI = $1A1FD
#GL_RECLAIM_MEMORY_HINT_PGI = $1A1FE
#GL_NATIVE_GRAPHICS_HANDLE_PGI = $1A202
#GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI = $1A203
#GL_NATIVE_GRAPHICS_END_HINT_PGI = $1A204
#GL_ALWAYS_FAST_HINT_PGI = $1A20C
#GL_ALWAYS_SOFT_HINT_PGI = $1A20D
#GL_ALLOW_DRAW_OBJ_HINT_PGI = $1A20E
#GL_ALLOW_DRAW_WIN_HINT_PGI = $1A20F
#GL_ALLOW_DRAW_FRG_HINT_PGI = $1A210
#GL_ALLOW_DRAW_MEM_HINT_PGI = $1A211
#GL_STRICT_DEPTHFUNC_HINT_PGI = $1A216
#GL_STRICT_LIGHTING_HINT_PGI = $1A217
#GL_STRICT_SCISSOR_HINT_PGI = $1A218
#GL_FULL_STIPPLE_HINT_PGI = $1A219
#GL_CLIP_NEAR_HINT_PGI = $1A220
#GL_CLIP_FAR_HINT_PGI = $1A221
#GL_WIDE_LINE_HINT_PGI = $1A222
#GL_BACK_NORMALS_HINT_PGI = $1A223
;*********** GL_EXT_paletted_texture ***********
#GL_COLOR_INDEX1_EXT = $80E2
#GL_COLOR_INDEX2_EXT = $80E3
#GL_COLOR_INDEX4_EXT = $80E4
#GL_COLOR_INDEX8_EXT = $80E5
#GL_COLOR_INDEX12_EXT = $80E6
#GL_COLOR_INDEX16_EXT = $80E7
#GL_TEXTURE_INDEX_SIZE_EXT = $80ED
;*********** GL_EXT_clip_volume_hint ***********
#GL_CLIP_VOLUME_CLIPPING_HINT_EXT = $80F0
;*********** GL_SGIX_list_priority ***********
#GL_LIST_PRIORITY_SGIX = $8182
;*********** GL_SGIX_ir_instrument1 ***********
#GL_IR_INSTRUMENT1_SGIX = $817F
;*********** GL_SGIX_calligraphic_fragment ***********
#GL_CALLIGRAPHIC_FRAGMENT_SGIX = $8183
;*********** GL_SGIX_texture_lod_bias ***********
#GL_TEXTURE_LOD_BIAS_S_SGIX = $818E
#GL_TEXTURE_LOD_BIAS_T_SGIX = $818F
#GL_TEXTURE_LOD_BIAS_R_SGIX = $8190
;*********** GL_SGIX_shadow_ambient ***********
#GL_SHADOW_AMBIENT_SGIX = $80BF
;*********** GL_EXT_index_texture ***********
;*********** GL_EXT_index_material ***********
#GL_INDEX_MATERIAL_EXT = $81B8
#GL_INDEX_MATERIAL_PARAMETER_EXT = $81B9
#GL_INDEX_MATERIAL_FACE_EXT = $81BA
;*********** GL_EXT_index_func ***********
#GL_INDEX_TEST_EXT = $81B5
#GL_INDEX_TEST_FUNC_EXT = $81B6
#GL_INDEX_TEST_REF_EXT = $81B7
;*********** GL_EXT_index_array_formats ***********
#GL_IUI_V2F_EXT = $81AD
#GL_IUI_V3F_EXT = $81AE
#GL_IUI_N3F_V2F_EXT = $81AF
#GL_IUI_N3F_V3F_EXT = $81B0
#GL_T2F_IUI_V2F_EXT = $81B1
#GL_T2F_IUI_V3F_EXT = $81B2
#GL_T2F_IUI_N3F_V2F_EXT = $81B3
#GL_T2F_IUI_N3F_V3F_EXT = $81B4
;*********** GL_EXT_compiled_vertex_array ***********
#GL_ARRAY_ELEMENT_LOCK_FIRST_EXT = $81A8
#GL_ARRAY_ELEMENT_LOCK_COUNT_EXT = $81A9
;*********** GL_EXT_cull_vertex ***********
#GL_CULL_VERTEX_EXT = $81AA
#GL_CULL_VERTEX_EYE_POSITION_EXT = $81AB
#GL_CULL_VERTEX_OBJECT_POSITION_EXT = $81AC
;*********** GL_SGIX_ycrcb ***********
#GL_YCRCB_422_SGIX = $81BB
#GL_YCRCB_444_SGIX = $81BC
;*********** GL_SGIX_fragment_lighting ***********
#GL_FRAGMENT_LIGHTING_SGIX = $8400
#GL_FRAGMENT_COLOR_MATERIAL_SGIX = $8401
#GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX = $8402
#GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX = $8403
#GL_MAX_FRAGMENT_LIGHTS_SGIX = $8404
#GL_MAX_ACTIVE_LIGHTS_SGIX = $8405
#GL_CURRENT_RASTER_NORMAL_SGIX = $8406
#GL_LIGHT_ENV_MODE_SGIX = $8407
#GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX = $8408
#GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX = $8409
#GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX = $840A
#GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX = $840B
#GL_FRAGMENT_LIGHT0_SGIX = $840C
#GL_FRAGMENT_LIGHT1_SGIX = $840D
#GL_FRAGMENT_LIGHT2_SGIX = $840E
#GL_FRAGMENT_LIGHT3_SGIX = $840F
#GL_FRAGMENT_LIGHT4_SGIX = $8410
#GL_FRAGMENT_LIGHT5_SGIX = $8411
#GL_FRAGMENT_LIGHT6_SGIX = $8412
#GL_FRAGMENT_LIGHT7_SGIX = $8413
;*********** GL_IBM_rasterpos_clip ***********
#GL_RASTER_POSITION_UNCLIPPED_IBM = $19262
;*********** GL_HP_texture_lighting ***********
#GL_TEXTURE_LIGHTING_MODE_HP = $8167
#GL_TEXTURE_POST_SPECULAR_HP = $8168
#GL_TEXTURE_PRE_SPECULAR_HP = $8169
;*********** GL_EXT_draw_range_elements ***********
#GL_MAX_ELEMENTS_VERTICES_EXT = $80E8
#GL_MAX_ELEMENTS_INDICES_EXT = $80E9
;*********** GL_WIN_phong_shading ***********
#GL_PHONG_WIN = $80EA
#GL_PHONG_HINT_WIN = $80EB
;*********** GL_WIN_specular_fog ***********
#GL_FOG_SPECULAR_TEXTURE_WIN = $80EC
;*********** GL_EXT_light_texture ***********
#GL_FRAGMENT_MATERIAL_EXT = $8349
#GL_FRAGMENT_NORMAL_EXT = $834A
#GL_FRAGMENT_COLOR_EXT = $834C
#GL_ATTENUATION_EXT = $834D
#GL_SHADOW_ATTENUATION_EXT = $834E
#GL_TEXTURE_APPLICATION_MODE_EXT = $834F
#GL_TEXTURE_LIGHT_EXT = $8350
#GL_TEXTURE_MATERIAL_FACE_EXT = $8351
#GL_TEXTURE_MATERIAL_PARAMETER_EXT = $8352
;*********** GL_SGIX_blend_alpha_minmax ***********
#GL_ALPHA_MIN_SGIX = $8320
#GL_ALPHA_MAX_SGIX = $8321
;*********** GL_SGIX_impact_pixel_texture ***********
#GL_PIXEL_TEX_GEN_Q_CEILING_SGIX = $8184
#GL_PIXEL_TEX_GEN_Q_ROUND_SGIX = $8185
#GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX = $8186
#GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX = $8187
#GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX = $8188
#GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX = $8189
#GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX = $818A
;*********** GL_EXT_bgra ***********
#GL_BGR_EXT = $80E0
#GL_BGRA_EXT = $80E1
;*********** GL_SGIX_async ***********
#GL_ASYNC_MARKER_SGIX = $8329
;*********** GL_SGIX_async_pixel ***********
#GL_ASYNC_TEX_IMAGE_SGIX = $835C
#GL_ASYNC_DRAW_PIXELS_SGIX = $835D
#GL_ASYNC_READ_PIXELS_SGIX = $835E
#GL_MAX_ASYNC_TEX_IMAGE_SGIX = $835F
#GL_MAX_ASYNC_DRAW_PIXELS_SGIX = $8360
#GL_MAX_ASYNC_READ_PIXELS_SGIX = $8361
;*********** GL_SGIX_async_histogram ***********
#GL_ASYNC_HISTOGRAM_SGIX = $832C
#GL_MAX_ASYNC_HISTOGRAM_SGIX = $832D
;*********** GL_INTEL_texture_scissor ***********
;*********** GL_INTEL_parallel_arrays ***********
#GL_PARALLEL_ARRAYS_INTEL = $83F4
#GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL = $83F5
#GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL = $83F6
#GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL = $83F7
#GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL = $83F8
;*********** GL_HP_occlusion_test ***********
#GL_OCCLUSION_TEST_HP = $8165
#GL_OCCLUSION_TEST_RESULT_HP = $8166
;*********** GL_EXT_pixel_transform ***********
#GL_PIXEL_TRANSFORM_2D_EXT = $8330
#GL_PIXEL_MAG_FILTER_EXT = $8331
#GL_PIXEL_MIN_FILTER_EXT = $8332
