Documentation ¶
Index ¶
- Constants
- func Accum(op GLenum, value float32)
- func ActiveTexture(texture GLenum)
- func AlphaFunc(func_ GLenum, ref GLclampf)
- func AreTexturesResident(textures []uint, residences []bool) bool
- func ArrayElement(i int)
- func Begin(mode GLenum)
- func BeginTransformFeedback(mode GLenum)
- func Bitmap(width int, height int, xorig float32, yorig float32, xmove float32, ...)
- func BlendColor(red GLclampf, green GLclampf, blue GLclampf, alpha GLclampf)
- func BlendEquation(mode GLenum)
- func BlendEquationSeparate(modeRGB GLenum, modeAlpha GLenum)
- func BlendFunc(sfactor GLenum, dfactor GLenum)
- func BlendFuncSeparate(srcRGB GLenum, dstRGB GLenum, srcAlpha GLenum, dstAlpha GLenum)
- func BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int, mask GLbitfield, ...)
- func BufferData(target GLenum, size int, data interface{}, usage GLenum)
- func BufferSubData(target GLenum, offset int, size int, data interface{})
- func CallList(list uint)
- func CallLists(n int, typ GLenum, lists interface{})
- func Clear(mask GLbitfield)
- func ClearAccum(red float32, green float32, blue float32, alpha float32)
- func ClearColor(red GLclampf, green GLclampf, blue GLclampf, alpha GLclampf)
- func ClearDepth(depth GLclampd)
- func ClearIndex(c float32)
- func ClearStencil(s int)
- func ClipPlane(plane GLenum, equation []float64)
- func Color3b(red int8, green int8, blue int8)
- func Color3bv(v *[3]int8)
- func Color3d(red float64, green float64, blue float64)
- func Color3dv(v *[3]float64)
- func Color3f(red float32, green float32, blue float32)
- func Color3fv(v *[3]float32)
- func Color3i(red int, green int, blue int)
- func Color3iv(v *[3]int32)
- func Color3s(red int16, green int16, blue int16)
- func Color3sv(v *[3]int16)
- func Color3ub(red uint8, green uint8, blue uint8)
- func Color3ubv(v *[3]uint8)
- func Color3ui(red uint, green uint, blue uint)
- func Color3uiv(v *[3]uint32)
- func Color3us(red uint16, green uint16, blue uint16)
- func Color3usv(v *[3]uint16)
- func Color4b(red int8, green int8, blue int8, alpha int8)
- func Color4bv(v *[4]int8)
- func Color4d(red float64, green float64, blue float64, alpha float64)
- func Color4dv(v *[4]float64)
- func Color4f(red float32, green float32, blue float32, alpha float32)
- func Color4fv(v *[4]float32)
- func Color4i(red int, green int, blue int, alpha int)
- func Color4iv(v *[4]int32)
- func Color4s(red int16, green int16, blue int16, alpha int16)
- func Color4sv(v *[4]int16)
- func Color4ub(red uint8, green uint8, blue uint8, alpha uint8)
- func Color4ubv(v *[4]uint8)
- func Color4ui(red uint, green uint, blue uint, alpha uint)
- func Color4uiv(v *[4]uint32)
- func Color4us(red uint16, green uint16, blue uint16, alpha uint16)
- func Color4usv(v *[4]uint16)
- func ColorMask(red bool, green bool, blue bool, alpha bool)
- func ColorMaterial(face GLenum, mode GLenum)
- func ColorPointer(size int, typ GLenum, stride int, pointer interface{})
- func CompressedTexImage2D(target GLenum, level int, internalformat GLenum, width int, height int, ...)
- func CopyPixels(x int, y int, width int, height int, type_ GLenum)
- func CopyTexImage1D(target GLenum, level int, internalFormat GLenum, x int, y int, width int, ...)
- func CopyTexImage2D(target GLenum, level int, internalFormat GLenum, x int, y int, width int, ...)
- func CopyTexSubImage1D(target GLenum, level int, xoffset int, x int, y int, width int)
- func CopyTexSubImage2D(target GLenum, level int, xoffset int, yoffset int, x int, y int, width int, ...)
- func CullFace(mode GLenum)
- func DebugMessageCallback(cbfunc debugProc)
- func DebugMessageControl(source GLenum, typ GLenum, severity GLenum, ids []uint, enabled bool)
- func DebugMessageInsert(source GLenum, typ GLenum, id uint, severity GLenum, message string)
- func DeleteBuffers(buffers []Buffer)
- func DeleteFramebuffers(bufs []Framebuffer)
- func DeleteLists(list uint, range_ int)
- func DeleteQueries(queries []Query)
- func DeleteRenderbuffers(bufs []Renderbuffer)
- func DeleteTextures(textures []Texture)
- func DeleteTransformFeedbacks(feedbacks []TransformFeedback)
- func DeleteVertexArrays(arrays []VertexArray)
- func DepthFunc(func_ GLenum)
- func DepthMask(flag bool)
- func DepthRange(zNear GLclampd, zFar GLclampd)
- func Disable(cap GLenum)
- func DisableClientState(array GLenum)
- func DrawArrays(mode GLenum, first int, count int)
- func DrawArraysInstanced(mode GLenum, first int, count, primcount int)
- func DrawBuffer(mode GLenum)
- func DrawBuffers(n int, bufs []GLenum)
- func DrawElements(mode GLenum, count int, typ GLenum, indices interface{})
- func DrawElementsBaseVertex(mode GLenum, count int, typ GLenum, indices interface{}, basevertex int)
- func DrawElementsInstanced(mode GLenum, count int, typ GLenum, indices interface{}, primcount int)
- func DrawPixels(width int, height int, format, typ GLenum, pixels interface{})
- func DrawRangeElements(mode GLenum, start, end uint, count int, typ GLenum, indices interface{})
- func EdgeFlag(flag bool)
- func EdgeFlagPointer(stride int, pointer unsafe.Pointer)
- func EdgeFlagv(flag []bool)
- func Enable(cap GLenum)
- func EnableClientState(array GLenum)
- func End()
- func EndList()
- func EndQuery(target GLenum)
- func EndTransformFeedback()
- func EvalCoord1d(u float64)
- func EvalCoord1dv(u *float64)
- func EvalCoord1f(u float32)
- func EvalCoord1fv(u *[1]float32)
- func EvalCoord2d(u float64, v float64)
- func EvalCoord2dv(u *float64)
- func EvalCoord2f(u float32, v float32)
- func EvalCoord2fv(u *[2]float32)
- func EvalMesh1(mode GLenum, i1 int, i2 int)
- func EvalMesh2(mode GLenum, i1 int, i2 int, j1 int, j2 int)
- func EvalPoint1(i int)
- func EvalPoint2(i int, j int)
- func FeedbackBuffer(size int, type_ GLenum, buffer *float32)
- func Finish()
- func Flush()
- func Fogf(pname GLenum, param float32)
- func Fogfv(pname GLenum, params []float32)
- func Fogi(pname GLenum, param int)
- func Fogiv(pname GLenum, params []int32)
- func FramebufferTexture1D(target, attachment, textarget GLenum, texture Texture, level int)
- func FramebufferTexture2D(target, attachment, textarget GLenum, texture Texture, level int)
- func FramebufferTexture3D(target, attachment, textarget GLenum, texture Texture, level int, layer int)
- func FramebufferTextureLayer(target, attachment GLenum, texture Texture, level, layer int)
- func FrontFace(mode GLenum)
- func Frustum(left float64, right float64, bottom float64, top float64, zNear float64, ...)
- func GenBuffers(buffers []Buffer)
- func GenFramebuffers(bufs []Framebuffer)
- func GenLists(range_ int) uint
- func GenQueries(queries []Query)
- func GenRenderbuffers(bufs []Renderbuffer)
- func GenTextures(textures []Texture)
- func GenTransformFeedbacks(feedbacks []TransformFeedback)
- func GenVertexArrays(arrays []VertexArray)
- func GenerateMipmap(target GLenum)
- func GetBoolean4(pname GLenum) (v0, v1, v2, v3 bool)
- func GetBooleanv(pname GLenum, params []bool)
- func GetBufferParameteriv(target GLenum, pname GLenum) int32
- func GetBufferPointerv(target GLenum, pname GLenum) unsafe.Pointer
- func GetBufferSubData(target GLenum, offset int, size int, data interface{})
- func GetClipPlane(plane GLenum, equation *float64)
- func GetCompressedTexImage(target GLenum, lod int, data interface{})
- func GetDouble4(pname GLenum) (v0, v1, v2, v3 float64)
- func GetDoublev(pname GLenum, params []float64)
- func GetFloat4(pname GLenum) (v0, v1, v2, v3 float32)
- func GetFloatv(pname GLenum, params []float32)
- func GetInteger4(pname GLenum) (v0, v1, v2, v3 int)
- func GetIntegerv(pname GLenum, params []int32)
- func GetLightfv(light GLenum, pname GLenum, params []float32)
- func GetLightiv(light GLenum, pname GLenum, params []int32)
- func GetMapdv(target GLenum, query GLenum, v []float64)
- func GetMapfv(target GLenum, query GLenum, v []float32)
- func GetMapiv(target GLenum, query GLenum, v []int32)
- func GetMaterialfv(face GLenum, pname GLenum, params []float32)
- func GetMaterialiv(face GLenum, pname GLenum, params []int32)
- func GetNextDebugMessage() (msg string, source GLenum, typ GLenum, id uint, severity GLenum)
- func GetPixelMapfv(map_ GLenum, values []float32)
- func GetPixelMapuiv(map_ GLenum, values *uint32)
- func GetPixelMapusv(map_ GLenum, values *uint16)
- func GetPointerv(pname GLenum, params []unsafe.Pointer)
- func GetPolygonStipple(mask *uint8)
- func GetQuery(target GLenum, pname GLenum) (param int32)
- func GetQueryIndexed(target GLenum, index uint, pname GLenum) (param int32)
- func GetRenderbufferParameteriv(target, pname GLenum, params []int32)
- func GetString(name GLenum) string
- func GetTexEnvfv(target GLenum, pname GLenum, params []float32)
- func GetTexEnviv(target GLenum, pname GLenum, params []int32)
- func GetTexGendv(coord GLenum, pname GLenum, params []float64)
- func GetTexGenfv(coord GLenum, pname GLenum, params []float32)
- func GetTexGeniv(coord GLenum, pname GLenum, params []int32)
- func GetTexImage(target GLenum, level int, format, typ GLenum, pixels interface{})
- func GetTexLevelParameterfv(target GLenum, level int, pname GLenum, params []float32)
- func GetTexLevelParameteriv(target GLenum, level int, pname GLenum, params []int32)
- func GetTexParameterfv(target GLenum, pname GLenum, params []float32)
- func GetTexParameteriv(target GLenum, pname GLenum, params []int32)
- func Hint(target GLenum, mode GLenum)
- func IndexMask(mask uint)
- func IndexPointer(typ GLenum, stride int, pointer interface{})
- func Indexd(c float64)
- func Indexdv(c *[1]float64)
- func Indexf(c float32)
- func Indexfv(c *[1]float32)
- func Indexi(c int)
- func Indexiv(c *[1]int32)
- func Indexs(c int16)
- func Indexsv(c *[1]int16)
- func Indexub(c uint8)
- func Indexubv(c *[1]uint8)
- func InitNames()
- func InterleavedArrays(format GLenum, stride int, pointer unsafe.Pointer)
- func IsEnabled(cap GLenum) bool
- func IsList(list uint) bool
- func LightModelf(pname GLenum, param float32)
- func LightModelfv(pname GLenum, params []float32)
- func LightModeli(pname GLenum, param int)
- func LightModeliv(pname GLenum, params []int32)
- func Lightf(light GLenum, pname GLenum, param float32)
- func Lightfv(light GLenum, pname GLenum, params []float32)
- func Lighti(light GLenum, pname GLenum, param int)
- func Lightiv(light GLenum, pname GLenum, params []int32)
- func LineStipple(factor int, pattern uint16)
- func LineWidth(width float32)
- func ListBase(base uint)
- func LoadIdentity()
- func LoadMatrixd(m *[16]float64)
- func LoadMatrixf(m *[16]float32)
- func LoadName(name uint)
- func LogicOp(opcode GLenum)
- func Map1d(target GLenum, u1 float64, u2 float64, stride int, order int, points []float64)
- func Map1f(target GLenum, u1 float32, u2 float32, stride int, order int, points []float32)
- func Map2d(target GLenum, u1 float64, u2 float64, ustride int, uorder int, v1 float64, ...)
- func Map2f(target GLenum, u1 float32, u2 float32, ustride int, uorder int, v1 float32, ...)
- func MapBuffer(target GLenum, access GLenum) unsafe.Pointer
- func MapBufferFloat32(target GLenum, access GLenum) []float32
- func MapBufferSlice(target GLenum, access GLenum, bytesPerElement int) unsafe.Pointer
- func MapBufferUint32(target GLenum, access GLenum) []uint32
- func MapGrid1d(un int, u1 float64, u2 float64)
- func MapGrid1f(un int, u1 float32, u2 float32)
- func MapGrid2d(un int, u1 float64, u2 float64, vn int, v1 float64, v2 float64)
- func MapGrid2f(un int, u1 float32, u2 float32, vn int, v1 float32, v2 float32)
- func Materialf(face GLenum, pname GLenum, param float32)
- func Materialfv(face GLenum, pname GLenum, params []float32)
- func Materiali(face GLenum, pname GLenum, param int)
- func Materialiv(face GLenum, pname GLenum, params []int32)
- func MatrixMode(mode GLenum)
- func MultMatrixd(m *[16]float64)
- func MultMatrixf(m *[16]float32)
- func NewList(list uint, mode GLenum)
- func Normal3b(nx int8, ny int8, nz int8)
- func Normal3bv(v *[3]int8)
- func Normal3d(nx float64, ny float64, nz float64)
- func Normal3dv(v *[3]float64)
- func Normal3f(nx float32, ny float32, nz float32)
- func Normal3fv(v *[3]float32)
- func Normal3i(nx int, ny int, nz int)
- func Normal3iv(v *[3]int32)
- func Normal3s(nx int16, ny int16, nz int16)
- func Normal3sv(v *[3]int16)
- func NormalPointer(typ GLenum, stride int, pointer interface{})
- func Ortho(left float64, right float64, bottom float64, top float64, zNear float64, ...)
- func PassThrough(token float32)
- func PauseTransformFeedback()
- func PixelMapfv(map_ GLenum, mapsize int, values *float32)
- func PixelMapuiv(map_ GLenum, mapsize int, values *uint32)
- func PixelMapusv(map_ GLenum, mapsize int, values *uint16)
- func PixelStoref(pname GLenum, param float32)
- func PixelStorei(pname GLenum, param int)
- func PixelTransferf(pname GLenum, param float32)
- func PixelTransferi(pname GLenum, param int)
- func PixelZoom(xfactor float32, yfactor float32)
- func PointSize(size float32)
- func PolygonMode(face GLenum, mode GLenum)
- func PolygonOffset(factor float32, units float32)
- func PolygonStipple(mask *uint8)
- func PopAttrib()
- func PopClientAttrib()
- func PopMatrix()
- func PopName()
- func PrimitiveRestartIndex(index GLuint)
- func PrioritizeTextures(n int, textures *uint32, priorities *GLclampf)
- func ProgramUnuse()
- func PushAttrib(mask GLbitfield)
- func PushClientAttrib(mask GLbitfield)
- func PushMatrix()
- func PushName(name uint)
- func RasterPos2d(x float64, y float64)
- func RasterPos2dv(v *[2]float64)
- func RasterPos2f(x float32, y float32)
- func RasterPos2fv(v *[2]float32)
- func RasterPos2i(x int, y int)
- func RasterPos2iv(v *[2]int32)
- func RasterPos2s(x int16, y int16)
- func RasterPos2sv(v *[2]int16)
- func RasterPos3d(x float64, y float64, z float64)
- func RasterPos3dv(v *[3]float64)
- func RasterPos3f(x float32, y float32, z float32)
- func RasterPos3fv(v *[3]float32)
- func RasterPos3i(x int, y int, z int)
- func RasterPos3iv(v *[3]int32)
- func RasterPos3s(x int16, y int16, z int16)
- func RasterPos3sv(v *[3]int16)
- func RasterPos4d(x float64, y float64, z float64, w float64)
- func RasterPos4dv(v *[3]float64)
- func RasterPos4f(x float32, y float32, z float32, w float32)
- func RasterPos4fv(v *[4]float32)
- func RasterPos4i(x int, y int, z int, w int)
- func RasterPos4iv(v *[4]int32)
- func RasterPos4s(x int16, y int16, z int16, w int16)
- func RasterPos4sv(v *[4]int16)
- func ReadBuffer(mode GLenum)
- func ReadPixels(x int, y int, width int, height int, format, typ GLenum, pixels interface{})
- func Rectd(x1 float64, y1 float64, x2 float64, y2 float64)
- func Rectdv(a, b *[2]float64)
- func Rectf(x1 float32, y1 float32, x2 float32, y2 float32)
- func Rectfv(a, b *[2]float32)
- func Recti(x1 int, y1 int, x2 int, y2 int)
- func Rectiv(a, b *[2]int32)
- func Rects(x1 int16, y1 int16, x2 int16, y2 int16)
- func Rectsv(a, b *[2]int16)
- func RenderMode(mode GLenum) int
- func RenderbufferStorage(target, internalformat GLenum, width int, height int)
- func RenderbufferStorageMultisample(target GLenum, samples int, internalformat GLenum, width, height int)
- func Rotated(angle float64, x float64, y float64, z float64)
- func Rotatef(angle float32, x float32, y float32, z float32)
- func SampleCoverage(value GLclampf, invert bool)
- func Scaled(x float64, y float64, z float64)
- func Scalef(x float32, y float32, z float32)
- func Scissor(x int, y int, width int, height int)
- func SelectBuffer(buffer []uint32)
- func ShadeModel(mode GLenum)
- func StencilFunc(func_ GLenum, ref int, mask uint)
- func StencilFuncSeparate(face GLenum, func_ GLenum, ref int, mask uint)
- func StencilMask(mask uint)
- func StencilMaskSeparate(face GLenum, mask uint)
- func StencilOp(fail GLenum, zfail GLenum, zpass GLenum)
- func StencilOpSeparate(face GLenum, fail GLenum, zfail GLenum, zpass GLenum)
- func TexBuffer(target, internalformat GLenum, buffer Buffer)
- func TexCoord1d(s float64)
- func TexCoord1dv(v *[1]float64)
- func TexCoord1f(s float32)
- func TexCoord1fv(v *[1]float32)
- func TexCoord1i(s int)
- func TexCoord1iv(v *[1]int32)
- func TexCoord1s(s int16)
- func TexCoord1sv(v *[1]int16)
- func TexCoord2d(s float64, t float64)
- func TexCoord2dv(v *[2]float64)
- func TexCoord2f(s float32, t float32)
- func TexCoord2fv(v *[2]float32)
- func TexCoord2i(s int, t int)
- func TexCoord2iv(v *[2]int32)
- func TexCoord2s(s int16, t int16)
- func TexCoord2sv(v *[2]int16)
- func TexCoord3d(s float64, t float64, r float64)
- func TexCoord3dv(v *[3]float64)
- func TexCoord3f(s float32, t float32, r float32)
- func TexCoord3fv(v *[3]float32)
- func TexCoord3i(s int, t int, r int)
- func TexCoord3iv(v *[3]int32)
- func TexCoord3s(s int16, t int16, r int16)
- func TexCoord3sv(v *[3]int16)
- func TexCoord4d(s float64, t float64, r float64, q float64)
- func TexCoord4dv(v *[4]float64)
- func TexCoord4f(s float32, t float32, r float32, q float32)
- func TexCoord4fv(v *[4]float32)
- func TexCoord4i(s int, t int, r int, q int)
- func TexCoord4iv(v *[4]int32)
- func TexCoord4s(s int16, t int16, r int16, q int16)
- func TexCoord4sv(v *[4]int16)
- func TexCoordPointer(size int, typ GLenum, stride int, pointer interface{})
- func TexEnvf(target GLenum, pname GLenum, param float32)
- func TexEnvfv(target GLenum, pname GLenum, params []float32)
- func TexEnvi(target GLenum, pname GLenum, param int)
- func TexEnviv(target GLenum, pname GLenum, params []int32)
- func TexGend(coord GLenum, pname GLenum, param float64)
- func TexGendv(coord GLenum, pname GLenum, params []float64)
- func TexGenf(coord GLenum, pname GLenum, param float32)
- func TexGenfv(coord GLenum, pname GLenum, params []float32)
- func TexGeni(coord GLenum, pname GLenum, param int)
- func TexGeniv(coord GLenum, pname GLenum, params []int32)
- func TexImage1D(target GLenum, level int, internalformat int, width int, border int, ...)
