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OpenGL 4 Include?

Posted: Sun Mar 06, 2011 3:03 pm
by Artus
Hi,
I looked in the german and in english Search and i don't find any OpenGL 4 Include for PB. Does anybody have one? And can post or send it?

Thanks Arthur

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:29 pm
by luis
It wasn't a lot of work so I'have updated my includes.

Hope this helps.

Code: Select all

;********************************************************************
;- OPENGL INCLUDES
;********************************************************************

IncludeFile "glimp.pbi"  ; GL imports
IncludeFile "gl.pbi"     ; GL constants up to OpenGL 1.1
IncludeFile "glext.pbi"  ; GL constants up to OpenGL 4.1
IncludeFile "wglext.pbi" ; GL constants for Windows-only extensions

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:30 pm
by luis

Code: Select all

;// *****************************************************************
;// GLIMP.PBI
;// This file is part of the SGL package for PureBasic
;// Many thanks to "remi_meier" for the initial version
;// *****************************************************************

Import "Opengl32.lib"
; reminder: should be ImportC "/usr/lib/libGL.so" for Linux
; reminder: should be something like ImportC "/System/Library/Frameworks/OpenGL.framework/OpenGL" for OSX
 glAccum_(a.l,b.f) As "_glAccum@8"
 glAlphaFunc_(a.l,b.f) As "_glAlphaFunc@8"
 glAreTexturesResident_(a.l,b.l,c.l) As "_glAreTexturesResident@12"
 glArrayElement_(a.l) As "_glArrayElement@4"
 glBegin_(a.l) As "_glBegin@4"
 glBindTexture_(a.l,b.l) As "_glBindTexture@8"
 glBitmap_(a.l,b.l,c.f,d.f,e.f,f.f,g.l) As "_glBitmap@28"
 glBlendFunc_(a.l,b.l) As "_glBlendFunc@8"
 glCallList_(a.l) As "_glCallList@4"
 glCallLists_(a.l,b.l,c.l) As "_glCallLists@12"
 glClear_(a.l) As "_glClear@4"
 glClearAccum_(a.f,b.f,c.f,d.f) As "_glClearAccum@16"
 glClearColor_(a.f,b.f,c.f,d.f) As "_glClearColor@16"
 glClearDepth_(a.d) As "_glClearDepth@8"
 glClearIndex_(a.f) As "_glClearIndex@4"
 glClearStencil_(a.l) As "_glClearStencil@4"
 glClipPlane_(a.l,b.l) As "_glClipPlane@8"
 glColor3b_(a.b,b.b,c.b) As "_glColor3b@12"
 glColor3bv_(a.l) As "_glColor3bv@4"
 glColor3d_(a.d,b.d,c.d) As "_glColor3d@24"
 glColor3dv_(a.l) As "_glColor3dv@4"
 glColor3f_(a.f,b.f,c.f) As "_glColor3f@12"
 glColor3fv_(a.l) As "_glColor3fv@4"
 glColor3i_(a.l,b.l,c.l) As "_glColor3i@12"
 glColor3iv_(a.l) As "_glColor3iv@4"
 glColor3s_(a.w,b.w,c.w) As "_glColor3s@12"
 glColor3sv_(a.l) As "_glColor3sv@4"
 glColor3ub_(a.c,b.c,c.c) As "_glColor3ub@12"
 glColor3ubv_(a.l) As "_glColor3ubv@4"
 glColor3ui_(a.l,b.l,c.l) As "_glColor3ui@12"
 glColor3uiv_(a.l) As "_glColor3uiv@4"
 glColor3us_(a.w,b.w,c.w) As "_glColor3us@12"
 glColor3usv_(a.l) As "_glColor3usv@4"
 glColor4b_(a.b,b.b,c.b,d.b) As "_glColor4b@16"
 glColor4bv_(a.l) As "_glColor4bv@4"
 glColor4d_(a.d,b.d,c.d,d.d) As "_glColor4d@32"
 glColor4dv_(a.l) As "_glColor4dv@4"
 glColor4f_(a.f,b.f,c.f,d.f) As "_glColor4f@16"
 glColor4fv_(a.l) As "_glColor4fv@4"
 glColor4i_(a.l,b.l,c.l,d.l) As "_glColor4i@16"
 glColor4iv_(a.l) As "_glColor4iv@4"
 glColor4s_(a.w,b.w,c.w,d.w) As "_glColor4s@16"
 glColor4sv_(a.l) As "_glColor4sv@4"
 glColor4ub_(a.c,b.c,c.c,d.c) As "_glColor4ub@16"
 glColor4ubv_(a.l) As "_glColor4ubv@4"
 glColor4ui_(a.l,b.l,c.l,d.l) As "_glColor4ui@16"
 glColor4uiv_(a.l) As "_glColor4uiv@4"
 glColor4us_(a.w,b.w,c.w,d.w) As "_glColor4us@16"
 glColor4usv_(a.l) As "_glColor4usv@4"
 glColorMask_(a.c,b.c,c.c,d.c) As "_glColorMask@16"
 glColorMaterial_(a.l,b.l) As "_glColorMaterial@8"
 glColorPointer_(a.l,b.l,c.l,d.l) As "_glColorPointer@16"
 glCopyPixels_(a.l,b.l,c.l,d.l,e.l) As "_glCopyPixels@20"
 glCopyTexImage1D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "_glCopyTexImage1D@28"
 glCopyTexImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) As "_glCopyTexImage2D@32"
 glCopyTexSubImage1D_(a.l,b.l,c.l,d.l,e.l,f.l) As "_glCopyTexSubImage1D@24"
 glCopyTexSubImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) As "_glCopyTexSubImage2D@32"
 glCullFace_(a.l) As "_glCullFace@4"
 glDeleteLists_(a.l,b.l) As "_glDeleteLists@8"
 glDeleteTextures_(a.l,b.l) As "_glDeleteTextures@8"
 glDepthFunc_(a.l) As "_glDepthFunc@4"
 glDepthMask_(a.c) As "_glDepthMask@4"
 glDepthRange_(a.d,b.d) As "_glDepthRange@16"
 glDisable_(a.l) As "_glDisable@4"
 glDisableClientState_(a.l) As "_glDisableClientState@4"
 glDrawArrays_(a.l,b.l,c.l) As "_glDrawArrays@12"
 glDrawBuffer_(a.l) As "_glDrawBuffer@4"
 glDrawElements_(a.l,b.l,c.l,d.l) As "_glDrawElements@16"
 glDrawPixels_(a.l,b.l,c.l,d.l,e.l) As "_glDrawPixels@20"
 glEdgeFlag_(a.c) As "_glEdgeFlag@4"
 glEdgeFlagPointer_(a.l,b.l) As "_glEdgeFlagPointer@8"
 glEdgeFlagv_(a.l) As "_glEdgeFlagv@4"
 glEnable_(a.l) As "_glEnable@4"
 glEnableClientState_(a.l) As "_glEnableClientState@4"
 glEnd_() As "_glEnd@0"
 glEndList_() As "_glEndList@0"
 glEvalCoord1d_(a.d) As "_glEvalCoord1d@8"
 glEvalCoord1dv_(a.l) As "_glEvalCoord1dv@4"
 glEvalCoord1f_(a.f) As "_glEvalCoord1f@4"
 glEvalCoord1fv_(a.l) As "_glEvalCoord1fv@4"
 glEvalCoord2d_(a.d,b.d) As "_glEvalCoord2d@16"
 glEvalCoord2dv_(a.l) As "_glEvalCoord2dv@4"
 glEvalCoord2f_(a.f,b.f) As "_glEvalCoord2f@8"
 glEvalCoord2fv_(a.l) As "_glEvalCoord2fv@4"
 glEvalMesh1_(a.l,b.l,c.l) As "_glEvalMesh1@12"
 glEvalMesh2_(a.l,b.l,c.l,d.l,e.l) As "_glEvalMesh2@20"
 glEvalPoint1_(a.l) As "_glEvalPoint1@4"
 glEvalPoint2_(a.l,b.l) As "_glEvalPoint2@8"
 glFeedbackBuffer_(a.l,b.l,c.l) As "_glFeedbackBuffer@12"
 glFinish_() As "_glFinish@0"
 glFlush_() As "_glFlush@0"
 glFogf_(a.l,b.f) As "_glFogf@8"
 glFogfv_(a.l,b.l) As "_glFogfv@8"
 glFogi_(a.l,b.l) As "_glFogi@8"
 glFogiv_(a.l,b.l) As "_glFogiv@8"
 glFrontFace_(a.l) As "_glFrontFace@4"
 glFrustum_(a.d,b.d,c.d,d.d,e.d,f.d) As "_glFrustum@48"
 glGenLists_(a.l) As "_glGenLists@4"
 glGenTextures_(a.l,b.l) As "_glGenTextures@8"
 glGetBooleanv_(a.l,b.l) As "_glGetBooleanv@8"
 glGetClipPlane_(a.l,b.l) As "_glGetClipPlane@8"
 glGetDoublev_(a.l,b.l) As "_glGetDoublev@8"
 glGetError_() As "_glGetError@0"
 glGetFloatv_(a.l,b.l) As "_glGetFloatv@8"
 glGetIntegerv_(a.l,b.l) As "_glGetIntegerv@8"
 glGetLightfv_(a.l,b.l,c.l) As "_glGetLightfv@12"
 glGetLightiv_(a.l,b.l,c.l) As "_glGetLightiv@12"
 glGetMapdv_(a.l,b.l,c.l) As "_glGetMapdv@12"
 glGetMapfv_(a.l,b.l,c.l) As "_glGetMapfv@12"
 glGetMapiv_(a.l,b.l,c.l) As "_glGetMapiv@12"
 glGetMaterialfv_(a.l,b.l,c.l) As "_glGetMaterialfv@12"
 glGetMaterialiv_(a.l,b.l,c.l) As "_glGetMaterialiv@12"
 glGetPixelMapfv_(a.l,b.l) As "_glGetPixelMapfv@8"
 glGetPixelMapuiv_(a.l,b.l) As "_glGetPixelMapuiv@8"
 glGetPixelMapusv_(a.l,b.l) As "_glGetPixelMapusv@8"
 glGetPointerv_(a.l,b.l) As "_glGetPointerv@8"
 glGetPolygonStipple_(a.l) As "_glGetPolygonStipple@4"
 glGetString_(a.l) As "_glGetString@4"
 glGetTexEnvfv_(a.l,b.l,c.l) As "_glGetTexEnvfv@12"
 glGetTexEnviv_(a.l,b.l,c.l) As "_glGetTexEnviv@12"
 glGetTexGendv_(a.l,b.l,c.l) As "_glGetTexGendv@12"
 glGetTexGenfv_(a.l,b.l,c.l) As "_glGetTexGenfv@12"
 glGetTexGeniv_(a.l,b.l,c.l) As "_glGetTexGeniv@12"
 glGetTexImage_(a.l,b.l,c.l,d.l,e.l) As "_glGetTexImage@20"
 glGetTexLevelParameterfv_(a.l,b.l,c.l,d.l) As "_glGetTexLevelParameterfv@16"
 glGetTexLevelParameteriv_(a.l,b.l,c.l,d.l) As "_glGetTexLevelParameteriv@16"
 glGetTexParameterfv_(a.l,b.l,c.l) As "_glGetTexParameterfv@12"
 glGetTexParameteriv_(a.l,b.l,c.l) As "_glGetTexParameteriv@12"
 glHint_(a.l,b.l) As "_glHint@8"
 glIndexMask_(a.l) As "_glIndexMask@4"
 glIndexPointer_(a.l,b.l,c.l) As "_glIndexPointer@12"
 glIndexd_(a.d) As "_glIndexd@8"
 glIndexdv_(a.l) As "_glIndexdv@4"
 glIndexf_(a.f) As "_glIndexf@4"
 glIndexfv_(a.l) As "_glIndexfv@4"
 glIndexi_(a.l) As "_glIndexi@4"
 glIndexiv_(a.l) As "_glIndexiv@4"
 glIndexs_(a.w) As "_glIndexs@4"
 glIndexsv_(a.l) As "_glIndexsv@4"
 glIndexub_(a.c) As "_glIndexub@4"
 glIndexubv_(a.l) As "_glIndexubv@4"
 glInitNames_() As "_glInitNames@0"
 glInterleavedArrays_(a.l,b.l,c.l) As "_glInterleavedArrays@12"
 glIsEnabled_(a.l) As "_glIsEnabled@4"
 glIsList_(a.l) As "_glIsList@4"
 glIsTexture_(a.l) As "_glIsTexture@4"
 glLightModelf_(a.l,b.f) As "_glLightModelf@8"
 glLightModelfv_(a.l,b.l) As "_glLightModelfv@8"
 glLightModeli_(a.l,b.l) As "_glLightModeli@8"
 glLightModeliv_(a.l,b.l) As "_glLightModeliv@8"
 glLightf_(a.l,b.l,c.f) As "_glLightf@12"
 glLightfv_(a.l,b.l,c.l) As "_glLightfv@12"
 glLighti_(a.l,b.l,c.l) As "_glLighti@12"
 glLightiv_(a.l,b.l,c.l) As "_glLightiv@12"
 glLineStipple_(a.l,b.w) As "_glLineStipple@8"
 glLineWidth_(a.f) As "_glLineWidth@4"
 glListBase_(a.l) As "_glListBase@4"
 glLoadIdentity_() As "_glLoadIdentity@0"
 glLoadMatrixd_(a.l) As "_glLoadMatrixd@4"
 glLoadMatrixf_(a.l) As "_glLoadMatrixf@4"
 glLoadName_(a.l) As "_glLoadName@4"
 glLogicOp_(a.l) As "_glLogicOp@4"
 glMap1d_(a.l,b.d,c.d,d.l,e.l,f.l) As "_glMap1d@32"
 glMap1f_(a.l,b.f,c.f,d.l,e.l,f.l) As "_glMap1f@24"
 glMap2d_(a.l,b.d,c.d,d.l,e.l,f.d,g.d,h.l,i.l,j.l) As "_glMap2d@56"
 glMap2f_(a.l,b.f,c.f,d.l,e.l,f.f,g.f,h.l,i.l,j.l) As "_glMap2f@40"
 glMapGrid1d_(a.l,b.d,c.d) As "_glMapGrid1d@20"
 glMapGrid1f_(a.l,b.f,c.f) As "_glMapGrid1f@12"
 glMapGrid2d_(a.l,b.d,c.d,d.l,e.d,f.d) As "_glMapGrid2d@40"
 glMapGrid2f_(a.l,b.f,c.f,d.l,e.f,f.f) As "_glMapGrid2f@24"
 glMaterialf_(a.l,b.l,c.f) As "_glMaterialf@12"
 glMaterialfv_(a.l,b.l,c.l) As "_glMaterialfv@12"
 glMateriali_(a.l,b.l,c.l) As "_glMateriali@12"
 glMaterialiv_(a.l,b.l,c.l) As "_glMaterialiv@12"
 glMatrixMode_(a.l) As "_glMatrixMode@4"
 glMultMatrixd_(a.l) As "_glMultMatrixd@4"
 glMultMatrixf_(a.l) As "_glMultMatrixf@4"
 glNewList_(a.l,b.l) As "_glNewList@8"
 glNormal3b_(a.b,b.b,c.b) As "_glNormal3b@12"
 glNormal3bv_(a.l) As "_glNormal3bv@4"
 glNormal3d_(a.d,b.d,c.d) As "_glNormal3d@24"
 glNormal3dv_(a.l) As "_glNormal3dv@4"
 glNormal3f_(a.f,b.f,c.f) As "_glNormal3f@12"
 glNormal3fv_(a.l) As "_glNormal3fv@4"
 glNormal3i_(a.l,b.l,c.l) As "_glNormal3i@12"
 glNormal3iv_(a.l) As "_glNormal3iv@4"
 glNormal3s_(a.w,b.w,c.w) As "_glNormal3s@12"
 glNormal3sv_(a.l) As "_glNormal3sv@4"
 glNormalPointer_(a.l,b.l,c.l) As "_glNormalPointer@12"
 glOrtho_(a.d,b.d,c.d,d.d,e.d,f.d) As "_glOrtho@48"
 glPassThrough_(a.f) As "_glPassThrough@4"
 glPixelMapfv_(a.l,b.l,c.l) As "_glPixelMapfv@12"
 glPixelMapuiv_(a.l,b.l,c.l) As "_glPixelMapuiv@12"
 glPixelMapusv_(a.l,b.l,c.l) As "_glPixelMapusv@12"
 glPixelStoref_(a.l,b.f) As "_glPixelStoref@8"
 glPixelStorei_(a.l,b.l) As "_glPixelStorei@8"
 glPixelTransferf_(a.l,b.f) As "_glPixelTransferf@8"
 glPixelTransferi_(a.l,b.l) As "_glPixelTransferi@8"
 glPixelZoom_(a.f,b.f) As "_glPixelZoom@8"
 glPointSize_(a.f) As "_glPointSize@4"
 glPolygonMode_(a.l,b.l) As "_glPolygonMode@8"
 glPolygonOffset_(a.f,b.f) As "_glPolygonOffset@8"
 glPolygonStipple_(a.l) As "_glPolygonStipple@4"
 glPopAttrib_() As "_glPopAttrib@0"
 glPopClientAttrib_() As "_glPopClientAttrib@0"
 glPopMatrix_() As "_glPopMatrix@0"
 glPopName_() As "_glPopName@0"
 glPrioritizeTextures_(a.l,b.l,c.l) As "_glPrioritizeTextures@12"
 glPushAttrib_(a.l) As "_glPushAttrib@4"
 glPushClientAttrib_(a.l) As "_glPushClientAttrib@4"
 glPushMatrix_() As "_glPushMatrix@0"
 glPushName_(a.l) As "_glPushName@4"
 glRasterPos2d_(a.d,b.d) As "_glRasterPos2d@16"
 glRasterPos2dv_(a.l) As "_glRasterPos2dv@4"
 glRasterPos2f_(a.f,b.f) As "_glRasterPos2f@8"
 glRasterPos2fv_(a.l) As "_glRasterPos2fv@4"
 glRasterPos2i_(a.l,b.l) As "_glRasterPos2i@8"
 glRasterPos2iv_(a.l) As "_glRasterPos2iv@4"
 glRasterPos2s_(a.w,b.w) As "_glRasterPos2s@8"
 glRasterPos2sv_(a.l) As "_glRasterPos2sv@4"
 glRasterPos3d_(a.d,b.d,c.d) As "_glRasterPos3d@24"
 glRasterPos3dv_(a.l) As "_glRasterPos3dv@4"
 glRasterPos3f_(a.f,b.f,c.f) As "_glRasterPos3f@12"
 glRasterPos3fv_(a.l) As "_glRasterPos3fv@4"
 glRasterPos3i_(a.l,b.l,c.l) As "_glRasterPos3i@12"
 glRasterPos3iv_(a.l) As "_glRasterPos3iv@4"
 glRasterPos3s_(a.w,b.w,c.w) As "_glRasterPos3s@12"
 glRasterPos3sv_(a.l) As "_glRasterPos3sv@4"
 glRasterPos4d_(a.d,b.d,c.d,d.d) As "_glRasterPos4d@32"
 glRasterPos4dv_(a.l) As "_glRasterPos4dv@4";
 glRasterPos4f_(a.f,b.f,c.f,d.f) As "_glRasterPos4f@16"
 glRasterPos4fv_(a.l) As "_glRasterPos4fv@4"
 glRasterPos4i_(a.l,b.l,c.l,d.l) As "_glRasterPos4i@16"
 glRasterPos4iv_(a.l) As "_glRasterPos4iv@4"
 glRasterPos4s_(a.w,b.w,c.w,d.w) As "_glRasterPos4s@16"
 glRasterPos4sv_(a.l) As "_glRasterPos4sv@4"
 glReadBuffer_(a.l) As "_glReadBuffer@4"
 glReadPixels_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "_glReadPixels@28"
 glRectd_(a.d,b.d,c.d,d.d) As "_glRectd@32"
 glRectdv_(a.l,b.l) As "_glRectdv@8"
 glRectf_(a.f,b.f,c.f,d.f) As "_glRectf@16"
 glRectfv_(a.l,b.l) As "_glRectfv@8"
 glRecti_(a.l,b.l,c.l,d.l) As "_glRecti@16"
 glRectiv_(a.l,b.l) As "_glRectiv@8"
 glRects_(a.w,b.w,c.w,d.w) As "_glRects@16"
 glRectsv_(a.l,b.l) As "_glRectsv@8"
 glRenderMode_(a.l) As "_glRenderMode@4"
 glRotated_(a.d,b.d,c.d,d.d) As "_glRotated@32"
 glRotatef_(a.f,b.f,c.f,d.f) As "_glRotatef@16"
 glScaled_(a.d,b.d,c.d) As "_glScaled@24"
 glScalef_(a.f,b.f,c.f) As "_glScalef@12"
 glScissor_(a.l,b.l,c.l,d.l) As "_glScissor@16"
 glSelectBuffer_(a.l,b.l) As "_glSelectBuffer@8"
 glShadeModel_(a.l) As "_glShadeModel@4"
 glStencilFunc_(a.l,b.l,c.l) As "_glStencilFunc@12"
 glStencilMask_(a.l) As "_glStencilMask@4"
 glStencilOp_(a.l,b.l,c.l) As "_glStencilOp@12"
 glTexCoord1d_(a.d) As "_glTexCoord1d@8"
 glTexCoord1dv_(a.l) As "_glTexCoord1dv@4"
 glTexCoord1f_(a.f) As "_glTexCoord1f@4"
 glTexCoord1fv_(a.l) As "_glTexCoord1fv@4"
 glTexCoord1i_(a.l) As "_glTexCoord1i@4"
 glTexCoord1iv_(a.l) As "_glTexCoord1iv@4"
 glTexCoord1s_(a.w) As "_glTexCoord1s@4"
 glTexCoord1sv_(a.l) As "_glTexCoord1sv@4"
 glTexCoord2d_(a.d,b.d) As "_glTexCoord2d@16"
 glTexCoord2dv_(a.l) As "_glTexCoord2dv@4"
 glTexCoord2f_(a.f,b.f) As "_glTexCoord2f@8"
 glTexCoord2fv_(a.l) As "_glTexCoord2fv@4"
 glTexCoord2i_(a.l,b.l) As "_glTexCoord2i@8"
 glTexCoord2iv_(a.l) As "_glTexCoord2iv@4"
 glTexCoord2s_(a.w,b.w) As "_glTexCoord2s@8"
 glTexCoord2sv_(a.l) As "_glTexCoord2sv@4"
 glTexCoord3d_(a.d,b.d,c.d) As "_glTexCoord3d@24"
 glTexCoord3dv_(a.l) As "_glTexCoord3dv@4"
 glTexCoord3f_(a.f,b.f,c.f) As "_glTexCoord3f@12"
 glTexCoord3fv_(a.l) As "_glTexCoord3fv@4"
 glTexCoord3i_(a.l,b.l,c.l) As "_glTexCoord3i@12"
 glTexCoord3iv_(a.l) As "_glTexCoord3iv@4"
 glTexCoord3s_(a.w,b.w,c.w) As "_glTexCoord3s@12"
 glTexCoord3sv_(a.l) As "_glTexCoord3sv@4"
 glTexCoord4d_(a.d,b.d,c.d,d.d) As "_glTexCoord4d@32"
 glTexCoord4dv_(a.l) As "_glTexCoord4dv@4"
 glTexCoord4f_(a.f,b.f,c.f,d.f) As "_glTexCoord4f@16"
 glTexCoord4fv_(a.l) As "_glTexCoord4fv@4"
 glTexCoord4i_(a.l,b.l,c.l,d.l) As "_glTexCoord4i@16"
 glTexCoord4iv_(a.l) As "_glTexCoord4iv@4"
 glTexCoord4s_(a.w,b.w,c.w,d.w) As "_glTexCoord4s@16"
 glTexCoord4sv_(a.l) As "_glTexCoord4sv@4"
 glTexCoordPointer_(a.l,b.l,c.l,d.l) As "_glTexCoordPointer@16"
 glTexEnvf_(a.l,b.l,c.f) As "_glTexEnvf@12"
 glTexEnvfv_(a.l,b.l,c.l) As "_glTexEnvfv@12"
 glTexEnvi_(a.l,b.l,c.l) As "_glTexEnvi@12"
 glTexEnviv_(a.l,b.l,c.l) As "_glTexEnviv@12"
 glTexGend_(a.l,b.l,c.d) As "_glTexGend@16"
 glTexGendv_(a.l,b.l,c.l) As "_glTexGendv@12"
 glTexGenf_(a.l,b.l,c.f) As "_glTexGenf@12"
 glTexGenfv_(a.l,b.l,c.l) As "_glTexGenfv@12"
 glTexGeni_(a.l,b.l,c.l) As "_glTexGeni@12"
 glTexGeniv_(a.l,b.l,c.l) As "_glTexGeniv@12"
 glTexImage1D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l) As "_glTexImage1D@32"
 glTexImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) As "_glTexImage2D@36"
 glTexParameterf_(a.l,b.l,c.f) As "_glTexParameterf@12"
 glTexParameterfv_(a.l,b.l,c.l) As "_glTexParameterfv@12"
 glTexParameteri_(a.l,b.l,c.l) As "_glTexParameteri@12"
 glTexParameteriv_(a.l,b.l,c.l) As "_glTexParameteriv@12"
 glTexSubImage1D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "_glTexSubImage1D@28"
 glTexSubImage2D_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) As "_glTexSubImage2D@36"
 glTranslated_(a.d,b.d,c.d) As "_glTranslated@24"
 glTranslatef_(a.f,b.f,c.f) As "_glTranslatef@12"
 glVertex2d_(a.d,b.d) As "_glVertex2d@16"
 glVertex2dv_(a.l) As "_glVertex2dv@4"
 glVertex2f_(a.f,b.f) As "_glVertex2f@8"
 glVertex2fv_(a.l) As "_glVertex2fv@4"
 glVertex2i_(a.l,b.l) As "_glVertex2i@8"
 glVertex2iv_(a.l) As "_glVertex2iv@4"
 glVertex2s_(a.w,b.w) As "_glVertex2s@8"
 glVertex2sv_(a.l) As "_glVertex2sv@4"
 glVertex3d_(a.d,b.d,c.d) As "_glVertex3d@24"
 glVertex3dv_(a.l) As "_glVertex3dv@4"
 glVertex3f_(a.f,b.f,c.f) As "_glVertex3f@12"
 glVertex3fv_(a.l) As "_glVertex3fv@4"
 glVertex3i_(a.l,b.l,c.l) As "_glVertex3i@12"
 glVertex3iv_(a.l) As "_glVertex3iv@4"
 glVertex3s_(a.w,b.w,c.w) As "_glVertex3s@12"
 glVertex3sv_(a.l) As "_glVertex3sv@4"
 glVertex4d_(a.d,b.d,c.d,d.d) As "_glVertex4d@32"
 glVertex4dv_(a.l) As "_glVertex4dv@4"
 glVertex4f_(a.f,b.f,c.f,d.f) As "_glVertex4f@16"
 glVertex4fv_(a.l) As "_glVertex4fv@4"
 glVertex4i_(a.l,b.l,c.l,d.l) As "_glVertex4i@16"
 glVertex4iv_(a.l) As "_glVertex4iv@4"
 glVertex4s_(a.w,b.w,c.w,d.w) As "_glVertex4s@16"
 glVertex4sv_(a.l) As "_glVertex4sv@4"
 glVertexPointer_(a.l,b.l,c.l,d.l) As "_glVertexPointer@16"
 glViewport_(a.l,b.l,c.l,d.l) As "_glViewport@16"
EndImport