#GL_PIXEL_CUBIC_WEIGHT_EXT = $8333
#GL_CUBIC_EXT = $8334
#GL_AVERAGE_EXT = $8335
#GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT = $8336
#GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT = $8337
#GL_PIXEL_TRANSFORM_2D_MATRIX_EXT = $8338
;*********** GL_EXT_pixel_transform_color_table ***********
;*********** GL_EXT_shared_texture_palette ***********
#GL_SHARED_TEXTURE_PALETTE_EXT = $81FB
;*********** GL_EXT_separate_specular_color ***********
#GL_LIGHT_MODEL_COLOR_CONTROL_EXT = $81F8
#GL_SINGLE_COLOR_EXT = $81F9
#GL_SEPARATE_SPECULAR_COLOR_EXT = $81FA
;*********** GL_EXT_secondary_color ***********
#GL_COLOR_SUM_EXT = $8458
#GL_CURRENT_SECONDARY_COLOR_EXT = $8459
#GL_SECONDARY_COLOR_ARRAY_SIZE_EXT = $845A
#GL_SECONDARY_COLOR_ARRAY_TYPE_EXT = $845B
#GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT = $845C
#GL_SECONDARY_COLOR_ARRAY_POINTER_EXT = $845D
#GL_SECONDARY_COLOR_ARRAY_EXT = $845E
;*********** GL_EXT_texture_perturb_normal ***********
#GL_PERTURB_EXT = $85AE
#GL_TEXTURE_NORMAL_EXT = $85AF
;*********** GL_EXT_multi_draw_arrays ***********
;*********** GL_EXT_fog_coord ***********
#GL_FOG_COORDINATE_SOURCE_EXT = $8450
#GL_FOG_COORDINATE_EXT = $8451
#GL_FRAGMENT_DEPTH_EXT = $8452
#GL_CURRENT_FOG_COORDINATE_EXT = $8453
#GL_FOG_COORDINATE_ARRAY_TYPE_EXT = $8454
#GL_FOG_COORDINATE_ARRAY_STRIDE_EXT = $8455
#GL_FOG_COORDINATE_ARRAY_POINTER_EXT = $8456
#GL_FOG_COORDINATE_ARRAY_EXT = $8457
;*********** GL_REND_screen_coordinates ***********
#GL_SCREEN_COORDINATES_REND = $8490
#GL_INVERTED_SCREEN_W_REND = $8491
;*********** GL_EXT_coordinate_frame ***********
#GL_TANGENT_ARRAY_EXT = $8439
#GL_BINORMAL_ARRAY_EXT = $843A
#GL_CURRENT_TANGENT_EXT = $843B
#GL_CURRENT_BINORMAL_EXT = $843C
#GL_TANGENT_ARRAY_TYPE_EXT = $843E
#GL_TANGENT_ARRAY_STRIDE_EXT = $843F
#GL_BINORMAL_ARRAY_TYPE_EXT = $8440
#GL_BINORMAL_ARRAY_STRIDE_EXT = $8441
#GL_TANGENT_ARRAY_POINTER_EXT = $8442
#GL_BINORMAL_ARRAY_POINTER_EXT = $8443
#GL_MAP1_TANGENT_EXT = $8444
#GL_MAP2_TANGENT_EXT = $8445
#GL_MAP1_BINORMAL_EXT = $8446
#GL_MAP2_BINORMAL_EXT = $8447
;*********** GL_EXT_texture_env_combine ***********
#GL_COMBINE_EXT = $8570
#GL_COMBINE_RGB_EXT = $8571
#GL_COMBINE_ALPHA_EXT = $8572
#GL_RGB_SCALE_EXT = $8573
#GL_ADD_SIGNED_EXT = $8574
#GL_INTERPOLATE_EXT = $8575
#GL_CONSTANT_EXT = $8576
#GL_PRIMARY_COLOR_EXT = $8577
#GL_PREVIOUS_EXT = $8578
#GL_SOURCE0_RGB_EXT = $8580
#GL_SOURCE1_RGB_EXT = $8581
#GL_SOURCE2_RGB_EXT = $8582
#GL_SOURCE0_ALPHA_EXT = $8588
#GL_SOURCE1_ALPHA_EXT = $8589
#GL_SOURCE2_ALPHA_EXT = $858A
#GL_OPERAND0_RGB_EXT = $8590
#GL_OPERAND1_RGB_EXT = $8591
#GL_OPERAND2_RGB_EXT = $8592
#GL_OPERAND0_ALPHA_EXT = $8598
#GL_OPERAND1_ALPHA_EXT = $8599
#GL_OPERAND2_ALPHA_EXT = $859A
;*********** GL_APPLE_specular_vector ***********
#GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE = $85B0
;*********** GL_APPLE_transform_hint ***********
#GL_TRANSFORM_HINT_APPLE = $85B1
;*********** GL_SGIX_fog_scale ***********
#GL_FOG_SCALE_SGIX = $81FC
#GL_FOG_SCALE_VALUE_SGIX = $81FD
;*********** GL_SUNX_constant_data ***********
#GL_UNPACK_CONSTANT_DATA_SUNX = $81D5
#GL_TEXTURE_CONSTANT_DATA_SUNX = $81D6
;*********** GL_SUN_global_alpha ***********
#GL_GLOBAL_ALPHA_SUN = $81D9
#GL_GLOBAL_ALPHA_FACTOR_SUN = $81DA
;*********** GL_SUN_triangle_list ***********
#GL_RESTART_SUN = $0001
#GL_REPLACE_MIDDLE_SUN = $0002
#GL_REPLACE_OLDEST_SUN = $0003
#GL_TRIANGLE_LIST_SUN = $81D7
#GL_REPLACEMENT_CODE_SUN = $81D8
#GL_REPLACEMENT_CODE_ARRAY_SUN = $85C0
#GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN = $85C1
#GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN = $85C2
#GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN = $85C3
#GL_R1UI_V3F_SUN = $85C4
#GL_R1UI_C4UB_V3F_SUN = $85C5
#GL_R1UI_C3F_V3F_SUN = $85C6
#GL_R1UI_N3F_V3F_SUN = $85C7
#GL_R1UI_C4F_N3F_V3F_SUN = $85C8
#GL_R1UI_T2F_V3F_SUN = $85C9
#GL_R1UI_T2F_N3F_V3F_SUN = $85CA
#GL_R1UI_T2F_C4F_N3F_V3F_SUN = $85CB
;*********** GL_SUN_vertex ***********
;*********** GL_EXT_blend_func_separate ***********
#GL_BLEND_DST_RGB_EXT = $80C8
#GL_BLEND_SRC_RGB_EXT = $80C9
#GL_BLEND_DST_ALPHA_EXT = $80CA
#GL_BLEND_SRC_ALPHA_EXT = $80CB
;*********** GL_INGR_color_clamp ***********
#GL_RED_MIN_CLAMP_INGR = $8560
#GL_GREEN_MIN_CLAMP_INGR = $8561
#GL_BLUE_MIN_CLAMP_INGR = $8562
#GL_ALPHA_MIN_CLAMP_INGR = $8563
#GL_RED_MAX_CLAMP_INGR = $8564
#GL_GREEN_MAX_CLAMP_INGR = $8565
#GL_BLUE_MAX_CLAMP_INGR = $8566
#GL_ALPHA_MAX_CLAMP_INGR = $8567
;*********** GL_INGR_interlace_read ***********
#GL_INTERLACE_READ_INGR = $8568
;*********** GL_EXT_stencil_wrap ***********
#GL_INCR_WRAP_EXT = $8507
#GL_DECR_WRAP_EXT = $8508
;*********** GL_EXT_422_pixels ***********
#GL_422_EXT = $80CC
#GL_422_REV_EXT = $80CD
#GL_422_AVERAGE_EXT = $80CE
#GL_422_REV_AVERAGE_EXT = $80CF
;*********** GL_NV_texgen_reflection ***********
#GL_NORMAL_MAP_NV = $8511
#GL_REFLECTION_MAP_NV = $8512
;*********** GL_EXT_texture_cube_map ***********
#GL_NORMAL_MAP_EXT = $8511
#GL_REFLECTION_MAP_EXT = $8512
#GL_TEXTURE_CUBE_MAP_EXT = $8513
#GL_TEXTURE_BINDING_CUBE_MAP_EXT = $8514
#GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT = $8515
#GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT = $8516
#GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT = $8517
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT = $8518
#GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT = $8519
#GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT = $851A
#GL_PROXY_TEXTURE_CUBE_MAP_EXT = $851B
#GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT = $851C
;*********** GL_SUN_convolution_border_modes ***********
#GL_WRAP_BORDER_SUN = $81D4
;*********** GL_EXT_texture_env_add ***********
;*********** GL_EXT_texture_lod_bias ***********
#GL_MAX_TEXTURE_LOD_BIAS_EXT = $84FD
#GL_TEXTURE_FILTER_CONTROL_EXT = $8500
#GL_TEXTURE_LOD_BIAS_EXT = $8501
;*********** GL_EXT_texture_filter_anisotropic ***********
#GL_TEXTURE_MAX_ANISOTROPY_EXT = $84FE
#GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = $84FF
;*********** GL_EXT_vertex_weighting ***********
#GL_MODELVIEW0_STACK_DEPTH_EXT = #GL_MODELVIEW_STACK_DEPTH
