gl

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Published: Jan 24, 2016 License: MIT, BSD-3-Clause Imports: 3 Imported by: 0

README

gl | OpenGL Bindings for golang

You will need GLEW at least version 1.5.4.

Once GLEW is installed, you can install this package with go get:

go get github.com/go-gl-legacy/gl

Contact / discussion mailing list

The discussion is hosted on google groups. We can also be found periodically on IRC, #go-gl on freenode.

Documentation and examples

Autogenerated documentation can be found on godoc.org, and the more thorough official GL SDK documentation applies.

Examples can be found in our examples repository.

More libraries: Easy windowing, meshes, text rendering, etc:

Problems and contributing

If you encounter any problems please file an issue. Pull requests are welcome. We're looking for contributors!

Setting your GOPATH

For the above go get to work without without requiring admin privileges, please refer to go documentation or this five minute go screencast.

Operating System Specific advice

The go-gl/gl authors primarily develop on Linux-based machines. The package should work on other operating systems, if you encounter problems after following the instructions below, please file an issue.

Linux / OSX

This package uses cgo and therefore you will need a C compiler such as GCC. On Debian, you can install build-essential to get this.

You need to install the GLEW development libraries the appropriate package manager for your Linux distribution or by downloading the sources from the GLEW website.

For non-standard GLEW install locations, after go get cd to $GOPATH/src/github.com/go-gl-legacy/gl and run:

CGO_CFLAGS="-I/path/to/includes" CGO_LDFLAGS="-L/path/to/libs" go install

You may be able to determine the appropriate flags using:

pkg-config glew --libs --cflags

Note that we import from GL/glew.h, so if pkg-config --cflags reports /opt/include/GL, you may need to remove /GL so that CGO_CFLAGS=-I/opt/include.

OSX

The following instructions are currently a best guess. If you develop on OSX please get in contact and let us know if this works, or not!

GLEW from Homebrew / Macports

These can be used to install GLEW. Beware that you may need to set CGO_CFLAGS and CGO_LDFLAGS - the Linux instructions above are relevant.

Windows

Windows support is currently unknown. gl uses cgo, and therefore you will need a C compiler. If you install the GLEW to your compiler's include and lib directories, things should work. If they do not, please contact us.

OpenGL 4.*

The glew-1.10 branch is available for those that need newer OpenGL 4.* functionality. To use it, manually clone the repository and checkout the branch. As the branchname implies, it's using GLEW 1.10.

Forward compatibility

It is the intent of the go-gl authors to keep gl and related packages forward-compatible at both the API/ABI levels per go release so that you can continue to import from this github repository. Development requiring breakage will occur on the glew-1.10 branch, and will be merged with master when a new go version is released.

Documentation

Index

Constants

View Source
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 Accum

func Accum(op GLenum, value float32)

void glAccum (GLenum op, float32 value)

func ActiveTexture

func ActiveTexture(texture GLenum)

func AlphaFunc

func AlphaFunc(func_ GLenum, ref GLclampf)

void glAlphaFunc (GLenum func, GLclampf ref)

func AreTexturesResident

func AreTexturesResident(textures []uint, residences []bool) bool

bool glAreTexturesResident (GLsizei n, const uint *textures, bool *residences)

func ArrayElement

func ArrayElement(i int)

void glArrayElement (int i)

func Begin

func Begin(mode GLenum)

void glBegin (GLenum mode)

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 BlendColor

func BlendColor(red GLclampf, green GLclampf, blue GLclampf, alpha GLclampf)

func BlendEquation

func BlendEquation(mode GLenum)

func BlendEquationSeparate

func BlendEquationSeparate(modeRGB GLenum, modeAlpha GLenum)

func BlendFunc

func BlendFunc(sfactor GLenum, dfactor GLenum)

void glBlendFunc (GLenum sfactor, GLenum dfactor)

func BlendFuncSeparate

func BlendFuncSeparate(srcRGB GLenum, dstRGB GLenum, srcAlpha GLenum, dstAlpha GLenum)

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

func BufferData(target GLenum, size int, data interface{}, usage GLenum)

Creates and initializes a buffer object's data store

func BufferSubData

func BufferSubData(target GLenum, offset int, size int, data interface{})