Import "Glu32.lib"
 gluErrorString_(a.l) As "_gluErrorString@4"
 gluErrorUnicodeStringEXT(a.l) As "_gluErrorUnicodeStringEXT@4"
 gluGetString_(a.l) As "_gluGetString@4"
 gluOrtho2D_(a.d,b.d,c.d,d.d) As "_gluOrtho2D@32"
 gluPerspective_(a.d,b.d,c.d,d.d) As "_gluPerspective@32"
 gluPickMatrix_(a.d,b.d,c.d,d.d,e) As "_gluPickMatrix@36"
 gluLookAt_(a.d,b.d,c.d,d.d,e.d,f.d,g.d,h.d,i.d) As "_gluLookAt@72"
 gluProject_(a.d,b.d,c.d,d,e,f,g.l,h.l,i.l) As "_gluProject@48"
 gluUnProject_(a.d,b.d,c.d,d,e,f,g.l,h.l,i.l) As "_gluUnProject@48"
 gluScaleImage_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l) As "_gluScaleImage@36"
 gluBuild1DMipmaps_(a.l,b.l,c.l,d.l,e.l,f.l) As "_gluBuild1DMipmaps@24"
 gluBuild2DMipmaps_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "_gluBuild2DMipmaps@28"   
 gluNewQuadric_() As "_gluNewQuadric@0"
 gluDeleteQuadric_(a.l) As "_gluDeleteQuadric@4"
 gluQuadricNormals_(a.l,b.l) As "_gluQuadricNormals@8"
 gluQuadricTexture_(a.l,b.c) As "_gluQuadricTexture@8"
 gluQuadricOrientation_(a.l,b.l) As "_gluQuadricOrientation@8"
 gluQuadricDrawStyle_(a.l,b.l) As "_gluQuadricDrawStyle@8"
 gluCylinder_(a.l,b.d,c.d,d.d,e.l,f.l) As "_gluCylinder@36"
 gluDisk_(a.l,b.d,c.d,d.l,e.l) As "_gluDisk@28"
 gluPartialDisk_(a.l,b.d,c.d,d.l,e.l,f.d,g.d) As "_gluPartialDisk@44"
 gluSphere_(a.l,b.d,c.l,d.l) As "_gluSphere@20"
 gluQuadricCallback_(a.l, b.l, c.l) As "_gluQuadricCallback@12"
 gluNewTess_() As "_gluNewTess@0"
 gluDeleteTess_(a.l) As "_gluDeleteTess@4"
 gluTessBeginPolygon_(a.l,b.l) As "_gluTessBeginPolygon@8"
 gluTessBeginContour_(a.l) As "_gluTessBeginContour@4"
 gluTessVertex_(a.l,b,c.l) As "_gluTessVertex@12"
 gluTessEndContour_(a.l) As "_gluTessEndContour@4"
 gluTessEndPolygon_(a.l) As "_gluTessEndPolygon@4"
 gluTessProperty_(a.l,b.l,c.d) As "_gluTessProperty@16"
 gluTessNormal_(a.l,b.d,c.d,d.d) As "_gluTessNormal@28"
 gluTessCallback_(a.l, b.l, c.l) As "_gluTessCallback@12"
 gluGetTessProperty_(a.l,b.l,c.l) As "_gluGetTessProperty@12"
 gluNewNurbsRenderer_() As "_gluNewNurbsRenderer@0"
 gluDeleteNurbsRenderer_(a.l) As "_gluDeleteNurbsRenderer@4"
 gluBeginSurface_(a.l) As "_gluBeginSurface@4"
 gluBeginCurve_(a.l) As "_gluBeginCurve@4"
 gluEndCurve_(a.l) As "_gluEndCurve@4"
 gluEndSurface_(a.l) As "_gluEndSurface@4"
 gluBeginTrim_(a.l) As "_gluBeginTrim@4"
 gluEndTrim_(a.l) As "_gluEndTrim@4"
 gluPwlCurve_(a.l,b.l,c.l,d.l,e.l) As "_gluPwlCurve@20"
 gluNurbsCurve_(a.l,b.l,c.l,d.l,e.l,f.l,g.l) As "_gluNurbsCurve@28"
 gluNurbsSurface_(a.l,b.l,c.l,d.l,e.l,f.l,g.l,h.l,i.l,j.l,k.l) As "_gluNurbsSurface@44"
 gluLoadSamplingMatrices_(a.l,b,c,d) As "_gluLoadSamplingMatrices@16"
 gluNurbsProperty_(a.l,b.l,c.f) As "_gluNurbsProperty@12"
 gluGetNurbsProperty_(a.l,b.l,c.l) As "_gluGetNurbsProperty@12"
 gluNurbsCallback_(a.l, b.l, c.l) As "_gluNurbsCallback@12"
 gluBeginPolygon_(a.l) As "_gluBeginPolygon@4"
 gluNextContour_(a.l,b.l) As "_gluNextContour@8"
 gluEndPolygon_(a.l) As "_gluEndPolygon@4"
EndImport

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:31 pm
by luis

Code: Select all

;// *****************************************************************
;// GL.PBI
;// Converted for PureBasic by Luis on March 16, 2010
;// Constants definitions up to OpenGL 1.1
;// This file is part of the SGL package for PureBasic
;// *****************************************************************

;// OPENGL 1.1
#GL_ACCUM                           = $0100
#GL_LOAD                            = $0101
#GL_RETURN                          = $0102
#GL_MULT                            = $0103
#GL_ADD                             = $0104

#GL_NEVER                           = $0200
#GL_LESS                            = $0201
#GL_EQUAL                           = $0202
#GL_LEQUAL                          = $0203
#GL_GREATER                         = $0204
#GL_NOTEQUAL                        = $0205
#GL_GEQUAL                          = $0206
#GL_ALWAYS                          = $0207

#GL_CURRENT_BIT                     = $00000001
#GL_POINT_BIT                       = $00000002
#GL_LINE_BIT                        = $00000004
#GL_POLYGON_BIT                     = $00000008
#GL_POLYGON_STIPPLE_BIT             = $00000010
#GL_PIXEL_MODE_BIT                  = $00000020
#GL_LIGHTING_BIT                    = $00000040
#GL_FOG_BIT                         = $00000080
#GL_DEPTH_BUFFER_BIT                = $00000100
#GL_ACCUM_BUFFER_BIT                = $00000200
#GL_STENCIL_BUFFER_BIT              = $00000400
#GL_VIEWPORT_BIT                    = $00000800
#GL_TRANSFORM_BIT                   = $00001000
#GL_ENABLE_BIT                      = $00002000
#GL_COLOR_BUFFER_BIT                = $00004000
#GL_HINT_BIT                        = $00008000
#GL_EVAL_BIT                        = $00010000
#GL_LIST_BIT                        = $00020000
#GL_TEXTURE_BIT                     = $00040000
#GL_SCISSOR_BIT                     = $00080000
#GL_ALL_ATTRIB_BITS                 = $000FFFFF

#GL_POINTS                          = $0000
#GL_LINES                           = $0001
#GL_LINE_LOOP                       = $0002
#GL_LINE_STRIP                      = $0003
#GL_TRIANGLES                       = $0004
#GL_TRIANGLE_STRIP                  = $0005
#GL_TRIANGLE_FAN                    = $0006
#GL_QUADS                           = $0007
#GL_QUAD_STRIP                      = $0008
#GL_POLYGON                         = $0009

#GL_ZERO                            = 0
#GL_ONE                             = 1
#GL_SRC_COLOR                       = $0300
#GL_ONE_MINUS_SRC_COLOR             = $0301
#GL_SRC_ALPHA                       = $0302
#GL_ONE_MINUS_SRC_ALPHA             = $0303
#GL_DST_ALPHA                       = $0304
#GL_ONE_MINUS_DST_ALPHA             = $0305

#GL_DST_COLOR                       = $0306
#GL_ONE_MINUS_DST_COLOR             = $0307
#GL_SRC_ALPHA_SATURATE              = $0308

#GL_TRUE                            = 1
#GL_FALSE                           = 0

#GL_CLIP_PLANE0                     = $3000
#GL_CLIP_PLANE1                     = $3001
#GL_CLIP_PLANE2                     = $3002
#GL_CLIP_PLANE3                     = $3003
#GL_CLIP_PLANE4                     = $3004
#GL_CLIP_PLANE5                     = $3005

#GL_BYTE                            = $1400
#GL_UNSIGNED_BYTE                   = $1401
#GL_SHORT                           = $1402
#GL_UNSIGNED_SHORT                  = $1403
#GL_INT                             = $1404
#GL_UNSIGNED_INT                    = $1405
#GL_FLOAT                           = $1406
#GL_2_BYTES                         = $1407
#GL_3_BYTES                         = $1408
#GL_4_BYTES                         = $1409
#GL_DOUBLE                          = $140A

#GL_NONE                            = 0
#GL_FRONT_LEFT                      = $0400
#GL_FRONT_RIGHT                     = $0401
#GL_BACK_LEFT                       = $0402
#GL_BACK_RIGHT                      = $0403
#GL_FRONT                           = $0404
#GL_BACK                            = $0405
#GL_LEFT                            = $0406
#GL_RIGHT                           = $0407
#GL_FRONT_AND_BACK                  = $0408
#GL_AUX0                            = $0409
#GL_AUX1                            = $040A
#GL_AUX2                            = $040B
#GL_AUX3                            = $040C

#GL_NO_ERROR                        = 0
#GL_INVALID_ENUM                    = $0500
#GL_INVALID_VALUE                   = $0501
#GL_INVALID_OPERATION               = $0502
#GL_STACK_OVERFLOW                  = $0503
#GL_STACK_UNDERFLOW                 = $0504
#GL_OUT_OF_MEMORY                   = $0505

#GL_2D                              = $0600
#GL_3D                              = $0601
#GL_3D_COLOR                        = $0602
#GL_3D_COLOR_TEXTURE                = $0603
#GL_4D_COLOR_TEXTURE                = $0604

#GL_PASS_THROUGH_TOKEN              = $0700
#GL_POINT_TOKEN                     = $0701
#GL_LINE_TOKEN                      = $0702
#GL_POLYGON_TOKEN                   = $0703
#GL_BITMAP_TOKEN                    = $0704
#GL_DRAW_PIXEL_TOKEN                = $0705
#GL_COPY_PIXEL_TOKEN                = $0706
#GL_LINE_RESET_TOKEN                = $0707

#GL_EXP                             = $0800
#GL_EXP2                            = $0801

#GL_CW                              = $0900
#GL_CCW                             = $0901

#GL_COEFF                           = $0A00
#GL_ORDER                           = $0A01
#GL_DOMAIN                          = $0A02