#GL_MODELVIEW1_STACK_DEPTH_EXT = $8502
#GL_MODELVIEW0_MATRIX_EXT = #GL_MODELVIEW_MATRIX
#GL_MODELVIEW1_MATRIX_EXT = $8506
#GL_VERTEX_WEIGHTING_EXT = $8509
#GL_MODELVIEW0_EXT = #GL_MODELVIEW
#GL_MODELVIEW1_EXT = $850A
#GL_CURRENT_VERTEX_WEIGHT_EXT = $850B
#GL_VERTEX_WEIGHT_ARRAY_EXT = $850C
#GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT = $850D
#GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT = $850E
#GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT = $850F
#GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT = $8510
;*********** GL_NV_light_max_exponent ***********
#GL_MAX_SHININESS_NV = $8504
#GL_MAX_SPOT_EXPONENT_NV = $8505
;*********** GL_NV_vertex_array_range ***********
#GL_VERTEX_ARRAY_RANGE_NV = $851D
#GL_VERTEX_ARRAY_RANGE_LENGTH_NV = $851E
#GL_VERTEX_ARRAY_RANGE_VALID_NV = $851F
#GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV = $8520
#GL_VERTEX_ARRAY_RANGE_POINTER_NV = $8521
;*********** GL_NV_register_combiners ***********
#GL_REGISTER_COMBINERS_NV = $8522
#GL_VARIABLE_A_NV = $8523
#GL_VARIABLE_B_NV = $8524
#GL_VARIABLE_C_NV = $8525
#GL_VARIABLE_D_NV = $8526
#GL_VARIABLE_E_NV = $8527
#GL_VARIABLE_F_NV = $8528
#GL_VARIABLE_G_NV = $8529
#GL_CONSTANT_COLOR0_NV = $852A
#GL_CONSTANT_COLOR1_NV = $852B
#GL_PRIMARY_COLOR_NV = $852C
#GL_SECONDARY_COLOR_NV = $852D
#GL_SPARE0_NV = $852E
#GL_SPARE1_NV = $852F
#GL_DISCARD_NV = $8530
#GL_E_TIMES_F_NV = $8531
#GL_SPARE0_PLUS_SECONDARY_COLOR_NV = $8532
#GL_UNSIGNED_IDENTITY_NV = $8536
#GL_UNSIGNED_INVERT_NV = $8537
#GL_EXPAND_NORMAL_NV = $8538
#GL_EXPAND_NEGATE_NV = $8539
#GL_HALF_BIAS_NORMAL_NV = $853A
#GL_HALF_BIAS_NEGATE_NV = $853B
#GL_SIGNED_IDENTITY_NV = $853C
#GL_SIGNED_NEGATE_NV = $853D
#GL_SCALE_BY_TWO_NV = $853E
#GL_SCALE_BY_FOUR_NV = $853F
#GL_SCALE_BY_ONE_HALF_NV = $8540
#GL_BIAS_BY_NEGATIVE_ONE_HALF_NV = $8541
#GL_COMBINER_INPUT_NV = $8542
#GL_COMBINER_MAPPING_NV = $8543
#GL_COMBINER_COMPONENT_USAGE_NV = $8544
#GL_COMBINER_AB_DOT_PRODUCT_NV = $8545
#GL_COMBINER_CD_DOT_PRODUCT_NV = $8546
#GL_COMBINER_MUX_SUM_NV = $8547
#GL_COMBINER_SCALE_NV = $8548
#GL_COMBINER_BIAS_NV = $8549
#GL_COMBINER_AB_OUTPUT_NV = $854A
#GL_COMBINER_CD_OUTPUT_NV = $854B
#GL_COMBINER_SUM_OUTPUT_NV = $854C
#GL_MAX_GENERAL_COMBINERS_NV = $854D
#GL_NUM_GENERAL_COMBINERS_NV = $854E
#GL_COLOR_SUM_CLAMP_NV = $854F
#GL_COMBINER0_NV = $8550
#GL_COMBINER1_NV = $8551
#GL_COMBINER2_NV = $8552
#GL_COMBINER3_NV = $8553
#GL_COMBINER4_NV = $8554
#GL_COMBINER5_NV = $8555
#GL_COMBINER6_NV = $8556
#GL_COMBINER7_NV = $8557
;*********** GL_NV_fog_distance ***********
#GL_FOG_DISTANCE_MODE_NV = $855A
#GL_EYE_RADIAL_NV = $855B
#GL_EYE_PLANE_ABSOLUTE_NV = $855C
;*********** GL_NV_texgen_emboss ***********
#GL_EMBOSS_LIGHT_NV = $855D
#GL_EMBOSS_CONSTANT_NV = $855E
#GL_EMBOSS_MAP_NV = $855F
;*********** GL_NV_blend_square ***********
#GL_COMBINE4_NV = $8503
#GL_SOURCE3_RGB_NV = $8583
#GL_SOURCE3_ALPHA_NV = $858B
#GL_OPERAND3_RGB_NV = $8593
#GL_OPERAND3_ALPHA_NV = $859B
;*********** GL_MESA_resize_buffers ***********
;*********** GL_MESA_window_pos ***********
;*********** GL_EXT_texture_compression_s3tc ***********
#GL_COMPRESSED_RGB_S3TC_DXT1_EXT = $83F0
#GL_COMPRESSED_RGBA_S3TC_DXT1_EXT = $83F1
#GL_COMPRESSED_RGBA_S3TC_DXT3_EXT = $83F2
#GL_COMPRESSED_RGBA_S3TC_DXT5_EXT = $83F3
;*********** GL_IBM_cull_vertex ***********
#GL_CULL_VERTEX_IBM = 103050
;*********** GL_IBM_multimode_draw_arrays ***********
;*********** GL_IBM_vertex_array_lists ***********
#GL_VERTEX_ARRAY_LIST_IBM = 103070
#GL_NORMAL_ARRAY_LIST_IBM = 103071
#GL_COLOR_ARRAY_LIST_IBM = 103072
#GL_INDEX_ARRAY_LIST_IBM = 103073
#GL_TEXTURE_COORD_ARRAY_LIST_IBM = 103074
#GL_EDGE_FLAG_ARRAY_LIST_IBM = 103075
#GL_FOG_COORDINATE_ARRAY_LIST_IBM = 103076
#GL_SECONDARY_COLOR_ARRAY_LIST_IBM = 103077
#GL_VERTEX_ARRAY_LIST_STRIDE_IBM = 103080
#GL_NORMAL_ARRAY_LIST_STRIDE_IBM = 103081
#GL_COLOR_ARRAY_LIST_STRIDE_IBM = 103082
#GL_INDEX_ARRAY_LIST_STRIDE_IBM = 103083
#GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM = 103084
#GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM = 103085
#GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM = 103086
#GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM = 103087
;*********** GL_SGIX_subsample ***********
#GL_PACK_SUBSAMPLE_RATE_SGIX = $85A0
#GL_UNPACK_SUBSAMPLE_RATE_SGIX = $85A1
#GL_PIXEL_SUBSAMPLE_4444_SGIX = $85A2
#GL_PIXEL_SUBSAMPLE_2424_SGIX = $85A3
#GL_PIXEL_SUBSAMPLE_4242_SGIX = $85A4
;*********** GL_SGIX_ycrcb_subsample ***********
;*********** GL_SGIX_ycrcba ***********
#GL_YCRCB_SGIX = $8318
#GL_YCRCBA_SGIX = $8319
;*********** GL_SGI_depth_pass_instrument ***********
#GL_DEPTH_PASS_INSTRUMENT_SGIX = $8310
#GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX = $8311
#GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX = $8312
;*********** GL_3DFX_texture_compression_FXT1 ***********
#GL_COMPRESSED_RGB_FXT1_3DFX = $86B0
#GL_COMPRESSED_RGBA_FXT1_3DFX = $86B1
;*********** GL_3DFX_multisample ***********
#GL_MULTISAMPLE_3DFX = $86B2
#GL_SAMPLE_BUFFERS_3DFX = $86B3
#GL_SAMPLES_3DFX = $86B4
#GL_MULTISAMPLE_BIT_3DFX = $20000000
;*********** GL_3DFX_tbuffer ***********
;*********** GL_EXT_multisample ***********
#GL_MULTISAMPLE_EXT = $809D
#GL_SAMPLE_ALPHA_TO_MASK_EXT = $809E
#GL_SAMPLE_ALPHA_TO_ONE_EXT = $809F
#GL_SAMPLE_MASK_EXT = $80A0
#GL_1PASS_EXT = $80A1
#GL_2PASS_0_EXT = $80A2
#GL_2PASS_1_EXT = $80A3
#GL_4PASS_0_EXT = $80A4
#GL_4PASS_1_EXT = $80A5
#GL_4PASS_2_EXT = $80A6
#GL_4PASS_3_EXT = $80A7
#GL_SAMPLE_BUFFERS_EXT = $80A8
#GL_SAMPLES_EXT = $80A9
#GL_SAMPLE_MASK_VALUE_EXT = $80AA
#GL_SAMPLE_MASK_INVERT_EXT = $80AB
#GL_SAMPLE_PATTERN_EXT = $80AC
#GL_MULTISAMPLE_BIT_EXT = $20000000
;*********** GL_SGIX_vertex_preclip ***********
#GL_VERTEX_PRECLIP_SGIX = $83EE
#GL_VERTEX_PRECLIP_HINT_SGIX = $83EF
;*********** GL_SGIX_convolution_accuracy ***********
#GL_CONVOLUTION_HINT_SGIX = $8316
;*********** GL_SGIX_resample ***********
#GL_PACK_RESAMPLE_SGIX = $842C
#GL_UNPACK_RESAMPLE_SGIX = $842D
#GL_RESAMPLE_REPLICATE_SGIX = $842E
#GL_RESAMPLE_ZERO_FILL_SGIX = $842F
#GL_RESAMPLE_DECIMATE_SGIX = $8430
;*********** GL_SGIS_point_line_texgen ***********