Update a subset of a buffer object's data store

func CallList

func CallList(list uint)

void glCallList (uint list)

func CallLists

func CallLists(n int, typ GLenum, lists interface{})

void glCallLists (GLsizei n, GLenum type, const GLvoid *lists)

func Clear

func Clear(mask GLbitfield)

void glClear (GLbitfield mask)

func ClearAccum

func ClearAccum(red float32, green float32, blue float32, alpha float32)

void glClearAccum (float32 red, float32 green, float32 blue, float32 alpha)

func ClearColor

func ClearColor(red GLclampf, green GLclampf, blue GLclampf, alpha GLclampf)

void glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)

func ClearDepth

func ClearDepth(depth GLclampd)

void glClearDepth (GLclampd depth)

func ClearIndex

func ClearIndex(c float32)

void glClearIndex (float32 c)

func ClearStencil

func ClearStencil(s int)

void glClearStencil (int s)

func ClipPlane

func ClipPlane(plane GLenum, equation []float64)

void glClipPlane (GLenum plane, const float64 *equation)

func Color3b

func Color3b(red int8, green int8, blue int8)

void glColor3b (int8 red, int8 green, int8 blue)

func Color3bv

func Color3bv(v *[3]int8)

void glColor3bv (const int8 *v)

func Color3d

func Color3d(red float64, green float64, blue float64)

void glColor3d (float64 red, float64 green, float64 blue)

func Color3dv

func Color3dv(v *[3]float64)

void glColor3dv (const float64 *v)

func Color3f

func Color3f(red float32, green float32, blue float32)

void glColor3f (float32 red, float32 green, float32 blue)

func Color3fv

func Color3fv(v *[3]float32)

void glColor3fv (const float *v)

func Color3i

func Color3i(red int, green int, blue int)

void glColor3i (int red, int green, int blue)

func Color3iv

func Color3iv(v *[3]int32)

void glColor3iv (const int *v)

func Color3s

func Color3s(red int16, green int16, blue int16)

void glColor3s (int16 red, int16 green, int16 blue)

func Color3sv

func Color3sv(v *[3]int16)

void glColor3sv (const int16 *v)

func Color3ub

func Color3ub(red uint8, green uint8, blue uint8)

void glColor3ub (uint8 red, uint8 green, uint8 blue)

func Color3ubv

func Color3ubv(v *[3]uint8)

void glColor3ubv (const uint8 *v)

func Color3ui

func Color3ui(red uint, green uint, blue uint)

void glColor3ui (uint red, uint green, uint blue)

func Color3uiv

func Color3uiv(v *[3]uint32)

void glColor3uiv (const uint *v)

func Color3us

func Color3us(red uint16, green uint16, blue uint16)

void glColor3us (uint16 red, uint16 green, uint16 blue)

func Color3usv

func Color3usv(v *[3]uint16)

void glColor3usv (const uint16 *v)

func Color4b

func Color4b(red int8, green int8, blue int8, alpha int8)

void glColor4b (int8 red, int8 green, int8 blue, int8 alpha)

func Color4bv

func Color4bv(v *[4]int8)

void glColor4bv (const int8 *v)

func Color4d

func Color4d(red float64, green float64, blue float64, alpha float64)

void glColor4d (float64 red, float64 green, float64 blue, float64 alpha)

func Color4dv

func Color4dv(v *[4]float64)

void glColor4dv (const float64 *v)

func Color4f

func Color4f(red float32, green float32, blue float32, alpha float32)

void glColor4f (float32 red, float32 green, float32 blue, float32 alpha)

func Color4fv

func Color4fv(v *[4]float32)

void glColor4fv (const float *v)

func Color4i

func Color4i(red int, green int, blue int, alpha int)

void glColor4i (int red, int green, int blue, int alpha)

func Color4iv

func Color4iv(v *[4]int32)

void glColor4iv (const int *v)

func Color4s

func Color4s(red int16, green int16, blue int16, alpha int16)

void glColor4s (int16 red, int16 green, int16 blue, int16 alpha)

func Color4sv

func Color4sv(v *[4]int16)

void glColor4sv (const int16 *v)

func Color4ub

func Color4ub(red uint8, green uint8, blue uint8, alpha uint8)

void glColor4ub (uint8 red, uint8 green, uint8 blue, uint8 alpha)

func Color4ubv

func Color4ubv(v *[4]uint8)

void glColor4ubv (const uint8 *v)

func Color4ui

func Color4ui(red uint, green uint, blue uint, alpha uint)

void glColor4ui (uint red, uint green, uint blue, uint alpha)

func Color4uiv

func Color4uiv(v *[4]uint32)

void glColor4uiv (const uint *v)

func Color4us

func Color4us(red uint16, green uint16, blue uint16, alpha uint16)

void glColor4us (uint16 red, uint16 green, uint16 blue, uint16 alpha)

func Color4usv

func Color4usv(v *[4]uint16)

void glColor4usv (const uint16 *v)

func ColorMask

func ColorMask(red bool, green bool, blue bool, alpha bool)

void glColorMask (bool red, bool green, bool blue, bool alpha)

func ColorMaterial

func ColorMaterial(face GLenum, mode GLenum)

void glColorMaterial (GLenum face, GLenum mode)

func ColorPointer

func ColorPointer(size int, typ GLenum, stride int, pointer interface{})