- func TexImage2D(target GLenum, level int, internalformat int, width int, height int, ...)
- func TexImage3D(target GLenum, level int, internalformat int, width, height, depth int, ...)
- func TexParameterf(target GLenum, pname GLenum, param float32)
- func TexParameterfv(target GLenum, pname GLenum, params []float32)
- func TexParameteri(target GLenum, pname GLenum, param int)
- func TexParameteriv(target GLenum, pname GLenum, params []int32)
- func TexSubImage1D(target GLenum, level int, xoffset int, width int, format, typ GLenum, ...)
- func TexSubImage2D(target GLenum, level int, xoffset int, yoffset int, width int, height int, ...)
- func TexSubImage3D(target GLenum, level int, xoffset, yoffset, zoffset, width, height, depth int, ...)
- func Translated(x float64, y float64, z float64)
- func Translatef(x float32, y float32, z float32)
- func UnmapBuffer(target GLenum) bool
- func Vertex2d(x float64, y float64)
- func Vertex2dv(v *[2]float64)
- func Vertex2f(x float32, y float32)
- func Vertex2fv(v *[2]float32)
- func Vertex2i(x int, y int)
- func Vertex2iv(v *[2]int32)
- func Vertex2s(x int16, y int16)
- func Vertex2sv(v *[2]int16)
- func Vertex3d(x float64, y float64, z float64)
- func Vertex3dv(v *[3]float64)
- func Vertex3f(x float32, y float32, z float32)
- func Vertex3fv(v *[3]float32)
- func Vertex3i(x int, y int, z int)
- func Vertex3iv(v *[3]int32)
- func Vertex3s(x int16, y int16, z int16)
- func Vertex3sv(v *[3]int16)
- func Vertex4d(x float64, y float64, z float64, w float64)
- func Vertex4dv(v *[4]float64)
- func Vertex4f(x float32, y float32, z float32, w float32)
- func Vertex4fv(v *[4]float32)
- func Vertex4i(x int, y int, z int, w int)
- func Vertex4iv(v *[4]int32)
- func Vertex4s(x int16, y int16, z int16, w int16)
- func Vertex4sv(v *[4]int16)
- func VertexPointer(size int, typ GLenum, stride int, pointer interface{})
- func Viewport(x int, y int, width int, height int)
- type AttribLocation
- func (indx AttribLocation) Attrib1f(x float32)
- func (indx AttribLocation) Attrib1fv(values *[1]float32)
- func (indx AttribLocation) Attrib2f(x float32, y float32)
- func (indx AttribLocation) Attrib2fv(values *[2]float32)
- func (indx AttribLocation) Attrib3f(x float32, y float32, z float32)
- func (indx AttribLocation) Attrib3fv(values *[3]float32)
- func (indx AttribLocation) Attrib4f(x float32, y float32, z float32, w float32)
- func (indx AttribLocation) Attrib4fv(values *[4]float32)
- func (indx AttribLocation) AttribDivisor(divisor int)
- func (indx AttribLocation) AttribPointer(size uint, typ GLenum, normalized bool, stride int, pointer interface{})
- func (indx AttribLocation) DisableArray()
- func (indx AttribLocation) EnableArray()
- type Buffer
- type Framebuffer
- type GLbitfield
- type GLboolean
- type GLbyte
- type GLclampd
- type GLclampf
- type GLdouble
- type GLenum
- type GLfloat
- type GLint
- type GLshort
- type GLsizei
- type GLubyte
- type GLuint
- type GLushort
- type Object
- type Pointer
- type Program
- func (program Program) AttachShader(shader Shader)
- func (program Program) BindAttribLocation(index AttribLocation, name string)
- func (program Program) BindFragDataLocation(colorNumber int, name string)
- func (program Program) Delete()
- func (program Program) DetachShader(shader Shader)
- func (program Program) Get(param GLenum) int
- func (program Program) GetActiveAttrib(index int) (Size int, Type GLenum, Name string)
- func (program Program) GetActiveUniform(index int) (Size int, Type GLenum, Name string)
- func (program Program) GetAttachedShaders() []Object
- func (program Program) GetAttribLocation(name string) AttribLocation
- func (program Program) GetFragDataLocation(name string) int
- func (program Program) GetInfoLog() string
- func (program Program) GetUniformBlockIndex(name string) UniformBlockIndex
- func (program Program) GetUniformLocation(name string) UniformLocation
- func (program Program) GetUniformfv(location UniformLocation, values []float32)
- func (program Program) GetUniformiv(location UniformLocation, values []int32)
- func (program Program) Link()
- func (program Program) TransformFeedbackVaryings(names []string, buffer_mode GLenum)
- func (program Program) UniformBlockBinding(index UniformBlockIndex, binding uint)
- func (program Program) Unuse()
- func (program Program) Use()
- func (program Program) Validate()
- type Query
- func (query Query) Begin(target GLenum)
- func (query Query) BeginConditionalRender(mode GLenum)
- func (query Query) BeginIndexed(target GLenum, index uint)
- func (query Query) Counter(target GLenum)
- func (query Query) Delete()
- func (query Query) EndConditionalRender()
- func (query Query) EndQueryIndexed(target GLenum, index uint)
- func (query Query) GetObjecti(pname GLenum) (param int32)
- func (query Query) GetObjecti64(pname GLenum) (param int64)
- func (query Query) GetObjectui(pname GLenum) (param uint32)
- func (query Query) GetObjectui64(pname GLenum) (param uint64)
- func (query Query) ResultAvailable() bool
- type Renderbuffer
- type Shader
- type Texture
- type TransformFeedback
- type UniformBlockIndex
- type UniformLocation
- func (location UniformLocation) Uniform1f(x float32)
- func (location UniformLocation) Uniform1fv(count int, v []float32)
- func (location UniformLocation) Uniform1i(x int)
- func (location UniformLocation) Uniform1iv(count int, v []int32)
- func (location UniformLocation) Uniform2f(x float32, y float32)
- func (location UniformLocation) Uniform2fv(count int, v []float32)
- func (location UniformLocation) Uniform2i(x int, y int)
- func (location UniformLocation) Uniform2iv(count int, v []int32)
- func (location UniformLocation) Uniform3f(x float32, y float32, z float32)
- func (location UniformLocation) Uniform3fv(count int, v []float32)
- func (location UniformLocation) Uniform3i(x int, y int, z int)
- func (location UniformLocation) Uniform3iv(count int, v []int32)
- func (location UniformLocation) Uniform4f(x float32, y float32, z float32, w float32)
- func (location UniformLocation) Uniform4fv(count int, v []float32)
- func (location UniformLocation) Uniform4i(x int, y int, z int, w int)
- func (location UniformLocation) Uniform4iv(count int, v []int32)
- func (location UniformLocation) UniformMatrix2f(transpose bool, matrix *[4]float32)
- func (location UniformLocation) UniformMatrix2fv(transpose bool, list ...[4]float32)
- func (location UniformLocation) UniformMatrix2x3f(transpose bool, matrix *[6]float32)
- func (location UniformLocation) UniformMatrix2x3fv(transpose bool, list ...[6]float32)
- func (location UniformLocation) UniformMatrix2x4f(transpose bool, matrix *[8]float32)
- func (location UniformLocation) UniformMatrix2x4fv(transpose bool, list ...[8]float32)
- func (location UniformLocation) UniformMatrix3f(transpose bool, matrix *[9]float32)
- func (location UniformLocation) UniformMatrix3fv(transpose bool, list ...[9]float32)
- func (location UniformLocation) UniformMatrix3x2f(transpose bool, matrix *[6]float32)
- func (location UniformLocation) UniformMatrix3x2fv(transpose bool, list ...[6]float32)
- func (location UniformLocation) UniformMatrix3x4f(transpose bool, matrix *[12]float32)
- func (location UniformLocation) UniformMatrix3x4fv(transpose bool, list ...[12]float32)
- func (location UniformLocation) UniformMatrix4f(transpose bool, matrix *[16]float32)
- func (location UniformLocation) UniformMatrix4fv(transpose bool, list ...[16]float32)
- func (location UniformLocation) UniformMatrix4x2f(transpose bool, matrix *[8]float32)
- func (location UniformLocation) UniformMatrix4x2fv(transpose bool, list ...[8]float32)
- func (location UniformLocation) UniformMatrix4x3f(transpose bool, matrix *[12]float32)
- func (location UniformLocation) UniformMatrix4x3fv(transpose bool, list ...[12]float32)
- type VertexArray
Constants ¶
const ( GL_2_BYTES = C.GL_2_BYTES GL_2D = C.GL_2D GL_3_BYTES = C.GL_3_BYTES GL_3D_COLOR_TEXTURE = C.GL_3D_COLOR_TEXTURE GL_3D_COLOR = C.GL_3D_COLOR GL_3D = C.GL_3D GL_4_BYTES = C.GL_4_BYTES GL_4D_COLOR_TEXTURE = C.GL_4D_COLOR_TEXTURE ACCUM_ALPHA_BITS = C.GL_ACCUM_ALPHA_BITS ACCUM_BLUE_BITS = C.GL_ACCUM_BLUE_BITS ACCUM_BUFFER_BIT = C.GL_ACCUM_BUFFER_BIT ACCUM_CLEAR_VALUE = C.GL_ACCUM_CLEAR_VALUE ACCUM_GREEN_BITS = C.GL_ACCUM_GREEN_BITS ACCUM_RED_BITS = C.GL_ACCUM_RED_BITS ACCUM = C.GL_ACCUM ACTIVE_ATTRIBUTE_MAX_LENGTH = C.GL_ACTIVE_ATTRIBUTE_MAX_LENGTH ACTIVE_ATTRIBUTES = C.GL_ACTIVE_ATTRIBUTES ACTIVE_TEXTURE = C.GL_ACTIVE_TEXTURE ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH = C.GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH ACTIVE_UNIFORM_BLOCKS = C.GL_ACTIVE_UNIFORM_BLOCKS ACTIVE_UNIFORM_MAX_LENGTH = C.GL_ACTIVE_UNIFORM_MAX_LENGTH ACTIVE_UNIFORMS = C.GL_ACTIVE_UNIFORMS ADD_SIGNED = C.GL_ADD_SIGNED ADD = C.GL_ADD ALIASED_LINE_WIDTH_RANGE = C.GL_ALIASED_LINE_WIDTH_RANGE ALIASED_POINT_SIZE_RANGE = C.GL_ALIASED_POINT_SIZE_RANGE ALL_ATTRIB_BITS = C.GL_ALL_ATTRIB_BITS ALPHA12 = C.GL_ALPHA12 ALPHA16_SNORM = C.GL_ALPHA16_SNORM ALPHA16 = C.GL_ALPHA16 ALPHA4 = C.GL_ALPHA4 ALPHA8_SNORM = C.GL_ALPHA8_SNORM ALPHA8 = C.GL_ALPHA8 ALPHA_BIAS = C.GL_ALPHA_BIAS ALPHA_BITS = C.GL_ALPHA_BITS ALPHA_INTEGER = C.GL_ALPHA_INTEGER ALPHA_SCALE = C.GL_ALPHA_SCALE ALPHA_SNORM = C.GL_ALPHA_SNORM ALPHA_TEST_FUNC = C.GL_ALPHA_TEST_FUNC ALPHA_TEST_REF = C.GL_ALPHA_TEST_REF ALPHA_TEST = C.GL_ALPHA_TEST ALPHA = C.GL_ALPHA ALREADY_SIGNALED = C.GL_ALREADY_SIGNALED ALWAYS = C.GL_ALWAYS AMBIENT_AND_DIFFUSE = C.GL_AMBIENT_AND_DIFFUSE AMBIENT = C.GL_AMBIENT AND_INVERTED = C.GL_AND_INVERTED AND_REVERSE = C.GL_AND_REVERSE AND = C.GL_AND ANY_SAMPLES_PASSED = C.GL_ANY_SAMPLES_PASSED ARRAY_BUFFER_BINDING = C.GL_ARRAY_BUFFER_BINDING ARRAY_BUFFER = C.GL_ARRAY_BUFFER ATTACHED_SHADERS = C.GL_ATTACHED_SHADERS ATTRIB_STACK_DEPTH = C.GL_ATTRIB_STACK_DEPTH AUTO_NORMAL = C.GL_AUTO_NORMAL AUX0 = C.GL_AUX0 AUX1 = C.GL_AUX1 AUX2 = C.GL_AUX2 AUX3 = C.GL_AUX3 AUX_BUFFERS = C.GL_AUX_BUFFERS BACK_LEFT = C.GL_BACK_LEFT BACK_RIGHT = C.GL_BACK_RIGHT BACK = C.GL_BACK BGRA_INTEGER = C.GL_BGRA_INTEGER BGRA = C.GL_BGRA BGR_INTEGER = C.GL_BGR_INTEGER BGR = C.GL_BGR BITMAP_TOKEN = C.GL_BITMAP_TOKEN BITMAP = C.GL_BITMAP BLEND_COLOR = C.GL_BLEND_COLOR BLEND_DST_ALPHA = C.GL_BLEND_DST_ALPHA BLEND_DST_RGB = C.GL_BLEND_DST_RGB BLEND_DST = C.GL_BLEND_DST BLEND_EQUATION_ALPHA = C.GL_BLEND_EQUATION_ALPHA BLEND_EQUATION_RGB = C.GL_BLEND_EQUATION_RGB BLEND_EQUATION = C.GL_BLEND_EQUATION BLEND_SRC_ALPHA = C.GL_BLEND_SRC_ALPHA BLEND_SRC_RGB = C.GL_BLEND_SRC_RGB BLEND_SRC = C.GL_BLEND_SRC BLEND = C.GL_BLEND BLUE_BIAS = C.GL_BLUE_BIAS BLUE_BITS = C.GL_BLUE_BITS BLUE_INTEGER = C.GL_BLUE_INTEGER BLUE_SCALE = C.GL_BLUE_SCALE BLUE = C.GL_BLUE BOOL_VEC2 = C.GL_BOOL_VEC2 BOOL_VEC3 = C.GL_BOOL_VEC3 BOOL_VEC4 = C.GL_BOOL_VEC4 BOOL = C.GL_BOOL BUFFER_ACCESS_FLAGS = C.GL_BUFFER_ACCESS_FLAGS BUFFER_ACCESS = C.GL_BUFFER_ACCESS BUFFER_MAP_LENGTH = C.GL_BUFFER_MAP_LENGTH BUFFER_MAP_OFFSET = C.GL_BUFFER_MAP_OFFSET BUFFER_MAPPED = C.GL_BUFFER_MAPPED BUFFER_MAP_POINTER = C.GL_BUFFER_MAP_POINTER BUFFER_SIZE = C.GL_BUFFER_SIZE BUFFER_USAGE = C.GL_BUFFER_USAGE BYTE = C.GL_BYTE C3F_V3F = C.GL_C3F_V3F C4F_N3F_V3F = C.GL_C4F_N3F_V3F C4UB_V2F = C.GL_C4UB_V2F C4UB_V3F = C.GL_C4UB_V3F CCW = C.GL_CCW CLAMP_FRAGMENT_COLOR = C.GL_CLAMP_FRAGMENT_COLOR CLAMP_READ_COLOR = C.GL_CLAMP_READ_COLOR CLAMP_TO_BORDER = C.GL_CLAMP_TO_BORDER CLAMP_TO_EDGE = C.GL_CLAMP_TO_EDGE CLAMP_VERTEX_COLOR = C.GL_CLAMP_VERTEX_COLOR CLAMP = C.GL_CLAMP CLEAR = C.GL_CLEAR CLIENT_ACTIVE_TEXTURE = C.GL_CLIENT_ACTIVE_TEXTURE CLIENT_ALL_ATTRIB_BITS = C.GL_CLIENT_ALL_ATTRIB_BITS CLIENT_ATTRIB_STACK_DEPTH = C.GL_CLIENT_ATTRIB_STACK_DEPTH CLIENT_PIXEL_STORE_BIT = C.GL_CLIENT_PIXEL_STORE_BIT CLIENT_VERTEX_ARRAY_BIT = C.GL_CLIENT_VERTEX_ARRAY_BIT CLIP_DISTANCE0 = C.GL_CLIP_DISTANCE0 CLIP_DISTANCE1 = C.GL_CLIP_DISTANCE1 CLIP_DISTANCE2 = C.GL_CLIP_DISTANCE2 CLIP_DISTANCE3 = C.GL_CLIP_DISTANCE3 CLIP_DISTANCE4 = C.GL_CLIP_DISTANCE4 CLIP_DISTANCE5 = C.GL_CLIP_DISTANCE5 CLIP_PLANE0 = C.GL_CLIP_PLANE0 CLIP_PLANE1 = C.GL_CLIP_PLANE1 CLIP_PLANE2 = C.GL_CLIP_PLANE2 CLIP_PLANE3 = C.GL_CLIP_PLANE3 CLIP_PLANE4 = C.GL_CLIP_PLANE4 CLIP_PLANE5 = C.GL_CLIP_PLANE5 COEFF = C.GL_COEFF COLOR_ARRAY_BUFFER_BINDING = C.GL_COLOR_ARRAY_BUFFER_BINDING COLOR_ARRAY_POINTER = C.GL_COLOR_ARRAY_POINTER COLOR_ARRAY_SIZE = C.GL_COLOR_ARRAY_SIZE