#GL_EYE_DISTANCE_TO_POINT_SGIS = $81F0
#GL_OBJECT_DISTANCE_TO_POINT_SGIS = $81F1
#GL_EYE_DISTANCE_TO_LINE_SGIS = $81F2
#GL_OBJECT_DISTANCE_TO_LINE_SGIS = $81F3
#GL_EYE_POINT_SGIS = $81F4
#GL_OBJECT_POINT_SGIS = $81F5
#GL_EYE_LINE_SGIS = $81F6
#GL_OBJECT_LINE_SGIS = $81F7
;*********** GL_SGIS_texture_color_mask ***********
#GL_TEXTURE_COLOR_WRITEMASK_SGIS = $81EF
;*********** GL_EXT_texture_env_dot3 ***********
#GL_DOT3_RGB_EXT = $8740
#GL_DOT3_RGBA_EXT = $8741
;*********** GL_ATI_texture_mirror_once ***********
#GL_MIRROR_CLAMP_ATI = $8742
#GL_MIRROR_CLAMP_TO_EDGE_ATI = $8743
;*********** GL_NV_fence ***********
#GL_ALL_COMPLETED_NV = $84F2
#GL_FENCE_STATUS_NV = $84F3
#GL_FENCE_CONDITION_NV = $84F4
;*********** GL_IBM_texture_mirrored_repeat ***********
#GL_MIRRORED_REPEAT_IBM = $8370
;*********** GL_NV_evaluators ***********
#GL_EVAL_2D_NV = $86C0
#GL_EVAL_TRIANGULAR_2D_NV = $86C1
#GL_MAP_TESSELLATION_NV = $86C2
#GL_MAP_ATTRIB_U_ORDER_NV = $86C3
#GL_MAP_ATTRIB_V_ORDER_NV = $86C4
#GL_EVAL_FRACTIONAL_TESSELLATION_NV = $86C5
#GL_EVAL_VERTEX_ATTRIB0_NV = $86C6
#GL_EVAL_VERTEX_ATTRIB1_NV = $86C7
#GL_EVAL_VERTEX_ATTRIB2_NV = $86C8
#GL_EVAL_VERTEX_ATTRIB3_NV = $86C9
#GL_EVAL_VERTEX_ATTRIB4_NV = $86CA
#GL_EVAL_VERTEX_ATTRIB5_NV = $86CB
#GL_EVAL_VERTEX_ATTRIB6_NV = $86CC
#GL_EVAL_VERTEX_ATTRIB7_NV = $86CD
#GL_EVAL_VERTEX_ATTRIB8_NV = $86CE
#GL_EVAL_VERTEX_ATTRIB9_NV = $86CF
#GL_EVAL_VERTEX_ATTRIB10_NV = $86D0
#GL_EVAL_VERTEX_ATTRIB11_NV = $86D1
#GL_EVAL_VERTEX_ATTRIB12_NV = $86D2
#GL_EVAL_VERTEX_ATTRIB13_NV = $86D3
#GL_EVAL_VERTEX_ATTRIB14_NV = $86D4
#GL_EVAL_VERTEX_ATTRIB15_NV = $86D5
#GL_MAX_MAP_TESSELLATION_NV = $86D6
#GL_MAX_RATIONAL_EVAL_ORDER_NV = $86D7
;*********** GL_NV_packed_depth_stencil ***********
#GL_DEPTH_STENCIL_NV = $84F9
#GL_UNSIGNED_INT_24_8_NV = $84FA
;*********** GL_NV_register_combiners2 ***********
#GL_PER_STAGE_CONSTANTS_NV = $8535
;*********** GL_NV_texture_compression_vtc ***********
;*********** GL_NV_texture_rectangle ***********
#GL_TEXTURE_RECTANGLE_NV = $84F5
#GL_TEXTURE_BINDING_RECTANGLE_NV = $84F6
#GL_PROXY_TEXTURE_RECTANGLE_NV = $84F7
#GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = $84F8
;*********** GL_NV_texture_shader ***********
#GL_OFFSET_TEXTURE_RECTANGLE_NV = $864C
#GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV = $864D
#GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV = $864E
#GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV = $86D9
#GL_UNSIGNED_INT_S8_S8_8_8_NV = $86DA
#GL_UNSIGNED_INT_8_8_S8_S8_REV_NV = $86DB
#GL_DSDT_MAG_INTENSITY_NV = $86DC
#GL_SHADER_CONSISTENT_NV = $86DD
#GL_TEXTURE_SHADER_NV = $86DE
#GL_SHADER_OPERATION_NV = $86DF
#GL_CULL_MODES_NV = $86E0
#GL_OFFSET_TEXTURE_MATRIX_NV = $86E1
#GL_OFFSET_TEXTURE_SCALE_NV = $86E2
#GL_OFFSET_TEXTURE_BIAS_NV = $86E3
#GL_OFFSET_TEXTURE_2D_MATRIX_NV = #GL_OFFSET_TEXTURE_MATRIX_NV
#GL_OFFSET_TEXTURE_2D_SCALE_NV = #GL_OFFSET_TEXTURE_SCALE_NV
#GL_OFFSET_TEXTURE_2D_BIAS_NV = #GL_OFFSET_TEXTURE_BIAS_NV
#GL_PREVIOUS_TEXTURE_INPUT_NV = $86E4
#GL_CONST_EYE_NV = $86E5
#GL_PASS_THROUGH_NV = $86E6
#GL_CULL_FRAGMENT_NV = $86E7
#GL_OFFSET_TEXTURE_2D_NV = $86E8
#GL_DEPENDENT_AR_TEXTURE_2D_NV = $86E9
#GL_DEPENDENT_GB_TEXTURE_2D_NV = $86EA
#GL_DOT_PRODUCT_NV = $86EC
#GL_DOT_PRODUCT_DEPTH_REPLACE_NV = $86ED
#GL_DOT_PRODUCT_TEXTURE_2D_NV = $86EE
#GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV = $86F0
#GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV = $86F1
#GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV = $86F2
#GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV = $86F3
#GL_HILO_NV = $86F4
#GL_DSDT_NV = $86F5
#GL_DSDT_MAG_NV = $86F6
#GL_DSDT_MAG_VIB_NV = $86F7
#GL_HILO16_NV = $86F8
#GL_SIGNED_HILO_NV = $86F9
#GL_SIGNED_HILO16_NV = $86FA
#GL_SIGNED_RGBA_NV = $86FB
#GL_SIGNED_RGBA8_NV = $86FC
#GL_SIGNED_RGB_NV = $86FE
#GL_SIGNED_RGB8_NV = $86FF
#GL_SIGNED_LUMINANCE_NV = $8701
#GL_SI
NOTE: delete the LAST line in the first part of code and paste all of this code right after the first one. Part 3 will follow.
Code: Select all
#GL_SIGNED_LUMINANCE8_NV = $8702
#GL_SIGNED_LUMINANCE_ALPHA_NV = $8703
#GL_SIGNED_LUMINANCE8_ALPHA8_NV = $8704
#GL_SIGNED_ALPHA_NV = $8705
#GL_SIGNED_ALPHA8_NV = $8706
#GL_SIGNED_INTENSITY_NV = $8707
#GL_SIGNED_INTENSITY8_NV = $8708
#GL_DSDT8_NV = $8709
#GL_DSDT8_MAG8_NV = $870A
#GL_DSDT8_MAG8_INTENSITY8_NV = $870B
#GL_SIGNED_RGB_UNSIGNED_ALPHA_NV = $870C
#GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV = $870D
#GL_HI_SCALE_NV = $870E
#GL_LO_SCALE_NV = $870F
#GL_DS_SCALE_NV = $8710
#GL_DT_SCALE_NV = $8711
#GL_MAGNITUDE_SCALE_NV = $8712
#GL_VIBRANCE_SCALE_NV = $8713
#GL_HI_BIAS_NV = $8714
#GL_LO_BIAS_NV = $8715
#GL_DS_BIAS_NV = $8716
#GL_DT_BIAS_NV = $8717
#GL_MAGNITUDE_BIAS_NV = $8718
#GL_VIBRANCE_BIAS_NV = $8719
#GL_TEXTURE_BORDER_VALUES_NV = $871A
#GL_TEXTURE_HI_SIZE_NV = $871B
#GL_TEXTURE_LO_SIZE_NV = $871C
#GL_TEXTURE_DS_SIZE_NV = $871D
#GL_TEXTURE_DT_SIZE_NV = $871E
#GL_TEXTURE_MAG_SIZE_NV = $871F
;*********** GL_NV_texture_shader2 ***********
#GL_DOT_PRODUCT_TEXTURE_3D_NV = $86EF
;*********** GL_NV_vertex_array_range2 ***********
#GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV = $8533
;*********** GL_NV_vertex_program ***********
#GL_VERTEX_PROGRAM_NV = $8620
#GL_VERTEX_STATE_PROGRAM_NV = $8621
#GL_ATTRIB_ARRAY_SIZE_NV = $8623
#GL_ATTRIB_ARRAY_STRIDE_NV = $8624
#GL_ATTRIB_ARRAY_TYPE_NV = $8625
#GL_CURRENT_ATTRIB_NV = $8626
#GL_PROGRAM_LENGTH_NV = $8627
#GL_PROGRAM_STRING_NV = $8628
#GL_MODELVIEW_PROJECTION_NV = $8629
#GL_IDENTITY_NV = $862A
#GL_INVERSE_NV = $862B
#GL_TRANSPOSE_NV = $862C
#GL_INVERSE_TRANSPOSE_NV = $862D
#GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV = $862E
#GL_MAX_TRACK_MATRICES_NV = $862F
#GL_MATRIX0_NV = $8630
#GL_MATRIX1_NV = $8631
#GL_MATRIX2_NV = $8632
#GL_MATRIX3_NV = $8633
#GL_MATRIX4_NV = $8634
#GL_MATRIX5_NV = $8635
#GL_MATRIX6_NV = $8636
#GL_MATRIX7_NV = $8637
#GL_CURRENT_MATRIX_STACK_DEPTH_NV = $8640
#GL_CURRENT_MATRIX_NV = $8641
#GL_VERTEX_PROGRAM_POINT_SIZE_NV = $8642
#GL_VERTEX_PROGRAM_TWO_SIDE_NV = $8643
#GL_PROGRAM_PARAMETER_NV = $8644
#GL_ATTRIB_ARRAY_POINTER_NV = $8645