#GL_CURRENT_COLOR                   = $0B00
#GL_CURRENT_INDEX                   = $0B01
#GL_CURRENT_NORMAL                  = $0B02
#GL_CURRENT_TEXTURE_COORDS          = $0B03
#GL_CURRENT_RASTER_COLOR            = $0B04
#GL_CURRENT_RASTER_INDEX            = $0B05
#GL_CURRENT_RASTER_TEXTURE_COORDS   = $0B06
#GL_CURRENT_RASTER_POSITION         = $0B07
#GL_CURRENT_RASTER_POSITION_VALID   = $0B08
#GL_CURRENT_RASTER_DISTANCE         = $0B09
#GL_POINT_SMOOTH                    = $0B10
#GL_POINT_SIZE                      = $0B11
#GL_POINT_SIZE_RANGE                = $0B12
#GL_POINT_SIZE_GRANULARITY          = $0B13
#GL_LINE_SMOOTH                     = $0B20
#GL_LINE_WIDTH                      = $0B21
#GL_LINE_WIDTH_RANGE                = $0B22
#GL_LINE_WIDTH_GRANULARITY          = $0B23
#GL_LINE_STIPPLE                    = $0B24
#GL_LINE_STIPPLE_PATTERN            = $0B25
#GL_LINE_STIPPLE_REPEAT             = $0B26
#GL_LIST_MODE                       = $0B30
#GL_MAX_LIST_NESTING                = $0B31
#GL_LIST_BASE                       = $0B32
#GL_LIST_INDEX                      = $0B33
#GL_POLYGON_MODE                    = $0B40
#GL_POLYGON_SMOOTH                  = $0B41
#GL_POLYGON_STIPPLE                 = $0B42
#GL_EDGE_FLAG                       = $0B43
#GL_CULL_FACE                       = $0B44
#GL_CULL_FACE_MODE                  = $0B45
#GL_FRONT_FACE                      = $0B46
#GL_LIGHTING                        = $0B50
#GL_LIGHT_MODEL_LOCAL_VIEWER        = $0B51
#GL_LIGHT_MODEL_TWO_SIDE            = $0B52
#GL_LIGHT_MODEL_AMBIENT             = $0B53
#GL_SHADE_MODEL                     = $0B54
#GL_COLOR_MATERIAL_FACE             = $0B55
#GL_COLOR_MATERIAL_PARAMETER        = $0B56
#GL_COLOR_MATERIAL                  = $0B57
#GL_FOG                             = $0B60
#GL_FOG_INDEX                       = $0B61
#GL_FOG_DENSITY                     = $0B62
#GL_FOG_START                       = $0B63
#GL_FOG_END                         = $0B64
#GL_FOG_MODE                        = $0B65
#GL_FOG_COLOR                       = $0B66
#GL_DEPTH_RANGE                     = $0B70
#GL_DEPTH_TEST                      = $0B71
#GL_DEPTH_WRITEMASK                 = $0B72
#GL_DEPTH_CLEAR_VALUE               = $0B73
#GL_DEPTH_FUNC                      = $0B74
#GL_ACCUM_CLEAR_VALUE               = $0B80
#GL_STENCIL_TEST                    = $0B90
#GL_STENCIL_CLEAR_VALUE             = $0B91
#GL_STENCIL_FUNC                    = $0B92
#GL_STENCIL_VALUE_MASK              = $0B93
#GL_STENCIL_FAIL                    = $0B94
#GL_STENCIL_PASS_DEPTH_FAIL         = $0B95
#GL_STENCIL_PASS_DEPTH_PASS         = $0B96
#GL_STENCIL_REF                     = $0B97
#GL_STENCIL_WRITEMASK               = $0B98
#GL_MATRIX_MODE                     = $0BA0
#GL_NORMALIZE                       = $0BA1
#GL_VIEWPORT                        = $0BA2
#GL_MODELVIEW_STACK_DEPTH           = $0BA3
#GL_PROJECTION_STACK_DEPTH          = $0BA4
#GL_TEXTURE_STACK_DEPTH             = $0BA5
#GL_MODELVIEW_MATRIX                = $0BA6
#GL_PROJECTION_MATRIX               = $0BA7
#GL_TEXTURE_MATRIX                  = $0BA8
#GL_ATTRIB_STACK_DEPTH              = $0BB0
#GL_CLIENT_ATTRIB_STACK_DEPTH       = $0BB1
#GL_ALPHA_TEST                      = $0BC0
#GL_ALPHA_TEST_FUNC                 = $0BC1
#GL_ALPHA_TEST_REF                  = $0BC2
#GL_DITHER                          = $0BD0
#GL_BLEND_DST                       = $0BE0
#GL_BLEND_SRC                       = $0BE1
#GL_BLEND                           = $0BE2
#GL_LOGIC_OP_MODE                   = $0BF0
#GL_INDEX_LOGIC_OP                  = $0BF1
#GL_COLOR_LOGIC_OP                  = $0BF2
#GL_AUX_BUFFERS                     = $0C00
#GL_DRAW_BUFFER                     = $0C01
#GL_READ_BUFFER                     = $0C02
#GL_SCISSOR_BOX                     = $0C10
#GL_SCISSOR_TEST                    = $0C11
#GL_INDEX_CLEAR_VALUE               = $0C20
#GL_INDEX_WRITEMASK                 = $0C21
#GL_COLOR_CLEAR_VALUE               = $0C22
#GL_COLOR_WRITEMASK                 = $0C23
#GL_INDEX_MODE                      = $0C30
#GL_RGBA_MODE                       = $0C31
#GL_DOUBLEBUFFER                    = $0C32
#GL_STEREO                          = $0C33
#GL_RENDER_MODE                     = $0C40
#GL_PERSPECTIVE_CORRECTION_HINT     = $0C50
#GL_POINT_SMOOTH_HINT               = $0C51
#GL_LINE_SMOOTH_HINT                = $0C52
#GL_POLYGON_SMOOTH_HINT             = $0C53
#GL_FOG_HINT                        = $0C54
#GL_TEXTURE_GEN_S                   = $0C60
#GL_TEXTURE_GEN_T                   = $0C61
#GL_TEXTURE_GEN_R                   = $0C62
#GL_TEXTURE_GEN_Q                   = $0C63
#GL_PIXEL_MAP_I_TO_I                = $0C70
#GL_PIXEL_MAP_S_TO_S                = $0C71
#GL_PIXEL_MAP_I_TO_R                = $0C72
#GL_PIXEL_MAP_I_TO_G                = $0C73
#GL_PIXEL_MAP_I_TO_B                = $0C74
#GL_PIXEL_MAP_I_TO_A                = $0C75
#GL_PIXEL_MAP_R_TO_R                = $0C76
#GL_PIXEL_MAP_G_TO_G                = $0C77
#GL_PIXEL_MAP_B_TO_B                = $0C78
#GL_PIXEL_MAP_A_TO_A                = $0C79
#GL_PIXEL_MAP_I_TO_I_SIZE           = $0CB0
#GL_PIXEL_MAP_S_TO_S_SIZE           = $0CB1
#GL_PIXEL_MAP_I_TO_R_SIZE           = $0CB2
#GL_PIXEL_MAP_I_TO_G_SIZE           = $0CB3
#GL_PIXEL_MAP_I_TO_B_SIZE           = $0CB4
#GL_PIXEL_MAP_I_TO_A_SIZE           = $0CB5
#GL_PIXEL_MAP_R_TO_R_SIZE           = $0CB6
#GL_PIXEL_MAP_G_TO_G_SIZE           = $0CB7
#GL_PIXEL_MAP_B_TO_B_SIZE           = $0CB8
#GL_PIXEL_MAP_A_TO_A_SIZE           = $0CB9
#GL_UNPACK_SWAP_BYTES               = $0CF0
#GL_UNPACK_LSB_FIRST                = $0CF1
#GL_UNPACK_ROW_LENGTH               = $0CF2
#GL_UNPACK_SKIP_ROWS                = $0CF3
#GL_UNPACK_SKIP_PIXELS              = $0CF4
#GL_UNPACK_ALIGNMENT                = $0CF5
#GL_PACK_SWAP_BYTES                 = $0D00
#GL_PACK_LSB_FIRST                  = $0D01
#GL_PACK_ROW_LENGTH                 = $0D02
#GL_PACK_SKIP_ROWS                  = $0D03
#GL_PACK_SKIP_PIXELS                = $0D04
#GL_PACK_ALIGNMENT                  = $0D05
#GL_MAP_COLOR                       = $0D10
#GL_MAP_STENCIL                     = $0D11
#GL_INDEX_SHIFT                     = $0D12
#GL_INDEX_OFFSET                    = $0D13
#GL_RED_SCALE                       = $0D14
#GL_RED_BIAS                        = $0D15
#GL_ZOOM_X                          = $0D16
#GL_ZOOM_Y                          = $0D17
#GL_GREEN_SCALE                     = $0D18
#GL_GREEN_BIAS                      = $0D19
#GL_BLUE_SCALE                      = $0D1A
#GL_BLUE_BIAS                       = $0D1B
#GL_ALPHA_SCALE                     = $0D1C
#GL_ALPHA_BIAS                      = $0D1D
#GL_DEPTH_SCALE                     = $0D1E
#GL_DEPTH_BIAS                      = $0D1F
#GL_MAX_EVAL_ORDER                  = $0D30
#GL_MAX_LIGHTS                      = $0D31
#GL_MAX_CLIP_PLANES                 = $0D32
#GL_MAX_TEXTURE_SIZE                = $0D33
#GL_MAX_PIXEL_MAP_TABLE             = $0D34
#GL_MAX_ATTRIB_STACK_DEPTH          = $0D35
#GL_MAX_MODELVIEW_STACK_DEPTH       = $0D36
#GL_MAX_NAME_STACK_DEPTH            = $0D37
#GL_MAX_PROJECTION_STACK_DEPTH      = $0D38
#GL_MAX_TEXTURE_STACK_DEPTH         = $0D39
#GL_MAX_VIEWPORT_DIMS               = $0D3A
#GL_MAX_CLIENT_ATTRIB_STACK_DEPTH   = $0D3B
#GL_SUBPIXEL_BITS                   = $0D50
#GL_INDEX_BITS                      = $0D51
#GL_RED_BITS                        = $0D52
#GL_GREEN_BITS                      = $0D53
#GL_BLUE_BITS                       = $0D54
#GL_ALPHA_BITS                      = $0D55
#GL_DEPTH_BITS                      = $0D56
#GL_STENCIL_BITS                    = $0D57
#GL_ACCUM_RED_BITS                  = $0D58
#GL_ACCUM_GREEN_BITS                = $0D59
#GL_ACCUM_BLUE_BITS                 = $0D5A
#GL_ACCUM_ALPHA_BITS                = $0D5B
#GL_NAME_STACK_DEPTH                = $0D70
#GL_AUTO_NORMAL                     = $0D80
#GL_MAP1_COLOR_4                    = $0D90
#GL_MAP1_INDEX                      = $0D91
#GL_MAP1_NORMAL                     = $0D92
#GL_MAP1_TEXTURE_COORD_1            = $0D93
#GL_MAP1_TEXTURE_COORD_2            = $0D94
#GL_MAP1_TEXTURE_COORD_3            = $0D95
#GL_MAP1_TEXTURE_COORD_4            = $0D96
#GL_MAP1_VERTEX_3                   = $0D97
#GL_MAP1_VERTEX_4                   = $0D98
#GL_MAP2_COLOR_4                    = $0DB0
#GL_MAP2_INDEX                      = $0DB1
#GL_MAP2_NORMAL                     = $0DB2
#GL_MAP2_TEXTURE_COORD_1            = $0DB3
#GL_MAP2_TEXTURE_COORD_2            = $0DB4
#GL_MAP2_TEXTURE_COORD_3            = $0DB5
#GL_MAP2_TEXTURE_COORD_4            = $0DB6
#GL_MAP2_VERTEX_3                   = $0DB7
#GL_MAP2_VERTEX_4                   = $0DB8
#GL_MAP1_GRID_DOMAIN                = $0DD0
#GL_MAP1_GRID_SEGMENTS              = $0DD1
#GL_MAP2_GRID_DOMAIN                = $0DD2
#GL_MAP2_GRID_SEGMENTS              = $0DD3
#GL_TEXTURE_1D                      = $0DE0
#GL_TEXTURE_2D                      = $0DE1
#GL_FEEDBACK_BUFFER_POINTER         = $0DF0
#GL_FEEDBACK_BUFFER_SIZE            = $0DF1
#GL_FEEDBACK_BUFFER_TYPE            = $0DF2
#GL_SELECTION_BUFFER_POINTER        = $0DF3
#GL_SELECTION_BUFFER_SIZE           = $0DF4

#GL_TEXTURE_WIDTH                   = $1000
#GL_TEXTURE_HEIGHT                  = $1001
#GL_TEXTURE_INTERNAL_FORMAT         = $1003
#GL_TEXTURE_BORDER_COLOR            = $1004
#GL_TEXTURE_BORDER                  = $1005

#GL_DONT_CARE                       = $1100
#GL_FASTEST                         = $1101
#GL_NICEST                          = $1102

#GL_LIGHT0                          = $4000
#GL_LIGHT1                          = $4001
#GL_LIGHT2                          = $4002
#GL_LIGHT3                          = $4003
#GL_LIGHT4                          = $4004
#GL_LIGHT5                          = $4005
#GL_LIGHT6                          = $4006
#GL_LIGHT7                          = $4007

#GL_AMBIENT                         = $1200
#GL_DIFFUSE                         = $1201
#GL_SPECULAR                        = $1202
#GL_POSITION                        = $1203
#GL_SPOT_DIRECTION                  = $1204
#GL_SPOT_EXPONENT                   = $1205
#GL_SPOT_CUTOFF                     = $1206
#GL_CONSTANT_ATTENUATION            = $1207
#GL_LINEAR_ATTENUATION              = $1208
#GL_QUADRATIC_ATTENUATION           = $1209

#GL_COMPILE                         = $1300
#GL_COMPILE_AND_EXECUTE             = $1301

#GL_CLEAR                           = $1500
#GL_AND                             = $1501
#GL_AND_REVERSE                     = $1502
#GL_COPY                            = $1503
#GL_AND_INVERTED                    = $1504
#GL_NOOP                            = $1505
#GL_XOR                             = $1506
#GL_OR                              = $1507
#GL_NOR                             = $1508
#GL_EQUIV                           = $1509
#GL_INVERT                          = $150A
#GL_OR_REVERSE                      = $150B
#GL_COPY_INVERTED                   = $150C
#GL_OR_INVERTED                     = $150D
#GL_NAND                            = $150E
#GL_SET                             = $150F

#GL_EMISSION                        = $1600
#GL_SHININESS                       = $1601
#GL_AMBIENT_AND_DIFFUSE             = $1602
#GL_COLOR_INDEXES                   = $1603

#GL_MODELVIEW                       = $1700
#GL_PROJECTION                      = $1701
#GL_TEXTURE                         = $1702

#GL_COLOR                           = $1800
#GL_DEPTH                           = $1801
#GL_STENCIL                         = $1802

#GL_COLOR_INDEX                     = $1900
#GL_STENCIL_INDEX                   = $1901
#GL_DEPTH_COMPONENT                 = $1902
#GL_RED                             = $1903
#GL_GREEN                           = $1904
#GL_BLUE                            = $1905
#GL_ALPHA                           = $1906
#GL_RGB                             = $1907
#GL_RGBA                            = $1908
#GL_LUMINANCE                       = $1909
#GL_LUMINANCE_ALPHA                 = $190A

#GL_BITMAP                          = $1A00

#GL_POINT                           = $1B00
#GL_LINE                            = $1B01
#GL_FILL                            = $1B02

#GL_RENDER                          = $1C00
#GL_FEEDBACK                        = $1C01
#GL_SELECT                          = $1C02

#GL_FLAT                            = $1D00
#GL_SMOOTH                          = $1D01

#GL_KEEP                            = $1E00
#GL_REPLACE                         = $1E01
#GL_INCR                            = $1E02
#GL_DECR                            = $1E03

#GL_VENDOR                          = $1F00
#GL_RENDERER                        = $1F01
#GL_VERSION                         = $1F02
#GL_EXTENSIONS                      = $1F03

#GL_S                               = $2000
#GL_T                               = $2001
#GL_R                               = $2002
#GL_Q                               = $2003

#GL_MODULATE                        = $2100
#GL_DECAL                           = $2101

#GL_TEXTURE_ENV_MODE                = $2200
#GL_TEXTURE_ENV_COLOR               = $2201

#GL_TEXTURE_ENV                     = $2300

#GL_EYE_LINEAR                      = $2400
#GL_OBJECT_LINEAR                   = $2401
#GL_SPHERE_MAP                      = $2402

#GL_TEXTURE_GEN_MODE                = $2500
#GL_OBJECT_PLANE                    = $2501
#GL_EYE_PLANE                       = $2502

#GL_NEAREST                         = $2600
#GL_LINEAR                          = $2601

#GL_NEAREST_MIPMAP_NEAREST          = $2700
#GL_LINEAR_MIPMAP_NEAREST           = $2701
#GL_NEAREST_MIPMAP_LINEAR           = $2702
#GL_LINEAR_MIPMAP_LINEAR            = $2703

#GL_TEXTURE_MAG_FILTER              = $2800
#GL_TEXTURE_MIN_FILTER              = $2801
#GL_TEXTURE_WRAP_S                  = $2802
#GL_TEXTURE_WRAP_T                  = $2803

#GL_CLAMP                           = $2900
#GL_REPEAT                          = $2901

#GL_CLIENT_PIXEL_STORE_BIT          = $00000001
#GL_CLIENT_VERTEX_ARRAY_BIT         = $00000002
#GL_CLIENT_ALL_ATTRIB_BITS          = $FFFFFFFF

#GL_POLYGON_OFFSET_FACTOR           = $8038
#GL_POLYGON_OFFSET_UNITS            = $2A00
#GL_POLYGON_OFFSET_POINT            = $2A01
#GL_POLYGON_OFFSET_LINE             = $2A02
#GL_POLYGON_OFFSET_FILL             = $8037

#GL_ALPHA4                          = $803B
#GL_ALPHA8                          = $803C
#GL_ALPHA12                         = $803D
#GL_ALPHA16                         = $803E
#GL_LUMINANCE4                      = $803F
#GL_LUMINANCE8                      = $8040
#GL_LUMINANCE12                     = $8041
#GL_LUMINANCE16                     = $8042
#GL_LUMINANCE4_ALPHA4               = $8043
#GL_LUMINANCE6_ALPHA2               = $8044
#GL_LUMINANCE8_ALPHA8               = $8045
#GL_LUMINANCE12_ALPHA4              = $8046
#GL_LUMINANCE12_ALPHA12             = $8047
#GL_LUMINANCE16_ALPHA16             = $8048
#GL_INTENSITY                       = $8049
#GL_INTENSITY4                      = $804A
#GL_INTENSITY8                      = $804B
#GL_INTENSITY12                     = $804C
#GL_INTENSITY16                     = $804D
#GL_R3_G3_B2                        = $2A10
#GL_RGB4                            = $804F
#GL_RGB5                            = $8050
#GL_RGB8                            = $8051
#GL_RGB10                           = $8052
#GL_RGB12                           = $8053
#GL_RGB16                           = $8054
#GL_RGBA2                           = $8055
#GL_RGBA4                           = $8056
#GL_RGB5_A1                         = $8057
#GL_RGBA8                           = $8058
#GL_RGB10_A2                        = $8059
#GL_RGBA12                          = $805A
#GL_RGBA16                          = $805B
#GL_TEXTURE_RED_SIZE                = $805C
#GL_TEXTURE_GREEN_SIZE              = $805D
#GL_TEXTURE_BLUE_SIZE               = $805E
#GL_TEXTURE_ALPHA_SIZE              = $805F
#GL_TEXTURE_LUMINANCE_SIZE          = $8060
#GL_TEXTURE_INTENSITY_SIZE          = $8061
#GL_PROXY_TEXTURE_1D                = $8063
#GL_PROXY_TEXTURE_2D                = $8064

#GL_TEXTURE_PRIORITY                = $8066
#GL_TEXTURE_RESIDENT                = $8067
#GL_TEXTURE_BINDING_1D              = $8068
#GL_TEXTURE_BINDING_2D              = $8069

#GL_VERTEX_ARRAY                    = $8074
#GL_NORMAL_ARRAY                    = $8075
#GL_COLOR_ARRAY                     = $8076
#GL_INDEX_ARRAY                     = $8077
#GL_TEXTURE_COORD_ARRAY             = $8078
#GL_EDGE_FLAG_ARRAY                 = $8079
#GL_VERTEX_ARRAY_SIZE               = $807A
#GL_VERTEX_ARRAY_TYPE               = $807B
#GL_VERTEX_ARRAY_STRIDE             = $807C
#GL_NORMAL_ARRAY_TYPE               = $807E
#GL_NORMAL_ARRAY_STRIDE             = $807F
#GL_COLOR_ARRAY_SIZE                = $8081
#GL_COLOR_ARRAY_TYPE                = $8082
#GL_COLOR_ARRAY_STRIDE              = $8083
#GL_INDEX_ARRAY_TYPE                = $8085
#GL_INDEX_ARRAY_STRIDE              = $8086
#GL_TEXTURE_COORD_ARRAY_SIZE        = $8088
#GL_TEXTURE_COORD_ARRAY_TYPE        = $8089
#GL_TEXTURE_COORD_ARRAY_STRIDE      = $808A
#GL_EDGE_FLAG_ARRAY_STRIDE          = $808C
#GL_VERTEX_ARRAY_POINTER            = $808E
#GL_NORMAL_ARRAY_POINTER            = $808F
#GL_COLOR_ARRAY_POINTER             = $8090
#GL_INDEX_ARRAY_POINTER             = $8091
#GL_TEXTURE_COORD_ARRAY_POINTER     = $8092
#GL_EDGE_FLAG_ARRAY_POINTER         = $8093
#GL_V2F                             = $2A20
#GL_V3F                             = $2A21
#GL_C4UB_V2F                        = $2A22
#GL_C4UB_V3F                        = $2A23
#GL_C3F_V3F                         = $2A24
#GL_N3F_V3F                         = $2A25
#GL_C4F_N3F_V3F                     = $2A26
#GL_T2F_V3F                         = $2A27
#GL_T4F_V4F                         = $2A28
#GL_T2F_C4UB_V3F                    = $2A29
#GL_T2F_C3F_V3F                     = $2A2A
#GL_T2F_N3F_V3F                     = $2A2B
#GL_T2F_C4F_N3F_V3F                 = $2A2C
#GL_T4F_C4F_N3F_V4F                 = $2A2D

#GL_EXT_vertex_array                = 1
#GL_EXT_bgra                        = 1
#GL_EXT_paletted_texture            = 1
#GL_WIN_swap_hint                   = 1
#GL_WIN_draw_range_elements         = 1

#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_DOUBLE_EXT                      = #GL_DOUBLE

#GL_BGR_EXT                         = $80E0
#GL_BGRA_EXT                        = $80E1

#GL_COLOR_TABLE_FORMAT_EXT          = $80D8
#GL_COLOR_TABLE_WIDTH_EXT           = $80D9
#GL_COLOR_TABLE_RED_SIZE_EXT        = $80DA
#GL_COLOR_TABLE_GREEN_SIZE_EXT      = $80DB
#GL_COLOR_TABLE_BLUE_SIZE_EXT       = $80DC
#GL_COLOR_TABLE_ALPHA_SIZE_EXT      = $80DD
#GL_COLOR_TABLE_LUMINANCE_SIZE_EXT  = $80DE
#GL_COLOR_TABLE_INTENSITY_SIZE_EXT  = $80DF

#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_MAX_ELEMENTS_VERTICES_WIN       = $80E8
#GL_MAX_ELEMENTS_INDICES_WIN        = $80E9