COLOR_ARRAY_STRIDE = C.GL_COLOR_ARRAY_STRIDE COLOR_ARRAY_TYPE = C.GL_COLOR_ARRAY_TYPE COLOR_ARRAY = C.GL_COLOR_ARRAY COLOR_ATTACHMENT0 = C.GL_COLOR_ATTACHMENT0 COLOR_ATTACHMENT10 = C.GL_COLOR_ATTACHMENT10 COLOR_ATTACHMENT11 = C.GL_COLOR_ATTACHMENT11 COLOR_ATTACHMENT12 = C.GL_COLOR_ATTACHMENT12 COLOR_ATTACHMENT13 = C.GL_COLOR_ATTACHMENT13 COLOR_ATTACHMENT14 = C.GL_COLOR_ATTACHMENT14 COLOR_ATTACHMENT15 = C.GL_COLOR_ATTACHMENT15 COLOR_ATTACHMENT1 = C.GL_COLOR_ATTACHMENT1 COLOR_ATTACHMENT2 = C.GL_COLOR_ATTACHMENT2 COLOR_ATTACHMENT3 = C.GL_COLOR_ATTACHMENT3 COLOR_ATTACHMENT4 = C.GL_COLOR_ATTACHMENT4 COLOR_ATTACHMENT5 = C.GL_COLOR_ATTACHMENT5 COLOR_ATTACHMENT6 = C.GL_COLOR_ATTACHMENT6 COLOR_ATTACHMENT7 = C.GL_COLOR_ATTACHMENT7 COLOR_ATTACHMENT8 = C.GL_COLOR_ATTACHMENT8 COLOR_ATTACHMENT9 = C.GL_COLOR_ATTACHMENT9 COLOR_BUFFER_BIT = C.GL_COLOR_BUFFER_BIT COLOR_CLEAR_VALUE = C.GL_COLOR_CLEAR_VALUE COLOR_INDEXES = C.GL_COLOR_INDEXES COLOR_INDEX = C.GL_COLOR_INDEX COLOR_LOGIC_OP = C.GL_COLOR_LOGIC_OP COLOR_MATERIAL_FACE = C.GL_COLOR_MATERIAL_FACE COLOR_MATERIAL_PARAMETER = C.GL_COLOR_MATERIAL_PARAMETER COLOR_MATERIAL = C.GL_COLOR_MATERIAL COLOR_MATRIX_STACK_DEPTH = C.GL_COLOR_MATRIX_STACK_DEPTH COLOR_MATRIX = C.GL_COLOR_MATRIX COLOR_SUM = C.GL_COLOR_SUM COLOR_TABLE_ALPHA_SIZE = C.GL_COLOR_TABLE_ALPHA_SIZE COLOR_TABLE_BIAS = C.GL_COLOR_TABLE_BIAS COLOR_TABLE_BLUE_SIZE = C.GL_COLOR_TABLE_BLUE_SIZE COLOR_TABLE_FORMAT = C.GL_COLOR_TABLE_FORMAT COLOR_TABLE_GREEN_SIZE = C.GL_COLOR_TABLE_GREEN_SIZE COLOR_TABLE_INTENSITY_SIZE = C.GL_COLOR_TABLE_INTENSITY_SIZE COLOR_TABLE_LUMINANCE_SIZE = C.GL_COLOR_TABLE_LUMINANCE_SIZE COLOR_TABLE_RED_SIZE = C.GL_COLOR_TABLE_RED_SIZE COLOR_TABLE_SCALE = C.GL_COLOR_TABLE_SCALE COLOR_TABLE_WIDTH = C.GL_COLOR_TABLE_WIDTH COLOR_TABLE = C.GL_COLOR_TABLE COLOR_WRITEMASK = C.GL_COLOR_WRITEMASK COLOR = C.GL_COLOR COMBINE_ALPHA = C.GL_COMBINE_ALPHA COMBINE_RGB = C.GL_COMBINE_RGB COMBINE = C.GL_COMBINE COMPARE_REF_TO_TEXTURE = C.GL_COMPARE_REF_TO_TEXTURE COMPARE_R_TO_TEXTURE = C.GL_COMPARE_R_TO_TEXTURE COMPILE_AND_EXECUTE = C.GL_COMPILE_AND_EXECUTE COMPILE_STATUS = C.GL_COMPILE_STATUS COMPILE = C.GL_COMPILE COMPRESSED_ALPHA = C.GL_COMPRESSED_ALPHA COMPRESSED_INTENSITY = C.GL_COMPRESSED_INTENSITY COMPRESSED_LUMINANCE_ALPHA = C.GL_COMPRESSED_LUMINANCE_ALPHA COMPRESSED_LUMINANCE = C.GL_COMPRESSED_LUMINANCE COMPRESSED_RED_RGTC1 = C.GL_COMPRESSED_RED_RGTC1 COMPRESSED_RED = C.GL_COMPRESSED_RED COMPRESSED_RGBA = C.GL_COMPRESSED_RGBA COMPRESSED_RGBA_S3TC_DXT1_EXT = C.GL_COMPRESSED_RGBA_S3TC_DXT1_EXT COMPRESSED_RGBA_S3TC_DXT3_EXT = C.GL_COMPRESSED_RGBA_S3TC_DXT3_EXT COMPRESSED_RGBA_S3TC_DXT5_EXT = C.GL_COMPRESSED_RGBA_S3TC_DXT5_EXT COMPRESSED_RGB = C.GL_COMPRESSED_RGB COMPRESSED_RGB_S3TC_DXT1_EXT = C.GL_COMPRESSED_RGB_S3TC_DXT1_EXT COMPRESSED_RG_RGTC2 = C.GL_COMPRESSED_RG_RGTC2 COMPRESSED_RG = C.GL_COMPRESSED_RG COMPRESSED_SIGNED_RED_RGTC1 = C.GL_COMPRESSED_SIGNED_RED_RGTC1 COMPRESSED_SIGNED_RG_RGTC2 = C.GL_COMPRESSED_SIGNED_RG_RGTC2 COMPRESSED_SLUMINANCE_ALPHA = C.GL_COMPRESSED_SLUMINANCE_ALPHA COMPRESSED_SLUMINANCE = C.GL_COMPRESSED_SLUMINANCE COMPRESSED_SRGB_ALPHA = C.GL_COMPRESSED_SRGB_ALPHA COMPRESSED_SRGB = C.GL_COMPRESSED_SRGB COMPRESSED_TEXTURE_FORMATS = C.GL_COMPRESSED_TEXTURE_FORMATS CONDITION_SATISFIED = C.GL_CONDITION_SATISFIED CONSTANT_ALPHA = C.GL_CONSTANT_ALPHA CONSTANT_ATTENUATION = C.GL_CONSTANT_ATTENUATION CONSTANT_BORDER = C.GL_CONSTANT_BORDER CONSTANT_COLOR = C.GL_CONSTANT_COLOR CONSTANT = C.GL_CONSTANT CONTEXT_COMPATIBILITY_PROFILE_BIT = C.GL_CONTEXT_COMPATIBILITY_PROFILE_BIT CONTEXT_CORE_PROFILE_BIT = C.GL_CONTEXT_CORE_PROFILE_BIT CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT = C.GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT CONTEXT_FLAGS = C.GL_CONTEXT_FLAGS CONTEXT_PROFILE_MASK = C.GL_CONTEXT_PROFILE_MASK CONVOLUTION_1D = C.GL_CONVOLUTION_1D CONVOLUTION_2D = C.GL_CONVOLUTION_2D CONVOLUTION_BORDER_COLOR = C.GL_CONVOLUTION_BORDER_COLOR CONVOLUTION_BORDER_MODE = C.GL_CONVOLUTION_BORDER_MODE CONVOLUTION_FILTER_BIAS = C.GL_CONVOLUTION_FILTER_BIAS CONVOLUTION_FILTER_SCALE = C.GL_CONVOLUTION_FILTER_SCALE CONVOLUTION_FORMAT = C.GL_CONVOLUTION_FORMAT CONVOLUTION_HEIGHT = C.GL_CONVOLUTION_HEIGHT CONVOLUTION_WIDTH = C.GL_CONVOLUTION_WIDTH COORD_REPLACE = C.GL_COORD_REPLACE COPY_INVERTED = C.GL_COPY_INVERTED COPY_PIXEL_TOKEN = C.GL_COPY_PIXEL_TOKEN COPY_READ_BUFFER = C.GL_COPY_READ_BUFFER COPY_WRITE_BUFFER = C.GL_COPY_WRITE_BUFFER COPY = C.GL_COPY CULL_FACE_MODE = C.GL_CULL_FACE_MODE CULL_FACE = C.GL_CULL_FACE CURRENT_BIT = C.GL_CURRENT_BIT CURRENT_COLOR = C.GL_CURRENT_COLOR CURRENT_FOG_COORDINATE = C.GL_CURRENT_FOG_COORDINATE CURRENT_FOG_COORD = C.GL_CURRENT_FOG_COORD CURRENT_INDEX = C.GL_CURRENT_INDEX CURRENT_NORMAL = C.GL_CURRENT_NORMAL CURRENT_PROGRAM = C.GL_CURRENT_PROGRAM CURRENT_QUERY = C.GL_CURRENT_QUERY CURRENT_RASTER_COLOR = C.GL_CURRENT_RASTER_COLOR CURRENT_RASTER_DISTANCE = C.GL_CURRENT_RASTER_DISTANCE CURRENT_RASTER_INDEX = C.GL_CURRENT_RASTER_INDEX CURRENT_RASTER_POSITION_VALID = C.GL_CURRENT_RASTER_POSITION_VALID CURRENT_RASTER_POSITION = C.GL_CURRENT_RASTER_POSITION CURRENT_RASTER_SECONDARY_COLOR = C.GL_CURRENT_RASTER_SECONDARY_COLOR CURRENT_RASTER_TEXTURE_COORDS = C.GL_CURRENT_RASTER_TEXTURE_COORDS CURRENT_SECONDARY_COLOR = C.GL_CURRENT_SECONDARY_COLOR CURRENT_TEXTURE_COORDS = C.GL_CURRENT_TEXTURE_COORDS CURRENT_VERTEX_ATTRIB = C.GL_CURRENT_VERTEX_ATTRIB CW = C.GL_CW DECAL = C.GL_DECAL DECR_WRAP = C.GL_DECR_WRAP DECR = C.GL_DECR DEBUG_OUTPUT_SYNCHRONOUS = C.GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB DEBUG_NEXT_LOGGED_MESSAGE_LENGTH = C.GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB DEBUG_CALLBACK_FUNCTION = C.GL_DEBUG_CALLBACK_FUNCTION_ARB DEBUG_CALLBACK_USER_PARAM = C.GL_DEBUG_CALLBACK_USER_PARAM_ARB DEBUG_SOURCE_API = C.GL_DEBUG_SOURCE_API_ARB DEBUG_SOURCE_WINDOW_SYSTEM = C.GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB DEBUG_SOURCE_SHADER_COMPILER = C.GL_DEBUG_SOURCE_SHADER_COMPILER_ARB DEBUG_SOURCE_THIRD_PARTY = C.GL_DEBUG_SOURCE_THIRD_PARTY_ARB DEBUG_SOURCE_APPLICATION = C.GL_DEBUG_SOURCE_APPLICATION_ARB DEBUG_SOURCE_OTHER = C.GL_DEBUG_SOURCE_OTHER_ARB DEBUG_TYPE_ERROR = C.GL_DEBUG_TYPE_ERROR_ARB DEBUG_TYPE_DEPRECATED_BEHAVIOR = C.GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB DEBUG_TYPE_UNDEFINED_BEHAVIOR = C.GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB DEBUG_TYPE_PORTABILITY = C.GL_DEBUG_TYPE_PORTABILITY_ARB DEBUG_TYPE_PERFORMANCE = C.GL_DEBUG_TYPE_PERFORMANCE_ARB DEBUG_TYPE_OTHER = C.GL_DEBUG_TYPE_OTHER_ARB DEBUG_LOGGED_MESSAGES = C.GL_DEBUG_LOGGED_MESSAGES_ARB DEBUG_SEVERITY_HIGH = C.GL_DEBUG_SEVERITY_HIGH_ARB DEBUG_SEVERITY_MEDIUM = C.GL_DEBUG_SEVERITY_MEDIUM_ARB DEBUG_SEVERITY_LOW = C.GL_DEBUG_SEVERITY_LOW_ARB DELETE_STATUS = C.GL_DELETE_STATUS DEPTH24_STENCIL8 = C.GL_DEPTH24_STENCIL8 DEPTH32F_STENCIL8 = C.GL_DEPTH32F_STENCIL8 DEPTH_ATTACHMENT = C.GL_DEPTH_ATTACHMENT DEPTH_BIAS = C.GL_DEPTH_BIAS DEPTH_BITS = C.GL_DEPTH_BITS DEPTH_BUFFER_BIT = C.GL_DEPTH_BUFFER_BIT DEPTH_BUFFER = C.GL_DEPTH_BUFFER DEPTH_CLAMP = C.GL_DEPTH_CLAMP DEPTH_CLEAR_VALUE = C.GL_DEPTH_CLEAR_VALUE DEPTH_COMPONENT16 = C.GL_DEPTH_COMPONENT16 DEPTH_COMPONENT24 = C.GL_DEPTH_COMPONENT24 DEPTH_COMPONENT32F = C.GL_DEPTH_COMPONENT32F DEPTH_COMPONENT32 = C.GL_DEPTH_COMPONENT32 DEPTH_COMPONENT = C.GL_DEPTH_COMPONENT DEPTH_FUNC = C.GL_DEPTH_FUNC DEPTH_RANGE = C.GL_DEPTH_RANGE DEPTH_SCALE = C.GL_DEPTH_SCALE DEPTH_STENCIL_ATTACHMENT = C.GL_DEPTH_STENCIL_ATTACHMENT DEPTH_STENCIL = C.GL_DEPTH_STENCIL DEPTH_TEST = C.GL_DEPTH_TEST DEPTH_TEXTURE_MODE = C.GL_DEPTH_TEXTURE_MODE DEPTH_WRITEMASK = C.GL_DEPTH_WRITEMASK DEPTH = C.GL_DEPTH DIFFUSE = C.GL_DIFFUSE DITHER = C.GL_DITHER DOMAIN = C.GL_DOMAIN DONT_CARE = C.GL_DONT_CARE DOT3_RGBA = C.GL_DOT3_RGBA DOT3_RGB = C.GL_DOT3_RGB DOUBLEBUFFER = C.GL_DOUBLEBUFFER DOUBLE = C.GL_DOUBLE DRAW_BUFFER0 = C.GL_DRAW_BUFFER0 DRAW_BUFFER10 = C.GL_DRAW_BUFFER10 DRAW_BUFFER11 = C.GL_DRAW_BUFFER11 DRAW_BUFFER12 = C.GL_DRAW_BUFFER12 DRAW_BUFFER13 = C.GL_DRAW_BUFFER13 DRAW_BUFFER14 = C.GL_DRAW_BUFFER14 DRAW_BUFFER15 = C.GL_DRAW_BUFFER15 DRAW_BUFFER1 = C.GL_DRAW_BUFFER1 DRAW_BUFFER2 = C.GL_DRAW_BUFFER2 DRAW_BUFFER3 = C.GL_DRAW_BUFFER3 DRAW_BUFFER4 = C.GL_DRAW_BUFFER4 DRAW_BUFFER5 = C.GL_DRAW_BUFFER5 DRAW_BUFFER6 = C.GL_DRAW_BUFFER6 DRAW_BUFFER7 = C.GL_DRAW_BUFFER7 DRAW_BUFFER8 = C.GL_DRAW_BUFFER8 DRAW_BUFFER9 = C.GL_DRAW_BUFFER9 DRAW_BUFFER = C.GL_DRAW_BUFFER DRAW_FRAMEBUFFER_BINDING = C.GL_DRAW_FRAMEBUFFER_BINDING DRAW_FRAMEBUFFER = C.GL_DRAW_FRAMEBUFFER DRAW_PIXEL_TOKEN = C.GL_DRAW_PIXEL_TOKEN DST_ALPHA = C.GL_DST_ALPHA DST_COLOR = C.GL_DST_COLOR DYNAMIC_COPY = C.GL_DYNAMIC_COPY DYNAMIC_DRAW = C.GL_DYNAMIC_DRAW DYNAMIC_READ = C.GL_DYNAMIC_READ EDGE_FLAG_ARRAY_BUFFER_BINDING = C.GL_EDGE_FLAG_ARRAY_BUFFER_BINDING EDGE_FLAG_ARRAY_POINTER = C.GL_EDGE_FLAG_ARRAY_POINTER EDGE_FLAG_ARRAY_STRIDE = C.GL_EDGE_FLAG_ARRAY_STRIDE EDGE_FLAG_ARRAY = C.GL_EDGE_FLAG_ARRAY EDGE_FLAG = C.GL_EDGE_FLAG ELEMENT_ARRAY_BUFFER_BINDING = C.GL_ELEMENT_ARRAY_BUFFER_BINDING ELEMENT_ARRAY_BUFFER = C.GL_ELEMENT_ARRAY_BUFFER EMISSION = C.GL_EMISSION ENABLE_BIT = C.GL_ENABLE_BIT EQUAL = C.GL_EQUAL EQUIV = C.GL_EQUIV EVAL_BIT = C.GL_EVAL_BIT EXP2 = C.GL_EXP2 EXP = C.GL_EXP EXTENSIONS = C.GL_EXTENSIONS EYE_LINEAR = C.GL_EYE_LINEAR EYE_PLANE = C.GL_EYE_PLANE FALSE = C.GL_FALSE FASTEST = C.GL_FASTEST FEEDBACK_BUFFER_POINTER = C.GL_FEEDBACK_BUFFER_POINTER FEEDBACK_BUFFER_SIZE = C.GL_FEEDBACK_BUFFER_SIZE FEEDBACK_BUFFER_TYPE = C.GL_FEEDBACK_BUFFER_TYPE FEEDBACK = C.GL_FEEDBACK FILL = C.GL_FILL FIRST_VERTEX_CONVENTION = C.GL_FIRST_VERTEX_CONVENTION FIXED_ONLY = C.GL_FIXED_ONLY FLAT = C.GL_FLAT FLOAT_32_UNSIGNED_INT_24_8_REV = C.GL_FLOAT_32_UNSIGNED_INT_24_8_REV FLOAT_MAT2x3 = C.GL_FLOAT_MAT2x3 FLOAT_MAT2x4 = C.GL_FLOAT_MAT2x4 FLOAT_MAT2 = C.GL_FLOAT_MAT2 FLOAT_MAT3x2 = C.GL_FLOAT_MAT3x2 FLOAT_MAT3x4 = C.GL_FLOAT_MAT3x4 FLOAT_MAT3 = C.GL_FLOAT_MAT3 FLOAT_MAT4x2 = C.GL_FLOAT_MAT4x2 FLOAT_MAT4x3 = C.GL_FLOAT_MAT4x3 FLOAT_MAT4 = C.GL_FLOAT_MAT4 FLOAT_VEC2 = C.GL_FLOAT_VEC2 FLOAT_VEC3 = C.GL_FLOAT_VEC3 FLOAT_VEC4 = C.GL_FLOAT_VEC4 FLOAT = C.GL_FLOAT FOG_BIT = C.GL_FOG_BIT FOG_COLOR = C.GL_FOG_COLOR FOG_COORD_ARRAY_BUFFER_BINDING = C.GL_FOG_COORD_ARRAY_BUFFER_BINDING FOG_COORD_ARRAY_POINTER = C.GL_FOG_COORD_ARRAY_POINTER FOG_COORD_ARRAY_STRIDE = C.GL_FOG_COORD_ARRAY_STRIDE FOG_COORD_ARRAY_TYPE = C.GL_FOG_COORD_ARRAY_TYPE FOG_COORD_ARRAY = C.GL_FOG_COORD_ARRAY FOG_COORDINATE_ARRAY_BUFFER_BINDING = C.GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING FOG_COORDINATE_ARRAY_POINTER = C.GL_FOG_COORDINATE_ARRAY_POINTER FOG_COORDINATE_ARRAY_STRIDE = C.GL_FOG_COORDINATE_ARRAY_STRIDE FOG_COORDINATE_ARRAY_TYPE = C.GL_FOG_COORDINATE_ARRAY_TYPE FOG_COORDINATE_ARRAY = C.GL_FOG_COORDINATE_ARRAY FOG_COORDINATE_SOURCE = C.GL_FOG_COORDINATE_SOURCE FOG_COORDINATE = C.GL_FOG_COORDINATE FOG_COORD_SRC = C.GL_FOG_COORD_SRC FOG_COORD = C.GL_FOG_COORD FOG_DENSITY = C.GL_FOG_DENSITY FOG_END = C.GL_FOG_END FOG_HINT = C.GL_FOG_HINT FOG_INDEX = C.GL_FOG_INDEX FOG_MODE = C.GL_FOG_MODE FOG_START = C.GL_FOG_START FOG = C.GL_FOG FRAGMENT_DEPTH = C.GL_FRAGMENT_DEPTH FRAGMENT_SHADER_DERIVATIVE_HINT = C.GL_FRAGMENT_SHADER_DERIVATIVE_HINT FRAGMENT_SHADER = C.GL_FRAGMENT_SHADER FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE FRAMEBUFFER_ATTACHMENT_BLUE_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING = C.GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE = C.GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE FRAMEBUFFER_ATTACHMENT_GREEN_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE FRAMEBUFFER_ATTACHMENT_LAYERED = C.GL_FRAMEBUFFER_ATTACHMENT_LAYERED FRAMEBUFFER_ATTACHMENT_OBJECT_NAME = C.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE = C.GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE FRAMEBUFFER_ATTACHMENT_RED_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE = C.GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE = C.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER = C.