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How does Pure Basic implement support for OpenGL?
Posted: Thu Sep 16, 2004 2:15 pm
by Escobar
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
Posted: Thu Sep 16, 2004 5:17 pm
by olejr
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
Posted: Thu Sep 16, 2004 10:23 pm
by Moonshine
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.
Posted: Sat Sep 18, 2004 12:29 pm
by Escobar
@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:
Posted: Sat Sep 18, 2004 3:34 pm
by dmoc
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.
Posted: Sat Sep 18, 2004 7:27 pm
by Escobar
@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.
Posted: Sun Sep 19, 2004 1:32 am
by Moonshine
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:
Code: Select all
Global *PtrFunctionName = #Null
*PtrFunctionName = wglGetProcAddress_("glExtensionName")
if *PtrFunctionName = #Null
Messagerequester("Error", "Extension not supported", 0)
endif
And the calling of the function would simply be:
Code: Select all
CallFunctionFast(*PtrFunctionName, parameter1, parameter2...)
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...
Posted: Sun Sep 19, 2004 1:58 am
by Moonshine
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

Posted: Sun Sep 19, 2004 12:57 pm
by Progs
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)
Posted: Sun Sep 19, 2004 5:56 pm
by Escobar
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.
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
Posted: Sun Sep 19, 2004 6:26 pm
by Escobar
Hmmm... the code seems to be cut in half
What should I do? Can I Upload it somewhere or do I have to split the code and post it separately?
Posted: Sun Sep 19, 2004 7:53 pm
by Escobar
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 ***********
;******************************************************************************
Posted: Sun Sep 19, 2004 7:56 pm
by Moonshine
Firstly, thanks to Progs for the useful code, and Escobar, thanks for the header conversion. there must be a post word limit, try either posting it in code tags or just posting the missing half.
[edit] Replied a little late...

Posted: Sun Sep 19, 2004 8:02 pm
by Escobar
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
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