#GL_PHONG_WIN                       = $80EA
#GL_PHONG_HINT_WIN                  = $80EB

#GL_FOG_SPECULAR_TEXTURE_WIN        = $80EC

#GL_LOGIC_OP                        = #GL_INDEX_LOGIC_OP
#GL_TEXTURE_COMPONENTS              = #GL_TEXTURE_INTERNAL_FORMAT


Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:34 pm
by luis

Code: Select all

;// *****************************************************************
;// WGLEXT.PBI
;// Converted for PureBasic by Luis on March 6, 2011
;// Constants definitions for Windows-only extensions
;// This file is part of the SGL package for PureBasic
;// *****************************************************************

;/*
;** Copyright (c) 2007-2010 The Khronos Group Inc.
;** 
;** Permission is hereby granted, free of charge, to any person obtaining a
;** copy of this software and/or associated documentation files (the
;** "Materials"), to deal in the Materials without restriction, including
;** without limitation the rights to use, copy, modify, merge, publish,
;** distribute, sublicense, and/or sell copies of the Materials, and to
;** permit persons to whom the Materials are furnished to do so, subject to
;** the following conditions:
;** 
;** The above copyright notice and this permission notice shall be included
;** in all copies or substantial portions of the Materials.
;** 
;** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
;** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
;** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
;** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
;** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
;** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
;** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
;*/

#WGL_WGLEXT_VERSION = 18

;// WGL_ARB_buffer_region
#WGL_FRONT_COLOR_BUFFER_BIT_ARB = $00000001
#WGL_BACK_COLOR_BUFFER_BIT_ARB = $00000002
#WGL_DEPTH_BUFFER_BIT_ARB = $00000004
#WGL_STENCIL_BUFFER_BIT_ARB = $00000008

;// WGL_ARB_multisample
#WGL_SAMPLE_BUFFERS_ARB = $2041
#WGL_SAMPLES_ARB = $2042

;// WGL_ARB_pixel_format
#WGL_NUMBER_PIXEL_FORMATS_ARB = $2000
#WGL_DRAW_TO_WINDOW_ARB = $2001
#WGL_DRAW_TO_BITMAP_ARB = $2002
#WGL_ACCELERATION_ARB = $2003
#WGL_NEED_PALETTE_ARB = $2004
#WGL_NEED_SYSTEM_PALETTE_ARB = $2005
#WGL_SWAP_LAYER_BUFFERS_ARB = $2006
#WGL_SWAP_METHOD_ARB = $2007
#WGL_NUMBER_OVERLAYS_ARB = $2008
#WGL_NUMBER_UNDERLAYS_ARB = $2009
#WGL_TRANSPARENT_ARB = $200A
#WGL_TRANSPARENT_RED_VALUE_ARB = $2037
#WGL_TRANSPARENT_GREEN_VALUE_ARB = $2038
#WGL_TRANSPARENT_BLUE_VALUE_ARB = $2039
#WGL_TRANSPARENT_ALPHA_VALUE_ARB = $203A
#WGL_TRANSPARENT_INDEX_VALUE_ARB = $203B
#WGL_SHARE_DEPTH_ARB = $200C
#WGL_SHARE_STENCIL_ARB = $200D
#WGL_SHARE_ACCUM_ARB = $200E
#WGL_SUPPORT_GDI_ARB = $200F
#WGL_SUPPORT_OPENGL_ARB = $2010
#WGL_DOUBLE_BUFFER_ARB = $2011
#WGL_STEREO_ARB = $2012
#WGL_PIXEL_TYPE_ARB = $2013
#WGL_COLOR_BITS_ARB = $2014
#WGL_RED_BITS_ARB = $2015
#WGL_RED_SHIFT_ARB = $2016
#WGL_GREEN_BITS_ARB = $2017
#WGL_GREEN_SHIFT_ARB = $2018
#WGL_BLUE_BITS_ARB = $2019
#WGL_BLUE_SHIFT_ARB = $201A
#WGL_ALPHA_BITS_ARB = $201B
#WGL_ALPHA_SHIFT_ARB = $201C
#WGL_ACCUM_BITS_ARB = $201D
#WGL_ACCUM_RED_BITS_ARB = $201E
#WGL_ACCUM_GREEN_BITS_ARB = $201F
#WGL_ACCUM_BLUE_BITS_ARB = $2020
#WGL_ACCUM_ALPHA_BITS_ARB = $2021
#WGL_DEPTH_BITS_ARB = $2022
#WGL_STENCIL_BITS_ARB = $2023
#WGL_AUX_BUFFERS_ARB = $2024
#WGL_NO_ACCELERATION_ARB = $2025
#WGL_GENERIC_ACCELERATION_ARB = $2026
#WGL_FULL_ACCELERATION_ARB = $2027
#WGL_SWAP_EXCHANGE_ARB = $2028
#WGL_SWAP_COPY_ARB = $2029
#WGL_SWAP_UNDEFINED_ARB = $202A
#WGL_TYPE_RGBA_ARB = $202B
#WGL_TYPE_COLORINDEX_ARB = $202C

;// WGL_ARB_make_current_read
#ERROR_INVALID_PIXEL_TYPE_ARB = $2043
#ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB = $2054

;// WGL_ARB_pbuffer
#WGL_DRAW_TO_PBUFFER_ARB = $202D
#WGL_MAX_PBUFFER_PIXELS_ARB = $202E
#WGL_MAX_PBUFFER_WIDTH_ARB = $202F
#WGL_MAX_PBUFFER_HEIGHT_ARB = $2030
#WGL_PBUFFER_LARGEST_ARB = $2033
#WGL_PBUFFER_WIDTH_ARB = $2034
#WGL_PBUFFER_HEIGHT_ARB = $2035
#WGL_PBUFFER_LOST_ARB = $2036

;// WGL_ARB_render_texture
#WGL_BIND_TO_TEXTURE_RGB_ARB = $2070
#WGL_BIND_TO_TEXTURE_RGBA_ARB = $2071
#WGL_TEXTURE_FORMAT_ARB = $2072
#WGL_TEXTURE_TARGET_ARB = $2073
#WGL_MIPMAP_TEXTURE_ARB = $2074
#WGL_TEXTURE_RGB_ARB = $2075
#WGL_TEXTURE_RGBA_ARB = $2076
#WGL_NO_TEXTURE_ARB = $2077
#WGL_TEXTURE_CUBE_MAP_ARB = $2078
#WGL_TEXTURE_1D_ARB = $2079
#WGL_TEXTURE_2D_ARB = $207A
#WGL_MIPMAP_LEVEL_ARB = $207B
#WGL_CUBE_MAP_FACE_ARB = $207C
#WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB = $207D
#WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB = $207E
#WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB = $207F
#WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB = $2080
#WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB = $2081
#WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB = $2082
#WGL_FRONT_LEFT_ARB = $2083
#WGL_FRONT_RIGHT_ARB = $2084
#WGL_BACK_LEFT_ARB = $2085
#WGL_BACK_RIGHT_ARB = $2086
#WGL_AUX0_ARB = $2087
#WGL_AUX1_ARB = $2088
#WGL_AUX2_ARB = $2089
#WGL_AUX3_ARB = $208A
#WGL_AUX4_ARB = $208B
#WGL_AUX5_ARB = $208C
#WGL_AUX6_ARB = $208D
#WGL_AUX7_ARB = $208E
#WGL_AUX8_ARB = $208F
#WGL_AUX9_ARB = $2090

;// WGL_ARB_pixel_format_float
#WGL_TYPE_RGBA_FLOAT_ARB = $21A0

;// WGL_ARB_create_context
#WGL_CONTEXT_DEBUG_BIT_ARB = $00000001
#WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB = $00000002
#WGL_CONTEXT_MAJOR_VERSION_ARB = $2091
#WGL_CONTEXT_MINOR_VERSION_ARB = $2092
#WGL_CONTEXT_LAYER_PLANE_ARB = $2093
#WGL_CONTEXT_FLAGS_ARB = $2094
#ERROR_INVALID_VERSION_ARB = $2095

;// WGL_ARB_create_context_profile
#WGL_CONTEXT_PROFILE_MASK_ARB = $9126
#WGL_CONTEXT_CORE_PROFILE_BIT_ARB = $00000001
#WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB = $00000002
#ERROR_INVALID_PROFILE_ARB = $2096

;// WGL_EXT_make_current_read
#ERROR_INVALID_PIXEL_TYPE_EXT = $2043

;// WGL_EXT_pixel_format
#WGL_NUMBER_PIXEL_FORMATS_EXT = $2000
#WGL_DRAW_TO_WINDOW_EXT = $2001
#WGL_DRAW_TO_BITMAP_EXT = $2002
#WGL_ACCELERATION_EXT = $2003
#WGL_NEED_PALETTE_EXT = $2004
#WGL_NEED_SYSTEM_PALETTE_EXT = $2005
#WGL_SWAP_LAYER_BUFFERS_EXT = $2006
#WGL_SWAP_METHOD_EXT = $2007
#WGL_NUMBER_OVERLAYS_EXT = $2008
#WGL_NUMBER_UNDERLAYS_EXT = $2009
#WGL_TRANSPARENT_EXT = $200A
#WGL_TRANSPARENT_VALUE_EXT = $200B
#WGL_SHARE_DEPTH_EXT = $200C
#WGL_SHARE_STENCIL_EXT = $200D
#WGL_SHARE_ACCUM_EXT = $200E
#WGL_SUPPORT_GDI_EXT = $200F
#WGL_SUPPORT_OPENGL_EXT = $2010
#WGL_DOUBLE_BUFFER_EXT = $2011
#WGL_STEREO_EXT = $2012
#WGL_PIXEL_TYPE_EXT = $2013
#WGL_COLOR_BITS_EXT = $2014
#WGL_RED_BITS_EXT = $2015
#WGL_RED_SHIFT_EXT = $2016
#WGL_GREEN_BITS_EXT = $2017
#WGL_GREEN_SHIFT_EXT = $2018
#WGL_BLUE_BITS_EXT = $2019
#WGL_BLUE_SHIFT_EXT = $201A
#WGL_ALPHA_BITS_EXT = $201B
#WGL_ALPHA_SHIFT_EXT = $201C
#WGL_ACCUM_BITS_EXT = $201D
#WGL_ACCUM_RED_BITS_EXT = $201E
#WGL_ACCUM_GREEN_BITS_EXT = $201F
#WGL_ACCUM_BLUE_BITS_EXT = $2020
#WGL_ACCUM_ALPHA_BITS_EXT = $2021
#WGL_DEPTH_BITS_EXT = $2022
#WGL_STENCIL_BITS_EXT = $2023
#WGL_AUX_BUFFERS_EXT = $2024
#WGL_NO_ACCELERATION_EXT = $2025
#WGL_GENERIC_ACCELERATION_EXT = $2026
#WGL_FULL_ACCELERATION_EXT = $2027
#WGL_SWAP_EXCHANGE_EXT = $2028
#WGL_SWAP_COPY_EXT = $2029
#WGL_SWAP_UNDEFINED_EXT = $202A
#WGL_TYPE_RGBA_EXT = $202B
#WGL_TYPE_COLORINDEX_EXT = $202C

;// WGL_EXT_pbuffer
#WGL_DRAW_TO_PBUFFER_EXT = $202D
#WGL_MAX_PBUFFER_PIXELS_EXT = $202E
#WGL_MAX_PBUFFER_WIDTH_EXT = $202F
#WGL_MAX_PBUFFER_HEIGHT_EXT = $2030
#WGL_OPTIMAL_PBUFFER_WIDTH_EXT = $2031
#WGL_OPTIMAL_PBUFFER_HEIGHT_EXT = $2032
#WGL_PBUFFER_LARGEST_EXT = $2033
#WGL_PBUFFER_WIDTH_EXT = $2034
#WGL_PBUFFER_HEIGHT_EXT = $2035

;// WGL_EXT_depth_float
#WGL_DEPTH_FLOAT_EXT = $2040

;// WGL_3DFX_multisample
#WGL_SAMPLE_BUFFERS_3DFX = $2060
#WGL_SAMPLES_3DFX = $2061

;// WGL_EXT_multisample
#WGL_SAMPLE_BUFFERS_EXT = $2041
#WGL_SAMPLES_EXT = $2042

;// WGL_I3D_digital_video_control
#WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D = $2050
#WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D = $2051
#WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D = $2052
#WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D = $2053

;// WGL_I3D_gamma
#WGL_GAMMA_TABLE_SIZE_I3D = $204E
#WGL_GAMMA_EXCLUDE_DESKTOP_I3D = $204F

;// WGL_I3D_genlock
#WGL_GENLOCK_SOURCE_MULTIVIEW_I3D = $2044
#WGL_GENLOCK_SOURCE_EXTENAL_SYNC_I3D = $2045
#WGL_GENLOCK_SOURCE_EXTENAL_FIELD_I3D = $2046
#WGL_GENLOCK_SOURCE_EXTENAL_TTL_I3D = $2047
#WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D = $2048
#WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D = $2049
#WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D = $204A
#WGL_GENLOCK_SOURCE_EDGE_RISING_I3D = $204B
#WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D = $204C

;// WGL_I3D_image_buffer
#WGL_IMAGE_BUFFER_MIN_ACCESS_I3D = $00000001
#WGL_IMAGE_BUFFER_LOCK_I3D = $00000002

;// WGL_NV_render_depth_texture
#WGL_BIND_TO_TEXTURE_DEPTH_NV = $20A3
#WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV = $20A4
#WGL_DEPTH_TEXTURE_FORMAT_NV = $20A5
#WGL_TEXTURE_DEPTH_COMPONENT_NV = $20A6
#WGL_DEPTH_COMPONENT_NV = $20A7

;// WGL_NV_render_texture_rectangle
#WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV = $20A0
#WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV = $20A1
#WGL_TEXTURE_RECTANGLE_NV = $20A2

;// WGL_ATI_pixel_format_float
#WGL_TYPE_RGBA_FLOAT_ATI = $21A0

;// WGL_NV_float_buffer
#WGL_FLOAT_COMPONENTS_NV = $20B0
#WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV = $20B1
#WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV = $20B2
#WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV = $20B3
#WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV = $20B4
#WGL_TEXTURE_FLOAT_R_NV = $20B5
#WGL_TEXTURE_FLOAT_RG_NV = $20B6
#WGL_TEXTURE_FLOAT_RGB_NV = $20B7
#WGL_TEXTURE_FLOAT_RGBA_NV = $20B8

;// WGL_3DL_stereo_control
#WGL_STEREO_EMITTER_ENABLE_3DL = $2055
#WGL_STEREO_EMITTER_DISABLE_3DL = $2056
#WGL_STEREO_POLARITY_NORMAL_3DL = $2057
#WGL_STEREO_POLARITY_INVERT_3DL = $2058

;// WGL_EXT_pixel_format_packed_float
#WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT = $20A8

;// WGL_EXT_framebuffer_sRGB
#WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT = $20A9

;// WGL_NV_present_video
#WGL_NUM_VIDEO_SLOTS_NV = $20F0

;// WGL_NV_video_out
#WGL_BIND_TO_VIDEO_RGB_NV = $20C0
#WGL_BIND_TO_VIDEO_RGBA_NV = $20C1
#WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV = $20C2
#WGL_VIDEO_OUT_COLOR_NV = $20C3
#WGL_VIDEO_OUT_ALPHA_NV = $20C4
#WGL_VIDEO_OUT_DEPTH_NV = $20C5
#WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV = $20C6
#WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV = $20C7
#WGL_VIDEO_OUT_FRAME = $20C8
#WGL_VIDEO_OUT_FIELD_1 = $20C9
#WGL_VIDEO_OUT_FIELD_2 = $20CA
#WGL_VIDEO_OUT_STACKED_FIELDS_1_2 = $20CB
#WGL_VIDEO_OUT_STACKED_FIELDS_2_1 = $20CC

;// WGL_NV_gpu_affinity
#WGL_ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV = $20D0
#WGL_ERROR_MISSING_AFFINITY_MASK_NV = $20D1

;// WGL_AMD_gpu_association
#WGL_GPU_VENDOR_AMD = $1F00
#WGL_GPU_RENDERER_STRING_AMD = $1F01
#WGL_GPU_OPENGL_VERSION_STRING_AMD = $1F02
#WGL_GPU_FASTEST_TARGET_GPUS_AMD = $21A2
#WGL_GPU_RAM_AMD = $21A3
#WGL_GPU_CLOCK_AMD = $21A4
#WGL_GPU_NUM_PIPES_AMD = $21A5
#WGL_GPU_NUM_SIMD_AMD = $21A6
#WGL_GPU_NUM_RB_AMD = $21A7
#WGL_GPU_NUM_SPI_AMD = $21A8

;// NV_video_capture
#WGL_UNIQUE_ID_NV = $20CE
#WGL_NUM_VIDEO_CAPTURE_SLOTS_NV = $20CF

;// WGL_NV_multisample_coverage
#WGL_COVERAGE_SAMPLES_NV       = $2042
#WGL_COLOR_SAMPLES_NV          = $20B9

;// WGL_EXT_create_context_es2_profile
#WGL_CONTEXT_ES2_PROFILE_BIT_EXT = $00000004


Structure GPU_DEVICE
  cb.Long
  DeviceName.b[32]
  DeviceString.b[128]
  Flags.Long
  rcVirtualScreen.RECT
EndStructure


Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:37 pm
by luis
part 1

Code: Select all

;// *****************************************************************
;// GLEXT.PBI
;// Converted for PureBasic by Luis on March 6, 2011
;// Constants definitions up to OpenGL 4.1
;// This file is part of the SGL package for PureBasic
;// *****************************************************************

;// http://www.opengl.org/registry/api/glext.h

;/*
;** Copyright (c) 2007-2010 The Khronos Group Inc.
;** 
;** Permission is hereby granted, free of charge, to any person obtaining a
;** copy of this software and/or associated documentation files (the
;** "Materials"), to deal in the Materials without restriction, including
;** without limitation the rights to use, copy, modify, merge, publish,
;** distribute, sublicense, and/or sell copies of the Materials, and to
;** permit persons to whom the Materials are furnished to do so, subject to
;** the following conditions:
;** 
;** The above copyright notice and this permission notice shall be included
;** in all copies or substantial portions of the Materials.
;** 
;** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
;** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
;** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
;** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
;** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
;** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
;** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
;*/

;/* Header file version number, required by OpenGL ABI for Linux */
;/* glext.h last updated $Date: 2010-03-11 11:19:31 -0800 (Thu, 11 Mar 2010) $ */
;/* Current version at http://www.opengl.org/registry/ */

#GL_GLEXT_VERSION = 67

;// 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_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_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_LINE_WIDTH_RANGE = $846E

;// GL_VERSION_1_2_DEPRECATED
#GL_RESCALE_NORMAL = $803A
#GL_LIGHT_MODEL_COLOR_CONTROL = $81F8
#GL_SINGLE_COLOR = $81F9
#GL_SEPARATE_SPECULAR_COLOR = $81FA
#GL_ALIASED_POINT_SIZE_RANGE = $846D

;// 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_ARB_imaging_DEPRECATED
#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_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_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_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_VERSION_1_3_DEPRECATED
#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_BIT = $20000000
#GL_NORMAL_MAP = $8511
#GL_REFLECTION_MAP = $8512
#GL_COMPRESSED_ALPHA = $84E9
#GL_COMPRESSED_LUMINANCE = $84EA
#GL_COMPRESSED_LUMINANCE_ALPHA = $84EB
#GL_COMPRESSED_INTENSITY = $84EC
#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_FADE_THRESHOLD_SIZE = $8128
#GL_DEPTH_COMPONENT16 = $81A5
#GL_DEPTH_COMPONENT24 = $81A6
#GL_DEPTH_COMPONENT32 = $81A7
#GL_MIRRORED_REPEAT = $8370
#GL_MAX_TEXTURE_LOD_BIAS = $84FD
#GL_TEXTURE_LOD_BIAS = $8501
#GL_INCR_WRAP = $8507
#GL_DECR_WRAP = $8508
#GL_TEXTURE_DEPTH_SIZE = $884A
#GL_TEXTURE_COMPARE_MODE = $884C
#GL_TEXTURE_COMPARE_FUNC = $884D