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

func CopyPixels(x int, y int, width int, height int, type_ GLenum)

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

func CopyTexSubImage1D(target GLenum, level int, xoffset int, x int, y int, width int)

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 CullFace

func CullFace(mode GLenum)

void glCullFace (GLenum mode)

func DebugMessageCallback

func DebugMessageCallback(cbfunc debugProc)

func DebugMessageControl

func DebugMessageControl(source GLenum, typ GLenum, severity GLenum, ids []uint, enabled bool)

func DebugMessageInsert

func DebugMessageInsert(source GLenum, typ GLenum, id uint, severity GLenum, message string)

func DeleteBuffers

func DeleteBuffers(buffers []Buffer)

Delete all buffers in slice

func DeleteFramebuffers

func DeleteFramebuffers(bufs []Framebuffer)

func DeleteLists

func DeleteLists(list uint, range_ int)

void glDeleteLists (uint list, int range)

func DeleteQueries

func DeleteQueries(queries []Query)

func DeleteRenderbuffers

func DeleteRenderbuffers(bufs []Renderbuffer)

func DeleteTextures

func DeleteTextures(textures []Texture)

Delete all textures in slice

func DeleteTransformFeedbacks

func DeleteTransformFeedbacks(feedbacks []TransformFeedback)

Delete all transform feedbacks in a slice

func DeleteVertexArrays

func DeleteVertexArrays(arrays []VertexArray)

func DepthFunc

func DepthFunc(func_ GLenum)

void glDepthFunc (GLenum func)

func DepthMask

func DepthMask(flag bool)

void glDepthMask (bool flag)

func DepthRange

func DepthRange(zNear GLclampd, zFar GLclampd)

void glDepthRange (GLclampd zNear, GLclampd zFar)

func Disable

func Disable(cap GLenum)

void glDisable (GLenum cap)

func DisableClientState

func DisableClientState(array GLenum)

void glDisableClientState (GLenum array)

func DrawArrays

func DrawArrays(mode GLenum, first int, count int)

void glDrawArrays (GLenum mode, int first, int count)

func DrawArraysInstanced

func DrawArraysInstanced(mode GLenum, first int, count, primcount int)

void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)

func DrawBuffer

func DrawBuffer(mode GLenum)

void glDrawBuffer (GLenum mode)

func DrawBuffers

func DrawBuffers(n int, bufs []GLenum)

//void glDrawBuffers(GLsizei n, const GLenum *bufs)

func DrawElements

func DrawElements(mode GLenum, count int, typ GLenum, indices interface{})

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

func DrawElementsInstanced(mode GLenum, count int, typ GLenum, indices interface{}, primcount int)

void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void * indices, GLsizei primcount)

func DrawPixels

func DrawPixels(width int, height int, format, typ GLenum, pixels interface{})

void glDrawPixels (GLsizei width, int height, GLenum format, GLenum type, const GLvoid *pixels)

func DrawRangeElements

func DrawRangeElements(mode GLenum, start, end uint, count int, typ GLenum, indices interface{})

void glDrawRangeElements (GLenum mode, int start, int end, int count, GLenum type, const GLvoid *indices)

func EdgeFlag

func EdgeFlag(flag bool)

void glEdgeFlag (bool flag)

func EdgeFlagPointer

func EdgeFlagPointer(stride int, pointer unsafe.Pointer)

void glEdgeFlagPointer (GLsizei stride, const GLvoid *pointer)

func EdgeFlagv

func EdgeFlagv(flag []bool)

void glEdgeFlagv (const bool *flag)

func Enable

func Enable(cap GLenum)

void glEnable (GLenum cap)

func EnableClientState

func EnableClientState(array GLenum)

void glEnableClientState (GLenum array)

func End

func End()

void glEnd (void)

func EndList

func EndList()

void glEndList (void)

func EndQuery

func EndQuery(target GLenum)

func EndTransformFeedback

func EndTransformFeedback()