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL = C.GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL FRAMEBUFFER_BINDING = C.GL_FRAMEBUFFER_BINDING FRAMEBUFFER_COMPLETE = C.GL_FRAMEBUFFER_COMPLETE FRAMEBUFFER_DEFAULT = C.GL_FRAMEBUFFER_DEFAULT FRAMEBUFFER_INCOMPLETE_ATTACHMENT = C.GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER = C.GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS = C.GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT = C.GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT FRAMEBUFFER_INCOMPLETE_MULTISAMPLE = C.GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE FRAMEBUFFER_INCOMPLETE_READ_BUFFER = C.GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER FRAMEBUFFER_SRGB = C.GL_FRAMEBUFFER_SRGB FRAMEBUFFER_UNDEFINED = C.GL_FRAMEBUFFER_UNDEFINED FRAMEBUFFER_UNSUPPORTED = C.GL_FRAMEBUFFER_UNSUPPORTED FRAMEBUFFER = C.GL_FRAMEBUFFER FRONT_AND_BACK = C.GL_FRONT_AND_BACK FRONT_FACE = C.GL_FRONT_FACE FRONT_LEFT = C.GL_FRONT_LEFT FRONT_RIGHT = C.GL_FRONT_RIGHT FRONT = C.GL_FRONT FUNC_ADD = C.GL_FUNC_ADD FUNC_REVERSE_SUBTRACT = C.GL_FUNC_REVERSE_SUBTRACT FUNC_SUBTRACT = C.GL_FUNC_SUBTRACT GENERATE_MIPMAP_HINT = C.GL_GENERATE_MIPMAP_HINT GENERATE_MIPMAP = C.GL_GENERATE_MIPMAP GEOMETRY_INPUT_TYPE = C.GL_GEOMETRY_INPUT_TYPE GEOMETRY_OUTPUT_TYPE = C.GL_GEOMETRY_OUTPUT_TYPE GEOMETRY_SHADER = C.GL_GEOMETRY_SHADER GEOMETRY_VERTICES_OUT = C.GL_GEOMETRY_VERTICES_OUT GEQUAL = C.GL_GEQUAL GREATER = C.GL_GREATER GREEN_BIAS = C.GL_GREEN_BIAS GREEN_BITS = C.GL_GREEN_BITS GREEN_INTEGER = C.GL_GREEN_INTEGER GREEN_SCALE = C.GL_GREEN_SCALE GREEN = C.GL_GREEN HALF_FLOAT = C.GL_HALF_FLOAT HINT_BIT = C.GL_HINT_BIT HISTOGRAM_ALPHA_SIZE = C.GL_HISTOGRAM_ALPHA_SIZE HISTOGRAM_BLUE_SIZE = C.GL_HISTOGRAM_BLUE_SIZE HISTOGRAM_FORMAT = C.GL_HISTOGRAM_FORMAT HISTOGRAM_GREEN_SIZE = C.GL_HISTOGRAM_GREEN_SIZE HISTOGRAM_LUMINANCE_SIZE = C.GL_HISTOGRAM_LUMINANCE_SIZE HISTOGRAM_RED_SIZE = C.GL_HISTOGRAM_RED_SIZE HISTOGRAM_SINK = C.GL_HISTOGRAM_SINK HISTOGRAM_WIDTH = C.GL_HISTOGRAM_WIDTH HISTOGRAM = C.GL_HISTOGRAM INCR_WRAP = C.GL_INCR_WRAP INCR = C.GL_INCR INDEX_ARRAY_BUFFER_BINDING = C.GL_INDEX_ARRAY_BUFFER_BINDING INDEX_ARRAY_POINTER = C.GL_INDEX_ARRAY_POINTER INDEX_ARRAY_STRIDE = C.GL_INDEX_ARRAY_STRIDE INDEX_ARRAY_TYPE = C.GL_INDEX_ARRAY_TYPE INDEX_ARRAY = C.GL_INDEX_ARRAY INDEX_BITS = C.GL_INDEX_BITS INDEX_CLEAR_VALUE = C.GL_INDEX_CLEAR_VALUE INDEX_LOGIC_OP = C.GL_INDEX_LOGIC_OP INDEX_MODE = C.GL_INDEX_MODE INDEX_OFFSET = C.GL_INDEX_OFFSET INDEX_SHIFT = C.GL_INDEX_SHIFT INDEX_WRITEMASK = C.GL_INDEX_WRITEMASK INDEX = C.GL_INDEX INFO_LOG_LENGTH = C.GL_INFO_LOG_LENGTH INTENSITY12 = C.GL_INTENSITY12 INTENSITY16_SNORM = C.GL_INTENSITY16_SNORM INTENSITY16 = C.GL_INTENSITY16 INTENSITY4 = C.GL_INTENSITY4 INTENSITY8_SNORM = C.GL_INTENSITY8_SNORM INTENSITY8 = C.GL_INTENSITY8 INTENSITY_SNORM = C.GL_INTENSITY_SNORM INTENSITY = C.GL_INTENSITY INTERLEAVED_ATTRIBS = C.GL_INTERLEAVED_ATTRIBS INTERPOLATE = C.GL_INTERPOLATE INT_SAMPLER_1D_ARRAY = C.GL_INT_SAMPLER_1D_ARRAY INT_SAMPLER_1D = C.GL_INT_SAMPLER_1D INT_SAMPLER_2D_ARRAY = C.GL_INT_SAMPLER_2D_ARRAY INT_SAMPLER_2D_MULTISAMPLE_ARRAY = C.GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY INT_SAMPLER_2D_MULTISAMPLE = C.GL_INT_SAMPLER_2D_MULTISAMPLE INT_SAMPLER_2D_RECT = C.GL_INT_SAMPLER_2D_RECT INT_SAMPLER_2D = C.GL_INT_SAMPLER_2D INT_SAMPLER_3D = C.GL_INT_SAMPLER_3D INT_SAMPLER_BUFFER = C.GL_INT_SAMPLER_BUFFER INT_SAMPLER_CUBE_MAP_ARRAY = C.GL_INT_SAMPLER_CUBE_MAP_ARRAY INT_SAMPLER_CUBE = C.GL_INT_SAMPLER_CUBE INT_VEC2 = C.GL_INT_VEC2 INT_VEC3 = C.GL_INT_VEC3 INT_VEC4 = C.GL_INT_VEC4 INT = C.GL_INT INVALID_ENUM = C.GL_INVALID_ENUM INVALID_FRAMEBUFFER_OPERATION = C.GL_INVALID_FRAMEBUFFER_OPERATION INVALID_INDEX = C.GL_INVALID_INDEX INVALID_OPERATION = C.GL_INVALID_OPERATION INVALID_VALUE = C.GL_INVALID_VALUE INVERTED_SCREEN_W_REND = C.GL_INVERTED_SCREEN_W_REND INVERT = C.GL_INVERT KEEP = C.GL_KEEP LAST_VERTEX_CONVENTION = C.GL_LAST_VERTEX_CONVENTION LEFT = C.GL_LEFT LEQUAL = C.GL_LEQUAL LESS = C.GL_LESS LIGHT0 = C.GL_LIGHT0 LIGHT1 = C.GL_LIGHT1 LIGHT2 = C.GL_LIGHT2 LIGHT3 = C.GL_LIGHT3 LIGHT4 = C.GL_LIGHT4 LIGHT5 = C.GL_LIGHT5 LIGHT6 = C.GL_LIGHT6 LIGHT7 = C.GL_LIGHT7 LIGHTING_BIT = C.GL_LIGHTING_BIT LIGHTING = C.GL_LIGHTING LIGHT_MODEL_AMBIENT = C.GL_LIGHT_MODEL_AMBIENT LIGHT_MODEL_COLOR_CONTROL = C.GL_LIGHT_MODEL_COLOR_CONTROL LIGHT_MODEL_LOCAL_VIEWER = C.GL_LIGHT_MODEL_LOCAL_VIEWER LIGHT_MODEL_TWO_SIDE = C.GL_LIGHT_MODEL_TWO_SIDE LINEAR_ATTENUATION = C.GL_LINEAR_ATTENUATION LINEAR_MIPMAP_LINEAR = C.GL_LINEAR_MIPMAP_LINEAR LINEAR_MIPMAP_NEAREST = C.GL_LINEAR_MIPMAP_NEAREST LINEAR = C.GL_LINEAR LINE_BIT = C.GL_LINE_BIT LINE_LOOP = C.GL_LINE_LOOP LINE_RESET_TOKEN = C.GL_LINE_RESET_TOKEN LINES_ADJACENCY = C.GL_LINES_ADJACENCY LINE_SMOOTH_HINT = C.GL_LINE_SMOOTH_HINT LINE_SMOOTH = C.GL_LINE_SMOOTH LINE_STIPPLE_PATTERN = C.GL_LINE_STIPPLE_PATTERN LINE_STIPPLE_REPEAT = C.GL_LINE_STIPPLE_REPEAT LINE_STIPPLE = C.GL_LINE_STIPPLE LINE_STRIP_ADJACENCY = C.GL_LINE_STRIP_ADJACENCY LINE_STRIP = C.GL_LINE_STRIP LINES = C.GL_LINES LINE_TOKEN = C.GL_LINE_TOKEN LINE_WIDTH_GRANULARITY = C.GL_LINE_WIDTH_GRANULARITY LINE_WIDTH_RANGE = C.GL_LINE_WIDTH_RANGE LINE_WIDTH = C.GL_LINE_WIDTH LINE = C.GL_LINE LINK_STATUS = C.GL_LINK_STATUS LIST_BASE = C.GL_LIST_BASE LIST_BIT = C.GL_LIST_BIT LIST_INDEX = C.GL_LIST_INDEX LIST_MODE = C.GL_LIST_MODE LOAD = C.GL_LOAD LOGIC_OP_MODE = C.GL_LOGIC_OP_MODE LOGIC_OP = C.GL_LOGIC_OP LOWER_LEFT = C.GL_LOWER_LEFT LUMINANCE12_ALPHA12 = C.GL_LUMINANCE12_ALPHA12 LUMINANCE12_ALPHA4 = C.GL_LUMINANCE12_ALPHA4 LUMINANCE12 = C.GL_LUMINANCE12 LUMINANCE16_ALPHA16_SNORM = C.GL_LUMINANCE16_ALPHA16_SNORM LUMINANCE16_ALPHA16 = C.GL_LUMINANCE16_ALPHA16 LUMINANCE16_SNORM = C.GL_LUMINANCE16_SNORM LUMINANCE16 = C.GL_LUMINANCE16 LUMINANCE4_ALPHA4 = C.GL_LUMINANCE4_ALPHA4 LUMINANCE4 = C.GL_LUMINANCE4 LUMINANCE6_ALPHA2 = C.GL_LUMINANCE6_ALPHA2 LUMINANCE8_ALPHA8_SNORM = C.GL_LUMINANCE8_ALPHA8_SNORM LUMINANCE8_ALPHA8 = C.GL_LUMINANCE8_ALPHA8 LUMINANCE8_SNORM = C.GL_LUMINANCE8_SNORM LUMINANCE8 = C.GL_LUMINANCE8 LUMINANCE_ALPHA_SNORM = C.GL_LUMINANCE_ALPHA_SNORM LUMINANCE_ALPHA = C.GL_LUMINANCE_ALPHA LUMINANCE_SNORM = C.GL_LUMINANCE_SNORM LUMINANCE = C.GL_LUMINANCE MAJOR_VERSION = C.GL_MAJOR_VERSION MAP1_COLOR_4 = C.GL_MAP1_COLOR_4 MAP1_GRID_DOMAIN = C.GL_MAP1_GRID_DOMAIN MAP1_GRID_SEGMENTS = C.GL_MAP1_GRID_SEGMENTS MAP1_INDEX = C.GL_MAP1_INDEX MAP1_NORMAL = C.GL_MAP1_NORMAL MAP1_TEXTURE_COORD_1 = C.GL_MAP1_TEXTURE_COORD_1 MAP1_TEXTURE_COORD_2 = C.GL_MAP1_TEXTURE_COORD_2 MAP1_TEXTURE_COORD_3 = C.GL_MAP1_TEXTURE_COORD_3 MAP1_TEXTURE_COORD_4 = C.GL_MAP1_TEXTURE_COORD_4 MAP1_VERTEX_3 = C.GL_MAP1_VERTEX_3 MAP1_VERTEX_4 = C.GL_MAP1_VERTEX_4 MAP2_COLOR_4 = C.GL_MAP2_COLOR_4 MAP2_GRID_DOMAIN = C.GL_MAP2_GRID_DOMAIN MAP2_GRID_SEGMENTS = C.GL_MAP2_GRID_SEGMENTS MAP2_INDEX = C.GL_MAP2_INDEX MAP2_NORMAL = C.GL_MAP2_NORMAL MAP2_TEXTURE_COORD_1 = C.GL_MAP2_TEXTURE_COORD_1 MAP2_TEXTURE_COORD_2 = C.GL_MAP2_TEXTURE_COORD_2 MAP2_TEXTURE_COORD_3 = C.GL_MAP2_TEXTURE_COORD_3 MAP2_TEXTURE_COORD_4 = C.GL_MAP2_TEXTURE_COORD_4 MAP2_VERTEX_3 = C.GL_MAP2_VERTEX_3 MAP2_VERTEX_4 = C.GL_MAP2_VERTEX_4 MAP_COLOR = C.GL_MAP_COLOR MAP_FLUSH_EXPLICIT_BIT = C.GL_MAP_FLUSH_EXPLICIT_BIT MAP_INVALIDATE_BUFFER_BIT = C.GL_MAP_INVALIDATE_BUFFER_BIT MAP_INVALIDATE_RANGE_BIT = C.GL_MAP_INVALIDATE_RANGE_BIT MAP_READ_BIT = C.GL_MAP_READ_BIT MAP_STENCIL = C.GL_MAP_STENCIL MAP_UNSYNCHRONIZED_BIT = C.GL_MAP_UNSYNCHRONIZED_BIT MAP_WRITE_BIT = C.GL_MAP_WRITE_BIT MATRIX_MODE = C.GL_MATRIX_MODE MAX_3D_TEXTURE_SIZE = C.GL_MAX_3D_TEXTURE_SIZE MAX_ARRAY_TEXTURE_LAYERS = C.GL_MAX_ARRAY_TEXTURE_LAYERS MAX_ATTRIB_STACK_DEPTH = C.GL_MAX_ATTRIB_STACK_DEPTH MAX_CLIENT_ATTRIB_STACK_DEPTH = C.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH MAX_CLIP_DISTANCES = C.GL_MAX_CLIP_DISTANCES MAX_CLIP_PLANES = C.GL_MAX_CLIP_PLANES MAX_COLOR_ATTACHMENTS = C.GL_MAX_COLOR_ATTACHMENTS MAX_COLOR_MATRIX_STACK_DEPTH = C.GL_MAX_COLOR_MATRIX_STACK_DEPTH MAX_COLOR_TEXTURE_SAMPLES = C.GL_MAX_COLOR_TEXTURE_SAMPLES MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = C.GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS = C.GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS MAX_COMBINED_TEXTURE_IMAGE_UNITS = C.GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS MAX_COMBINED_UNIFORM_BLOCKS = C.GL_MAX_COMBINED_UNIFORM_BLOCKS MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = C.GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS MAX_CONVOLUTION_HEIGHT = C.GL_MAX_CONVOLUTION_HEIGHT MAX_CONVOLUTION_WIDTH = C.GL_MAX_CONVOLUTION_WIDTH MAX_CUBE_MAP_TEXTURE_SIZE = C.GL_MAX_CUBE_MAP_TEXTURE_SIZE MAX_DEBUG_LOGGED_MESSAGES = C.GL_MAX_DEBUG_LOGGED_MESSAGES_ARB MAX_DEBUG_MESSAGE_LENGTH = C.GL_MAX_DEBUG_MESSAGE_LENGTH_ARB MAX_DEPTH_TEXTURE_SAMPLES = C.GL_MAX_DEPTH_TEXTURE_SAMPLES MAX_DRAW_BUFFERS = C.GL_MAX_DRAW_BUFFERS MAX_ELEMENTS_INDICES = C.GL_MAX_ELEMENTS_INDICES MAX_ELEMENTS_VERTICES = C.GL_MAX_ELEMENTS_VERTICES MAX_EVAL_ORDER = C.GL_MAX_EVAL_ORDER MAX_FRAGMENT_INPUT_COMPONENTS = C.GL_MAX_FRAGMENT_INPUT_COMPONENTS MAX_FRAGMENT_UNIFORM_BLOCKS = C.GL_MAX_FRAGMENT_UNIFORM_BLOCKS MAX_FRAGMENT_UNIFORM_COMPONENTS = C.GL_MAX_FRAGMENT_UNIFORM_COMPONENTS MAX_GEOMETRY_INPUT_COMPONENTS = C.GL_MAX_GEOMETRY_INPUT_COMPONENTS MAX_GEOMETRY_OUTPUT_COMPONENTS = C.GL_MAX_GEOMETRY_OUTPUT_COMPONENTS MAX_GEOMETRY_OUTPUT_VERTICES = C.GL_MAX_GEOMETRY_OUTPUT_VERTICES MAX_GEOMETRY_TEXTURE_IMAGE_UNITS = C.GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS = C.GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS MAX_GEOMETRY_UNIFORM_BLOCKS = C.GL_MAX_GEOMETRY_UNIFORM_BLOCKS MAX_GEOMETRY_UNIFORM_COMPONENTS = C.GL_MAX_GEOMETRY_UNIFORM_COMPONENTS MAX_INTEGER_SAMPLES = C.GL_MAX_INTEGER_SAMPLES MAX_LIGHTS = C.GL_MAX_LIGHTS MAX_LIST_NESTING = C.GL_MAX_LIST_NESTING MAX_MODELVIEW_STACK_DEPTH = C.GL_MAX_MODELVIEW_STACK_DEPTH MAX_NAME_STACK_DEPTH = C.GL_MAX_NAME_STACK_DEPTH MAX_PIXEL_MAP_TABLE = C.GL_MAX_PIXEL_MAP_TABLE MAX_PROGRAM_TEXEL_OFFSET = C.GL_MAX_PROGRAM_TEXEL_OFFSET MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS = C.GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS MAX_PROGRAM_TEXTURE_GATHER_OFFSET = C.GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET MAX_PROJECTION_STACK_DEPTH = C.GL_MAX_PROJECTION_STACK_DEPTH MAX_RECTANGLE_TEXTURE_SIZE = C.GL_MAX_RECTANGLE_TEXTURE_SIZE MAX_RENDERBUFFER_SIZE = C.GL_MAX_RENDERBUFFER_SIZE MAX_SAMPLE_MASK_WORDS = C.GL_MAX_SAMPLE_MASK_WORDS MAX_SAMPLES = C.GL_MAX_SAMPLES MAX_SERVER_WAIT_TIMEOUT = C.GL_MAX_SERVER_WAIT_TIMEOUT MAX_TEXTURE_BUFFER_SIZE = C.GL_MAX_TEXTURE_BUFFER_SIZE MAX_TEXTURE_COORDS = C.GL_MAX_TEXTURE_COORDS MAX_TEXTURE_IMAGE_UNITS = C.GL_MAX_TEXTURE_IMAGE_UNITS MAX_TEXTURE_LOD_BIAS = C.GL_MAX_TEXTURE_LOD_BIAS MAX_TEXTURE_SIZE = C.GL_MAX_TEXTURE_SIZE MAX_TEXTURE_STACK_DEPTH = C.GL_MAX_TEXTURE_STACK_DEPTH MAX_TEXTURE_UNITS = C.GL_MAX_TEXTURE_UNITS MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS = C.GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = C.GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS = C.GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS MAX_UNIFORM_BLOCK_SIZE = C.GL_MAX_UNIFORM_BLOCK_SIZE MAX_UNIFORM_BUFFER_BINDINGS = C.GL_MAX_UNIFORM_BUFFER_BINDINGS MAX_VARYING_COMPONENTS = C.GL_MAX_VARYING_COMPONENTS MAX_VARYING_FLOATS = C.GL_MAX_VARYING_FLOATS MAX_VERTEX_ATTRIBS = C.GL_MAX_VERTEX_ATTRIBS MAX_VERTEX_OUTPUT_COMPONENTS = C.GL_MAX_VERTEX_OUTPUT_COMPONENTS MAX_VERTEX_TEXTURE_IMAGE_UNITS = C.GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS MAX_VERTEX_UNIFORM_BLOCKS = C.GL_MAX_VERTEX_UNIFORM_BLOCKS MAX_VERTEX_UNIFORM_COMPONENTS = C.GL_MAX_VERTEX_UNIFORM_COMPONENTS MAX_VIEWPORT_DIMS = C.GL_MAX_VIEWPORT_DIMS MAX = C.GL_MAX MINMAX_FORMAT = C.GL_MINMAX_FORMAT MINMAX_SINK = C.GL_MINMAX_SINK MINMAX = C.GL_MINMAX MINOR_VERSION = C.GL_MINOR_VERSION MIN_PROGRAM_TEXEL_OFFSET = C.GL_MIN_PROGRAM_TEXEL_OFFSET MIN_PROGRAM_TEXTURE_GATHER_OFFSET = C.GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET MIN_SAMPLE_SHADING_VALUE = C.GL_MIN_SAMPLE_SHADING_VALUE MIN = C.GL_MIN MIRRORED_REPEAT = C.GL_MIRRORED_REPEAT MODELVIEW_MATRIX = C.GL_MODELVIEW_MATRIX MODELVIEW_STACK_DEPTH = C.GL_MODELVIEW_STACK_DEPTH MODELVIEW = C.GL_MODELVIEW MODULATE = C.GL_MODULATE MULTISAMPLE_BIT = C.GL_MULTISAMPLE_BIT MULTISAMPLE = C.GL_MULTISAMPLE MULT = C.GL_MULT N3F_V3F = C.GL_N3F_V3F NAME_STACK_DEPTH = C.GL_NAME_STACK_DEPTH NAND = C.GL_NAND NEAREST_MIPMAP_LINEAR = C.GL_NEAREST_MIPMAP_LINEAR NEAREST_MIPMAP_NEAREST = C.GL_NEAREST_MIPMAP_NEAREST NEAREST = C.GL_NEAREST NEVER = C.GL_NEVER NICEST = C.GL_NICEST NO_ERROR = C.GL_NO_ERROR NONE = C.GL_NONE NOOP = C.GL_NOOP NORMAL_ARRAY_BUFFER_BINDING = C.GL_NORMAL_ARRAY_BUFFER_BINDING NORMAL_ARRAY_POINTER = C.GL_NORMAL_ARRAY_POINTER NORMAL_ARRAY_STRIDE = C.GL_NORMAL_ARRAY_STRIDE NORMAL_ARRAY_TYPE = C.GL_NORMAL_ARRAY_TYPE NORMAL_ARRAY = C.GL_NORMAL_ARRAY NORMALIZE = C.GL_NORMALIZE NORMAL_MAP = C.GL_NORMAL_MAP NOR = C.GL_NOR NOTEQUAL = C.GL_NOTEQUAL NUM_COMPRESSED_TEXTURE_FORMATS = C.GL_NUM_COMPRESSED_TEXTURE_FORMATS OBJECT_LINEAR = C.GL_OBJECT_LINEAR OBJECT_PLANE = C.GL_OBJECT_PLANE OBJECT_TYPE = C.GL_OBJECT_TYPE ONE_MINUS_CONSTANT_ALPHA = C.GL_ONE_MINUS_CONSTANT_ALPHA ONE_MINUS_CONSTANT_COLOR = C.GL_ONE_MINUS_CONSTANT_COLOR ONE_MINUS_DST_ALPHA = C.GL_ONE_MINUS_DST_ALPHA ONE_MINUS_DST_COLOR = C.GL_ONE_MINUS_DST_COLOR ONE_MINUS_SRC_ALPHA = C.GL_ONE_MINUS_SRC_ALPHA ONE_MINUS_SRC_COLOR = C.GL_ONE_MINUS_SRC_COLOR ONE = C.GL_ONE OPERAND0_ALPHA = C.GL_OPERAND0_ALPHA OPERAND0_RGB = C.GL_OPERAND0_RGB OPERAND1_ALPHA = C.GL_OPERAND1_ALPHA OPERAND1_RGB = C.GL_OPERAND1_RGB OPERAND2_ALPHA = C.GL_OPERAND2_ALPHA OPERAND2_RGB = C.GL_OPERAND2_RGB ORDER = C.GL_ORDER OR_INVERTED = C.GL_OR_INVERTED OR_REVERSE = C.GL_OR_REVERSE OR = C.GL_OR OUT_OF_MEMORY = C.GL_OUT_OF_MEMORY PACK_ALIGNMENT = C.GL_PACK_ALIGNMENT PACK_IMAGE_HEIGHT = C.GL_PACK_IMAGE_HEIGHT PACK_LSB_FIRST = C.GL_PACK_LSB_FIRST PACK_ROW_LENGTH = C.GL_PACK_ROW_LENGTH PACK_SKIP_IMAGES = C.GL_PACK_SKIP_IMAGES PACK_SKIP_PIXELS = C.GL_PACK_SKIP_PIXELS PACK_SKIP_ROWS = C.GL_PACK_SKIP_ROWS PACK_SWAP_BYTES = C.GL_PACK_SWAP_BYTES PASS_THROUGH_TOKEN = C.GL_PASS_THROUGH_TOKEN PERSPECTIVE_CORRECTION_HINT = C.GL_PERSPECTIVE_CORRECTION_HINT PIXEL_MAP_A_TO_A_SIZE = C.GL_PIXEL_MAP_A_TO_A_SIZE PIXEL_MAP_A_TO_A = C.GL_PIXEL_MAP_A_TO_A PIXEL_MAP_B_TO_B_SIZE = C.GL_PIXEL_MAP_B_TO_B_SIZE PIXEL_MAP_B_TO_B = C.GL_PIXEL_MAP_B_TO_B PIXEL_MAP_G_TO_G_SIZE = C.GL_PIXEL_MAP_G_TO_G_SIZE PIXEL_MAP_G_TO_G = C.GL_PIXEL_MAP_G_TO_G PIXEL_MAP_I_TO_A_SIZE = C.GL_PIXEL_MAP_I_TO_A_SIZE PIXEL_MAP_I_TO_A = C.GL_PIXEL_MAP_I_TO_A PIXEL_MAP_I_TO_B_SIZE = C.GL_PIXEL_MAP_I_TO_B_SIZE PIXEL_MAP_I_TO_B = C.GL_PIXEL_MAP_I_TO_B PIXEL_MAP_I_TO_G_SIZE = C.GL_PIXEL_MAP_I_TO_G_SIZE PIXEL_MAP_I_TO_G = C.GL_PIXEL_MAP_I_TO_G PIXEL_MAP_I_TO_I_SIZE = C.GL_PIXEL_MAP_I_TO_I_SIZE PIXEL_MAP_I_TO_I = C.GL_PIXEL_MAP_I_TO_I PIXEL_MAP_I_TO_R_SIZE = C.GL_PIXEL_MAP_I_TO_R_SIZE PIXEL_MAP_I_TO_R = C.GL_PIXEL_MAP_I_TO_R PIXEL_MAP_R_TO_R_SIZE = C.GL_PIXEL_MAP_R_TO_R_SIZE PIXEL_MAP_R_TO_R = C.GL_PIXEL_MAP_R_TO_R PIXEL_MAP_S_TO_S_SIZE = C.GL_PIXEL_MAP_S_TO_S_SIZE PIXEL_MAP_S_TO_S = C.GL_PIXEL_MAP_S_TO_S PIXEL_MODE_BIT = C.GL_PIXEL_MODE_BIT PIXEL_PACK_BUFFER_BINDING = C.GL_PIXEL_PACK_BUFFER_BINDING PIXEL_PACK_BUFFER = C.GL_PIXEL_PACK_BUFFER PIXEL_UNPACK_BUFFER_BINDING = C.GL_PIXEL_UNPACK_BUFFER_BINDING PIXEL_UNPACK_BUFFER = C.GL_PIXEL_UNPACK_BUFFER POINT_BIT = C.GL_POINT_BIT POINT_DISTANCE_ATTENUATION = C.GL_POINT_DISTANCE_ATTENUATION POINT_FADE_THRESHOLD_SIZE = C.GL_POINT_FADE_THRESHOLD_SIZE POINT_SIZE_GRANULARITY = C.GL_POINT_SIZE_GRANULARITY POINT_SIZE_MAX = C.GL_POINT_SIZE_MAX POINT_SIZE_MIN = C.GL_POINT_SIZE_MIN POINT_SIZE_RANGE = C.GL_POINT_SIZE_RANGE POINT_SIZE = C.GL_POINT_SIZE POINT_SMOOTH_HINT = C.GL_POINT_SMOOTH_HINT POINT_SMOOTH = C.GL_POINT_SMOOTH POINT_SPRITE_COORD_ORIGIN = C.GL_POINT_SPRITE_COORD_ORIGIN POINT_SPRITE = C.GL_POINT_SPRITE POINTS = C.GL_POINTS POINT_TOKEN = C.GL_POINT_TOKEN POINT = C.GL_POINT POLYGON_BIT = C.GL_POLYGON_BIT POLYGON_MODE = C.GL_POLYGON_MODE POLYGON_OFFSET_FACTOR = C.GL_POLYGON_OFFSET_FACTOR POLYGON_OFFSET_FILL = C.GL_POLYGON_OFFSET_FILL POLYGON_OFFSET_LINE = C.GL_POLYGON_OFFSET_LINE POLYGON_OFFSET_POINT = C.GL_POLYGON_OFFSET_POINT POLYGON_OFFSET_UNITS = C.GL_POLYGON_OFFSET_UNITS POLYGON_SMOOTH_HINT = C.GL_POLYGON_SMOOTH_HINT POLYGON_SMOOTH = C.GL_POLYGON_SMOOTH POLYGON_STIPPLE_BIT = C.GL_POLYGON_STIPPLE_BIT POLYGON_STIPPLE = C.GL_POLYGON_STIPPLE POLYGON_TOKEN = C.GL_POLYGON_TOKEN POLYGON = C.GL_POLYGON POSITION = C.GL_POSITION POST_COLOR_MATRIX_ALPHA_BIAS = C.GL_POST_COLOR_MATRIX_ALPHA_BIAS POST_COLOR_MATRIX_ALPHA_SCALE = C.GL_POST_COLOR_MATRIX_ALPHA_SCALE POST_COLOR_MATRIX_BLUE_BIAS = C.GL_POST_COLOR_MATRIX_BLUE_BIAS POST_COLOR_MATRIX_BLUE_SCALE = C.GL_POST_COLOR_MATRIX_BLUE_SCALE POST_COLOR_MATRIX_COLOR_TABLE = C.GL_POST_COLOR_MATRIX_COLOR_TABLE POST_COLOR_MATRIX_GREEN_BIAS = C.GL_POST_COLOR_MATRIX_GREEN_BIAS POST_COLOR_MATRIX_GREEN_SCALE = C.GL_POST_COLOR_MATRIX_GREEN_SCALE POST_COLOR_MATRIX_RED_BIAS = C.GL_POST_COLOR_MATRIX_RED_BIAS POST_COLOR_MATRIX_RED_SCALE = C.GL_POST_COLOR_MATRIX_RED_SCALE POST_CONVOLUTION_ALPHA_BIAS = C.GL_POST_CONVOLUTION_ALPHA_BIAS POST_CONVOLUTION_ALPHA_SCALE = C.GL_POST_CONVOLUTION_ALPHA_SCALE POST_CONVOLUTION_BLUE_BIAS = C.GL_POST_CONVOLUTION_BLUE_BIAS POST_CONVOLUTION_BLUE_SCALE = C.GL_POST_CONVOLUTION_BLUE_SCALE POST_CONVOLUTION_COLOR_TABLE = C.GL_POST_CONVOLUTION_COLOR_TABLE POST_CONVOLUTION_GREEN_BIAS = C.GL_POST_CONVOLUTION_GREEN_BIAS POST_CONVOLUTION_GREEN_SCALE = C.GL_POST_CONVOLUTION_GREEN_SCALE POST_CONVOLUTION_RED_BIAS = C.GL_POST_CONVOLUTION_RED_BIAS POST_CONVOLUTION_RED_SCALE = C.GL_POST_CONVOLUTION_RED_SCALE PREVIOUS = C.GL_PREVIOUS PRIMARY_COLOR = C.GL_PRIMARY_COLOR PRIMITIVE_RESTART_INDEX = C.GL_PRIMITIVE_RESTART_INDEX PRIMITIVE_RESTART = C.GL_PRIMITIVE_RESTART PRIMITIVES_GENERATED = C.GL_PRIMITIVES_GENERATED PROGRAM_POINT_SIZE = C.GL_PROGRAM_POINT_SIZE PROJECTION_MATRIX = C.GL_PROJECTION_MATRIX PROJECTION_STACK_DEPTH = C.GL_PROJECTION_STACK_DEPTH PROJECTION = C.GL_PROJECTION PROVOKING_VERTEX = C.GL_PROVOKING_VERTEX PROXY_COLOR_TABLE = C.GL_PROXY_COLOR_TABLE PROXY_HISTOGRAM = C.GL_PROXY_HISTOGRAM PROXY_POST_COLOR_MATRIX_COLOR_TABLE = C.GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE PROXY_POST_CONVOLUTION_COLOR_TABLE = C.GL_PROXY_POST_CONVOLUTION_COLOR_TABLE PROXY_TEXTURE_1D_ARRAY = C.GL_PROXY_TEXTURE_1D_ARRAY PROXY_TEXTURE_1D = C.GL_PROXY_TEXTURE_1D PROXY_TEXTURE_2D_ARRAY = C.GL_PROXY_TEXTURE_2D_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY = C.GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY PROXY_TEXTURE_2D_MULTISAMPLE = C.GL_PROXY_TEXTURE_2D_MULTISAMPLE PROXY_TEXTURE_2D = C.GL_PROXY_TEXTURE_2D PROXY_TEXTURE_3D = C.GL_PROXY_TEXTURE_3D PROXY_TEXTURE_CUBE_MAP_ARRAY = C.GL_PROXY_TEXTURE_CUBE_MAP_ARRAY PROXY_TEXTURE_CUBE_MAP = C.GL_PROXY_TEXTURE_CUBE_MAP PROXY_TEXTURE_RECTANGLE = C.GL_PROXY_TEXTURE_RECTANGLE QUADRATIC_ATTENUATION = C.GL_QUADRATIC_ATTENUATION QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION = C.GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION QUAD_STRIP = C.GL_QUAD_STRIP QUADS = C.GL_QUADS QUERY_BY_REGION_NO_WAIT = C.GL_QUERY_BY_REGION_NO_WAIT QUERY_BY_REGION_WAIT = C.GL_QUERY_BY_REGION_WAIT QUERY_COUNTER_BITS = C.GL_QUERY_COUNTER_BITS QUERY_NO_WAIT = C.GL_QUERY_NO_WAIT QUERY_RESULT_AVAILABLE = C.GL_QUERY_RESULT_AVAILABLE QUERY_RESULT = C.GL_QUERY_RESULT QUERY_WAIT = C.GL_QUERY_WAIT Q = C.GL_Q R11F_G11F_B10F = C.GL_R11F_G11F_B10F R16F = C.GL_R16F R16I = C.GL_R16I R16_SNORM = C.GL_R16_SNORM R16UI = C.GL_R16UI R16 = C.GL_R16 R32F = C.GL_R32F R32I = C.GL_R32I R32UI = C.GL_R32UI R3_G3_B2 = C.GL_R3_G3_B2 R8I = C.GL_R8I R8_SNORM = C.GL_R8_SNORM R8UI = C.GL_R8UI R8 = C.GL_R8 RASTERIZER_DISCARD = C.GL_RASTERIZER_DISCARD READ_BUFFER = C.GL_READ_BUFFER READ_FRAMEBUFFER_BINDING = C.GL_READ_FRAMEBUFFER_BINDING READ_FRAMEBUFFER = C.GL_READ_FRAMEBUFFER READ_ONLY = C.GL_READ_ONLY READ_WRITE = C.GL_READ_WRITE RED_BIAS = C.GL_RED_BIAS RED_BITS = C.GL_RED_BITS RED_INTEGER = C.GL_RED_INTEGER RED_SCALE = C.GL_RED_SCALE RED_SNORM = C.GL_RED_SNORM REDUCE = C.GL_REDUCE RED = C.GL_RED REFLECTION_MAP = C.GL_REFLECTION_MAP RENDERBUFFER_ALPHA_SIZE = C.GL_RENDERBUFFER_ALPHA_SIZE RENDERBUFFER_BINDING = C.GL_RENDERBUFFER_BINDING RENDERBUFFER_BLUE_SIZE = C.GL_RENDERBUFFER_BLUE_SIZE RENDERBUFFER_DEPTH_SIZE = C.GL_RENDERBUFFER_DEPTH_SIZE RENDERBUFFER_GREEN_SIZE = C.GL_RENDERBUFFER_GREEN_SIZE RENDERBUFFER_HEIGHT = C.GL_RENDERBUFFER_HEIGHT RENDERBUFFER_INTERNAL_FORMAT = C.GL_RENDERBUFFER_INTERNAL_FORMAT RENDERBUFFER_RED_SIZE = C.GL_RENDERBUFFER_RED_SIZE RENDERBUFFER_SAMPLES = C.GL_RENDERBUFFER_SAMPLES RENDERBUFFER_STENCIL_SIZE = C.GL_RENDERBUFFER_STENCIL_SIZE RENDERBUFFER_WIDTH = C.GL_RENDERBUFFER_WIDTH RENDERBUFFER = C.GL_RENDERBUFFER RENDERER = C.GL_RENDERER RENDER_MODE = C.GL_RENDER_MODE RENDER = C.GL_RENDER REND_screen_coordinates = C.GL_REND_screen_coordinates REPEAT = C.GL_REPEAT REPLACE = C.GL_REPLACE REPLICATE_BORDER = C.GL_REPLICATE_BORDER RESCALE_NORMAL = C.GL_RESCALE_NORMAL RETURN = C.GL_RETURN RG16F = C.GL_RG16F RG16I = C.GL_RG16I RG16_SNORM = C.GL_RG16_SNORM RG16UI = C.GL_RG16UI RG16 = C.GL_RG16 RG32F = C.GL_RG32F RG32I = C.GL_RG32I RG32UI = C.GL_RG32UI RG8I = C.GL_RG8I RG8_SNORM = C.GL_RG8_SNORM RG8UI = C.GL_RG8UI RG8 = C.GL_RG8 RGB10_A2 = C.GL_RGB10_A2 RGB10 = C.GL_RGB10 RGB12 = C.GL_RGB12 RGB16F = C.GL_RGB16F RGB16I = C.GL_RGB16I RGB16_SNORM = C.GL_RGB16_SNORM RGB16UI = C.GL_RGB16UI RGB16 = C.GL_RGB16 RGB32F = C.GL_RGB32F RGB32I = C.GL_RGB32I RGB32UI = C.GL_RGB32UI RGB4 = C.GL_RGB4 RGB5_A1 = C.GL_RGB5_A1 RGB5 = C.GL_RGB5 RGB8I = C.GL_RGB8I RGB8_SNORM = C.GL_RGB8_SNORM RGB8UI = C.GL_RGB8UI RGB8 = C.GL_RGB8 RGB9_E5 = C.GL_RGB9_E5 RGBA12 = C.GL_RGBA12 RGBA16F = C.GL_RGBA16F RGBA16I = C.GL_RGBA16I RGBA16_SNORM = C.GL_RGBA16_SNORM RGBA16UI = C.GL_RGBA16UI RGBA16 = C.GL_RGBA16 RGBA2 = C.GL_RGBA2 RGBA32F = C.GL_RGBA32F RGBA32I = C.GL_RGBA32I RGBA32UI = C.GL_RGBA32UI RGBA4 = C.GL_RGBA4 RGBA8I = C.GL_RGBA8I RGBA8_SNORM = C.GL_RGBA8_SNORM RGBA8UI = C.GL_RGBA8UI RGBA8 = C.GL_RGBA8 RGBA_INTEGER = C.GL_RGBA_INTEGER RGBA_MODE = C.GL_RGBA_MODE RGBA_SNORM = C.GL_RGBA_SNORM RGBA = C.GL_RGBA RGB_INTEGER = C.GL_RGB_INTEGER RGB_SCALE = C.GL_RGB_SCALE RGB_SNORM = C.GL_RGB_SNORM RGB = C.GL_RGB RG_INTEGER = C.GL_RG_INTEGER RG_SNORM = C.GL_RG_SNORM RG = C.GL_RG RIGHT = C.GL_RIGHT R = C.GL_R SAMPLE_ALPHA_TO_COVERAGE = C.GL_SAMPLE_ALPHA_TO_COVERAGE SAMPLE_ALPHA_TO_ONE = C.GL_SAMPLE_ALPHA_TO_ONE SAMPLE_BUFFERS = C.GL_SAMPLE_BUFFERS SAMPLE_COVERAGE_INVERT = C.GL_SAMPLE_COVERAGE_INVERT SAMPLE_COVERAGE_VALUE = C.GL_SAMPLE_COVERAGE_VALUE SAMPLE_COVERAGE = C.GL_SAMPLE_COVERAGE SAMPLE_MASK_VALUE = C.GL_SAMPLE_MASK_VALUE SAMPLE_MASK = C.GL_SAMPLE_MASK SAMPLE_POSITION = C.GL_SAMPLE_POSITION SAMPLER_1D_ARRAY_SHADOW = C.GL_SAMPLER_1D_ARRAY_SHADOW SAMPLER_1D_ARRAY = C.GL_SAMPLER_1D_ARRAY SAMPLER_1D_SHADOW = C.GL_SAMPLER_1D_SHADOW SAMPLER_1D = C.GL_SAMPLER_1D SAMPLER_2D_ARRAY_SHADOW = C.GL_SAMPLER_2D_ARRAY_SHADOW SAMPLER_2D_ARRAY = C.GL_SAMPLER_2D_ARRAY SAMPLER_2D_MULTISAMPLE_ARRAY = C.GL_SAMPLER_2D_MULTISAMPLE_ARRAY SAMPLER_2D_MULTISAMPLE = C.GL_SAMPLER_2D_MULTISAMPLE SAMPLER_2D_RECT_SHADOW = C.GL_SAMPLER_2D_RECT_SHADOW SAMPLER_2D_RECT = C.GL_SAMPLER_2D_RECT SAMPLER_2D_SHADOW = C.GL_SAMPLER_2D_SHADOW SAMPLER_2D = C.GL_SAMPLER_2D SAMPLER_3D = C.GL_SAMPLER_3D SAMPLER_BUFFER = C.GL_SAMPLER_BUFFER SAMPLER_CUBE_MAP_ARRAY_SHADOW = C.GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW SAMPLER_CUBE_MAP_ARRAY = C.GL_SAMPLER_CUBE_MAP_ARRAY SAMPLER_CUBE_SHADOW = C.GL_SAMPLER_CUBE_SHADOW SAMPLER_CUBE = C.GL_SAMPLER_CUBE SAMPLE_SHADING = C.GL_SAMPLE_SHADING SAMPLES_PASSED = C.GL_SAMPLES_PASSED SAMPLES = C.GL_SAMPLES SCISSOR_BIT = C.GL_SCISSOR_BIT SCISSOR_BOX = C.GL_SCISSOR_BOX SCISSOR_TEST = C.GL_SCISSOR_TEST SCREEN_COORDINATES_REND = C.GL_SCREEN_COORDINATES_REND SECONDARY_COLOR_ARRAY_BUFFER_BINDING = C.GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING SECONDARY_COLOR_ARRAY_POINTER = C.GL_SECONDARY_COLOR_ARRAY_POINTER SECONDARY_COLOR_ARRAY_SIZE = C.GL_SECONDARY_COLOR_ARRAY_SIZE SECONDARY_COLOR_ARRAY_STRIDE = C.GL_SECONDARY_COLOR_ARRAY_STRIDE SECONDARY_COLOR_ARRAY_TYPE = C.GL_SECONDARY_COLOR_ARRAY_TYPE SECONDARY_COLOR_ARRAY = C.GL_SECONDARY_COLOR_ARRAY SELECTION_BUFFER_POINTER = C.GL_SELECTION_BUFFER_POINTER SELECTION_BUFFER_SIZE = C.GL_SELECTION_BUFFER_SIZE SELECT = C.GL_SELECT SEPARABLE_2D = C.GL_SEPARABLE_2D SEPARATE_ATTRIBS = C.GL_SEPARATE_ATTRIBS SEPARATE_SPECULAR_COLOR = C.GL_SEPARATE_SPECULAR_COLOR SET = C.GL_SET SHADE_MODEL = C.GL_SHADE_MODEL SHADER_SOURCE_LENGTH = C.GL_SHADER_SOURCE_LENGTH SHADER_TYPE = C.GL_SHADER_TYPE SHADING_LANGUAGE_VERSION = C.GL_SHADING_LANGUAGE_VERSION SHININESS = C.GL_SHININESS SHORT = C.GL_SHORT SIGNALED = C.GL_SIGNALED SIGNED_NORMALIZED = C.GL_SIGNED_NORMALIZED SINGLE_COLOR = C.GL_SINGLE_COLOR SLUMINANCE8_ALPHA8 = C.GL_SLUMINANCE8_ALPHA8 SLUMINANCE8 = C.GL_SLUMINANCE8 