;// GL_VERSION_1_4_DEPRECATED
#GL_POINT_SIZE_MIN = $8126
#GL_POINT_SIZE_MAX = $8127
#GL_POINT_DISTANCE_ATTENUATION = $8129
#GL_GENERATE_MIPMAP = $8191
#GL_GENERATE_MIPMAP_HINT = $8192
#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_TEXTURE_FILTER_CONTROL = $8500
#GL_DEPTH_TEXTURE_MODE = $884B
#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_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_VERSION_1_5_DEPRECATED
#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_FOG_COORD_SRC = $8450
#GL_FOG_COORD = $8451
#GL_CURRENT_FOG_COORD = $8453
#GL_FOG_COORD_ARRAY_TYPE = $8454
#GL_FOG_COORD_ARRAY_STRIDE = $8455
#GL_FOG_COORD_ARRAY_POINTER = $8456
#GL_FOG_COORD_ARRAY = $8457
#GL_FOG_COORD_ARRAY_BUFFER_BINDING = $889D
#GL_SRC0_RGB = $8580
#GL_SRC1_RGB = $8581
#GL_SRC2_RGB = $8582
#GL_SRC0_ALPHA = $8588
#GL_SRC1_ALPHA = $8589
#GL_SRC2_ALPHA = $858A

;// GL_VERSION_2_0
#GL_BLEND_EQUATION_RGB = $8009
#GL_VERTEX_ATTRIB_ARRAY_ENABLED = $8622
#GL_VERTEX_ATTRIB_ARRAY_SIZE = $8623
#GL_VERTEX_ATTRIB_ARRAY_STRIDE = $8624
#GL_VERTEX_ATTRIB_ARRAY_TYPE = $8625
#GL_CURRENT_VERTEX_ATTRIB = $8626
#GL_VERTEX_PROGRAM_POINT_SIZE = $8642
#GL_VERTEX_ATTRIB_ARRAY_POINTER = $8645
#GL_STENCIL_BACK_FUNC = $8800
#GL_STENCIL_BACK_FAIL = $8801
#GL_STENCIL_BACK_PASS_DEPTH_FAIL = $8802
#GL_STENCIL_BACK_PASS_DEPTH_PASS = $8803
#GL_MAX_DRAW_BUFFERS = $8824
#GL_DRAW_BUFFER0 = $8825
#GL_DRAW_BUFFER1 = $8826
#GL_DRAW_BUFFER2 = $8827
#GL_DRAW_BUFFER3 = $8828
#GL_DRAW_BUFFER4 = $8829
#GL_DRAW_BUFFER5 = $882A
#GL_DRAW_BUFFER6 = $882B
#GL_DRAW_BUFFER7 = $882C
#GL_DRAW_BUFFER8 = $882D
#GL_DRAW_BUFFER9 = $882E
#GL_DRAW_BUFFER10 = $882F
#GL_DRAW_BUFFER11 = $8830
#GL_DRAW_BUFFER12 = $8831
#GL_DRAW_BUFFER13 = $8832
#GL_DRAW_BUFFER14 = $8833
#GL_DRAW_BUFFER15 = $8834
#GL_BLEND_EQUATION_ALPHA = $883D
#GL_MAX_VERTEX_ATTRIBS = $8869
#GL_VERTEX_ATTRIB_ARRAY_NORMALIZED = $886A
#GL_MAX_TEXTURE_IMAGE_UNITS = $8872
#GL_FRAGMENT_SHADER = $8B30
#GL_VERTEX_SHADER = $8B31
#GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = $8B49
#GL_MAX_VERTEX_UNIFORM_COMPONENTS = $8B4A
#GL_MAX_VARYING_FLOATS = $8B4B
#GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = $8B4C
#GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = $8B4D
#GL_SHADER_TYPE = $8B4F
#GL_FLOAT_VEC2 = $8B50
#GL_FLOAT_VEC3 = $8B51
#GL_FLOAT_VEC4 = $8B52
#GL_INT_VEC2 = $8B53
#GL_INT_VEC3 = $8B54
#GL_INT_VEC4 = $8B55
#GL_BOOL = $8B56
#GL_BOOL_VEC2 = $8B57
#GL_BOOL_VEC3 = $8B58
#GL_BOOL_VEC4 = $8B59
#GL_FLOAT_MAT2 = $8B5A
#GL_FLOAT_MAT3 = $8B5B
#GL_FLOAT_MAT4 = $8B5C
#GL_SAMPLER_1D = $8B5D
#GL_SAMPLER_2D = $8B5E
#GL_SAMPLER_3D = $8B5F
#GL_SAMPLER_CUBE = $8B60
#GL_SAMPLER_1D_SHADOW = $8B61
#GL_SAMPLER_2D_SHADOW = $8B62
#GL_DELETE_STATUS = $8B80
#GL_COMPILE_STATUS = $8B81
#GL_LINK_STATUS = $8B82
#GL_VALIDATE_STATUS = $8B83
#GL_INFO_LOG_LENGTH = $8B84
#GL_ATTACHED_SHADERS = $8B85
#GL_ACTIVE_UNIFORMS = $8B86
#GL_ACTIVE_UNIFORM_MAX_LENGTH = $8B87
#GL_SHADER_SOURCE_LENGTH = $8B88
#GL_ACTIVE_ATTRIBUTES = $8B89
#GL_ACTIVE_ATTRIBUTE_MAX_LENGTH = $8B8A
#GL_FRAGMENT_SHADER_DERIVATIVE_HINT = $8B8B
#GL_SHADING_LANGUAGE_VERSION = $8B8C
#GL_CURRENT_PROGRAM = $8B8D
#GL_POINT_SPRITE_COORD_ORIGIN = $8CA0
#GL_LOWER_LEFT = $8CA1
#GL_UPPER_LEFT = $8CA2
#GL_STENCIL_BACK_REF = $8CA3
#GL_STENCIL_BACK_VALUE_MASK = $8CA4
#GL_STENCIL_BACK_WRITEMASK = $8CA5

;// GL_VERSION_2_0_DEPRECATED
#GL_VERTEX_PROGRAM_TWO_SIDE = $8643
#GL_POINT_SPRITE = $8861
#GL_COORD_REPLACE = $8862
#GL_MAX_TEXTURE_COORDS = $8871

;// GL_VERSION_2_1
#GL_PIXEL_PACK_BUFFER = $88EB
#GL_PIXEL_UNPACK_BUFFER = $88EC
#GL_PIXEL_PACK_BUFFER_BINDING = $88ED
#GL_PIXEL_UNPACK_BUFFER_BINDING = $88EF
#GL_FLOAT_MAT2x3 = $8B65
#GL_FLOAT_MAT2x4 = $8B66
#GL_FLOAT_MAT3x2 = $8B67
#GL_FLOAT_MAT3x4 = $8B68
#GL_FLOAT_MAT4x2 = $8B69
#GL_FLOAT_MAT4x3 = $8B6A
#GL_SRGB = $8C40
#GL_SRGB8 = $8C41
#GL_SRGB_ALPHA = $8C42
#GL_SRGB8_ALPHA8 = $8C43
#GL_COMPRESSED_SRGB = $8C48
#GL_COMPRESSED_SRGB_ALPHA = $8C49

;// GL_VERSION_2_1_DEPRECATED
#GL_CURRENT_RASTER_SECONDARY_COLOR = $845F
#GL_SLUMINANCE_ALPHA = $8C44
#GL_SLUMINANCE8_ALPHA8 = $8C45
#GL_SLUMINANCE = $8C46
#GL_SLUMINANCE8 = $8C47
#GL_COMPRESSED_SLUMINANCE = $8C4A
#GL_COMPRESSED_SLUMINANCE_ALPHA = $8C4B

;// GL_VERSION_3_0
#GL_COMPARE_REF_TO_TEXTURE = $884E
#GL_CLIP_DISTANCE0 = $3000
#GL_CLIP_DISTANCE1 = $3001
#GL_CLIP_DISTANCE2 = $3002
#GL_CLIP_DISTANCE3 = $3003
#GL_CLIP_DISTANCE4 = $3004
#GL_CLIP_DISTANCE5 = $3005
#GL_CLIP_DISTANCE6 = $3006
#GL_CLIP_DISTANCE7 = $3007
#GL_MAX_CLIP_DISTANCES = $0D32
#GL_MAJOR_VERSION = $821B
#GL_MINOR_VERSION = $821C
#GL_NUM_EXTENSIONS = $821D
#GL_CONTEXT_FLAGS = $821E
#GL_DEPTH_BUFFER = $8223
#GL_STENCIL_BUFFER = $8224
#GL_COMPRESSED_RED = $8225
#GL_COMPRESSED_RG = $8226
#GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = $0001
#GL_RGBA32F = $8814
#GL_RGB32F = $8815
#GL_RGBA16F = $881A
#GL_RGB16F = $881B
#GL_VERTEX_ATTRIB_ARRAY_INTEGER = $88FD
#GL_MAX_ARRAY_TEXTURE_LAYERS = $88FF
#GL_MIN_PROGRAM_TEXEL_OFFSET = $8904
#GL_MAX_PROGRAM_TEXEL_OFFSET = $8905
#GL_CLAMP_READ_COLOR = $891C
#GL_FIXED_ONLY = $891D
#GL_MAX_VARYING_COMPONENTS = $8B4B
#GL_TEXTURE_1D_ARRAY = $8C18
#GL_PROXY_TEXTURE_1D_ARRAY = $8C19
#GL_TEXTURE_2D_ARRAY = $8C1A
#GL_PROXY_TEXTURE_2D_ARRAY = $8C1B
#GL_TEXTURE_BINDING_1D_ARRAY = $8C1C
#GL_TEXTURE_BINDING_2D_ARRAY = $8C1D
#GL_R11F_G11F_B10F = $8C3A
#GL_UNSIGNED_INT_10F_11F_11F_REV = $8C3B
#GL_RGB9_E5 = $8C3D
#GL_UNSIGNED_INT_5_9_9_9_REV = $8C3E
#GL_TEXTURE_SHARED_SIZE = $8C3F
#GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = $8C76
#GL_TRANSFORM_FEEDBACK_BUFFER_MODE = $8C7F
#GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = $8C80
#GL_TRANSFORM_FEEDBACK_VARYINGS = $8C83
#GL_TRANSFORM_FEEDBACK_BUFFER_START = $8C84
#GL_TRANSFORM_FEEDBACK_BUFFER_SIZE = $8C85
#GL_PRIMITIVES_GENERATED = $8C87
#GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = $8C88
#GL_RASTERIZER_DISCARD = $8C89
#GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = $8C8A
#GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = $8C8B
#GL_INTERLEAVED_ATTRIBS = $8C8C
#GL_SEPARATE_ATTRIBS = $8C8D
#GL_TRANSFORM_FEEDBACK_BUFFER = $8C8E
#GL_TRANSFORM_FEEDBACK_BUFFER_BINDING = $8C8F
#GL_RGBA32UI = $8D70
#GL_RGB32UI = $8D71
#GL_RGBA16UI = $8D76
#GL_RGB16UI = $8D77
#GL_RGBA8UI = $8D7C
#GL_RGB8UI = $8D7D
#GL_RGBA32I = $8D82
#GL_RGB32I = $8D83
#GL_RGBA16I = $8D88
#GL_RGB16I = $8D89
#GL_RGBA8I = $8D8E
#GL_RGB8I = $8D8F
#GL_RED_INTEGER = $8D94
#GL_GREEN_INTEGER = $8D95
#GL_BLUE_INTEGER = $8D96
#GL_RGB_INTEGER = $8D98
#GL_RGBA_INTEGER = $8D99
#GL_BGR_INTEGER = $8D9A
#GL_BGRA_INTEGER = $8D9B
#GL_SAMPLER_1D_ARRAY = $8DC0
#GL_SAMPLER_2D_ARRAY = $8DC1
#GL_SAMPLER_1D_ARRAY_SHADOW = $8DC3
#GL_SAMPLER_2D_ARRAY_SHADOW = $8DC4
#GL_SAMPLER_CUBE_SHADOW = $8DC5
#GL_UNSIGNED_INT_VEC2 = $8DC6
#GL_UNSIGNED_INT_VEC3 = $8DC7
#GL_UNSIGNED_INT_VEC4 = $8DC8
#GL_INT_SAMPLER_1D = $8DC9
#GL_INT_SAMPLER_2D = $8DCA
#GL_INT_SAMPLER_3D = $8DCB
#GL_INT_SAMPLER_CUBE = $8DCC
#GL_INT_SAMPLER_1D_ARRAY = $8DCE
#GL_INT_SAMPLER_2D_ARRAY = $8DCF
#GL_UNSIGNED_INT_SAMPLER_1D = $8DD1
#GL_UNSIGNED_INT_SAMPLER_2D = $8DD2
#GL_UNSIGNED_INT_SAMPLER_3D = $8DD3
#GL_UNSIGNED_INT_SAMPLER_CUBE = $8DD4
#GL_UNSIGNED_INT_SAMPLER_1D_ARRAY = $8DD6
#GL_UNSIGNED_INT_SAMPLER_2D_ARRAY = $8DD7
#GL_QUERY_WAIT = $8E13
#GL_QUERY_NO_WAIT = $8E14
#GL_QUERY_BY_REGION_WAIT = $8E15
#GL_QUERY_BY_REGION_NO_WAIT = $8E16
#GL_BUFFER_ACCESS_FLAGS = $911F
#GL_BUFFER_MAP_LENGTH = $9120
#GL_BUFFER_MAP_OFFSET = $9121

;// GL_VERSION_3_0_DEPRECATED
#GL_CLAMP_VERTEX_COLOR = $891A
#GL_CLAMP_FRAGMENT_COLOR = $891B
#GL_ALPHA_INTEGER = $8D97

;// GL_VERSION_3_1
#GL_SAMPLER_2D_RECT = $8B63
#GL_SAMPLER_2D_RECT_SHADOW = $8B64
#GL_SAMPLER_BUFFER = $8DC2
#GL_INT_SAMPLER_2D_RECT = $8DCD
#GL_INT_SAMPLER_BUFFER = $8DD0
#GL_UNSIGNED_INT_SAMPLER_2D_RECT = $8DD5
#GL_UNSIGNED_INT_SAMPLER_BUFFER = $8DD8
#GL_TEXTURE_BUFFER = $8C2A
#GL_MAX_TEXTURE_BUFFER_SIZE = $8C2B
#GL_TEXTURE_BINDING_BUFFER = $8C2C
#GL_TEXTURE_BUFFER_DATA_STORE_BINDING = $8C2D
#GL_TEXTURE_BUFFER_FORMAT = $8C2E
#GL_TEXTURE_RECTANGLE = $84F5
#GL_TEXTURE_BINDING_RECTANGLE = $84F6
#GL_PROXY_TEXTURE_RECTANGLE = $84F7
#GL_MAX_RECTANGLE_TEXTURE_SIZE = $84F8
#GL_RED_SNORM = $8F90
#GL_RG_SNORM = $8F91
#GL_RGB_SNORM = $8F92
#GL_RGBA_SNORM = $8F93
#GL_R8_SNORM = $8F94
#GL_RG8_SNORM = $8F95
#GL_RGB8_SNORM = $8F96
#GL_RGBA8_SNORM = $8F97
#GL_R16_SNORM = $8F98
#GL_RG16_SNORM = $8F99
#GL_RGB16_SNORM = $8F9A
#GL_RGBA16_SNORM = $8F9B
#GL_SIGNED_NORMALIZED = $8F9C
#GL_PRIMITIVE_RESTART = $8F9D
#GL_PRIMITIVE_RESTART_INDEX = $8F9E

;// GL_VERSION_3_2
#GL_CONTEXT_CORE_PROFILE_BIT = $00000001
#GL_CONTEXT_COMPATIBILITY_PROFILE_BIT = $00000002
#GL_LINES_ADJACENCY = $000A
#GL_LINE_STRIP_ADJACENCY = $000B
#GL_TRIANGLES_ADJACENCY = $000C
#GL_TRIANGLE_STRIP_ADJACENCY = $000D
#GL_PROGRAM_POINT_SIZE = $8642
#GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = $8C29
#GL_FRAMEBUFFER_ATTACHMENT_LAYERED = $8DA7
#GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = $8DA8
#GL_GEOMETRY_SHADER = $8DD9
#GL_GEOMETRY_VERTICES_OUT = $8916
#GL_GEOMETRY_INPUT_TYPE = $8917
#GL_GEOMETRY_OUTPUT_TYPE = $8918
#GL_MAX_GEOMETRY_UNIFORM_COMPONENTS = $8DDF
#GL_MAX_GEOMETRY_OUTPUT_VERTICES = $8DE0
#GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = $8DE1
#GL_MAX_VERTEX_OUTPUT_COMPONENTS = $9122
#GL_MAX_GEOMETRY_INPUT_COMPONENTS = $9123
#GL_MAX_GEOMETRY_OUTPUT_COMPONENTS = $9124
#GL_MAX_FRAGMENT_INPUT_COMPONENTS = $9125
#GL_CONTEXT_PROFILE_MASK = $9126

;// GL_VERSION_3_3
#GL_VERTEX_ATTRIB_ARRAY_DIVISOR = $88FE

;// GL_VERSION_4_0
#GL_SAMPLE_SHADING = $8C36
#GL_MIN_SAMPLE_SHADING_VALUE = $8C37
#GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5E
#GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET = $8E5F
#GL_TEXTURE_CUBE_MAP_ARRAY = $9009
#GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = $900A
#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = $900B
#GL_SAMPLER_CUBE_MAP_ARRAY = $900C
#GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = $900D
#GL_INT_SAMPLER_CUBE_MAP_ARRAY = $900E
#GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = $900F

;// GL_VERSION_4_1
; No new constants


;// 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_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_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_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_point_sprite
#GL_POINT_SPRITE_ARB = $8861
#GL_COORD_REPLACE_ARB = $8862

;// 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_ARB_color_buffer_float
#GL_RGBA_FLOAT_MODE_ARB = $8820
#GL_CLAMP_VERTEX_COLOR_ARB = $891A
#GL_CLAMP_FRAGMENT_COLOR_ARB = $891B
#GL_CLAMP_READ_COLOR_ARB = $891C
#GL_FIXED_ONLY_ARB = $891D

;// GL_ARB_half_float_pixel
#GL_HALF_FLOAT_ARB = $140B

;// GL_ARB_texture_float
#GL_TEXTURE_RED_TYPE_ARB = $8C10
#GL_TEXTURE_GREEN_TYPE_ARB = $8C11
#GL_TEXTURE_BLUE_TYPE_ARB = $8C12
#GL_TEXTURE_ALPHA_TYPE_ARB = $8C13
#GL_TEXTURE_LUMINANCE_TYPE_ARB = $8C14
#GL_TEXTURE_INTENSITY_TYPE_ARB = $8C15
#GL_TEXTURE_DEPTH_TYPE_ARB = $8C16
#GL_UNSIGNED_NORMALIZED_ARB = $8C17
#GL_RGBA32F_ARB = $8814
#GL_RGB32F_ARB = $8815
#GL_ALPHA32F_ARB = $8816
#GL_INTENSITY32F_ARB = $8817
#GL_LUMINANCE32F_ARB = $8818
#GL_LUMINANCE_ALPHA32F_ARB = $8819
#GL_RGBA16F_ARB = $881A
#GL_RGB16F_ARB = $881B
#GL_ALPHA16F_ARB = $881C
#GL_INTENSITY16F_ARB = $881D
#GL_LUMINANCE16F_ARB = $881E
#GL_LUMINANCE_ALPHA16F_ARB = $881F

;// GL_ARB_pixel_buffer_object
#GL_PIXEL_PACK_BUFFER_ARB = $88EB
#GL_PIXEL_UNPACK_BUFFER_ARB = $88EC
#GL_PIXEL_PACK_BUFFER_BINDING_ARB = $88ED
#GL_PIXEL_UNPACK_BUFFER_BINDING_ARB = $88EF

;// GL_ARB_depth_buffer_float
#GL_DEPTH_COMPONENT32F = $8CAC
#GL_DEPTH32F_STENCIL8 = $8CAD
#GL_FLOAT_32_UNSIGNED_INT_24_8_REV = $8DAD