#GL_PROGRAM_TARGET_NV = $8646
#GL_PROGRAM_RESIDENT_NV = $8647
#GL_TRACK_MATRIX_NV = $8648
#GL_TRACK_MATRIX_TRANSFORM_NV = $8649
#GL_VERTEX_PROGRAM_BINDING_NV = $864A
#GL_PROGRAM_ERROR_POSITION_NV = $864B
#GL_VERTEX_ATTRIB_ARRAY0_NV = $8650
#GL_VERTEX_ATTRIB_ARRAY1_NV = $8651
#GL_VERTEX_ATTRIB_ARRAY2_NV = $8652
#GL_VERTEX_ATTRIB_ARRAY3_NV = $8653
#GL_VERTEX_ATTRIB_ARRAY4_NV = $8654
#GL_VERTEX_ATTRIB_ARRAY5_NV = $8655
#GL_VERTEX_ATTRIB_ARRAY6_NV = $8656
#GL_VERTEX_ATTRIB_ARRAY7_NV = $8657
#GL_VERTEX_ATTRIB_ARRAY8_NV = $8658
#GL_VERTEX_ATTRIB_ARRAY9_NV = $8659
#GL_VERTEX_ATTRIB_ARRAY10_NV = $865A
#GL_VERTEX_ATTRIB_ARRAY11_NV = $865B
#GL_VERTEX_ATTRIB_ARRAY12_NV = $865C
#GL_VERTEX_ATTRIB_ARRAY13_NV = $865D
#GL_VERTEX_ATTRIB_ARRAY14_NV = $865E
#GL_VERTEX_ATTRIB_ARRAY15_NV = $865F
#GL_MAP1_VERTEX_ATTRIB0_4_NV = $8660
#GL_MAP1_VERTEX_ATTRIB1_4_NV = $8661
#GL_MAP1_VERTEX_ATTRIB2_4_NV = $8662
#GL_MAP1_VERTEX_ATTRIB3_4_NV = $8663
#GL_MAP1_VERTEX_ATTRIB4_4_NV = $8664
#GL_MAP1_VERTEX_ATTRIB5_4_NV = $8665
#GL_MAP1_VERTEX_ATTRIB6_4_NV = $8666
#GL_MAP1_VERTEX_ATTRIB7_4_NV = $8667
#GL_MAP1_VERTEX_ATTRIB8_4_NV = $8668
#GL_MAP1_VERTEX_ATTRIB9_4_NV = $8669
#GL_MAP1_VERTEX_ATTRIB10_4_NV = $866A
#GL_MAP1_VERTEX_ATTRIB11_4_NV = $866B
#GL_MAP1_VERTEX_ATTRIB12_4_NV = $866C
#GL_MAP1_VERTEX_ATTRIB13_4_NV = $866D
#GL_MAP1_VERTEX_ATTRIB14_4_NV = $866E
#GL_MAP1_VERTEX_ATTRIB15_4_NV = $866F
#GL_MAP2_VERTEX_ATTRIB0_4_NV = $8670
#GL_MAP2_VERTEX_ATTRIB1_4_NV = $8671
#GL_MAP2_VERTEX_ATTRIB2_4_NV = $8672
#GL_MAP2_VERTEX_ATTRIB3_4_NV = $8673
#GL_MAP2_VERTEX_ATTRIB4_4_NV = $8674
#GL_MAP2_VERTEX_ATTRIB5_4_NV = $8675
#GL_MAP2_VERTEX_ATTRIB6_4_NV = $8676
#GL_MAP2_VERTEX_ATTRIB7_4_NV = $8677
#GL_MAP2_VERTEX_ATTRIB8_4_NV = $8678
#GL_MAP2_VERTEX_ATTRIB9_4_NV = $8679
#GL_MAP2_VERTEX_ATTRIB10_4_NV = $867A
#GL_MAP2_VERTEX_ATTRIB11_4_NV = $867B
#GL_MAP2_VERTEX_ATTRIB12_4_NV = $867C
#GL_MAP2_VERTEX_ATTRIB13_4_NV = $867D
#GL_MAP2_VERTEX_ATTRIB14_4_NV = $867E
#GL_MAP2_VERTEX_ATTRIB15_4_NV = $867F
;*********** GL_SGIX_texture_coordinate_clamp ***********
#GL_TEXTURE_MAX_CLAMP_S_SGIX = $8369
#GL_TEXTURE_MAX_CLAMP_T_SGIX = $836A
#GL_TEXTURE_MAX_CLAMP_R_SGIX = $836B
;*********** GL_SGIX_scalebias_hint ***********
#GL_SCALEBIAS_HINT_SGIX = $8322
;*********** GL_OML_interlace ***********
#GL_INTERLACE_OML = $8980
#GL_INTERLACE_READ_OML = $8981
;*********** GL_OML_subsample ***********
#GL_FORMAT_SUBSAMPLE_24_24_OML = $8982
#GL_FORMAT_SUBSAMPLE_244_244_OML = $8983
;*********** GL_OML_resample ***********
#GL_PACK_RESAMPLE_OML = $8984
#GL_UNPACK_RESAMPLE_OML = $8985
#GL_RESAMPLE_REPLICATE_OML = $8986
#GL_RESAMPLE_ZERO_FILL_OML = $8987
#GL_RESAMPLE_AVERAGE_OML = $8988
#GL_RESAMPLE_DECIMATE_OML = $8989
;*********** GL_NV_copy_depth_to_color ***********
#GL_DEPTH_STENCIL_TO_RGBA_NV = $886E
#GL_DEPTH_STENCIL_TO_BGRA_NV = $886F
;*********** GL_ATI_envmap_bumpmap ***********
#GL_BUMP_ROT_MATRIX_ATI = $8775
#GL_BUMP_ROT_MATRIX_SIZE_ATI = $8776
#GL_BUMP_NUM_TEX_UNITS_ATI = $8777
#GL_BUMP_TEX_UNITS_ATI = $8778
#GL_DUDV_ATI = $8779
#GL_DU8DV8_ATI = $877A
#GL_BUMP_ENVMAP_ATI = $877B
#GL_BUMP_TARGET_ATI = $877C
;*********** GL_ATI_fragment_shader ***********
#GL_FRAGMENT_SHADER_ATI = $8920
#GL_REG_0_ATI = $8921
#GL_REG_1_ATI = $8922
#GL_REG_2_ATI = $8923
#GL_REG_3_ATI = $8924
#GL_REG_4_ATI = $8925
#GL_REG_5_ATI = $8926
#GL_REG_6_ATI = $8927
#GL_REG_7_ATI = $8928
#GL_REG_8_ATI = $8929
#GL_REG_9_ATI = $892A
#GL_REG_10_ATI = $892B
#GL_REG_11_ATI = $892C
#GL_REG_12_ATI = $892D
#GL_REG_13_ATI = $892E
#GL_REG_14_ATI = $892F
#GL_REG_15_ATI = $8930
#GL_REG_16_ATI = $8931
#GL_REG_17_ATI = $8932
#GL_REG_18_ATI = $8933
#GL_REG_19_ATI = $8934
#GL_REG_20_ATI = $8935
#GL_REG_21_ATI = $8936
#GL_REG_22_ATI = $8937
#GL_REG_23_ATI = $8938
#GL_REG_24_ATI = $8939
#GL_REG_25_ATI = $893A
#GL_REG_26_ATI = $893B
#GL_REG_27_ATI = $893C
#GL_REG_28_ATI = $893D
#GL_REG_29_ATI = $893E
#GL_REG_30_ATI = $893F
#GL_REG_31_ATI = $8940
#GL_CON_0_ATI = $8941
#GL_CON_1_ATI = $8942
#GL_CON_2_ATI = $8943
#GL_CON_3_ATI = $8944
#GL_CON_4_ATI = $8945
#GL_CON_5_ATI = $8946
#GL_CON_6_ATI = $8947
#GL_CON_7_ATI = $8948
#GL_CON_8_ATI = $8949
#GL_CON_9_ATI = $894A
#GL_CON_10_ATI = $894B
#GL_CON_11_ATI = $894C
#GL_CON_12_ATI = $894D
#GL_CON_13_ATI = $894E
#GL_CON_14_ATI = $894F
#GL_CON_15_ATI = $8950
#GL_CON_16_ATI = $8951
#GL_CON_17_ATI = $8952
#GL_CON_18_ATI = $8953
#GL_CON_19_ATI = $8954
#GL_CON_20_ATI = $8955
#GL_CON_21_ATI = $8956
#GL_CON_22_ATI = $8957
#GL_CON_23_ATI = $8958
#GL_CON_24_ATI = $8959
#GL_CON_25_ATI = $895A
#GL_CON_26_ATI = $895B
#GL_CON_27_ATI = $895C
#GL_CON_28_ATI = $895D
#GL_CON_29_ATI = $895E
#GL_CON_30_ATI = $895F
#GL_CON_31_ATI = $8960
#GL_MOV_ATI = $8961
#GL_ADD_ATI = $8963
#GL_MUL_ATI = $8964
#GL_SUB_ATI = $8965
#GL_DOT3_ATI = $8966
#GL_DOT4_ATI = $8967
#GL_MAD_ATI = $8968
#GL_LERP_ATI = $8969
#GL_CND_ATI = $896A
#GL_CND0_ATI = $896B
#GL_DOT2_ADD_ATI = $896C
#GL_SECONDARY_INTERPOLATOR_ATI = $896D
#GL_NUM_FRAGMENT_REGISTERS_ATI = $896E
#GL_NUM_FRAGMENT_CONSTANTS_ATI = $896F
#GL_NUM_PASSES_ATI = $8970
#GL_NUM_INSTRUCTIONS_PER_PASS_ATI = $8971
#GL_NUM_INSTRUCTIONS_TOTAL_ATI = $8972
#GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI = $8973
#GL_NUM_LOOPBACK_COMPONENTS_ATI = $8974
#GL_COLOR_ALPHA_PAIRING_ATI = $8975
#GL_SWIZZLE_STR_ATI = $8976
#GL_SWIZZLE_STQ_ATI = $8977
#GL_SWIZZLE_STR_DR_ATI = $8978
#GL_SWIZZLE_STQ_DQ_ATI = $8979
#GL_SWIZZLE_STRQ_ATI = $897A
#GL_SWIZZLE_STRQ_DQ_ATI = $897B
#GL_RED_BIT_ATI = $00000001
#GL_GREEN_BIT_ATI = $00000002
#GL_BLUE_BIT_ATI = $00000004
#GL_2X_BIT_ATI = $00000001
#GL_4X_BIT_ATI = $00000002
#GL_8X_BIT_ATI = $00000004
#GL_HALF_BIT_ATI = $00000008
#GL_QUARTER_BIT_ATI = $00000010
#GL_EIGHTH_BIT_ATI = $00000020
#GL_SATURATE_BIT_ATI = $00000040
#GL_COMP_BIT_ATI = $00000002
#GL_NEGATE_BIT_ATI = $00000004
#GL_BIAS_BIT_ATI = $00000008
;*********** GL_ATI_pn_triangles ***********
#GL_PN_TRIANGLES_ATI = $87F0
#GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI = $87F1
#GL_PN_TRIANGLES_POINT_MODE_ATI = $87F2
#GL_PN_TRIANGLES_NORMAL_MODE_ATI = $87F3
#GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI = $87F4
#GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI = $87F5
#GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI = $87F6
#GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI = $87F7
#GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI = $87F8
;*********** GL_ATI_vertex_array_object ***********
#GL_STATIC_ATI = $8760
#GL_DYNAMIC_ATI = $8761
#GL_PRESERVE_ATI = $8762
#GL_DISCARD_ATI = $8763
#GL_OBJECT_BUFFER_SIZE_ATI = $8764
#GL_OBJECT_BUFFER_USAGE_ATI = $8765
#GL_ARRAY_OBJECT_BUFFER_ATI = $8766
#GL_ARRAY_OBJECT_OFFSET_ATI = $8767
;*********** GL_EXT_vertex_shader ***********
#GL_VERTEX_SHADER_EXT = $8780
#GL_VERTEX_SHADER_BINDING_EXT = $8781
#GL_OP_INDEX_EXT = $8782
#GL_OP_NEGATE_EXT = $8783
#GL_OP_DOT3_EXT = $8784
#GL_OP_DOT4_EXT = $8785
#GL_OP_MUL_EXT = $8786
#GL_OP_ADD_EXT = $8787
#GL_OP_MADD_EXT = $8788
#GL_OP_FRAC_EXT = $8789
#GL_OP_MAX_EXT = $878A
#GL_OP_MIN_EXT = $878B
#GL_OP_SET_GE_EXT = $878C
#GL_OP_SET_LT_EXT = $878D
#GL_OP_CLAMP_EXT = $878E
#GL_OP_FLOOR_EXT = $878F
#GL_OP_ROUND_EXT = $8790
#GL_OP_EXP_BASE_2_EXT = $8791
#GL_OP_LOG_BASE_2_EXT = $8792
#GL_OP_POWER_EXT = $8793
#GL_OP_RECIP_EXT = $8794
#GL_OP_RECIP_SQRT_EXT = $8795
#GL_OP_SUB_EXT = $8796
#GL_OP_CROSS_PRODUCT_EXT = $8797
#GL_OP_MULTIPLY_MATRIX_EXT = $8798
#GL_OP_MOV_EXT = $8799
#GL_OUTPUT_VERTEX_EXT = $879A
#GL_OUTPUT_COLOR0_EXT = $879B
#GL_OUTPUT_COLOR1_EXT = $879C
#GL_OUTPUT_TEXTURE_COORD0_EXT = $879D
#GL_OUTPUT_TEXTURE_COORD1_EXT = $879E
#GL_OUTPUT_TEXTURE_COORD2_EXT = $879F
#GL_OUTPUT_TEXTURE_COORD3_EXT = $87A0
#GL_OUTPUT_TEXTURE_COORD4_EXT = $87A1
#GL_OUTPUT_TEXTURE_COORD5_EXT = $87A2
#GL_OUTPUT_TEXTURE_COORD6_EXT = $87A3
#GL_OUTPUT_TEXTURE_COORD7_EXT = $87A4
#GL_OUTPUT_TEXTURE_COORD8_EXT = $87A5
#GL_OUTPUT_TEXTURE_COORD9_EXT = $87A6
#GL_OUTPUT_TEXTURE_COORD10_EXT = $87A7
#GL_OUTPUT_TEXTURE_COORD11_EXT = $87A8
#GL_OUTPUT_TEXTURE_COORD12_EXT = $87A9
#GL_OUTPUT_TEXTURE_COORD13_EXT = $87AA
#GL_OUTPUT_TEXTURE_COORD14_EXT = $87AB
#GL_OUTPUT_TEXTURE_COORD15_EXT = $87AC
#GL_OUTPUT_TEXTURE_COORD16_EXT = $87AD
#GL_OUTPUT_TEXTURE_COORD17_EXT = $87AE
#GL_OUTPUT_TEXTURE_COORD18_EXT = $87AF
#GL_OUTPUT_TEXTURE_COORD19_EXT = $87B0
#GL_OUTPUT_TEXTURE_COORD20_EXT = $87B1
#GL_OUTPUT_TEXTURE_COORD21_EXT = $87B2
#GL_OUTPUT_TEXTURE_COORD22_EXT = $87B3
#GL_OUTPUT_TEXTURE_COORD23_EXT = $87B4
#GL_OUTPUT_TEXTURE_COORD24_EXT = $87B5
#GL_OUTPUT_TEXTURE_COORD25_EXT = $87B6
#GL_OUTPUT_TEXTURE_COORD26_EXT = $87B7
#GL_OUTPUT_TEXTURE_COORD27_EXT = $87B8
#GL_OUTPUT_TEXTURE_COORD28_EXT = $87B9
#GL_OUTPUT_TEXTURE_COORD29_EXT = $87BA
#GL_OUTPUT_TEXTURE_COORD30_EXT = $87BB
#GL_OUTPUT_TEXTURE_COORD31_EXT = $87BC
#GL_OUTPUT_FOG_EXT = $87BD
#GL_SCALAR_EXT = $87BE
#GL_VECTOR_EXT = $87BF
#GL_MATRIX_EXT = $87C0
#GL_VARIANT_EXT = $87C1
#GL_INVARIANT_EXT = $87C2
#GL_LOCAL_CONSTANT_EXT = $87C3
#GL_LOCAL_EXT = $87C4
#GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT = $87C5
#GL_MAX_VERTEX_SHADER_VARIANTS_EXT = $87C6
#GL_MAX_VERTEX_SHADER_INVARIANTS_EXT = $87C7
#GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT = $87C8
#GL_MAX_VERTEX_SHADER_LOCALS_EXT = $87C9
#GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT = $87CA
#GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT = $87CB
#GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT = $87CC
#GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT = $87CD
#GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT = $87CE
#GL_VERTEX_SHADER_INSTRUCTIONS_EXT = $87CF
#GL_VERTEX_SHADER_VARIANTS_EXT = $87D0
#GL_VERTEX_SHADER_INVARIANTS_EXT = $87D1
#GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT = $87D2
#GL_VERTEX_SHADER_LOCALS_EXT = $87D3
#GL_VERTEX_SHADER_OPTIMIZED_EXT = $87D4
#GL_X_EXT = $87D5
#GL_Y_EXT = $87D6
#GL_Z_EXT = $87D7
#GL_W_EXT = $87D8
#GL_NEGATIVE_X_EXT = $87D9
#GL_NEGATIVE_Y_EXT = $87DA
#GL_NEGATIVE_Z_EXT = $87DB
#GL_NEGATIVE_W_EXT = $87DC
#GL_ZERO_EXT = $87DD
#GL_ONE_EXT = $87DE
#GL_NEGATIVE_ONE_EXT = $87DF
#GL_NORMALIZED_RANGE_EXT = $87E0
#GL_FULL_RANGE_EXT = $87E1
#GL_CURRENT_VERTEX_EXT = $87E2
#GL_MVP_MATRIX_EXT = $87E3
#GL_VARIANT_VALUE_EXT = $87E4
#GL_VARIANT_DATATYPE_EXT = $87E5
#GL_VARIANT_ARRAY_STRIDE_EXT = $87E6
#GL_VARIANT_ARRAY_TYPE_EXT = $87E7
#GL_VARIANT_ARRAY_EXT = $87E8
#GL_VARIANT_ARRAY_POINTER_EXT = $87E9
#GL_INVARIANT_VALUE_EXT = $87EA
#GL_INVARIANT_DATATYPE_EXT = $87EB
#GL_LOCAL_CONSTANT_VALUE_EXT = $87EC
#GL_LOCAL_CONSTANT_DATATYPE_EXT = $87ED
;*********** GL_ATI_vertex_streams ***********
#GL_MAX_VERTEX_STREAMS_ATI = $876B
#GL_VERTEX_STREAM0_ATI = $876C
#GL_VERTEX_STREAM1_ATI = $876D
#GL_VERTEX_STREAM2_ATI = $876E
#GL_VERTEX_STREAM3_ATI = $876F
#GL_VERTEX_STREAM4_ATI = $8770
#GL_VERTEX_STREAM5_ATI = $8771
#GL_VERTEX_STREAM6_ATI = $8772
#GL_VERTEX_STREAM7_ATI = $8773
#GL_VERTEX_SOURCE_ATI = $8774
;*********** GL_ATI_element_array ***********
#GL_ELEMENT_ARRAY_ATI = $8768
#GL_ELEMENT_ARRAY_TYPE_ATI = $8769
#GL_ELEMENT_ARRAY_POINTER_ATI = $876A
;*********** GL_SUN_mesh_array ***********
#GL_QUAD_MESH_SUN = $8614
#GL_TRIANGLE_MESH_SUN = $8615
;*********** GL_SUN_slice_accum ***********
#GL_SLICE_ACCUM_SUN = $85CC
;*********** GL_NV_multisample_filter_hint ***********
#GL_MULTISAMPLE_FILTER_HINT_NV = $8534
;*********** GL_NV_depth_clamp ***********
#GL_DEPTH_CLAMP_NV = $864F
;*********** GL_NV_occlusion_query ***********
#GL_PIXEL_COUNTER_BITS_NV = $8864
#GL_CURRENT_OCCLUSION_QUERY_ID_NV = $8865
#GL_PIXEL_COUNT_NV = $8866
#GL_PIXEL_COUNT_AVAILABLE_NV = $8867
;*********** GL_NV_point_sprite ***********
#GL_POINT_SPRITE_NV = $8861
#GL_COORD_REPLACE_NV = $8862
#GL_POINT_SPRITE_R_MODE_NV = $8863
;*********** GL_NV_texture_shader3 ***********
#GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV = $8850
#GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV = $8851
#GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV = $8852
#GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV = $8853
#GL_OFFSET_HILO_TEXTURE_2D_NV = $8854
#GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV = $8855
#GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV = $8856
#GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV = $8857
#GL_DEPENDENT_HILO_TEXTURE_2D_NV = $8858
#GL_DEPENDENT_RGB_TEXTURE_3D_NV = $8859
#GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV = $885A
#GL_DOT_PRODUCT_PASS_THROUGH_NV = $885B
#GL_DOT_PRODUCT_TEXTURE_1D_NV = $885C
#GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV = $885D
#GL_HILO8_NV = $885E
#GL_SIGNED_HILO8_NV = $885F
#GL_FORCE_BLUE_TO_ONE_NV = $8860
;*********** GL_NV_vertex_program1_1 ***********
;*********** GL_EXT_shadow_funcs ***********
;*********** GL_EXT_stencil_two_side ***********
#GL_STENCIL_TEST_TWO_SIDE_EXT = $8910
#GL_ACTIVE_STENCIL_FACE_EXT = $8911
;*********** GL_ATI_text_fragment_shader ***********
#GL_TEXT_FRAGMENT_SHADER_ATI = $8200
;*********** GL_APPLE_client_storage ***********
#GL_UNPACK_CLIENT_STORAGE_APPLE = $85B2
;*********** GL_APPLE_element_array ***********
#GL_ELEMENT_ARRAY_APPLE = $8768
#GL_ELEMENT_ARRAY_TYPE_APPLE = $8769
#GL_ELEMENT_ARRAY_POINTER_APPLE = $876A
;*********** GL_APPLE_fence ***********
#GL_DRAW_PIXELS_APPLE = $8A0A
#GL_FENCE_APPLE = $8A0B
;*********** GL_APPLE_vertex_array_object ***********
#GL_VERTEX_ARRAY_BINDING_APPLE = $85B5
;*********** GL_APPLE_vertex_array_range ***********
#GL_VERTEX_ARRAY_RANGE_APPLE = $851D
#GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE = $851E
#GL_VERTEX_ARRAY_STORAGE_HINT_APPLE = $851F
#GL_VERTEX_ARRAY_RANGE_POINTER_APPLE = $8521
#GL_STORAGE_CACHED_APPLE = $85BE
#GL_STORAGE_SHARED_APPLE = $85BF
;*********** GL_APPLE_ycbcr_422 ***********
#GL_YCBCR_422_APPLE = $85B9
#GL_UNSIGNED_SHORT_8_8_APPLE = $85BA
#GL_UNSIGNED_SHORT_8_8_REV_APPLE = $85BB
;*********** GL_S3_s3tc ***********
#GL_RGB_S3TC = $83A0
#GL_RGB4_S3TC = $83A1
#GL_RGBA_S3TC = $83A2
#GL_RGBA4_S3TC = $83A3
;*********** GL_ATI_draw_buffers ***********
#GL_MAX_DRAW_BUFFERS_ATI = $8824
#GL_DRAW_BUFFER0_ATI = $8825
#GL_DRAW_BUFFER1_ATI = $8826
#GL_DRAW_BUFFER2_ATI = $8827
#GL_DRAW_BUFFER3_ATI = $8828
#GL_DRAW_BUFFER4_ATI = $8829
#GL_DRAW_BUFFER5_ATI = $882A
#GL_DRAW_BUFFER6_ATI = $882B
#GL_DRAW_BUFFER7_ATI = $882C
#GL_DRAW_BUFFER8_ATI = $882D
#GL_DRAW_BUFFER9_ATI = $882E
#GL_DRAW_BUFFER10_ATI = $882F
#GL_DRAW_BUFFER11_ATI = $8830
#GL_DRAW_BUFFER12_ATI = $8831
#GL_DRAW_BUFFER13_ATI = $8832
#GL_DRAW_BUFFER14_ATI = $8833
#GL_DRAW_BUFFER15_ATI = $8834
;*********** GL_ATI_pixel_format_float ***********
#GL_TYPE_RGBA_FLOAT_ATI = $8820
#GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI = $8835
;*********** GL_ATI_texture_env_combine3 ***********
#GL_MODULATE_ADD_ATI = $8744
#GL_MODULATE_SIGNED_ADD_ATI = $8745
#GL_MODULATE_SUBTRACT_ATI = $8746
;*********** GL_ATI_texture_float ***********
#GL_RGBA_FLOAT32_ATI = $8814
#GL_RGB_FLOAT32_ATI = $8815
#GL_ALPHA_FLOAT32_ATI = $8816
#GL_INTENSITY_FLOAT32_ATI = $8817
#GL_LUMINANCE_FLOAT32_ATI = $8818
#GL_LUMINANCE_ALPHA_FLOAT32_ATI = $8819
#GL_RGBA_FLOAT16_ATI = $881A
#GL_RGB_FLOAT16_ATI = $881B
#GL_ALPHA_FLOAT16_ATI = $881C
#GL_INTENSITY_FLOAT16_ATI = $881D
#GL_LUMINANCE_FLOAT16_ATI = $881E
#GL_LUMINANCE_ALPHA_FLOAT16_ATI = $881F
;*********** GL_NV_float_buffer ***********
#GL_FLOAT_R_NV = $8880
#GL_FLOAT_RG_NV = $8881
#GL_FLOAT_RGB_NV = $8882
#GL_FLOAT_RGBA_NV = $8883
#GL_FLOAT_R16_NV = $8884
#GL_FLOAT_R32_NV = $8885
#GL_FLOAT_RG16_NV = $8886
#GL_FLOAT_RG32_NV = $8887
#GL_FLOAT_RGB16_NV = $8888
#GL_FLOAT_RGB32_NV = $8889
#GL_FLOAT_RGBA16_NV = $888A
#GL_FLOAT_RGBA32_NV = $888B
#GL_TEXTURE_FLOAT_COMPONENTS_NV = $888C
#GL_FLOAT_CLEAR_COLOR_VALUE_NV = $888D
#GL_FLOAT_RGBA_MODE_NV = $888E
;*********** GL_NV_fragment_program ***********
#GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV = $8868
#GL_FRAGMENT_PROGRAM_NV = $8870
#GL_MAX_TEXTURE_COORDS_NV = $8871
#GL_MAX_TEXTURE_IMAGE_UNITS_NV = $8872
#GL_FRAGMENT_PROGRAM_BINDING_NV = $8873
#GL_PROGRAM_ERROR_STRING_NV = $8874
;*********** GL_NV_half_float ***********
#GL_HALF_FLOAT_NV = $140B
;*********** GL_NV_pixel_data_range ***********
#GL_WRITE_PIXEL_DATA_RANGE_NV = $8878
#GL_READ_PIXEL_DATA_RANGE_NV = $8879
#GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV = $887A
#GL_READ_PIXEL_DATA_RANGE_LENGTH_NV = $887B
#GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV = $887C
#GL_READ_PIXEL_DATA_RANGE_POINTER_NV = $887D
;*********** GL_NV_primitive_restart ***********
#GL_PRIMITIVE_RESTART_NV = $8558
#GL_PRIMITIVE_RESTART_INDEX_NV = $8559
;*********** GL_NV_texture_expand_normal ***********
#GL_TEXTURE_UNSIGNED_REMAP_MODE_NV = $888F
;*********** GL_NV_vertex_program2 ***********
;*********** GL_ATI_map_object_buffer ***********
;*********** GL_ATI_separate_stencil ***********
#GL_STENCIL_BACK_FUNC_ATI = $8800
#GL_STENCIL_BACK_FAIL_ATI = $8801
#GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI = $8802
#GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI = $8803
;*********** GL_ATI_vertex_attrib_array_object ***********
;*********** GL_EXT_depth_bounds_test ***********
#GL_DEPTH_BOUNDS_TEST_EXT = $8890
#GL_DEPTH_BOUNDS_EXT = $8891
;*********** GL_EXT_texture_mirror_clamp ***********
#GL_MIRROR_CLAMP_EXT = $8742
#GL_MIRROR_CLAMP_TO_EDGE_EXT = $8743
#GL_MIRROR_CLAMP_TO_BORDER_EXT = $8912
;*********** GL_EXT_blend_equation_separate ***********
#GL_BLEND_EQUATION_RGB_EXT = #GL_BLEND_EQUATION
#GL_BLEND_EQUATION_ALPHA_EXT = $883D
;*********** GL_MESA_pack_invert ***********
#GL_PACK_INVERT_MESA = $8758
;*********** GL_MESA_ycbcr_texture ***********
#GL_UNSIGNED_SHORT_8_8_MESA = $85BA
#GL_UNSIGNED_SHORT_8_8_REV_MESA = $85BB
#GL_YCBCR_MESA = $8757
;*********** GL_EXT_pixel_buffer_object ***********
#GL_PIXEL_PACK_BUFFER_EXT = $88EB
#GL_PIXEL_UNPACK_BUFFER_EXT = $88EC
#GL_PIXEL_PACK_BUFFER_BINDING_EXT = $88ED
#GL_PIXEL_UNPACK_BUFFER_BINDING_EXT = $88EF
;*********** GL_NV_fragment_program_option ***********
;*********** GL_NV_fragment_program2 ***********
#GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV = $88F4
#GL_MAX_PROGRAM_CALL_DEPTH_NV = $88F5
#GL_MAX_PROGRAM_IF_DEPTH_NV = $88F6
#GL_MAX_PROGRAM_LOOP_DEPTH_NV = $88F7
#GL_MAX_PROGRAM_LOOP_COUNT_NV = $88F8
;*********** GL_NV_vertex_program2_option ***********
;*********** GL_NV_vertex_program3 ***********
;******************************************************************************
Part 3 - Copy all and paste it right after part2 then it's done.