SLUMINANCE_ALPHA = C.GL_SLUMINANCE_ALPHA SLUMINANCE = C.GL_SLUMINANCE SMOOTH_LINE_WIDTH_GRANULARITY = C.GL_SMOOTH_LINE_WIDTH_GRANULARITY SMOOTH_LINE_WIDTH_RANGE = C.GL_SMOOTH_LINE_WIDTH_RANGE SMOOTH_POINT_SIZE_GRANULARITY = C.GL_SMOOTH_POINT_SIZE_GRANULARITY SMOOTH_POINT_SIZE_RANGE = C.GL_SMOOTH_POINT_SIZE_RANGE SMOOTH = C.GL_SMOOTH SOURCE0_ALPHA = C.GL_SOURCE0_ALPHA SOURCE0_RGB = C.GL_SOURCE0_RGB SOURCE1_ALPHA = C.GL_SOURCE1_ALPHA SOURCE1_RGB = C.GL_SOURCE1_RGB SOURCE2_ALPHA = C.GL_SOURCE2_ALPHA SOURCE2_RGB = C.GL_SOURCE2_RGB SPECULAR = C.GL_SPECULAR SPHERE_MAP = C.GL_SPHERE_MAP SPOT_CUTOFF = C.GL_SPOT_CUTOFF SPOT_DIRECTION = C.GL_SPOT_DIRECTION SPOT_EXPONENT = C.GL_SPOT_EXPONENT SRC0_ALPHA = C.GL_SRC0_ALPHA SRC0_RGB = C.GL_SRC0_RGB SRC1_ALPHA = C.GL_SRC1_ALPHA SRC1_RGB = C.GL_SRC1_RGB SRC2_ALPHA = C.GL_SRC2_ALPHA SRC2_RGB = C.GL_SRC2_RGB SRC_ALPHA_SATURATE = C.GL_SRC_ALPHA_SATURATE SRC_ALPHA = C.GL_SRC_ALPHA SRC_COLOR = C.GL_SRC_COLOR SRGB8_ALPHA8 = C.GL_SRGB8_ALPHA8 SRGB8 = C.GL_SRGB8 SRGB_ALPHA = C.GL_SRGB_ALPHA SRGB = C.GL_SRGB STACK_OVERFLOW = C.GL_STACK_OVERFLOW STACK_UNDERFLOW = C.GL_STACK_UNDERFLOW STATIC_COPY = C.GL_STATIC_COPY STATIC_DRAW = C.GL_STATIC_DRAW STATIC_READ = C.GL_STATIC_READ STENCIL_ATTACHMENT = C.GL_STENCIL_ATTACHMENT STENCIL_BACK_FAIL = C.GL_STENCIL_BACK_FAIL STENCIL_BACK_FUNC = C.GL_STENCIL_BACK_FUNC STENCIL_BACK_PASS_DEPTH_FAIL = C.GL_STENCIL_BACK_PASS_DEPTH_FAIL STENCIL_BACK_PASS_DEPTH_PASS = C.GL_STENCIL_BACK_PASS_DEPTH_PASS STENCIL_BACK_REF = C.GL_STENCIL_BACK_REF STENCIL_BACK_VALUE_MASK = C.GL_STENCIL_BACK_VALUE_MASK STENCIL_BACK_WRITEMASK = C.GL_STENCIL_BACK_WRITEMASK STENCIL_BITS = C.GL_STENCIL_BITS STENCIL_BUFFER_BIT = C.GL_STENCIL_BUFFER_BIT STENCIL_BUFFER = C.GL_STENCIL_BUFFER STENCIL_CLEAR_VALUE = C.GL_STENCIL_CLEAR_VALUE STENCIL_FAIL = C.GL_STENCIL_FAIL STENCIL_FUNC = C.GL_STENCIL_FUNC STENCIL_INDEX16 = C.GL_STENCIL_INDEX16 STENCIL_INDEX1 = C.GL_STENCIL_INDEX1 STENCIL_INDEX4 = C.GL_STENCIL_INDEX4 STENCIL_INDEX8 = C.GL_STENCIL_INDEX8 STENCIL_INDEX = C.GL_STENCIL_INDEX STENCIL_PASS_DEPTH_FAIL = C.GL_STENCIL_PASS_DEPTH_FAIL STENCIL_PASS_DEPTH_PASS = C.GL_STENCIL_PASS_DEPTH_PASS STENCIL_REF = C.GL_STENCIL_REF STENCIL_TEST = C.GL_STENCIL_TEST STENCIL_VALUE_MASK = C.GL_STENCIL_VALUE_MASK STENCIL_WRITEMASK = C.GL_STENCIL_WRITEMASK STENCIL = C.GL_STENCIL STEREO = C.GL_STEREO STREAM_COPY = C.GL_STREAM_COPY STREAM_DRAW = C.GL_STREAM_DRAW STREAM_READ = C.GL_STREAM_READ SUBPIXEL_BITS = C.GL_SUBPIXEL_BITS SUBTRACT = C.GL_SUBTRACT SYNC_CONDITION = C.GL_SYNC_CONDITION SYNC_FENCE = C.GL_SYNC_FENCE SYNC_FLAGS = C.GL_SYNC_FLAGS SYNC_FLUSH_COMMANDS_BIT = C.GL_SYNC_FLUSH_COMMANDS_BIT SYNC_GPU_COMMANDS_COMPLETE = C.GL_SYNC_GPU_COMMANDS_COMPLETE SYNC_STATUS = C.GL_SYNC_STATUS S = C.GL_S T2F_C3F_V3F = C.GL_T2F_C3F_V3F T2F_C4F_N3F_V3F = C.GL_T2F_C4F_N3F_V3F T2F_C4UB_V3F = C.GL_T2F_C4UB_V3F T2F_N3F_V3F = C.GL_T2F_N3F_V3F T2F_V3F = C.GL_T2F_V3F T4F_C4F_N3F_V4F = C.GL_T4F_C4F_N3F_V4F T4F_V4F = C.GL_T4F_V4F TABLE_TOO_LARGE = C.GL_TABLE_TOO_LARGE TEXTURE0 = C.GL_TEXTURE0 TEXTURE10 = C.GL_TEXTURE10 TEXTURE11 = C.GL_TEXTURE11 TEXTURE12 = C.GL_TEXTURE12 TEXTURE13 = C.GL_TEXTURE13 TEXTURE14 = C.GL_TEXTURE14 TEXTURE15 = C.GL_TEXTURE15 TEXTURE16 = C.GL_TEXTURE16 TEXTURE17 = C.GL_TEXTURE17 TEXTURE18 = C.GL_TEXTURE18 TEXTURE19 = C.GL_TEXTURE19 TEXTURE_1D_ARRAY = C.GL_TEXTURE_1D_ARRAY TEXTURE_1D = C.GL_TEXTURE_1D TEXTURE1 = C.GL_TEXTURE1 TEXTURE20 = C.GL_TEXTURE20 TEXTURE21 = C.GL_TEXTURE21 TEXTURE22 = C.GL_TEXTURE22 TEXTURE23 = C.GL_TEXTURE23 TEXTURE24 = C.GL_TEXTURE24 TEXTURE25 = C.GL_TEXTURE25 TEXTURE26 = C.GL_TEXTURE26 TEXTURE27 = C.GL_TEXTURE27 TEXTURE28 = C.GL_TEXTURE28 TEXTURE29 = C.GL_TEXTURE29 TEXTURE_2D_ARRAY = C.GL_TEXTURE_2D_ARRAY TEXTURE_2D_MULTISAMPLE_ARRAY = C.GL_TEXTURE_2D_MULTISAMPLE_ARRAY TEXTURE_2D_MULTISAMPLE = C.GL_TEXTURE_2D_MULTISAMPLE TEXTURE_2D = C.GL_TEXTURE_2D TEXTURE2 = C.GL_TEXTURE2 TEXTURE30 = C.GL_TEXTURE30 TEXTURE31 = C.GL_TEXTURE31 TEXTURE_3D = C.GL_TEXTURE_3D TEXTURE3 = C.GL_TEXTURE3 TEXTURE4 = C.GL_TEXTURE4 TEXTURE5 = C.GL_TEXTURE5 TEXTURE6 = C.GL_TEXTURE6 TEXTURE7 = C.GL_TEXTURE7 TEXTURE8 = C.GL_TEXTURE8 TEXTURE9 = C.GL_TEXTURE9 TEXTURE_ALPHA_SIZE = C.GL_TEXTURE_ALPHA_SIZE TEXTURE_ALPHA_TYPE = C.GL_TEXTURE_ALPHA_TYPE TEXTURE_BASE_LEVEL = C.GL_TEXTURE_BASE_LEVEL TEXTURE_BINDING_1D_ARRAY = C.GL_TEXTURE_BINDING_1D_ARRAY TEXTURE_BINDING_1D = C.GL_TEXTURE_BINDING_1D TEXTURE_BINDING_2D_ARRAY = C.GL_TEXTURE_BINDING_2D_ARRAY TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY = C.GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY TEXTURE_BINDING_2D_MULTISAMPLE = C.GL_TEXTURE_BINDING_2D_MULTISAMPLE TEXTURE_BINDING_2D = C.GL_TEXTURE_BINDING_2D TEXTURE_BINDING_3D = C.GL_TEXTURE_BINDING_3D TEXTURE_BINDING_BUFFER = C.GL_TEXTURE_BINDING_BUFFER TEXTURE_BINDING_CUBE_MAP_ARRAY = C.GL_TEXTURE_BINDING_CUBE_MAP_ARRAY TEXTURE_BINDING_CUBE_MAP = C.GL_TEXTURE_BINDING_CUBE_MAP TEXTURE_BINDING_RECTANGLE = C.GL_TEXTURE_BINDING_RECTANGLE TEXTURE_BIT = C.GL_TEXTURE_BIT TEXTURE_BLUE_SIZE = C.GL_TEXTURE_BLUE_SIZE TEXTURE_BLUE_TYPE = C.GL_TEXTURE_BLUE_TYPE TEXTURE_BORDER_COLOR = C.GL_TEXTURE_BORDER_COLOR TEXTURE_BORDER = C.GL_TEXTURE_BORDER TEXTURE_BUFFER_DATA_STORE_BINDING = C.GL_TEXTURE_BUFFER_DATA_STORE_BINDING TEXTURE_BUFFER_FORMAT = C.GL_TEXTURE_BUFFER_FORMAT TEXTURE_BUFFER = C.GL_TEXTURE_BUFFER TEXTURE_COMPARE_FUNC = C.GL_TEXTURE_COMPARE_FUNC TEXTURE_COMPARE_MODE = C.GL_TEXTURE_COMPARE_MODE TEXTURE_COMPONENTS = C.GL_TEXTURE_COMPONENTS TEXTURE_COMPRESSED_IMAGE_SIZE = C.GL_TEXTURE_COMPRESSED_IMAGE_SIZE TEXTURE_COMPRESSED = C.GL_TEXTURE_COMPRESSED TEXTURE_COMPRESSION_HINT = C.GL_TEXTURE_COMPRESSION_HINT TEXTURE_COORD_ARRAY_BUFFER_BINDING = C.GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING TEXTURE_COORD_ARRAY_POINTER = C.GL_TEXTURE_COORD_ARRAY_POINTER TEXTURE_COORD_ARRAY_SIZE = C.GL_TEXTURE_COORD_ARRAY_SIZE TEXTURE_COORD_ARRAY_STRIDE = C.GL_TEXTURE_COORD_ARRAY_STRIDE TEXTURE_COORD_ARRAY_TYPE = C.GL_TEXTURE_COORD_ARRAY_TYPE TEXTURE_COORD_ARRAY = C.GL_TEXTURE_COORD_ARRAY TEXTURE_CUBE_MAP_ARRAY = C.GL_TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBE_MAP_NEGATIVE_X = C.GL_TEXTURE_CUBE_MAP_NEGATIVE_X TEXTURE_CUBE_MAP_NEGATIVE_Y = C.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y TEXTURE_CUBE_MAP_NEGATIVE_Z = C.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z TEXTURE_CUBE_MAP_POSITIVE_X = C.GL_TEXTURE_CUBE_MAP_POSITIVE_X TEXTURE_CUBE_MAP_POSITIVE_Y = C.GL_TEXTURE_CUBE_MAP_POSITIVE_Y TEXTURE_CUBE_MAP_POSITIVE_Z = C.GL_TEXTURE_CUBE_MAP_POSITIVE_Z TEXTURE_CUBE_MAP_SEAMLESS = C.GL_TEXTURE_CUBE_MAP_SEAMLESS TEXTURE_CUBE_MAP = C.GL_TEXTURE_CUBE_MAP TEXTURE_DEPTH_SIZE = C.GL_TEXTURE_DEPTH_SIZE TEXTURE_DEPTH_TYPE = C.GL_TEXTURE_DEPTH_TYPE TEXTURE_DEPTH = C.GL_TEXTURE_DEPTH TEXTURE_ENV_COLOR = C.GL_TEXTURE_ENV_COLOR TEXTURE_ENV_MODE = C.GL_TEXTURE_ENV_MODE TEXTURE_ENV = C.GL_TEXTURE_ENV TEXTURE_FILTER_CONTROL = C.GL_TEXTURE_FILTER_CONTROL TEXTURE_FIXED_SAMPLE_LOCATIONS = C.GL_TEXTURE_FIXED_SAMPLE_LOCATIONS TEXTURE_GEN_MODE = C.GL_TEXTURE_GEN_MODE TEXTURE_GEN_Q = C.GL_TEXTURE_GEN_Q TEXTURE_GEN_R = C.GL_TEXTURE_GEN_R TEXTURE_GEN_S = C.GL_TEXTURE_GEN_S TEXTURE_GEN_T = C.GL_TEXTURE_GEN_T TEXTURE_GREEN_SIZE = C.GL_TEXTURE_GREEN_SIZE TEXTURE_GREEN_TYPE = C.GL_TEXTURE_GREEN_TYPE TEXTURE_HEIGHT = C.GL_TEXTURE_HEIGHT TEXTURE_INTENSITY_SIZE = C.GL_TEXTURE_INTENSITY_SIZE TEXTURE_INTENSITY_TYPE = C.GL_TEXTURE_INTENSITY_TYPE TEXTURE_INTERNAL_FORMAT = C.GL_TEXTURE_INTERNAL_FORMAT TEXTURE_LOD_BIAS = C.GL_TEXTURE_LOD_BIAS TEXTURE_LUMINANCE_SIZE = C.GL_TEXTURE_LUMINANCE_SIZE TEXTURE_LUMINANCE_TYPE = C.GL_TEXTURE_LUMINANCE_TYPE TEXTURE_MAG_FILTER = C.GL_TEXTURE_MAG_FILTER TEXTURE_MATRIX = C.GL_TEXTURE_MATRIX TEXTURE_MAX_LEVEL = C.GL_TEXTURE_MAX_LEVEL TEXTURE_MAX_LOD = C.GL_TEXTURE_MAX_LOD TEXTURE_MIN_FILTER = C.GL_TEXTURE_MIN_FILTER TEXTURE_MIN_LOD = C.GL_TEXTURE_MIN_LOD TEXTURE_PRIORITY = C.GL_TEXTURE_PRIORITY TEXTURE_RECTANGLE = C.GL_TEXTURE_RECTANGLE TEXTURE_RED_SIZE = C.GL_TEXTURE_RED_SIZE TEXTURE_RED_TYPE = C.GL_TEXTURE_RED_TYPE TEXTURE_RESIDENT = C.GL_TEXTURE_RESIDENT TEXTURE_SAMPLES = C.GL_TEXTURE_SAMPLES TEXTURE_SHARED_SIZE = C.GL_TEXTURE_SHARED_SIZE TEXTURE_STACK_DEPTH = C.GL_TEXTURE_STACK_DEPTH TEXTURE_STENCIL_SIZE = C.GL_TEXTURE_STENCIL_SIZE TEXTURE_WIDTH = C.GL_TEXTURE_WIDTH TEXTURE_WRAP_R = C.GL_TEXTURE_WRAP_R TEXTURE_WRAP_S = C.GL_TEXTURE_WRAP_S TEXTURE_WRAP_T = C.GL_TEXTURE_WRAP_T TEXTURE = C.GL_TEXTURE TIMEOUT_EXPIRED = C.GL_TIMEOUT_EXPIRED TIMEOUT_IGNORED = C.GL_TIMEOUT_IGNORED TIMESTAMP = C.GL_TIMESTAMP TIME_ELAPSED = C.GL_TIME_ELAPSED TRANSFORM_FEEDBACK = C.GL_TRANSFORM_FEEDBACK TRANSFORM_BIT = C.GL_TRANSFORM_BIT TRANSFORM_FEEDBACK_BUFFER_BINDING = C.GL_TRANSFORM_FEEDBACK_BUFFER_BINDING TRANSFORM_FEEDBACK_BUFFER_MODE = C.GL_TRANSFORM_FEEDBACK_BUFFER_MODE TRANSFORM_FEEDBACK_BUFFER_SIZE = C.GL_TRANSFORM_FEEDBACK_BUFFER_SIZE TRANSFORM_FEEDBACK_BUFFER_START = C.GL_TRANSFORM_FEEDBACK_BUFFER_START TRANSFORM_FEEDBACK_BUFFER = C.GL_TRANSFORM_FEEDBACK_BUFFER TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN = C.GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH = C.GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH TRANSFORM_FEEDBACK_VARYINGS = C.GL_TRANSFORM_FEEDBACK_VARYINGS TRANSPOSE_COLOR_MATRIX = C.GL_TRANSPOSE_COLOR_MATRIX TRANSPOSE_MODELVIEW_MATRIX = C.GL_TRANSPOSE_MODELVIEW_MATRIX TRANSPOSE_PROJECTION_MATRIX = C.GL_TRANSPOSE_PROJECTION_MATRIX TRANSPOSE_TEXTURE_MATRIX = C.GL_TRANSPOSE_TEXTURE_MATRIX TRIANGLE_FAN = C.GL_TRIANGLE_FAN TRIANGLES_ADJACENCY = C.GL_TRIANGLES_ADJACENCY TRIANGLE_STRIP_ADJACENCY = C.GL_TRIANGLE_STRIP_ADJACENCY TRIANGLE_STRIP = C.GL_TRIANGLE_STRIP TRIANGLES = C.GL_TRIANGLES TRUE = C.GL_TRUE T = C.GL_T UNIFORM_ARRAY_STRIDE = C.GL_UNIFORM_ARRAY_STRIDE UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES = C.GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES UNIFORM_BLOCK_ACTIVE_UNIFORMS = C.GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS UNIFORM_BLOCK_BINDING = C.GL_UNIFORM_BLOCK_BINDING UNIFORM_BLOCK_DATA_SIZE = C.GL_UNIFORM_BLOCK_DATA_SIZE UNIFORM_BLOCK_INDEX = C.GL_UNIFORM_BLOCK_INDEX UNIFORM_BLOCK_NAME_LENGTH = C.GL_UNIFORM_BLOCK_NAME_LENGTH UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER = C.GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER = C.GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER = C.GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER UNIFORM_BUFFER_BINDING = C.GL_UNIFORM_BUFFER_BINDING UNIFORM_BUFFER_OFFSET_ALIGNMENT = C.GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT UNIFORM_BUFFER_SIZE = C.GL_UNIFORM_BUFFER_SIZE UNIFORM_BUFFER_START = C.GL_UNIFORM_BUFFER_START UNIFORM_BUFFER = C.GL_UNIFORM_BUFFER UNIFORM_IS_ROW_MAJOR = C.GL_UNIFORM_IS_ROW_MAJOR UNIFORM_MATRIX_STRIDE = C.GL_UNIFORM_MATRIX_STRIDE UNIFORM_NAME_LENGTH = C.GL_UNIFORM_NAME_LENGTH UNIFORM_OFFSET = C.GL_UNIFORM_OFFSET UNIFORM_SIZE = C.GL_UNIFORM_SIZE UNIFORM_TYPE = C.GL_UNIFORM_TYPE UNPACK_ALIGNMENT = C.GL_UNPACK_ALIGNMENT UNPACK_IMAGE_HEIGHT = C.GL_UNPACK_IMAGE_HEIGHT UNPACK_LSB_FIRST = C.GL_UNPACK_LSB_FIRST UNPACK_ROW_LENGTH = C.GL_UNPACK_ROW_LENGTH UNPACK_SKIP_IMAGES = C.GL_UNPACK_SKIP_IMAGES UNPACK_SKIP_PIXELS = C.GL_UNPACK_SKIP_PIXELS UNPACK_SKIP_ROWS = C.GL_UNPACK_SKIP_ROWS UNPACK_SWAP_BYTES = C.GL_UNPACK_SWAP_BYTES UNSIGNALED = C.GL_UNSIGNALED UNSIGNED_BYTE_2_3_3_REV = C.GL_UNSIGNED_BYTE_2_3_3_REV UNSIGNED_BYTE_3_3_2 = C.GL_UNSIGNED_BYTE_3_3_2 UNSIGNED_BYTE = C.GL_UNSIGNED_BYTE UNSIGNED_INT_10_10_10_2 = C.GL_UNSIGNED_INT_10_10_10_2 UNSIGNED_INT_10F_11F_11F_REV = C.GL_UNSIGNED_INT_10F_11F_11F_REV UNSIGNED_INT_2_10_10_10_REV = C.GL_UNSIGNED_INT_2_10_10_10_REV UNSIGNED_INT_24_8 = C.GL_UNSIGNED_INT_24_8 UNSIGNED_INT_5_9_9_9_REV = C.GL_UNSIGNED_INT_5_9_9_9_REV UNSIGNED_INT_8_8_8_8_REV = C.GL_UNSIGNED_INT_8_8_8_8_REV UNSIGNED_INT_8_8_8_8 = C.GL_UNSIGNED_INT_8_8_8_8 UNSIGNED_INT_SAMPLER_1D_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_1D_ARRAY UNSIGNED_INT_SAMPLER_1D = C.GL_UNSIGNED_INT_SAMPLER_1D UNSIGNED_INT_SAMPLER_2D_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_2D_ARRAY UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE = C.GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE UNSIGNED_INT_SAMPLER_2D_RECT = C.GL_UNSIGNED_INT_SAMPLER_2D_RECT UNSIGNED_INT_SAMPLER_2D = C.GL_UNSIGNED_INT_SAMPLER_2D UNSIGNED_INT_SAMPLER_3D = C.GL_UNSIGNED_INT_SAMPLER_3D UNSIGNED_INT_SAMPLER_BUFFER = C.GL_UNSIGNED_INT_SAMPLER_BUFFER UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY = C.GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY UNSIGNED_INT_SAMPLER_CUBE = C.GL_UNSIGNED_INT_SAMPLER_CUBE UNSIGNED_INT_VEC2 = C.GL_UNSIGNED_INT_VEC2 UNSIGNED_INT_VEC3 = C.GL_UNSIGNED_INT_VEC3 UNSIGNED_INT_VEC4 = C.GL_UNSIGNED_INT_VEC4 UNSIGNED_INT = C.GL_UNSIGNED_INT UNSIGNED_NORMALIZED = C.GL_UNSIGNED_NORMALIZED UNSIGNED_SHORT_1_5_5_5_REV = C.GL_UNSIGNED_SHORT_1_5_5_5_REV UNSIGNED_SHORT_4_4_4_4_REV = C.GL_UNSIGNED_SHORT_4_4_4_4_REV UNSIGNED_SHORT_4_4_4_4 = C.GL_UNSIGNED_SHORT_4_4_4_4 UNSIGNED_SHORT_5_5_5_1 = C.GL_UNSIGNED_SHORT_5_5_5_1 UNSIGNED_SHORT_5_6_5_REV = C.GL_UNSIGNED_SHORT_5_6_5_REV UNSIGNED_SHORT_5_6_5 = C.GL_UNSIGNED_SHORT_5_6_5 UNSIGNED_SHORT = C.GL_UNSIGNED_SHORT UPPER_LEFT = C.GL_UPPER_LEFT V2F = C.GL_V2F V3F = C.GL_V3F VALIDATE_STATUS = C.GL_VALIDATE_STATUS VENDOR = C.GL_VENDOR VERSION_1_1 = C.GL_VERSION_1_1 VERSION_1_2 = C.GL_VERSION_1_2 VERSION_1_3 = C.GL_VERSION_1_3 VERSION_1_4 = C.GL_VERSION_1_4 VERSION_1_5 = C.GL_VERSION_1_5 VERSION_2_0 = C.GL_VERSION_2_0 VERSION_2_1 = C.GL_VERSION_2_1 VERSION_3_0 = C.GL_VERSION_3_0 VERSION_3_1 = C.GL_VERSION_3_1 VERSION_3_2 = C.GL_VERSION_3_2 VERSION = C.GL_VERSION VERTEX_ARRAY_BINDING = C.GL_VERTEX_ARRAY_BINDING VERTEX_ARRAY_BUFFER_BINDING = C.GL_VERTEX_ARRAY_BUFFER_BINDING VERTEX_ARRAY_POINTER = C.GL_VERTEX_ARRAY_POINTER VERTEX_ARRAY_SIZE = C.GL_VERTEX_ARRAY_SIZE VERTEX_ARRAY_STRIDE = C.GL_VERTEX_ARRAY_STRIDE VERTEX_ARRAY_TYPE = C.GL_VERTEX_ARRAY_TYPE VERTEX_ARRAY = C.GL_VERTEX_ARRAY VERTEX_ATTRIB_ARRAY_BUFFER_BINDING = C.GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING VERTEX_ATTRIB_ARRAY_ENABLED = C.GL_VERTEX_ATTRIB_ARRAY_ENABLED VERTEX_ATTRIB_ARRAY_INTEGER = C.GL_VERTEX_ATTRIB_ARRAY_INTEGER VERTEX_ATTRIB_ARRAY_NORMALIZED = C.GL_VERTEX_ATTRIB_ARRAY_NORMALIZED VERTEX_ATTRIB_ARRAY_POINTER = C.GL_VERTEX_ATTRIB_ARRAY_POINTER VERTEX_ATTRIB_ARRAY_SIZE = C.GL_VERTEX_ATTRIB_ARRAY_SIZE VERTEX_ATTRIB_ARRAY_STRIDE = C.GL_VERTEX_ATTRIB_ARRAY_STRIDE VERTEX_ATTRIB_ARRAY_TYPE = C.GL_VERTEX_ATTRIB_ARRAY_TYPE VERTEX_PROGRAM_POINT_SIZE = C.GL_VERTEX_PROGRAM_POINT_SIZE VERTEX_PROGRAM_TWO_SIDE = C.GL_VERTEX_PROGRAM_TWO_SIDE VERTEX_SHADER = C.GL_VERTEX_SHADER VIEWPORT_BIT = C.GL_VIEWPORT_BIT VIEWPORT = C.GL_VIEWPORT WAIT_FAILED = C.GL_WAIT_FAILED WEIGHT_ARRAY_BUFFER_BINDING = C.GL_WEIGHT_ARRAY_BUFFER_BINDING WRITE_ONLY = C.GL_WRITE_ONLY XOR = C.GL_XOR ZERO = C.GL_ZERO ZOOM_X = C.GL_ZOOM_X ZOOM_Y = C.GL_ZOOM_Y )
Constants
Variables ¶
This section is empty.
Functions ¶
func ActiveTexture ¶
func ActiveTexture(texture GLenum)
func AreTexturesResident ¶
bool glAreTexturesResident (GLsizei n, const uint *textures, bool *residences)
func BeginTransformFeedback ¶
func BeginTransformFeedback(mode GLenum)
Begin transform feedback with primitive type 'mode'
func Bitmap ¶
func Bitmap(width int, height int, xorig float32, yorig float32, xmove float32, ymove float32, bitmap *uint8)
void glBitmap (GLsizei width, int height, float32 xorig, float32 yorig, float32 xmove, float32 ymove, const uint8 *bitmap)
func BlendEquation ¶
func BlendEquation(mode GLenum)
func BlendEquationSeparate ¶
func BlendFuncSeparate ¶
func BlitFramebuffer ¶
func BlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1 int, mask GLbitfield, filter GLenum)
void glBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
func BufferData ¶
Creates and initializes a buffer object's data store
func BufferSubData ¶
Update a subset of a buffer object's data store
func ClearAccum ¶
void glClearAccum (float32 red, float32 green, float32 blue, float32 alpha)
func ClearColor ¶
void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
func ColorMaterial ¶
void glColorMaterial (GLenum face, GLenum mode)
func ColorPointer ¶
void glColorPointer (int size, GLenum type, int stride, const GLvoid *pointer)
func CompressedTexImage2D ¶
func CompressedTexImage2D(target GLenum, level int, internalformat GLenum, width int, height int, border int, imagesize int, data interface{})
void glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imagesize, const GLvoid * data )
func CopyPixels ¶
void glCopyPixels (int x, int y, int width, int height, GLenum type)
func CopyTexImage1D ¶
func CopyTexImage1D(target GLenum, level int, internalFormat GLenum, x int, y int, width int, border int)
void glCopyTexImage1D (GLenum target, int level, GLenum internalFormat, int x, int y, int width, int border)
func CopyTexImage2D ¶
func CopyTexImage2D(target GLenum, level int, internalFormat GLenum, x int, y int, width int, height int, border int)
void glCopyTexImage2D (GLenum target, int level, GLenum internalFormat, int x, int y, int width, int height, int border)
func CopyTexSubImage1D ¶
void glCopyTexSubImage1D (GLenum target, int level, int xoffset, int x, int y, int width)
func CopyTexSubImage2D ¶
func CopyTexSubImage2D(target GLenum, level int, xoffset int, yoffset int, x int, y int, width int, height int)
void glCopyTexSubImage2D (GLenum target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
func DebugMessageCallback ¶
func DebugMessageCallback(cbfunc debugProc)
func DebugMessageControl ¶
func DebugMessageInsert ¶
func DeleteFramebuffers ¶
func DeleteFramebuffers(bufs []Framebuffer)
func DeleteLists ¶
void glDeleteLists (uint list, int range)
func DeleteQueries ¶
func DeleteQueries(queries []Query)
func DeleteRenderbuffers ¶
func DeleteRenderbuffers(bufs []Renderbuffer)
func DeleteTransformFeedbacks ¶
func DeleteTransformFeedbacks(feedbacks []TransformFeedback)
Delete all transform feedbacks in a slice
func DeleteVertexArrays ¶
func DeleteVertexArrays(arrays []VertexArray)
func DepthRange ¶
void glDepthRange (GLclampd zNear, GLclampd zFar)
func DisableClientState ¶
func DisableClientState(array GLenum)
void glDisableClientState (GLenum array)
func DrawArrays ¶
void glDrawArrays (GLenum mode, int first, int count)
func DrawArraysInstanced ¶
void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
func DrawBuffers ¶
//void glDrawBuffers(GLsizei n, const GLenum *bufs)
func DrawElements ¶
void glDrawElements (GLenum mode, int count, GLenum type, const GLvoid *indices)
func DrawElementsBaseVertex ¶
func DrawElementsBaseVertex(mode GLenum, count int, typ GLenum, indices interface{}, basevertex int)
void glDrawElementsBaseVertex(GLenum mode, int count, GLenum type, GLvoid *indices, int basevertex)
func DrawElementsInstanced ¶
void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount)
func DrawPixels ¶
void glDrawPixels (GLsizei width, int height, GLenum format, GLenum type, const GLvoid *pixels)
func DrawRangeElements ¶
void glDrawRangeElements (GLenum mode, int start, int end, int count, GLenum type, const GLvoid *indices)
func EdgeFlagPointer ¶
void glEdgeFlagPointer (GLsizei stride, const GLvoid *pointer)
func EnableClientState ¶
func EnableClientState(array GLenum)
void glEnableClientState (GLenum array)
func FeedbackBuffer ¶
void glFeedbackBuffer (GLsizei size, GLenum type, float32 *buffer)
func FramebufferTexture1D ¶
void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
func FramebufferTexture2D ¶
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
func FramebufferTexture3D ¶
func FramebufferTexture3D(target, attachment, textarget GLenum, texture Texture, level int, layer int)
void glFramebufferTexture3D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint layer);
func FramebufferTextureLayer ¶
void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
func Frustum ¶
void glFrustum (float64 left, float64 right, float64 bottom, float64 top, float64 zNear, float64 zFar)
func GenFramebuffers ¶
func GenFramebuffers(bufs []Framebuffer)
func GenQueries ¶
func GenQueries(queries []Query)
func GenRenderbuffers ¶
func GenRenderbuffers(bufs []Renderbuffer)
Fill slice with new renderbuffers
func GenTransformFeedbacks ¶
func GenTransformFeedbacks(feedbacks []TransformFeedback)
Fill slice with new transform feedbacks
func GenVertexArrays ¶
func GenVertexArrays(arrays []VertexArray)
func GenerateMipmap ¶
func GenerateMipmap(target GLenum)
func GetBoolean4 ¶
Convenience function for GetBooleanv
func GetBooleanv ¶
void glGetBooleanv (GLenum pname, bool *params)
func GetBufferParameteriv ¶
Return parameters of a buffer object
func GetBufferPointerv ¶
Return buffer pointer
func GetBufferSubData ¶
Returns a subset of a buffer object's data store
func GetClipPlane ¶
void glGetClipPlane (GLenum plane, float64 *equation)
func GetCompressedTexImage ¶
void glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img )
func GetDouble4 ¶
Convenience function for GetDoublev
func GetDoublev ¶
void glGetDoublev (GLenum pname, float64 *params)
func GetInteger4 ¶
Convenience function for glGetIntegerv
func GetIntegerv ¶
void glGetIntegerv (GLenum pname, int *params)
func GetLightfv ¶
void glGetLightfv (GLenum light, GLenum pname, float *params)
func GetLightiv ¶
void glGetLightiv (GLenum light, GLenum pname, int *params)
func GetMaterialfv ¶
void glGetMaterialfv (GLenum face, GLenum pname, float *params)
func GetMaterialiv ¶
void glGetMaterialiv (GLenum face, GLenum pname, int *params)
func GetNextDebugMessage ¶
func GetPixelMapfv ¶
void glGetPixelMapfv (GLenum map, float *values)
func GetPixelMapuiv ¶
void glGetPixelMapuiv (GLenum map, uint *values)
func GetPixelMapusv ¶
void glGetPixelMapusv (GLenum map, uint16 *values)
func GetPointerv ¶
void glGetPointerv (GLenum pname, GLvoid* *params)
func GetRenderbufferParameteriv ¶
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);
func GetTexEnvfv ¶
void glGetTexEnvfv (GLenum target, GLenum pname, float *params)
func GetTexEnviv ¶
void glGetTexEnviv (GLenum target, GLenum pname, int *params)
func GetTexGendv ¶
void glGetTexGendv (GLenum coord, GLenum pname, float64 *params)
func GetTexGenfv ¶
void glGetTexGenfv (GLenum coord, GLenum pname, float *params)
func GetTexGeniv ¶
void glGetTexGeniv (GLenum coord, GLenum pname, int *params)
func GetTexImage ¶
void glGetTexImage (GLenum target, int level, GLenum format, GLenum type, GLvoid *pixels)
func GetTexLevelParameterfv ¶
void glGetTexLevelParameterfv (GLenum target, int level, GLenum pname, float *params)
func GetTexLevelParameteriv ¶
void glGetTexLevelParameteriv (GLenum target, int level, GLenum pname, int *params)
func GetTexParameterfv ¶
void glGetTexParameterfv (GLenum target, GLenum pname, float *params)
func GetTexParameteriv ¶
void glGetTexParameteriv (GLenum target, GLenum pname, int *params)
func IndexPointer ¶
void glIndexPointer (GLenum type, int stride, const GLvoid *pointer)
func InterleavedArrays ¶
void glInterleavedArrays (GLenum format, int stride, const GLvoid *pointer)
func LightModelf ¶
void glLightModelf (GLenum pname, float32 param)
func LightModelfv ¶
void glLightModelfv (GLenum pname, const float *params)
func LightModeli ¶
void glLightModeli (GLenum pname, int param)
func LightModeliv ¶
void glLightModeliv (GLenum pname, const int *params)
func LineStipple ¶
void glLineStipple (int factor, uint16 pattern)
func Map1d ¶
void glMap1d (GLenum target, float64 u1, float64 u2, int stride, int order, const float64 *points)
func Map1f ¶
void glMap1f (GLenum target, float32 u1, float32 u2, int stride, int order, const float32 *points)
func Map2d ¶
func Map2d(target GLenum, u1 float64, u2 float64, ustride int, uorder int, v1 float64, v2 float64, vstride int, vorder int, points []float64)
void glMap2d (GLenum target, float64 u1, float64 u2, int ustride, int uorder, float64 v1, float64 v2, int vstride, int vorder, const float64 *points)
func Map2f ¶
func Map2f(target GLenum, u1 float32, u2 float32, ustride int, uorder int, v1 float32, v2 float32, vstride int, vorder int, points []float32)
void glMap2f (GLenum target, float32 u1, float32 u2, int ustride, int uorder, float32 v1, float32 v2, int vstride, int vorder, const float32 *points)
func MapBufferFloat32 ¶
Map a buffer object's data store and return it as a slice
func MapBufferSlice ¶
Maps the buffer with MapBuffer() and returns a pointer to the slice pointing to the mapped buffer. See also the MapBuffer<Type> convenience functions. WARNING: This function makes use of reflect.SliceHeader which may reduce portability of your application. See the reflect.SliceHeader documentation for more information.