;// GL_ARB_framebuffer_object
#GL_INVALID_FRAMEBUFFER_OPERATION = $0506
#GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = $8210
#GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = $8211
#GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE = $8212
#GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = $8213
#GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = $8214
#GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = $8215
#GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = $8216
#GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = $8217
#GL_FRAMEBUFFER_DEFAULT = $8218
#GL_FRAMEBUFFER_UNDEFINED = $8219
#GL_DEPTH_STENCIL_ATTACHMENT = $821A
#GL_MAX_RENDERBUFFER_SIZE = $84E8
#GL_DEPTH_STENCIL = $84F9
#GL_UNSIGNED_INT_24_8 = $84FA
#GL_DEPTH24_STENCIL8 = $88F0
#GL_TEXTURE_STENCIL_SIZE = $88F1
#GL_TEXTURE_RED_TYPE = $8C10
#GL_TEXTURE_GREEN_TYPE = $8C11
#GL_TEXTURE_BLUE_TYPE = $8C12
#GL_TEXTURE_ALPHA_TYPE = $8C13
#GL_TEXTURE_DEPTH_TYPE = $8C16
#GL_UNSIGNED_NORMALIZED = $8C17
#GL_FRAMEBUFFER_BINDING = $8CA6
#GL_DRAW_FRAMEBUFFER_BINDING = #GL_FRAMEBUFFER_BINDING
#GL_RENDERBUFFER_BINDING = $8CA7
#GL_READ_FRAMEBUFFER = $8CA8
#GL_DRAW_FRAMEBUFFER = $8CA9
#GL_READ_FRAMEBUFFER_BINDING = $8CAA
#GL_RENDERBUFFER_SAMPLES = $8CAB
#GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = $8CD0
#GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = $8CD1
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = $8CD2
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = $8CD3
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = $8CD4
#GL_FRAMEBUFFER_COMPLETE = $8CD5
#GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT = $8CD6
#GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = $8CD7
#GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = $8CDB
#GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER = $8CDC
#GL_FRAMEBUFFER_UNSUPPORTED = $8CDD
#GL_MAX_COLOR_ATTACHMENTS = $8CDF
#GL_COLOR_ATTACHMENT0 = $8CE0
#GL_COLOR_ATTACHMENT1 = $8CE1
#GL_COLOR_ATTACHMENT2 = $8CE2
#GL_COLOR_ATTACHMENT3 = $8CE3
#GL_COLOR_ATTACHMENT4 = $8CE4
#GL_COLOR_ATTACHMENT5 = $8CE5
#GL_COLOR_ATTACHMENT6 = $8CE6
#GL_COLOR_ATTACHMENT7 = $8CE7
#GL_COLOR_ATTACHMENT8 = $8CE8
#GL_COLOR_ATTACHMENT9 = $8CE9
#GL_COLOR_ATTACHMENT10 = $8CEA
#GL_COLOR_ATTACHMENT11 = $8CEB
#GL_COLOR_ATTACHMENT12 = $8CEC
#GL_COLOR_ATTACHMENT13 = $8CED
#GL_COLOR_ATTACHMENT14 = $8CEE
#GL_COLOR_ATTACHMENT15 = $8CEF
#GL_DEPTH_ATTACHMENT = $8D00
#GL_STENCIL_ATTACHMENT = $8D20
#GL_FRAMEBUFFER = $8D40
#GL_RENDERBUFFER = $8D41
#GL_RENDERBUFFER_WIDTH = $8D42
#GL_RENDERBUFFER_HEIGHT = $8D43
#GL_RENDERBUFFER_INTERNAL_FORMAT = $8D44
#GL_STENCIL_INDEX1 = $8D46
#GL_STENCIL_INDEX4 = $8D47
#GL_STENCIL_INDEX8 = $8D48
#GL_STENCIL_INDEX16 = $8D49
#GL_RENDERBUFFER_RED_SIZE = $8D50
#GL_RENDERBUFFER_GREEN_SIZE = $8D51
#GL_RENDERBUFFER_BLUE_SIZE = $8D52
#GL_RENDERBUFFER_ALPHA_SIZE = $8D53
#GL_RENDERBUFFER_DEPTH_SIZE = $8D54
#GL_RENDERBUFFER_STENCIL_SIZE = $8D55
#GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = $8D56
#GL_MAX_SAMPLES = $8D57

;// GL_ARB_framebuffer_object_DEPRECATED
#GL_INDEX = $8222
#GL_TEXTURE_LUMINANCE_TYPE = $8C14
#GL_TEXTURE_INTENSITY_TYPE = $8C15

;// GL_ARB_framebuffer_sRGB
#GL_FRAMEBUFFER_SRGB = $8DB9

;// GL_ARB_geometry_shader4
#GL_LINES_ADJACENCY_ARB = $000A
#GL_LINE_STRIP_ADJACENCY_ARB = $000B
#GL_TRIANGLES_ADJACENCY_ARB = $000C
#GL_TRIANGLE_STRIP_ADJACENCY_ARB = $000D
#GL_PROGRAM_POINT_SIZE_ARB = $8642
#GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB = $8C29
#GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB = $8DA7
#GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB = $8DA8
#GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB = $8DA9
#GL_GEOMETRY_SHADER_ARB = $8DD9
#GL_GEOMETRY_VERTICES_OUT_ARB = $8DDA
#GL_GEOMETRY_INPUT_TYPE_ARB = $8DDB
#GL_GEOMETRY_OUTPUT_TYPE_ARB = $8DDC
#GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB = $8DDD
#GL_MAX_VERTEX_VARYING_COMPONENTS_ARB = $8DDE
#GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB = $8DDF
#GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB = $8DE0
#GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB = $8DE1

;// GL_ARB_half_float_vertex
#GL_HALF_FLOAT = $140B

;// GL_ARB_instanced_arrays
#GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB = $88FE

;// GL_ARB_map_buffer_range
#GL_MAP_READ_BIT = $0001
#GL_MAP_WRITE_BIT = $0002
#GL_MAP_INVALIDATE_RANGE_BIT = $0004
#GL_MAP_INVALIDATE_BUFFER_BIT = $0008
#GL_MAP_FLUSH_EXPLICIT_BIT = $0010
#GL_MAP_UNSYNCHRONIZED_BIT = $0020

;// GL_ARB_texture_buffer_object
#GL_TEXTURE_BUFFER_ARB = $8C2A
#GL_MAX_TEXTURE_BUFFER_SIZE_ARB = $8C2B
#GL_TEXTURE_BINDING_BUFFER_ARB = $8C2C
#GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB = $8C2D
#GL_TEXTURE_BUFFER_FORMAT_ARB = $8C2E

;// GL_ARB_texture_compression_rgtc
#GL_COMPRESSED_RED_RGTC1 = $8DBB
#GL_COMPRESSED_SIGNED_RED_RGTC1 = $8DBC
#GL_COMPRESSED_RG_RGTC2 = $8DBD
#GL_COMPRESSED_SIGNED_RG_RGTC2 = $8DBE

;// GL_ARB_texture_rg
#GL_RG = $8227
#GL_RG_INTEGER = $8228
#GL_R8 = $8229
#GL_R16 = $822A
#GL_RG8 = $822B
#GL_RG16 = $822C
#GL_R16F = $822D
#GL_R32F = $822E
#GL_RG16F = $822F
#GL_RG32F = $8230
#GL_R8I = $8231
#GL_R8UI = $8232
#GL_R16I = $8233
#GL_R16UI = $8234
#GL_R32I = $8235
#GL_R32UI = $8236
#GL_RG8I = $8237
#GL_RG8UI = $8238
#GL_RG16I = $8239
#GL_RG16UI = $823A
#GL_RG32I = $823B
#GL_RG32UI = $823C

;// GL_ARB_vertex_array_object
#GL_VERTEX_ARRAY_BINDING = $85B5

;// GL_ARB_uniform_buffer_object
#GL_UNIFORM_BUFFER = $8A11
#GL_UNIFORM_BUFFER_BINDING = $8A28
#GL_UNIFORM_BUFFER_START = $8A29
#GL_UNIFORM_BUFFER_SIZE = $8A2A
#GL_MAX_VERTEX_UNIFORM_BLOCKS = $8A2B
#GL_MAX_GEOMETRY_UNIFORM_BLOCKS = $8A2C
#GL_MAX_FRAGMENT_UNIFORM_BLOCKS = $8A2D
#GL_MAX_COMBINED_UNIFORM_BLOCKS = $8A2E
#GL_MAX_UNIFORM_BUFFER_BINDINGS = $8A2F
#GL_MAX_UNIFORM_BLOCK_SIZE = $8A30
#GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = $8A31
#GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = $8A32
#GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = $8A33
#GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT = $8A34
#GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = $8A35
#GL_ACTIVE_UNIFORM_BLOCKS = $8A36
#GL_UNIFORM_TYPE = $8A37
#GL_UNIFORM_SIZE = $8A38
#GL_UNIFORM_NAME_LENGTH = $8A39
#GL_UNIFORM_BLOCK_INDEX = $8A3A
#GL_UNIFORM_OFFSET = $8A3B
#GL_UNIFORM_ARRAY_STRIDE = $8A3C
#GL_UNIFORM_MATRIX_STRIDE = $8A3D
#GL_UNIFORM_IS_ROW_MAJOR = $8A3E
#GL_UNIFORM_BLOCK_BINDING = $8A3F
#GL_UNIFORM_BLOCK_DATA_SIZE = $8A40
#GL_UNIFORM_BLOCK_NAME_LENGTH = $8A41
#GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = $8A42
#GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = $8A43
#GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = $8A44
#GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = $8A45
#GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = $8A46

;// GL_ARB_copy_buffer
#GL_COPY_READ_BUFFER = $8F36
#GL_COPY_WRITE_BUFFER = $8F37

;// GL_ARB_depth_clamp
#GL_DEPTH_CLAMP = $864F

;// GL_ARB_provoking_vertex
#GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = $8E4C
#GL_FIRST_VERTEX_CONVENTION = $8E4D
#GL_LAST_VERTEX_CONVENTION = $8E4E
#GL_PROVOKING_VERTEX = $8E4F

;// GL_ARB_seamless_cube_map
#GL_TEXTURE_CUBE_MAP_SEAMLESS = $884F

;// GL_ARB_sync
#GL_MAX_SERVER_WAIT_TIMEOUT = $9111
#GL_OBJECT_TYPE = $9112
#GL_SYNC_CONDITION = $9113
#GL_SYNC_STATUS = $9114
#GL_SYNC_FLAGS = $9115
#GL_SYNC_FENCE = $9116
#GL_SYNC_GPU_COMMANDS_COMPLETE = $9117
#GL_UNSIGNALED = $9118
#GL_SIGNALED = $9119
#GL_ALREADY_SIGNALED = $911A
#GL_TIMEOUT_EXPIRED = $911B
#GL_CONDITION_SATISFIED = $911C
#GL_WAIT_FAILED = $911D
#GL_SYNC_FLUSH_COMMANDS_BIT = $00000001
#GL_TIMEOUT_IGNORED = -1

;// GL_ARB_texture_multisample
#GL_SAMPLE_POSITION = $8E50
#GL_SAMPLE_MASK = $8E51
#GL_SAMPLE_MASK_VALUE = $8E52
#GL_MAX_SAMPLE_MASK_WORDS = $8E59
#GL_TEXTURE_2D_MULTISAMPLE = $9100
#GL_PROXY_TEXTURE_2D_MULTISAMPLE = $9101
#GL_TEXTURE_2D_MULTISAMPLE_ARRAY = $9102
#GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = $9103
#GL_TEXTURE_BINDING_2D_MULTISAMPLE = $9104
#GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = $9105
#GL_TEXTURE_SAMPLES = $9106
#GL_TEXTURE_FIXED_SAMPLE_LOCATIONS = $9107
#GL_SAMPLER_2D_MULTISAMPLE = $9108
#GL_INT_SAMPLER_2D_MULTISAMPLE = $9109
#GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = $910A
#GL_SAMPLER_2D_MULTISAMPLE_ARRAY = $910B
#GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910C
#GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = $910D
#GL_MAX_COLOR_TEXTURE_SAMPLES = $910E
#GL_MAX_DEPTH_TEXTURE_SAMPLES = $910F
#GL_MAX_INTEGER_SAMPLES = $9110

;// GL_ARB_sample_shading
#GL_SAMPLE_SHADING = $8C36
#GL_MIN_SAMPLE_SHADING_VALUE = $8C37

;// GL_ARB_texture_cube_map_array
#GL_TEXTURE_CUBE_MAP_ARRAY = $9009
#GL_TEXTURE_BINDING_CUBE_MAP_ARRAY = $900A
#GL_PROXY_TEXTURE_CUBE_MAP_ARRAY = $900B
#GL_SAMPLER_CUBE_MAP_ARRAY = $900C
#GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW = $900D
#GL_INT_SAMPLER_CUBE_MAP_ARRAY = $900E
#GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = $900F

;// GL_ARB_texture_gather
#GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB = $8E5E
#GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB = $8E5F

;// GL_ARB_shading_language_include
#GL_SHADER_INCLUDE_ARB = $8DAE
#GL_NAMED_STRING_LENGTH_ARB = $8DE9
#GL_NAMED_STRING_TYPE_ARB = $8DEA

;// GL_ARB_texture_compression_bptc
#GL_COMPRESSED_RGBA_BPTC_UNORM_ARB = $8E8C
#GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB = $8E8D
#GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB = $8E8E
#GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB = $8E8F

;// GL_ARB_blend_func_extended
#GL_SRC1_COLOR = $88F9
#GL_ONE_MINUS_SRC1_COLOR = $88FA
#GL_ONE_MINUS_SRC1_ALPHA = $88FB
#GL_MAX_DUAL_SOURCE_DRAW_BUFFERS = $88FC

;// GL_ARB_occlusion_query2
#GL_ANY_SAMPLES_PASSED = $8C2F

;// GL_ARB_sampler_objects
#GL_SAMPLER_BINDING = $8919

;// GL_ARB_texture_rgb10_a2ui
#GL_RGB10_A2UI = $906F

;// GL_ARB_texture_swizzle
#GL_TEXTURE_SWIZZLE_R = $8E42
#GL_TEXTURE_SWIZZLE_G = $8E43
#GL_TEXTURE_SWIZZLE_B = $8E44
#GL_TEXTURE_SWIZZLE_A = $8E45
#GL_TEXTURE_SWIZZLE_RGBA = $8E46

;// GL_ARB_timer_query
#GL_TIME_ELAPSED = $88BF
#GL_TIMESTAMP = $8E28

;// GL_ARB_vertex_type_2_10_10_10_rev
#GL_INT_2_10_10_10_REV = $8D9F

;// GL_ARB_draw_indirect
#GL_DRAW_INDIRECT_BUFFER = $8F3F
#GL_DRAW_INDIRECT_BUFFER_BINDING = $8F43

;// GL_ARB_gpu_shader5
#GL_GEOMETRY_SHADER_INVOCATIONS = $887F
#GL_MAX_GEOMETRY_SHADER_INVOCATIONS = $8E5A
#GL_MIN_FRAGMENT_INTERPOLATION_OFFSET = $8E5B
#GL_MAX_FRAGMENT_INTERPOLATION_OFFSET = $8E5C
#GL_FRAGMENT_INTERPOLATION_OFFSET_BITS = $8E5D
#GL_MAX_VERTEX_STREAMS = $8E71

;// GL_ARB_gpu_shader_fp64
#GL_DOUBLE_VEC2 = $8FFC
#GL_DOUBLE_VEC3 = $8FFD
#GL_DOUBLE_VEC4 = $8FFE
#GL_DOUBLE_MAT2 = $8F46
#GL_DOUBLE_MAT3 = $8F47
#GL_DOUBLE_MAT4 = $8F48
#GL_DOUBLE_MAT2x3 = $8F49
#GL_DOUBLE_MAT2x4 = $8F4A
#GL_DOUBLE_MAT3x2 = $8F4B
#GL_DOUBLE_MAT3x4 = $8F4C
#GL_DOUBLE_MAT4x2 = $8F4D
#GL_DOUBLE_MAT4x3 = $8F4E

;// GL_ARB_shader_subroutine
#GL_ACTIVE_SUBROUTINES = $8DE5
#GL_ACTIVE_SUBROUTINE_UNIFORMS = $8DE6
#GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS = $8E47
#GL_ACTIVE_SUBROUTINE_MAX_LENGTH = $8E48
#GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH = $8E49
#GL_MAX_SUBROUTINES = $8DE7
#GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS = $8DE8
#GL_NUM_COMPATIBLE_SUBROUTINES = $8E4A
#GL_COMPATIBLE_SUBROUTINES = $8E4B

;// GL_ARB_tessellation_shader
#GL_PATCHES = $000E
#GL_PATCH_VERTICES = $8E72
#GL_PATCH_DEFAULT_INNER_LEVEL = $8E73
#GL_PATCH_DEFAULT_OUTER_LEVEL = $8E74
#GL_TESS_CONTROL_OUTPUT_VERTICES = $8E75
#GL_TESS_GEN_MODE = $8E76
#GL_TESS_GEN_SPACING = $8E77
#GL_TESS_GEN_VERTEX_ORDER = $8E78
#GL_TESS_GEN_POINT_MODE = $8E79
#GL_ISOLINES = $8E7A
#GL_FRACTIONAL_ODD = $8E7B
#GL_FRACTIONAL_EVEN = $8E7C
#GL_MAX_PATCH_VERTICES = $8E7D
#GL_MAX_TESS_GEN_LEVEL = $8E7E
#GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS = $8E7F
#GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS = $8E80
#GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS = $8E81
#GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS = $8E82
#GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS = $8E83
#GL_MAX_TESS_PATCH_COMPONENTS = $8E84
#GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS = $8E85
#GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS = $8E86
#GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS = $8E89
#GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS = $8E8A
#GL_MAX_TESS_CONTROL_INPUT_COMPONENTS = $886C
#GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS = $886D
#GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS = $8E1E
#GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS = $8E1F
#GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER = $84F0
#GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER = $84F1
#GL_TESS_EVALUATION_SHADER = $8E87
#GL_TESS_CONTROL_SHADER = $8E88

;// GL_ARB_transform_feedback2
#GL_TRANSFORM_FEEDBACK = $8E22
#GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED = $8E23
#GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE = $8E24
#GL_TRANSFORM_FEEDBACK_BINDING = $8E25

;// GL_ARB_transform_feedback3
#GL_MAX_TRANSFORM_FEEDBACK_BUFFERS = $8E70

;// 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

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:40 pm
by luis
part 2

Code: Select all

;// 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_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_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_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_FfdMaskSGIX
#GL_MAX_FRAMEZOOM_FACTOR_SGIX = $818D
#GL_TEXTURE_DEFORMATION_BIT_SGIX = $00000001

;// GL_SGIX_polynomial_ffd
#GL_GEOMETRY_DEFORMATION_BIT_SGIX = $00000002
#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_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_SGIX_texture_add_env
#GL_TEXTURE_ENV_BIAS_SGIX = $80BE

;// 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_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_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_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_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_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_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


Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 5:41 pm
by luis
part 3 (last)

Code: Select all

;// GL_NV_texgen_emboss
#GL_EMBOSS_LIGHT_NV = $855D
#GL_EMBOSS_CONSTANT_NV = $855E
#GL_EMBOSS_MAP_NV = $855F

;// GL_NV_texture_env_combine4
#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_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_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_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_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_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_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_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_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_OES_read_format
#GL_IMPLEMENTATION_COLOR_READ_TYPE_OES = $8B9A
#GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES = $8B9B

;// 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 = $8009
#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_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_EXT_framebuffer_object
#GL_INVALID_FRAMEBUFFER_OPERATION_EXT = $0506
#GL_MAX_RENDERBUFFER_SIZE_EXT = $84E8
#GL_FRAMEBUFFER_BINDING_EXT = $8CA6
#GL_RENDERBUFFER_BINDING_EXT = $8CA7
#GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT = $8CD0
#GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT = $8CD1
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT = $8CD2
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT = $8CD3
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT = $8CD4
#GL_FRAMEBUFFER_COMPLETE_EXT = $8CD5
#GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT = $8CD6
#GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT = $8CD7
#GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT = $8CD9
#GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT = $8CDA
#GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT = $8CDB
#GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT = $8CDC
#GL_FRAMEBUFFER_UNSUPPORTED_EXT = $8CDD
#GL_MAX_COLOR_ATTACHMENTS_EXT = $8CDF
#GL_COLOR_ATTACHMENT0_EXT = $8CE0
#GL_COLOR_ATTACHMENT1_EXT = $8CE1
#GL_COLOR_ATTACHMENT2_EXT = $8CE2
#GL_COLOR_ATTACHMENT3_EXT = $8CE3
#GL_COLOR_ATTACHMENT4_EXT = $8CE4
#GL_COLOR_ATTACHMENT5_EXT = $8CE5
#GL_COLOR_ATTACHMENT6_EXT = $8CE6
#GL_COLOR_ATTACHMENT7_EXT = $8CE7
#GL_COLOR_ATTACHMENT8_EXT = $8CE8
#GL_COLOR_ATTACHMENT9_EXT = $8CE9
#GL_COLOR_ATTACHMENT10_EXT = $8CEA
#GL_COLOR_ATTACHMENT11_EXT = $8CEB
#GL_COLOR_ATTACHMENT12_EXT = $8CEC
#GL_COLOR_ATTACHMENT13_EXT = $8CED
#GL_COLOR_ATTACHMENT14_EXT = $8CEE
#GL_COLOR_ATTACHMENT15_EXT = $8CEF
#GL_DEPTH_ATTACHMENT_EXT = $8D00
#GL_STENCIL_ATTACHMENT_EXT = $8D20
#GL_FRAMEBUFFER_EXT = $8D40
#GL_RENDERBUFFER_EXT = $8D41
#GL_RENDERBUFFER_WIDTH_EXT = $8D42
#GL_RENDERBUFFER_HEIGHT_EXT = $8D43
#GL_RENDERBUFFER_INTERNAL_FORMAT_EXT = $8D44
#GL_STENCIL_INDEX1_EXT = $8D46
#GL_STENCIL_INDEX4_EXT = $8D47
#GL_STENCIL_INDEX8_EXT = $8D48
#GL_STENCIL_INDEX16_EXT = $8D49
#GL_RENDERBUFFER_RED_SIZE_EXT = $8D50
#GL_RENDERBUFFER_GREEN_SIZE_EXT = $8D51
#GL_RENDERBUFFER_BLUE_SIZE_EXT = $8D52
#GL_RENDERBUFFER_ALPHA_SIZE_EXT = $8D53
#GL_RENDERBUFFER_DEPTH_SIZE_EXT = $8D54
#GL_RENDERBUFFER_STENCIL_SIZE_EXT = $8D55