I guess this isn't the right way to publish code but... well here it is
I guess this isn't the right way to publish code but... well here it is

Code: Select all
#GL_ARB_multitexture = 1
#GL_ARB_transpose_matrix = 1
#GL_ARB_multisample = 1
#GL_ARB_texture_env_add = 1
#GL_ARB_texture_cube_map = 1
#GL_ARB_texture_compression = 1
#GL_ARB_texture_border_clamp = 1
#GL_ARB_point_parameters = 1
#GL_ARB_vertex_blend = 1
#GL_ARB_matrix_palette = 1
#GL_ARB_texture_env_combine = 1
#GL_ARB_texture_env_crossbar = 1
#GL_ARB_texture_env_dot3 = 1
#GL_ARB_texture_mirrored_repeat = 1
#GL_ARB_depth_texture = 1
#GL_ARB_shadow = 1
#GL_ARB_shadow_ambient = 1
#GL_ARB_window_pos = 1
#GL_ARB_vertex_program = 1
#GL_ARB_fragment_program = 1
#GL_ARB_vertex_buffer_object = 1
#GL_ARB_occlusion_query = 1
#GL_ARB_shader_objects = 1
#GL_ARB_vertex_shader = 1
#GL_ARB_fragment_shader = 1
#GL_ARB_shading_language_100 = 1
#GL_ARB_texture_non_power_of_two = 1
#GL_ARB_point_sprite = 1
#GL_ARB_fragment_program_shadow = 1
#GL_ARB_draw_buffers = 1
#GL_ARB_texture_rectangle = 1
#GL_EXT_abgr = 1
#GL_EXT_blend_color = 1
#GL_EXT_polygon_offset = 1
#GL_EXT_texture = 1
#GL_EXT_texture3D = 1
#GL_SGIS_texture_filter4 = 1
#GL_EXT_subtexture = 1
#GL_EXT_copy_texture = 1
#GL_EXT_histogram = 1
#GL_EXT_convolution = 1
#GL_EXT_color_matrix = 1
#GL_SGI_color_table = 1
#GL_SGIX_pixel_texture = 1
#GL_SGIS_pixel_texture = 1
#GL_SGIS_texture4D = 1
#GL_SGI_texture_color_table = 1
#GL_EXT_cmyka = 1
#GL_EXT_texture_object = 1
#GL_SGIS_detail_texture = 1
#GL_SGIS_sharpen_texture = 1
#GL_EXT_packed_pixels = 1
#GL_SGIS_texture_lod = 1
#GL_SGIS_multisample = 1
#GL_EXT_rescale_normal = 1
#GL_EXT_vertex_array = 1
#GL_EXT_misc_attribute = 1
#GL_SGIS_generate_mipmap = 1
#GL_SGIX_clipmap = 1
#GL_SGIX_shadow = 1
#GL_SGIS_texture_edge_clamp = 1
#GL_SGIS_texture_border_clamp = 1
#GL_EXT_blend_minmax = 1
#GL_EXT_blend_subtract = 1
#GL_EXT_blend_logic_op = 1
#GL_SGIX_interlace = 1
#GL_SGIX_pixel_tiles = 1
#GL_SGIX_texture_select = 1
#GL_SGIX_sprite = 1
#GL_SGIX_texture_multi_buffer = 1
#GL_EXT_point_parameters = 1
#GL_SGIS_point_parameters = 1
#GL_SGIX_instruments = 1
#GL_SGIX_texture_scale_bias = 1
#GL_SGIX_framezoom = 1
#GL_SGIX_tag_sample_buffer = 1
#GL_SGIX_polynomial_ffd = 1
#GL_SGIX_reference_plane = 1
#GL_SGIX_flush_raster = 1
#GL_SGIX_depth_texture = 1
#GL_SGIS_fog_function = 1
#GL_SGIX_fog_offset = 1
#GL_HP_image_transform = 1
#GL_HP_convolution_border_modes = 1
#GL_SGIX_texture_add_env = 1
#GL_EXT_color_subtable = 1
#GL_PGI_vertex_hints = 1
#GL_PGI_misc_hints = 1
#GL_EXT_paletted_texture = 1
#GL_EXT_clip_volume_hint = 1
#GL_SGIX_list_priority = 1
#GL_SGIX_ir_instrument1 = 1
#GL_SGIX_calligraphic_fragment = 1
#GL_SGIX_texture_lod_bias = 1
#GL_SGIX_shadow_ambient = 1
#GL_EXT_index_texture = 1
#GL_EXT_index_material = 1
#GL_EXT_index_func = 1
#GL_EXT_index_array_formats = 1
#GL_EXT_compiled_vertex_array = 1
#GL_EXT_cull_vertex = 1
#GL_SGIX_ycrcb = 1
#GL_SGIX_fragment_lighting = 1
#GL_IBM_rasterpos_clip = 1
#GL_HP_texture_lighting = 1
#GL_EXT_draw_range_elements = 1
#GL_WIN_phong_shading = 1
#GL_WIN_specular_fog = 1
#GL_EXT_light_texture = 1
#GL_SGIX_blend_alpha_minmax = 1
#GL_EXT_bgra = 1
#GL_SGIX_async = 1
#GL_SGIX_async_pixel = 1
#GL_SGIX_async_histogram = 1
#GL_INTEL_parallel_arrays = 1
#GL_HP_occlusion_test = 1
#GL_EXT_pixel_transform = 1
#GL_EXT_pixel_transform_color_table = 1
#GL_EXT_shared_texture_palette = 1
#GL_EXT_separate_specular_color = 1
#GL_EXT_secondary_color = 1
#GL_EXT_texture_perturb_normal = 1
#GL_EXT_multi_draw_arrays = 1
#GL_EXT_fog_coord = 1
#GL_REND_screen_coordinates = 1
#GL_EXT_coordinate_frame = 1
#GL_EXT_texture_env_combine = 1
#GL_APPLE_specular_vector = 1
#GL_APPLE_transform_hint = 1
#GL_SGIX_fog_scale = 1
#GL_SUNX_constant_data = 1
#GL_SUN_global_alpha = 1
#GL_SUN_triangle_list = 1
#GL_SUN_vertex = 1
#GL_EXT_blend_func_separate = 1
#GL_INGR_blend_func_separate = 1
#GL_INGR_color_clamp = 1
#GL_INGR_interlace_read = 1
#GL_EXT_stencil_wrap = 1
#GL_EXT_422_pixels = 1
#GL_NV_texgen_reflection = 1
#GL_SUN_convolution_border_modes = 1
#GL_EXT_texture_env_add = 1
#GL_EXT_texture_lod_bias = 1
#GL_EXT_texture_filter_anisotropic = 1
#GL_EXT_vertex_weighting = 1
#GL_NV_light_max_exponent = 1
#GL_NV_vertex_array_range = 1
#GL_NV_register_combiners = 1
#GL_NV_fog_distance = 1
#GL_NV_texgen_emboss = 1
#GL_NV_blend_square = 1
#GL_NV_texture_env_combine4 = 1
#GL_MESA_resize_buffers = 1
#GL_MESA_window_pos = 1
#GL_IBM_cull_vertex = 1
#GL_IBM_multimode_draw_arrays = 1
#GL_IBM_vertex_array_lists = 1
#GL_SGIX_subsample = 1
#GL_SGIX_ycrcba = 1
#GL_SGIX_ycrcb_subsample = 1
#GL_SGIX_depth_pass_instrument = 1
#GL_3DFX_texture_compression_FXT1 = 1
#GL_3DFX_multisample = 1
#GL_3DFX_tbuffer = 1
#GL_EXT_multisample = 1
#GL_SGIX_vertex_preclip = 1
#GL_SGIX_convolution_accuracy = 1
#GL_SGIX_resample = 1
#GL_SGIS_point_line_texgen = 1
#GL_SGIS_texture_color_mask = 1
#GL_SGIX_igloo_interface = 1
#GL_EXT_texture_env_dot3 = 1
#GL_ATI_texture_mirror_once = 1
#GL_NV_fence = 1
#GL_NV_evaluators = 1
#GL_NV_packed_depth_stencil = 1
#GL_NV_register_combiners2 = 1
#GL_NV_texture_compression_vtc = 1
#GL_NV_texture_rectangle = 1
#GL_NV_texture_shader = 1
#GL_NV_texture_shader2 = 1
#GL_NV_vertex_array_range2 = 1
#GL_NV_vertex_program = 1
#GL_SGIX_texture_coordinate_clamp = 1
#GL_SGIX_scalebias_hint = 1
#GL_OML_interlace = 1
#GL_OML_subsample = 1
#GL_OML_resample = 1
#GL_NV_copy_depth_to_color = 1
#GL_ATI_envmap_bumpmap = 1
#GL_ATI_fragment_shader = 1
#GL_ATI_pn_triangles = 1
#GL_ATI_vertex_array_object = 1
#GL_EXT_vertex_shader = 1
#GL_ATI_vertex_streams = 1
#GL_ATI_element_array = 1
#GL_SUN_mesh_array = 1
#GL_SUN_slice_accum = 1
#GL_NV_multisample_filter_hint = 1
#GL_NV_depth_clamp = 1
#GL_NV_occlusion_query = 1
#GL_NV_point_sprite = 1
#GL_NV_texture_shader3 = 1
#GL_NV_vertex_program1_1 = 1
#GL_EXT_shadow_funcs = 1
#GL_EXT_stencil_two_side = 1
#GL_ATI_text_fragment_shader = 1
#GL_APPLE_client_storage = 1
#GL_APPLE_element_array = 1
#GL_APPLE_fence = 1
#GL_APPLE_vertex_array_object = 1
#GL_APPLE_vertex_array_range = 1
#GL_APPLE_ycbcr_422 = 1
#GL_S3_s3tc = 1
#GL_ATI_draw_buffers = 1
#GL_ATI_pixel_format_float = 1
#GL_ATI_texture_env_combine3 = 1
#GL_ATI_texture_float = 1
#GL_NV_float_buffer = 1
#GL_NV_fragment_program = 1
#GL_NV_half_float = 1
#GL_NV_pixel_data_range = 1
#GL_NV_primitive_restart = 1
#GL_NV_texture_expand_normal = 1
#GL_NV_vertex_program2 = 1
#GL_ATI_map_object_buffer = 1
#GL_ATI_separate_stencil = 1
#GL_ATI_vertex_attrib_array_object = 1
#GL_EXT_depth_bounds_test = 1
#GL_EXT_texture_mirror_clamp = 1
#GL_EXT_blend_equation_separate = 1
#GL_MESA_pack_invert = 1
#GL_MESA_ycbcr_texture = 1
#GL_EXT_pixel_buffer_object = 1
#GL_NV_fragment_program_option = 1
#GL_NV_fragment_program2 = 1
#GL_NV_vertex_program2_option = 1
#GL_NV_vertex_program3 = 1