func MapBufferUint32 ¶
Map a buffer object's data store and return it as a slice
func Materialfv ¶
void glMaterialfv (GLenum face, GLenum pname, const float *params)
func Materialiv ¶
void glMaterialiv (GLenum face, GLenum pname, const int *params)
func NormalPointer ¶
void glNormalPointer (GLenum type, int stride, const GLvoid *pointer)
func Ortho ¶
void glOrtho (float64 left, float64 right, float64 bottom, float64 top, float64 zNear, float64 zFar)
func PixelMapfv ¶
void glPixelMapfv (GLenum map, int mapsize, const float *values)
func PixelMapuiv ¶
void glPixelMapuiv (GLenum map, int mapsize, const uint *values)
func PixelMapusv ¶
void glPixelMapusv (GLenum map, int mapsize, const uint16 *values)
func PixelStoref ¶
void glPixelStoref (GLenum pname, float param)
func PixelStorei ¶
void glPixelStorei (GLenum pname, int param)
func PixelTransferf ¶
void glPixelTransferf (GLenum pname, float32 param)
func PixelTransferi ¶
void glPixelTransferi (GLenum pname, int param)
func PolygonMode ¶
void glPolygonMode (GLenum face, GLenum mode)
func PolygonOffset ¶
void glPolygonOffset (float32 factor, float32 units)
func PrimitiveRestartIndex ¶
func PrimitiveRestartIndex(index GLuint)
void glPrimitiveRestartIndex(GLuint index)
func PrioritizeTextures ¶
void glPrioritizeTextures (GLsizei n, const uint *textures, const GLclampf *priorities)
func PushClientAttrib ¶
func PushClientAttrib(mask GLbitfield)
void glPushClientAttrib (GLbitfield mask)
func RasterPos3d ¶
void glRasterPos3d (float64 x, float64 y, float64 z)
func RasterPos3f ¶
void glRasterPos3f (float32 x, float32 y, float32 z)
func RasterPos3s ¶
void glRasterPos3s (int16 x, int16 y, int16 z)
func RasterPos4d ¶
void glRasterPos4d (float64 x, float64 y, float64 z, float64 w)
func RasterPos4f ¶
void glRasterPos4f (float32 x, float32 y, float32 z, float32 w)
func RasterPos4i ¶
void glRasterPos4i (int x, int y, int z, int w)
func RasterPos4s ¶
void glRasterPos4s (int16 x, int16 y, int16 z, int16 w)
func ReadPixels ¶
void glReadPixels (int x, int y, int width, int height, GLenum format, GLenum type, GLvoid *pixels)
func RenderbufferStorage ¶
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
func RenderbufferStorageMultisample ¶
func RenderbufferStorageMultisample(target GLenum, samples int, internalformat GLenum, width, height int)
void glRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
func SampleCoverage ¶
func SelectBuffer ¶
func SelectBuffer(buffer []uint32)
void glSelectBuffer (GLsizei size, uint *buffer)
func StencilFunc ¶
void glStencilFunc (GLenum func, int ref, uint mask)
func StencilMaskSeparate ¶
func StencilOpSeparate ¶
func TexCoord3d ¶
void glTexCoord3d (float64 s, float64 t, float64 r)
func TexCoord3f ¶
void glTexCoord3f (float32 s, float32 t, float32 r)
func TexCoord3s ¶
void glTexCoord3s (int16 s, int16 t, int16 r)
func TexCoord4d ¶
void glTexCoord4d (float64 s, float64 t, float64 r, float64 q)
func TexCoord4f ¶
void glTexCoord4f (float32 s, float32 t, float32 r, float32 q)
func TexCoord4i ¶
void glTexCoord4i (int s, int t, int r, int q)
func TexCoord4s ¶
void glTexCoord4s (int16 s, int16 t, int16 r, int16 q)
func TexCoordPointer ¶
void glTexCoordPointer (int size, GLenum type, int stride, const GLvoid *pointer)
func TexImage1D ¶
func TexImage1D(target GLenum, level int, internalformat int, width int, border int, format, typ GLenum, pixels interface{})
void glTexImage1D (GLenum target, int level, int internalformat, int width, int border, GLenum format, GLenum type, const GLvoid *pixels)
func TexImage2D ¶
func TexImage2D(target GLenum, level int, internalformat int, width int, height int, border int, format, typ GLenum, pixels interface{})
void glTexImage2D (GLenum target, int level, int internalformat, int width, int height, int border, GLenum format, GLenum type, const GLvoid *pixels)
func TexImage3D ¶
func TexImage3D(target GLenum, level int, internalformat int, width, height, depth int, border int, format, typ GLenum, pixels interface{})
void glTexImage3D (GLenum target, int level, int internalformat, int width, int height, int depth, int border, GLenum format, GLenum type, const GLvoid *pixels)
func TexParameterf ¶
void glTexParameterf (GLenum target, GLenum pname, float32 param)
func TexParameterfv ¶
void glTexParameterfv (GLenum target, GLenum pname, const float *params)
func TexParameteri ¶
void glTexParameteri (GLenum target, GLenum pname, int param)
func TexParameteriv ¶
void glTexParameteriv (GLenum target, GLenum pname, const int *params)
func TexSubImage1D ¶
func TexSubImage1D(target GLenum, level int, xoffset int, width int, format, typ GLenum, pixels interface{})
void glTexSubImage1D (GLenum target, int level, int xoffset, int width, GLenum format, GLenum type, const GLvoid *pixels)
func TexSubImage2D ¶
func TexSubImage2D(target GLenum, level int, xoffset int, yoffset int, width int, height int, format, typ GLenum, pixels interface{})
void glTexSubImage2D (GLenum target, int level, int xoffset, int yoffset, int width, int height, GLenum format, GLenum type, const GLvoid *pixels)
func TexSubImage3D ¶
func TexSubImage3D(target GLenum, level int, xoffset, yoffset, zoffset, width, height, depth int, format, typ GLenum, pixels interface{})
void glTexImage3D (GLenum target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, GLenum format, GLenum type, const GLvoid *pixels)
func Translated ¶
void glTranslated (float64 x, float64 y, float64 z)
func Translatef ¶
void glTranslatef (float32 x, float32 y, float32 z)
func VertexPointer ¶
void glVertexPointer (int size, GLenum type, int stride, const GLvoid *pointer)
Types ¶
type AttribLocation ¶
type AttribLocation int
func (AttribLocation) Attrib1f ¶
func (indx AttribLocation) Attrib1f(x float32)
func (AttribLocation) Attrib1fv ¶
func (indx AttribLocation) Attrib1fv(values *[1]float32)
func (AttribLocation) Attrib2f ¶
func (indx AttribLocation) Attrib2f(x float32, y float32)
func (AttribLocation) Attrib2fv ¶
func (indx AttribLocation) Attrib2fv(values *[2]float32)
func (AttribLocation) Attrib3f ¶
func (indx AttribLocation) Attrib3f(x float32, y float32, z float32)
func (AttribLocation) Attrib3fv ¶
func (indx AttribLocation) Attrib3fv(values *[3]float32)
func (AttribLocation) Attrib4f ¶
func (indx AttribLocation) Attrib4f(x float32, y float32, z float32, w float32)
func (AttribLocation) Attrib4fv ¶
func (indx AttribLocation) Attrib4fv(values *[4]float32)
func (AttribLocation) AttribDivisor ¶
func (indx AttribLocation) AttribDivisor(divisor int)
func (AttribLocation) AttribPointer ¶
func (indx AttribLocation) AttribPointer(size uint, typ GLenum, normalized bool, stride int, pointer interface{})
func (AttribLocation) DisableArray ¶
func (indx AttribLocation) DisableArray()
func (AttribLocation) EnableArray ¶
func (indx AttribLocation) EnableArray()
type Buffer ¶
type Buffer Object
func (Buffer) BindBufferBase ¶
Bind this buffer as index of target
func (Buffer) BindBufferRange ¶
Bind this buffer range as index of target
type Framebuffer ¶
type Framebuffer Object
Framebuffer Objects TODO: implement GLsync stuff
func GenFramebuffer ¶
func GenFramebuffer() Framebuffer
void glGenFramebuffers(GLsizei n, GLuint* ids);
func (Framebuffer) Bind ¶
func (fb Framebuffer) Bind()
void glBindFramebuffer(GLenum target, GLuint framebuffer);
Binds fb to target FRAMEBUFFER. To bind to a specific target, see BindTarget.
func (Framebuffer) BindTarget ¶
func (fb Framebuffer) BindTarget(target GLenum)
Binds fb to the specified target.
See issue at github for why this function exists: http://github.com/go-gl/gl/issues/113
func (Framebuffer) Delete ¶
func (fb Framebuffer) Delete()
void glDeleteFramebuffers(GLsizei n, GLuint* framebuffers);
func (Framebuffer) Unbind ¶
func (fb Framebuffer) Unbind()
Unbinds target FRAMEBUFFER. To unbind a a specific target, see UnbindTarget.
func (Framebuffer) UnbindTarget ¶
func (fb Framebuffer) UnbindTarget(target GLenum)
Unbinds the specified target.
See issue at github for why this function exists: http://github.com/go-gl/gl/issues/113
type GLbitfield ¶
type GLbitfield C.GLbitfield
type GLenum ¶
func CheckFramebufferStatus ¶
GLenum glCheckFramebufferStatus(GLenum target);
type Program ¶
type Program Object
func CreateProgram ¶
func CreateProgram() Program
func (Program) AttachShader ¶
func (Program) BindAttribLocation ¶
func (program Program) BindAttribLocation(index AttribLocation, name string)
func (Program) BindFragDataLocation ¶
func (Program) DetachShader ¶
func (Program) GetActiveAttrib ¶
glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
func (Program) GetActiveUniform ¶
glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
func (Program) GetAttachedShaders ¶
func (Program) GetAttribLocation ¶
func (program Program) GetAttribLocation(name string) AttribLocation
func (Program) GetFragDataLocation ¶
func (Program) GetInfoLog ¶
func (Program) GetUniformBlockIndex ¶
func (program Program) GetUniformBlockIndex(name string) UniformBlockIndex
func (Program) GetUniformLocation ¶
func (program Program) GetUniformLocation(name string) UniformLocation
func (Program) GetUniformfv ¶
func (program Program) GetUniformfv(location UniformLocation, values []float32)
func (Program) GetUniformiv ¶
func (program Program) GetUniformiv(location UniformLocation, values []int32)
func (Program) TransformFeedbackVaryings ¶
func (Program) UniformBlockBinding ¶
func (program Program) UniformBlockBinding(index UniformBlockIndex, binding uint)
type Query ¶
type Query Object
func (Query) BeginConditionalRender ¶
func (Query) BeginIndexed ¶
func (Query) EndConditionalRender ¶
func (query Query) EndConditionalRender()
func (Query) EndQueryIndexed ¶
func (Query) GetObjecti ¶
func (Query) GetObjecti64 ¶
func (Query) GetObjectui ¶
func (Query) GetObjectui64 ¶
func (Query) ResultAvailable ¶
Returns whether the passed samples counter is immediately available. If a delay would not occur waiting for the query result, true is returned, which also indicates that the results of all previous queries are available as well.
type Renderbuffer ¶
type Renderbuffer Object
func GenRenderbuffer ¶
func GenRenderbuffer() Renderbuffer
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers)
func (Renderbuffer) Bind ¶
func (rb Renderbuffer) Bind()
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
func (Renderbuffer) Delete ¶
func (rb Renderbuffer) Delete()
void glDeleteRenderbuffers(GLsizei n, GLuint* renderbuffers);
func (Renderbuffer) FramebufferRenderbuffer ¶
func (rb Renderbuffer) FramebufferRenderbuffer(target, attachment, renderbuffertarget GLenum)
GLsync glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
type TransformFeedback ¶
type TransformFeedback Object
func GenTransformFeedback ¶
func GenTransformFeedback() TransformFeedback
Create a single transform feedback object
func (TransformFeedback) Bind ¶
func (feedback TransformFeedback) Bind(target GLenum)
Bind this transform feedback as target
func (TransformFeedback) Delete ¶
func (feedback TransformFeedback) Delete()
Delete a transform feedback object
func (TransformFeedback) Draw ¶
func (feedback TransformFeedback) Draw(mode GLenum)
Draw the results of the last Begin/End cycle from this transform feedback using primitive type 'mode'
type UniformBlockIndex ¶
type UniformBlockIndex uint
type UniformLocation ¶
type UniformLocation int
func (UniformLocation) Uniform1f ¶
func (location UniformLocation) Uniform1f(x float32)
func (UniformLocation) Uniform1fv ¶
func (location UniformLocation) Uniform1fv(count int, v []float32)
func (UniformLocation) Uniform1i ¶
func (location UniformLocation) Uniform1i(x int)
func (UniformLocation) Uniform1iv ¶
func (location UniformLocation) Uniform1iv(count int, v []int32)
func (UniformLocation) Uniform2f ¶
func (location UniformLocation) Uniform2f(x float32, y float32)
func (UniformLocation) Uniform2fv ¶
func (location UniformLocation) Uniform2fv(count int, v []float32)
func (UniformLocation) Uniform2i ¶
func (location UniformLocation) Uniform2i(x int, y int)
func (UniformLocation) Uniform2iv ¶
func (location UniformLocation) Uniform2iv(count int, v []int32)
func (UniformLocation) Uniform3f ¶
func (location UniformLocation) Uniform3f(x float32, y float32, z float32)
func (UniformLocation) Uniform3fv ¶
func (location UniformLocation) Uniform3fv(count int, v []float32)
func (UniformLocation) Uniform3iv ¶
func (location UniformLocation) Uniform3iv(count int, v []int32)
func (UniformLocation) Uniform4f ¶
func (location UniformLocation) Uniform4f(x float32, y float32, z float32, w float32)
func (UniformLocation) Uniform4fv ¶
func (location UniformLocation) Uniform4fv(count int, v []float32)
func (UniformLocation) Uniform4i ¶
func (location UniformLocation) Uniform4i(x int, y int, z int, w int)
func (UniformLocation) Uniform4iv ¶
func (location UniformLocation) Uniform4iv(count int, v []int32)
func (UniformLocation) UniformMatrix2f ¶
func (location UniformLocation) UniformMatrix2f(transpose bool, matrix *[4]float32)
func (UniformLocation) UniformMatrix2fv ¶
func (location UniformLocation) UniformMatrix2fv(transpose bool, list ...[4]float32)
func (UniformLocation) UniformMatrix2x3f ¶
func (location UniformLocation) UniformMatrix2x3f(transpose bool, matrix *[6]float32)
func (UniformLocation) UniformMatrix2x3fv ¶
func (location UniformLocation) UniformMatrix2x3fv(transpose bool, list ...[6]float32)
func (UniformLocation) UniformMatrix2x4f ¶
func (location UniformLocation) UniformMatrix2x4f(transpose bool, matrix *[8]float32)
func (UniformLocation) UniformMatrix2x4fv ¶
func (location UniformLocation) UniformMatrix2x4fv(transpose bool, list ...[8]float32)
func (UniformLocation) UniformMatrix3f ¶
func (location UniformLocation) UniformMatrix3f(transpose bool, matrix *[9]float32)
func (UniformLocation) UniformMatrix3fv ¶
func (location UniformLocation) UniformMatrix3fv(transpose bool, list ...[9]float32)
func (UniformLocation) UniformMatrix3x2f ¶
func (location UniformLocation) UniformMatrix3x2f(transpose bool, matrix *[6]float32)
func (UniformLocation) UniformMatrix3x2fv ¶
func (location UniformLocation) UniformMatrix3x2fv(transpose bool, list ...[6]float32)
func (UniformLocation) UniformMatrix3x4f ¶
func (location UniformLocation) UniformMatrix3x4f(transpose bool, matrix *[12]float32)
func (UniformLocation) UniformMatrix3x4fv ¶
func (location UniformLocation) UniformMatrix3x4fv(transpose bool, list ...[12]float32)
func (UniformLocation) UniformMatrix4f ¶
func (location UniformLocation) UniformMatrix4f(transpose bool, matrix *[16]float32)
func (UniformLocation) UniformMatrix4fv ¶
func (location UniformLocation) UniformMatrix4fv(transpose bool, list ...[16]float32)
func (UniformLocation) UniformMatrix4x2f ¶
func (location UniformLocation) UniformMatrix4x2f(transpose bool, matrix *[8]float32)
func (UniformLocation) UniformMatrix4x2fv ¶
func (location UniformLocation) UniformMatrix4x2fv(transpose bool, list ...[8]float32)
func (UniformLocation) UniformMatrix4x3f ¶
func (location UniformLocation) UniformMatrix4x3f(transpose bool, matrix *[12]float32)
func (UniformLocation) UniformMatrix4x3fv ¶
func (location UniformLocation) UniformMatrix4x3fv(transpose bool, list ...[12]float32)
type VertexArray ¶
type VertexArray Object
Vertex Arrays
func GenVertexArray ¶
func GenVertexArray() VertexArray
func (VertexArray) Bind ¶
func (array VertexArray) Bind()
func (VertexArray) Delete ¶
func (array VertexArray) Delete()
func (VertexArray) Unbind ¶
func (array VertexArray) Unbind()