;// GL_EXT_packed_depth_stencil
#GL_DEPTH_STENCIL_EXT = $84F9
#GL_UNSIGNED_INT_24_8_EXT = $84FA
#GL_DEPTH24_STENCIL8_EXT = $88F0
#GL_TEXTURE_STENCIL_SIZE_EXT = $88F1

;// GL_EXT_stencil_clear_tag
#GL_STENCIL_TAG_BITS_EXT = $88F2
#GL_STENCIL_CLEAR_TAG_VALUE_EXT = $88F3

;// GL_EXT_texture_sRGB
#GL_SRGB_EXT = $8C40
#GL_SRGB8_EXT = $8C41
#GL_SRGB_ALPHA_EXT = $8C42
#GL_SRGB8_ALPHA8_EXT = $8C43
#GL_SLUMINANCE_ALPHA_EXT = $8C44
#GL_SLUMINANCE8_ALPHA8_EXT = $8C45
#GL_SLUMINANCE_EXT = $8C46
#GL_SLUMINANCE8_EXT = $8C47
#GL_COMPRESSED_SRGB_EXT = $8C48
#GL_COMPRESSED_SRGB_ALPHA_EXT = $8C49
#GL_COMPRESSED_SLUMINANCE_EXT = $8C4A
#GL_COMPRESSED_SLUMINANCE_ALPHA_EXT = $8C4B
#GL_COMPRESSED_SRGB_S3TC_DXT1_EXT = $8C4C
#GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT = $8C4D
#GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT = $8C4E
#GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT = $8C4F

;// GL_EXT_framebuffer_blit
#GL_READ_FRAMEBUFFER_EXT = $8CA8
#GL_DRAW_FRAMEBUFFER_EXT = $8CA9
#GL_DRAW_FRAMEBUFFER_BINDING_EXT = #GL_FRAMEBUFFER_BINDING_EXT
#GL_READ_FRAMEBUFFER_BINDING_EXT = $8CAA

;// GL_EXT_framebuffer_multisample
#GL_RENDERBUFFER_SAMPLES_EXT = $8CAB
#GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT = $8D56
#GL_MAX_SAMPLES_EXT = $8D57

;// GL_MESAX_texture_stack
#GL_TEXTURE_1D_STACK_MESAX = $8759
#GL_TEXTURE_2D_STACK_MESAX = $875A
#GL_PROXY_TEXTURE_1D_STACK_MESAX = $875B
#GL_PROXY_TEXTURE_2D_STACK_MESAX = $875C
#GL_TEXTURE_1D_STACK_BINDING_MESAX = $875D
#GL_TEXTURE_2D_STACK_BINDING_MESAX = $875E

;// GL_EXT_timer_query
#GL_TIME_ELAPSED_EXT = $88BF

;// GL_APPLE_flush_buffer_range
#GL_BUFFER_SERIALIZED_MODIFY_APPLE = $8A12
#GL_BUFFER_FLUSHING_UNMAP_APPLE = $8A13

;// GL_NV_gpu_program4
#GL_MIN_PROGRAM_TEXEL_OFFSET_NV = $8904
#GL_MAX_PROGRAM_TEXEL_OFFSET_NV = $8905
#GL_PROGRAM_ATTRIB_COMPONENTS_NV = $8906
#GL_PROGRAM_RESULT_COMPONENTS_NV = $8907
#GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV = $8908
#GL_MAX_PROGRAM_RESULT_COMPONENTS_NV = $8909
#GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV = $8DA5
#GL_MAX_PROGRAM_GENERIC_RESULTS_NV = $8DA6

;// GL_NV_geometry_program4
#GL_LINES_ADJACENCY_EXT = $000A
#GL_LINE_STRIP_ADJACENCY_EXT = $000B
#GL_TRIANGLES_ADJACENCY_EXT = $000C
#GL_TRIANGLE_STRIP_ADJACENCY_EXT = $000D
#GL_GEOMETRY_PROGRAM_NV = $8C26
#GL_MAX_PROGRAM_OUTPUT_VERTICES_NV = $8C27
#GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV = $8C28
#GL_GEOMETRY_VERTICES_OUT_EXT = $8DDA
#GL_GEOMETRY_INPUT_TYPE_EXT = $8DDB
#GL_GEOMETRY_OUTPUT_TYPE_EXT = $8DDC
#GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT = $8C29
#GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT = $8DA7
#GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT = $8DA8
#GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT = $8DA9
#GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT = $8CD4
#GL_PROGRAM_POINT_SIZE_EXT = $8642

;// GL_EXT_geometry_shader4
#GL_GEOMETRY_SHADER_EXT = $8DD9
#GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT = $8DDD
#GL_MAX_VERTEX_VARYING_COMPONENTS_EXT = $8DDE
#GL_MAX_VARYING_COMPONENTS_EXT = $8B4B
#GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT = $8DDF
#GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT = $8DE0
#GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT = $8DE1

;// GL_NV_vertex_program4
#GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV = $88FD

;// GL_EXT_gpu_shader4
#GL_SAMPLER_1D_ARRAY_EXT = $8DC0
#GL_SAMPLER_2D_ARRAY_EXT = $8DC1
#GL_SAMPLER_BUFFER_EXT = $8DC2
#GL_SAMPLER_1D_ARRAY_SHADOW_EXT = $8DC3
#GL_SAMPLER_2D_ARRAY_SHADOW_EXT = $8DC4
#GL_SAMPLER_CUBE_SHADOW_EXT = $8DC5
#GL_UNSIGNED_INT_VEC2_EXT = $8DC6
#GL_UNSIGNED_INT_VEC3_EXT = $8DC7
#GL_UNSIGNED_INT_VEC4_EXT = $8DC8
#GL_INT_SAMPLER_1D_EXT = $8DC9
#GL_INT_SAMPLER_2D_EXT = $8DCA
#GL_INT_SAMPLER_3D_EXT = $8DCB
#GL_INT_SAMPLER_CUBE_EXT = $8DCC
#GL_INT_SAMPLER_2D_RECT_EXT = $8DCD
#GL_INT_SAMPLER_1D_ARRAY_EXT = $8DCE
#GL_INT_SAMPLER_2D_ARRAY_EXT = $8DCF
#GL_INT_SAMPLER_BUFFER_EXT = $8DD0
#GL_UNSIGNED_INT_SAMPLER_1D_EXT = $8DD1
#GL_UNSIGNED_INT_SAMPLER_2D_EXT = $8DD2
#GL_UNSIGNED_INT_SAMPLER_3D_EXT = $8DD3
#GL_UNSIGNED_INT_SAMPLER_CUBE_EXT = $8DD4
#GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT = $8DD5
#GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT = $8DD6
#GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT = $8DD7
#GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT = $8DD8

;// GL_EXT_packed_float
#GL_R11F_G11F_B10F_EXT = $8C3A
#GL_UNSIGNED_INT_10F_11F_11F_REV_EXT = $8C3B
#GL_RGBA_SIGNED_COMPONENTS_EXT = $8C3C

;// GL_EXT_texture_array
#GL_TEXTURE_1D_ARRAY_EXT = $8C18
#GL_PROXY_TEXTURE_1D_ARRAY_EXT = $8C19
#GL_TEXTURE_2D_ARRAY_EXT = $8C1A
#GL_PROXY_TEXTURE_2D_ARRAY_EXT = $8C1B
#GL_TEXTURE_BINDING_1D_ARRAY_EXT = $8C1C
#GL_TEXTURE_BINDING_2D_ARRAY_EXT = $8C1D
#GL_MAX_ARRAY_TEXTURE_LAYERS_EXT = $88FF
#GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT = $884E

;// GL_EXT_texture_buffer_object
#GL_TEXTURE_BUFFER_EXT = $8C2A
#GL_MAX_TEXTURE_BUFFER_SIZE_EXT = $8C2B
#GL_TEXTURE_BINDING_BUFFER_EXT = $8C2C
#GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT = $8C2D
#GL_TEXTURE_BUFFER_FORMAT_EXT = $8C2E

;// GL_EXT_texture_compression_latc
#GL_COMPRESSED_LUMINANCE_LATC1_EXT = $8C70
#GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT = $8C71
#GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT = $8C72
#GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT = $8C73

;// GL_EXT_texture_compression_rgtc
#GL_COMPRESSED_RED_RGTC1_EXT = $8DBB
#GL_COMPRESSED_SIGNED_RED_RGTC1_EXT = $8DBC
#GL_COMPRESSED_RED_GREEN_RGTC2_EXT = $8DBD
#GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT = $8DBE

;// GL_EXT_texture_shared_exponent
#GL_RGB9_E5_EXT = $8C3D
#GL_UNSIGNED_INT_5_9_9_9_REV_EXT = $8C3E
#GL_TEXTURE_SHARED_SIZE_EXT = $8C3F

;// GL_NV_depth_buffer_float
#GL_DEPTH_COMPONENT32F_NV = $8DAB
#GL_DEPTH32F_STENCIL8_NV = $8DAC
#GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV = $8DAD
#GL_DEPTH_BUFFER_FLOAT_MODE_NV = $8DAF

;// GL_NV_framebuffer_multisample_coverage
#GL_RENDERBUFFER_COVERAGE_SAMPLES_NV = $8CAB
#GL_RENDERBUFFER_COLOR_SAMPLES_NV = $8E10
#GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV = $8E11
#GL_MULTISAMPLE_COVERAGE_MODES_NV = $8E12

;// GL_EXT_framebuffer_sRGB
#GL_FRAMEBUFFER_SRGB_EXT = $8DB9
#GL_FRAMEBUFFER_SRGB_CAPABLE_EXT = $8DBA

;// GL_NV_parameter_buffer_object
#GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV = $8DA0
#GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV = $8DA1
#GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV = $8DA2
#GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV = $8DA3
#GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV = $8DA4

;// GL_NV_transform_feedback
#GL_BACK_PRIMARY_COLOR_NV = $8C77
#GL_BACK_SECONDARY_COLOR_NV = $8C78
#GL_TEXTURE_COORD_NV = $8C79
#GL_CLIP_DISTANCE_NV = $8C7A
#GL_VERTEX_ID_NV = $8C7B
#GL_PRIMITIVE_ID_NV = $8C7C
#GL_GENERIC_ATTRIB_NV = $8C7D
#GL_TRANSFORM_FEEDBACK_ATTRIBS_NV = $8C7E
#GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV = $8C7F
#GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV = $8C80
#GL_ACTIVE_VARYINGS_NV = $8C81
#GL_ACTIVE_VARYING_MAX_LENGTH_NV = $8C82
#GL_TRANSFORM_FEEDBACK_VARYINGS_NV = $8C83
#GL_TRANSFORM_FEEDBACK_BUFFER_START_NV = $8C84
#GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV = $8C85
#GL_TRANSFORM_FEEDBACK_RECORD_NV = $8C86
#GL_PRIMITIVES_GENERATED_NV = $8C87
#GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV = $8C88
#GL_RASTERIZER_DISCARD_NV = $8C89
#GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_ATTRIBS_NV = $8C8A
#GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV = $8C8B
#GL_INTERLEAVED_ATTRIBS_NV = $8C8C
#GL_SEPARATE_ATTRIBS_NV = $8C8D
#GL_TRANSFORM_FEEDBACK_BUFFER_NV = $8C8E
#GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV = $8C8F

;// GL_EXT_bindable_uniform
#GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT = $8DE2
#GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT = $8DE3
#GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT = $8DE4
#GL_MAX_BINDABLE_UNIFORM_SIZE_EXT = $8DED
#GL_UNIFORM_BUFFER_EXT = $8DEE
#GL_UNIFORM_BUFFER_BINDING_EXT = $8DEF

;// GL_EXT_texture_integer
#GL_RGBA32UI_EXT = $8D70
#GL_RGB32UI_EXT = $8D71
#GL_ALPHA32UI_EXT = $8D72
#GL_INTENSITY32UI_EXT = $8D73
#GL_LUMINANCE32UI_EXT = $8D74
#GL_LUMINANCE_ALPHA32UI_EXT = $8D75
#GL_RGBA16UI_EXT = $8D76
#GL_RGB16UI_EXT = $8D77
#GL_ALPHA16UI_EXT = $8D78
#GL_INTENSITY16UI_EXT = $8D79
#GL_LUMINANCE16UI_EXT = $8D7A
#GL_LUMINANCE_ALPHA16UI_EXT = $8D7B
#GL_RGBA8UI_EXT = $8D7C
#GL_RGB8UI_EXT = $8D7D
#GL_ALPHA8UI_EXT = $8D7E
#GL_INTENSITY8UI_EXT = $8D7F
#GL_LUMINANCE8UI_EXT = $8D80
#GL_LUMINANCE_ALPHA8UI_EXT = $8D81
#GL_RGBA32I_EXT = $8D82
#GL_RGB32I_EXT = $8D83
#GL_ALPHA32I_EXT = $8D84
#GL_INTENSITY32I_EXT = $8D85
#GL_LUMINANCE32I_EXT = $8D86
#GL_LUMINANCE_ALPHA32I_EXT = $8D87
#GL_RGBA16I_EXT = $8D88
#GL_RGB16I_EXT = $8D89
#GL_ALPHA16I_EXT = $8D8A
#GL_INTENSITY16I_EXT = $8D8B
#GL_LUMINANCE16I_EXT = $8D8C
#GL_LUMINANCE_ALPHA16I_EXT = $8D8D
#GL_RGBA8I_EXT = $8D8E
#GL_RGB8I_EXT = $8D8F
#GL_ALPHA8I_EXT = $8D90
#GL_INTENSITY8I_EXT = $8D91
#GL_LUMINANCE8I_EXT = $8D92
#GL_LUMINANCE_ALPHA8I_EXT = $8D93
#GL_RED_INTEGER_EXT = $8D94
#GL_GREEN_INTEGER_EXT = $8D95
#GL_BLUE_INTEGER_EXT = $8D96
#GL_ALPHA_INTEGER_EXT = $8D97
#GL_RGB_INTEGER_EXT = $8D98
#GL_RGBA_INTEGER_EXT = $8D99
#GL_BGR_INTEGER_EXT = $8D9A
#GL_BGRA_INTEGER_EXT = $8D9B
#GL_LUMINANCE_INTEGER_EXT = $8D9C
#GL_LUMINANCE_ALPHA_INTEGER_EXT = $8D9D
#GL_RGBA_INTEGER_MODE_EXT = $8D9E

;// GL_NV_conditional_render
#GL_QUERY_WAIT_NV = $8E13
#GL_QUERY_NO_WAIT_NV = $8E14
#GL_QUERY_BY_REGION_WAIT_NV = $8E15
#GL_QUERY_BY_REGION_NO_WAIT_NV = $8E16

;// GL_NV_present_video
#GL_FRAME_NV = $8E26
#GL_FIELDS_NV = $8E27
#GL_CURRENT_TIME_NV = $8E28
#GL_NUM_FILL_STREAMS_NV = $8E29
#GL_PRESENT_TIME_NV = $8E2A
#GL_PRESENT_DURATION_NV = $8E2B

;// GL_EXT_transform_feedback
#GL_TRANSFORM_FEEDBACK_BUFFER_EXT = $8C8E
#GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT = $8C84
#GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT = $8C85
#GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT = $8C8F
#GL_INTERLEAVED_ATTRIBS_EXT = $8C8C
#GL_SEPARATE_ATTRIBS_EXT = $8C8D
#GL_PRIMITIVES_GENERATED_EXT = $8C87
#GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT = $8C88
#GL_RASTERIZER_DISCARD_EXT = $8C89
#GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT = $8C8A
#GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT = $8C8B
#GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT = $8C80
#GL_TRANSFORM_FEEDBACK_VARYINGS_EXT = $8C83
#GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT = $8C7F
#GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT = $8C76

;// GL_EXT_direct_state_access
#GL_PROGRAM_MATRIX_EXT = $8E2D
#GL_TRANSPOSE_PROGRAM_MATRIX_EXT = $8E2E
#GL_PROGRAM_MATRIX_STACK_DEPTH_EXT = $8E2F

;// GL_EXT_texture_swizzle
#GL_TEXTURE_SWIZZLE_R_EXT = $8E42
#GL_TEXTURE_SWIZZLE_G_EXT = $8E43
#GL_TEXTURE_SWIZZLE_B_EXT = $8E44
#GL_TEXTURE_SWIZZLE_A_EXT = $8E45
#GL_TEXTURE_SWIZZLE_RGBA_EXT = $8E46

;// GL_NV_explicit_multisample
#GL_SAMPLE_POSITION_NV = $8E50
#GL_SAMPLE_MASK_NV = $8E51
#GL_SAMPLE_MASK_VALUE_NV = $8E52
#GL_TEXTURE_BINDING_RENDERBUFFER_NV = $8E53
#GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV = $8E54
#GL_TEXTURE_RENDERBUFFER_NV = $8E55
#GL_SAMPLER_RENDERBUFFER_NV = $8E56
#GL_INT_SAMPLER_RENDERBUFFER_NV = $8E57
#GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV = $8E58
#GL_MAX_SAMPLE_MASK_WORDS_NV = $8E59

;// GL_NV_transform_feedback2
#GL_TRANSFORM_FEEDBACK_NV = $8E22
#GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV = $8E23
#GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV = $8E24
#GL_TRANSFORM_FEEDBACK_BINDING_NV = $8E25

;// GL_ATI_meminfo
#GL_VBO_FREE_MEMORY_ATI = $87FB
#GL_TEXTURE_FREE_MEMORY_ATI = $87FC
#GL_RENDERBUFFER_FREE_MEMORY_ATI = $87FD

;// GL_AMD_performance_monitor
#GL_COUNTER_TYPE_AMD = $8BC0
#GL_COUNTER_RANGE_AMD = $8BC1
#GL_UNSIGNED_INT64_AMD = $8BC2
#GL_PERCENTAGE_AMD = $8BC3
#GL_PERFMON_RESULT_AVAILABLE_AMD = $8BC4
#GL_PERFMON_RESULT_SIZE_AMD = $8BC5
#GL_PERFMON_RESULT_AMD = $8BC6

;// GL_AMD_vertex_shader_tesselator
#GL_SAMPLER_BUFFER_AMD = $9001
#GL_INT_SAMPLER_BUFFER_AMD = $9002
#GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD = $9003
#GL_TESSELLATION_MODE_AMD = $9004
#GL_TESSELLATION_FACTOR_AMD = $9005
#GL_DISCRETE_AMD = $9006
#GL_CONTINUOUS_AMD = $9007

;// GL_EXT_provoking_vertex
#GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT = $8E4C
#GL_FIRST_VERTEX_CONVENTION_EXT = $8E4D
#GL_LAST_VERTEX_CONVENTION_EXT = $8E4E
#GL_PROVOKING_VERTEX_EXT = $8E4F

;// GL_EXT_texture_snorm
#GL_ALPHA_SNORM = $9010
#GL_LUMINANCE_SNORM = $9011
#GL_LUMINANCE_ALPHA_SNORM = $9012
#GL_INTENSITY_SNORM = $9013
#GL_ALPHA8_SNORM = $9014
#GL_LUMINANCE8_SNORM = $9015
#GL_LUMINANCE8_ALPHA8_SNORM = $9016
#GL_INTENSITY8_SNORM = $9017
#GL_ALPHA16_SNORM = $9018
#GL_LUMINANCE16_SNORM = $9019
#GL_LUMINANCE16_ALPHA16_SNORM = $901A
#GL_INTENSITY16_SNORM = $901B

;// GL_APPLE_texture_range
#GL_TEXTURE_RANGE_LENGTH_APPLE = $85B7
#GL_TEXTURE_RANGE_POINTER_APPLE = $85B8
#GL_TEXTURE_STORAGE_HINT_APPLE = $85BC
#GL_STORAGE_PRIVATE_APPLE = $85BD

;// GL_APPLE_float_pixels
#GL_HALF_APPLE = $140B
#GL_RGBA_FLOAT32_APPLE = $8814
#GL_RGB_FLOAT32_APPLE = $8815
#GL_ALPHA_FLOAT32_APPLE = $8816
#GL_INTENSITY_FLOAT32_APPLE = $8817
#GL_LUMINANCE_FLOAT32_APPLE = $8818
#GL_LUMINANCE_ALPHA_FLOAT32_APPLE = $8819
#GL_RGBA_FLOAT16_APPLE = $881A
#GL_RGB_FLOAT16_APPLE = $881B
#GL_ALPHA_FLOAT16_APPLE = $881C
#GL_INTENSITY_FLOAT16_APPLE = $881D
#GL_LUMINANCE_FLOAT16_APPLE = $881E
#GL_LUMINANCE_ALPHA_FLOAT16_APPLE = $881F
#GL_COLOR_FLOAT_APPLE = $8A0F

;// GL_APPLE_vertex_program_evaluators
#GL_VERTEX_ATTRIB_MAP1_APPLE = $8A00
#GL_VERTEX_ATTRIB_MAP2_APPLE = $8A01
#GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE = $8A02
#GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE = $8A03
#GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE = $8A04
#GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE = $8A05
#GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE = $8A06
#GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE = $8A07
#GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE = $8A08
#GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE = $8A09

;// GL_APPLE_aux_depth_stencil
#GL_AUX_DEPTH_STENCIL_APPLE = $8A14

;// GL_APPLE_object_purgeable
#GL_BUFFER_OBJECT_APPLE = $85B3
#GL_RELEASED_APPLE = $8A19
#GL_VOLATILE_APPLE = $8A1A
#GL_RETAINED_APPLE = $8A1B
#GL_UNDEFINED_APPLE = $8A1C
#GL_PURGEABLE_APPLE = $8A1D

;// GL_APPLE_row_bytes
#GL_PACK_ROW_BYTES_APPLE = $8A15
#GL_UNPACK_ROW_BYTES_APPLE = $8A16

;// GL_APPLE_rgb_422
#GL_RGB_422_APPLE = $8A1F

;// GL_NV_video_capture
#GL_VIDEO_BUFFER_NV = $9020
#GL_VIDEO_BUFFER_BINDING_NV = $9021
#GL_FIELD_UPPER_NV = $9022
#GL_FIELD_LOWER_NV = $9023
#GL_NUM_VIDEO_CAPTURE_STREAMS_NV = $9024
#GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV = $9025
#GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV = $9026
#GL_LAST_VIDEO_CAPTURE_STATUS_NV = $9027
#GL_VIDEO_BUFFER_PITCH_NV = $9028
#GL_VIDEO_COLOR_CONVERSION_MATRIX_NV = $9029
#GL_VIDEO_COLOR_CONVERSION_MAX_NV = $902A
#GL_VIDEO_COLOR_CONVERSION_MIN_NV = $902B
#GL_VIDEO_COLOR_CONVERSION_OFFSET_NV = $902C
#GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV = $902D
#GL_PARTIAL_SUCCESS_NV = $902E
#GL_SUCCESS_NV = $902F
#GL_FAILURE_NV = $9030
#GL_YCBYCR8_422_NV = $9031
#GL_YCBAYCR8A_4224_NV = $9032
#GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV = $9033
#GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV = $9034
#GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV = $9035
#GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV = $9036
#GL_Z4Y12Z4CB12Z4CR12_444_NV = $9037
#GL_VIDEO_CAPTURE_FRAME_WIDTH_NV = $9038
#GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV = $9039
#GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV = $903A
#GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV = $903B
#GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV = $903C

;// GL_EXT_separate_shader_objects
#GL_ACTIVE_PROGRAM_EXT = $8B8D

;// GL_NV_shader_buffer_load
#GL_BUFFER_GPU_ADDRESS_NV = $8F1D
#GL_GPU_ADDRESS_NV = $8F34
#GL_MAX_SHADER_BUFFER_ADDRESS_NV = $8F35

;// GL_NV_vertex_buffer_unified_memory
#GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV = $8F1E
#GL_ELEMENT_ARRAY_UNIFIED_NV = $8F1F
#GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV = $8F20
#GL_VERTEX_ARRAY_ADDRESS_NV = $8F21
#GL_NORMAL_ARRAY_ADDRESS_NV = $8F22
#GL_COLOR_ARRAY_ADDRESS_NV = $8F23
#GL_INDEX_ARRAY_ADDRESS_NV = $8F24
#GL_TEXTURE_COORD_ARRAY_ADDRESS_NV = $8F25
#GL_EDGE_FLAG_ARRAY_ADDRESS_NV = $8F26
#GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV = $8F27
#GL_FOG_COORD_ARRAY_ADDRESS_NV = $8F28
#GL_ELEMENT_ARRAY_ADDRESS_NV = $8F29
#GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV = $8F2A
#GL_VERTEX_ARRAY_LENGTH_NV = $8F2B
#GL_NORMAL_ARRAY_LENGTH_NV = $8F2C
#GL_COLOR_ARRAY_LENGTH_NV = $8F2D
#GL_INDEX_ARRAY_LENGTH_NV = $8F2E
#GL_TEXTURE_COORD_ARRAY_LENGTH_NV = $8F2F
#GL_EDGE_FLAG_ARRAY_LENGTH_NV = $8F30
#GL_SECONDARY_COLOR_ARRAY_LENGTH_NV = $8F31
#GL_FOG_COORD_ARRAY_LENGTH_NV = $8F32
#GL_ELEMENT_ARRAY_LENGTH_NV = $8F33

;// GL_EXT_shader_image_load_store
#GL_MAX_IMAGE_UNITS_EXT            = $8F38
#GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT = $8F39
#GL_IMAGE_BINDING_NAME_EXT         = $8F3A
#GL_IMAGE_BINDING_LEVEL_EXT        = $8F3B
#GL_IMAGE_BINDING_LAYERED_EXT      = $8F3C
#GL_IMAGE_BINDING_LAYER_EXT        = $8F3D
#GL_IMAGE_BINDING_ACCESS_EXT       = $8F3E
#GL_IMAGE_1D_EXT                   = $904C
#GL_IMAGE_2D_EXT                   = $904D
#GL_IMAGE_3D_EXT                   = $904E
#GL_IMAGE_2D_RECT_EXT              = $904F
#GL_IMAGE_CUBE_EXT                 = $9050
#GL_IMAGE_BUFFER_EXT               = $9051
#GL_IMAGE_1D_ARRAY_EXT             = $9052
#GL_IMAGE_2D_ARRAY_EXT             = $9053
#GL_IMAGE_CUBE_MAP_ARRAY_EXT       = $9054
#GL_IMAGE_2D_MULTISAMPLE_EXT       = $9055
#GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT = $9056
#GL_INT_IMAGE_1D_EXT               = $9057
#GL_INT_IMAGE_2D_EXT               = $9058
#GL_INT_IMAGE_3D_EXT               = $9059
#GL_INT_IMAGE_2D_RECT_EXT          = $905A
#GL_INT_IMAGE_CUBE_EXT             = $905B
#GL_INT_IMAGE_BUFFER_EXT           = $905C
#GL_INT_IMAGE_1D_ARRAY_EXT         = $905D
#GL_INT_IMAGE_2D_ARRAY_EXT         = $905E
#GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT   = $905F
#GL_INT_IMAGE_2D_MULTISAMPLE_EXT   = $9060
#GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT = $9061
#GL_UNSIGNED_INT_IMAGE_1D_EXT      = $9062
#GL_UNSIGNED_INT_IMAGE_2D_EXT      = $9063
#GL_UNSIGNED_INT_IMAGE_3D_EXT      = $9064
#GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT = $9065
#GL_UNSIGNED_INT_IMAGE_CUBE_EXT    = $9066
#GL_UNSIGNED_INT_IMAGE_BUFFER_EXT  = $9067
#GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT = $9068
#GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT = $9069
#GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT = $906A
#GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT = $906B
#GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT = $906C
#GL_MAX_IMAGE_SAMPLES_EXT          = $906D
#GL_IMAGE_BINDING_FORMAT_EXT       = $906E
#GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT = $00000001
#GL_ELEMENT_ARRAY_BARRIER_BIT_EXT  = $00000002
#GL_UNIFORM_BARRIER_BIT_EXT        = $00000004
#GL_TEXTURE_FETCH_BARRIER_BIT_EXT  = $00000008
#GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT = $00000020
#GL_COMMAND_BARRIER_BIT_EXT        = $00000040
#GL_PIXEL_BUFFER_BARRIER_BIT_EXT   = $00000080
#GL_TEXTURE_UPDATE_BARRIER_BIT_EXT = $00000100
#GL_BUFFER_UPDATE_BARRIER_BIT_EXT  = $00000200
#GL_FRAMEBUFFER_BARRIER_BIT_EXT    = $00000400
#GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT = $00000800
#GL_ATOMIC_COUNTER_BARRIER_BIT_EXT = $00001000
#GL_ALL_BARRIER_BITS_EXT           = $FFFFFFFF


;// GL_EXT_vertex_attrib_64bit
#GL_DOUBLE_VEC2_EXT                = $8FFC
#GL_DOUBLE_VEC3_EXT                = $8FFD
#GL_DOUBLE_VEC4_EXT                = $8FFE
#GL_DOUBLE_MAT2_EXT                = $8F46
#GL_DOUBLE_MAT3_EXT                = $8F47
#GL_DOUBLE_MAT4_EXT                = $8F48
#GL_DOUBLE_MAT2x3_EXT              = $8F49
#GL_DOUBLE_MAT2x4_EXT              = $8F4A
#GL_DOUBLE_MAT3x2_EXT              = $8F4B
#GL_DOUBLE_MAT3x4_EXT              = $8F4C
#GL_DOUBLE_MAT4x2_EXT              = $8F4D
#GL_DOUBLE_MAT4x3_EXT              = $8F4E

;// GL_NV_gpu_program5
#GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV = $8E5A
#GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV = $8E5B
#GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV = $8E5C
#GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV = $8E5D
#GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV = $8E5E
#GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV = $8E5F
#GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV = $8F44
#GL_MAX_PROGRAM_SUBROUTINE_NUM_NV  = $8F45


;// GL_NV_gpu_shader5
#GL_INT64_NV                       = $140E
#GL_UNSIGNED_INT64_NV              = $140F
#GL_INT8_NV                        = $8FE0
#GL_INT8_VEC2_NV                   = $8FE1
#GL_INT8_VEC3_NV                   = $8FE2
#GL_INT8_VEC4_NV                   = $8FE3
#GL_INT16_NV                       = $8FE4
#GL_INT16_VEC2_NV                  = $8FE5
#GL_INT16_VEC3_NV                  = $8FE6
#GL_INT16_VEC4_NV                  = $8FE7
#GL_INT64_VEC2_NV                  = $8FE9
#GL_INT64_VEC3_NV                  = $8FEA
#GL_INT64_VEC4_NV                  = $8FEB
#GL_UNSIGNED_INT8_NV               = $8FEC
#GL_UNSIGNED_INT8_VEC2_NV          = $8FED
#GL_UNSIGNED_INT8_VEC3_NV          = $8FEE
#GL_UNSIGNED_INT8_VEC4_NV          = $8FEF
#GL_UNSIGNED_INT16_NV              = $8FF0
#GL_UNSIGNED_INT16_VEC2_NV         = $8FF1
#GL_UNSIGNED_INT16_VEC3_NV         = $8FF2
#GL_UNSIGNED_INT16_VEC4_NV         = $8FF3
#GL_UNSIGNED_INT64_VEC2_NV         = $8FF5
#GL_UNSIGNED_INT64_VEC3_NV         = $8FF6
#GL_UNSIGNED_INT64_VEC4_NV         = $8FF7
#GL_FLOAT16_NV                     = $8FF8
#GL_FLOAT16_VEC2_NV                = $8FF9
#GL_FLOAT16_VEC3_NV                = $8FFA
#GL_FLOAT16_VEC4_NV                = $8FFB

;// GL_NV_shader_buffer_store
#GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV = $00000010

;// GL_NV_tessellation_program5
#GL_MAX_PROGRAM_PATCH_ATTRIBS_NV   = $86D8
#GL_TESS_CONTROL_PROGRAM_NV        = $891E
#GL_TESS_EVALUATION_PROGRAM_NV     = $891F
#GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV = $8C74
#GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV = $8C75

;// GL_NV_multisample_coverage
#GL_COVERAGE_SAMPLES_NV            = $80A9
#GL_COLOR_SAMPLES_NV               = $8E20

;// GL_AMD_name_gen_delete
#GL_DATA_BUFFER_AMD                = $9151
#GL_PERFORMANCE_MONITOR_AMD        = $9152
#GL_QUERY_OBJECT_AMD               = $9153
#GL_VERTEX_ARRAY_OBJECT_AMD        = $9154
#GL_SAMPLER_OBJECT_AMD             = $9155

;// GL_AMD_debug_output
#GL_MAX_DEBUG_LOGGED_MESSAGES_AMD  = $9144
#GL_DEBUG_LOGGED_MESSAGES_AMD      = $9145
#GL_DEBUG_SEVERITY_HIGH_AMD        = $9146
#GL_DEBUG_SEVERITY_MEDIUM_AMD      = $9147
#GL_DEBUG_SEVERITY_LOW_AMD         = $9148
#GL_DEBUG_CATEGORY_API_ERROR_AMD   = $9149
#GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD = $914A
#GL_DEBUG_CATEGORY_DEPRECATION_AMD = $914B
#GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD = $914C
#GL_DEBUG_CATEGORY_PERFORMANCE_AMD = $914D
#GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD = $914E
#GL_DEBUG_CATEGORY_APPLICATION_AMD = $914F
#GL_DEBUG_CATEGORY_OTHER_AMD       = $9150

;// GL_NV_vdpau_interop
#GL_SURFACE_STATE_NV               = $86EB
#GL_SURFACE_REGISTERED_NV          = $86FD
#GL_SURFACE_MAPPED_NV              = $8700
#GL_WRITE_DISCARD_NV               = $88BE

;// GL_AMD_depth_clamp_separate
#GL_DEPTH_CLAMP_NEAR_AMD           = $901E
#GL_DEPTH_CLAMP_FAR_AMD            = $901F

;// GL_EXT_texture_sRGB_decode
#GL_TEXTURE_SRGB_DECODE_EXT        = $8A48
#GL_DECODE_EXT                     = $8A49
#GL_SKIP_DECODE_EXT                = $8A4A


Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 7:00 pm
by Artus
Thank you very much! :D

MfG Arthur

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 9:24 pm
by idle
think you deserve a beer Luis, thanks for sharing that.

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 9:35 pm
by luis
No problem !

If anyone find a missing / wrong constant please let me know... :wink:

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 9:40 pm
by MachineCode
You should've just zipped it... that was a nightmare to copy. :?

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 9:52 pm
by luis
I choose to post it because this way will remain available in time.

I put a link to a zip file only when I commit myself to keep it available in time, I hate when I found a post in a forum with a dead link, and I try to don't do the same. At least for some YEARS.
MachineCode wrote:You should've just zipped it... that was a nightmare to copy. :?
Better to have to paste it than to type it, I assure you.

Re: OpenGL 4 Include?

Posted: Sun Mar 06, 2011 10:03 pm
by flaith
idle wrote:think you deserve a beer Luis, thanks for sharing that.
Agreed, thanks a lot Luis :D

Re: OpenGL 4 Include?

Posted: Sat Jun 21, 2014 4:28 pm
by applePi
do i need always to write something like that
Prototype PFNGLGENBUFFERSPROC ( n.i, *buffers)
Global glGenBuffers.PFNGLGENBUFFERSPROC
and so on ...
i don't find glGenBuffers and related functions in the OpenGL.pbi nor in the include files for opengl 4.x , but i saw it in the xorc1zt include file in the OpenGL 3.3 Base (windows) posted 2 years ago
it is found also in "glext.h" http://www.opengl.org/registry/api/GL/glext.h

Code: Select all

Structure TVertex
  x.f
  y.f
  z.f
EndStructure

#GL_COLOR_BUFFER_BIT                = $00004000
#GL_DEPTH_BUFFER_BIT                = $00000100
#GL_ARRAY_BUFFER                    = $8892
#GL_ELEMENT_ARRAY_BUFFER            = $8893
#GL_MODELVIEW                       = $1700
#GL_PROJECTION                      = $1701
#GL_SMOOTH                          = $1D01
#GL_DEPTH_TEST                      = $0B71
#GL_CULL_FACE                       = $0B44
#GL_STATIC_DRAW                     = $88E4
#GL_VERTEX_ARRAY                    = $8074
#GL_FLOAT                           = $1406
#GL_TRIANGLES                       = $0004
#GL_UNSIGNED_BYTE                   = $1401
#GL_UNSIGNED_SHORT                  = $1403
#GL_UNSIGNED_INT                    = $1405


OpenWindow(0, 10, 10, 640, 480, "OpenGL demo")
SetWindowColor(0, RGB(200,220,200))
OpenGLGadget(0, 20, 10, WindowWidth(0)-40 , WindowHeight(0)-20)

Prototype PFNGLGENBUFFERSPROC ( n.i, *buffers)
Global glGenBuffers.PFNGLGENBUFFERSPROC
glGenBuffers = wglGetProcAddress_( "glGenBuffers" )
Prototype PFNGLBINDBUFFERPROC ( target.l, buffer.i)
Global glBindBuffer.PFNGLBINDBUFFERPROC
glBindBuffer = wglGetProcAddress_( "glBindBuffer" )
Prototype PFNGLBUFFERDATAPROC ( target.l, size.i, *Data_, usage.l)
Global glBufferData.PFNGLBUFFERDATAPROC
glBufferData = wglGetProcAddress_( "glBufferData" )

glMatrixMode_(#GL_PROJECTION)
glLoadIdentity_();
gluPerspective_(45.0, 800/600, 1.0, 60.0)
glMatrixMode_(#GL_MODELVIEW)
glTranslatef_(0, 0, -5)
glShadeModel_(#GL_SMOOTH) 
glEnable_(#GL_DEPTH_TEST)
glEnable_(#GL_CULL_FACE) 
glColor3f_(1.0, 0.7, 0.0)
glViewport_(0, 0, 800, 600)

Global BuffId.i,iiId.i
Dim Vertex.TVertex(3)
Vertex(0)\x = 1
Vertex(0)\y = -1
Vertex(0)\z = 0

Vertex(1)\x = -1
Vertex(1)\y = -1
Vertex(1)\z = 0

Vertex(2)\x = 1
Vertex(2)\y = 1
Vertex(2)\z = 0

Vertex(3)\x = -1
Vertex(3)\y = 1
Vertex(3)\z = 0
;=================================================================================
;=================================================================================
Dim index.l(5)
index(0) = 1 
index(1) = 0
index(2) = 2
index(3) = 3
index(4) = 1
index(5) = 2


indexsize = 6*2 ;#GL_UNSIGNED_SHORT
indexsize = 6*4 ;#GL_UNSIGNED_INT

glGenBuffers( 1, @BuffId )
glBindBuffer(#GL_ARRAY_BUFFER, BuffId )
glBufferData(#GL_ARRAY_BUFFER,SizeOf(TVertex)*4,@Vertex(0), #GL_STATIC_DRAW)
glBindBuffer(#GL_ARRAY_BUFFER,0);
glGenBuffers( 1, @iiId );
glBindBuffer(#GL_ELEMENT_ARRAY_BUFFER, iiId);
glBufferData(#GL_ELEMENT_ARRAY_BUFFER, indexsize,@index(0),#GL_STATIC_DRAW);
glBindBuffer(#GL_ELEMENT_ARRAY_BUFFER, 0);

Repeat
  glViewport_(0, 0, WindowWidth(0), WindowHeight(0))
  glClearColor_(0.2, 0.9, 0.2, 1)
  glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT)
    
  glEnableClientState_(#GL_VERTEX_ARRAY )
  glBindBuffer(#GL_ARRAY_BUFFER, BuffId)
  glVertexPointer_(3, #GL_FLOAT,0,0)
    
  glBindBuffer(#GL_ELEMENT_ARRAY_BUFFER, iiId)
  glDrawElements_(#GL_TRIANGLES,indexsize,#GL_UNSIGNED_INT,0)
  glBindBuffer(#GL_ELEMENT_ARRAY_BUFFER, 0);
  glBindBuffer(#GL_ARRAY_BUFFER,0);
  glDisableClientState_(#GL_VERTEX_ARRAY);

  SetGadgetAttribute(0, #PB_OpenGL_FlipBuffers, #True)
Until WaitWindowEvent() = #PB_Event_CloseWindow