End transform feedback

func EvalCoord1d

func EvalCoord1d(u float64)

void glEvalCoord1d (float64 u)

func EvalCoord1dv

func EvalCoord1dv(u *float64)

void glEvalCoord1dv (const float64 *u)

func EvalCoord1f

func EvalCoord1f(u float32)

void glEvalCoord1f (float32 u)

func EvalCoord1fv

func EvalCoord1fv(u *[1]float32)

void glEvalCoord1fv (const float *u)

func EvalCoord2d

func EvalCoord2d(u float64, v float64)

void glEvalCoord2d (float64 u, float64 v)

func EvalCoord2dv

func EvalCoord2dv(u *float64)

void glEvalCoord2dv (const float64 *u)

func EvalCoord2f

func EvalCoord2f(u float32, v float32)

void glEvalCoord2f (float32 u, float32 v)

func EvalCoord2fv

func EvalCoord2fv(u *[2]float32)

void glEvalCoord2fv (const float *u)

func EvalMesh1

func EvalMesh1(mode GLenum, i1 int, i2 int)

void glEvalMesh1 (GLenum mode, int i1, int i2)

func EvalMesh2

func EvalMesh2(mode GLenum, i1 int, i2 int, j1 int, j2 int)

void glEvalMesh2 (GLenum mode, int i1, int i2, int j1, int j2)

func EvalPoint1

func EvalPoint1(i int)

void glEvalPoint1 (int i)

func EvalPoint2

func EvalPoint2(i int, j int)

void glEvalPoint2 (int i, int j)

func FeedbackBuffer

func FeedbackBuffer(size int, type_ GLenum, buffer *float32)

void glFeedbackBuffer (GLsizei size, GLenum type, float32 *buffer)

func Finish

func Finish()

void glFinish (void)

func Flush

func Flush()

void glFlush (void)

func Fogf

func Fogf(pname GLenum, param float32)

void glFogf (GLenum pname, float32 param)

func Fogfv

func Fogfv(pname GLenum, params []float32)

void glFogfv (GLenum pname, const float *params)

func Fogi

func Fogi(pname GLenum, param int)

void glFogi (GLenum pname, int param)

func Fogiv

func Fogiv(pname GLenum, params []int32)

void glFogiv (GLenum pname, const int *params)

func FramebufferTexture1D

func FramebufferTexture1D(target, attachment, textarget GLenum, texture Texture, level int)

void glFramebufferTexture1D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);

func FramebufferTexture2D

func FramebufferTexture2D(target, attachment, textarget GLenum, texture Texture, level int)

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

func FramebufferTextureLayer(target, attachment GLenum, texture Texture, level, layer int)

void glFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);

func FrontFace

func FrontFace(mode GLenum)

void glFrontFace (GLenum mode)

func Frustum

func Frustum(left float64, right float64, bottom float64, top float64, zNear float64, zFar float64)

void glFrustum (float64 left, float64 right, float64 bottom, float64 top, float64 zNear, float64 zFar)

func GenBuffers

func GenBuffers(buffers []Buffer)

Fill slice with new buffers

func GenFramebuffers

func GenFramebuffers(bufs []Framebuffer)

func GenLists

func GenLists(range_ int) uint

uint glGenLists (GLsizei range)

func GenQueries

func GenQueries(queries []Query)

func GenRenderbuffers

func GenRenderbuffers(bufs []Renderbuffer)

Fill slice with new renderbuffers

func GenTextures

func GenTextures(textures []Texture)

Fill slice with new textures

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

func GetBoolean4(pname GLenum) (v0, v1, v2, v3 bool)

Convenience function for GetBooleanv

func GetBooleanv

func GetBooleanv(pname GLenum, params []bool)

void glGetBooleanv (GLenum pname, bool *params)

func GetBufferParameteriv

func GetBufferParameteriv(target GLenum, pname GLenum) int32

Return parameters of a buffer object

func GetBufferPointerv

func GetBufferPointerv(target GLenum, pname GLenum) unsafe.Pointer

Return buffer pointer

func GetBufferSubData

func GetBufferSubData(target GLenum, offset int, size int, data interface{})

Returns a subset of a buffer object's data store

func GetClipPlane

func GetClipPlane(plane GLenum, equation *float64)

void glGetClipPlane (GLenum plane, float64 *equation)

func GetCompressedTexImage

func GetCompressedTexImage(target GLenum, lod int, data interface{})

void glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img )

func GetDouble4

func GetDouble4(pname GLenum) (v0, v1, v2, v3 float64)

Convenience function for GetDoublev

func GetDoublev

func GetDoublev(pname GLenum, params []float64)

void glGetDoublev (GLenum pname, float64 *params)

func GetFloat4

func GetFloat4(pname GLenum) (v0, v1, v2, v3 float32)

Convenience function for GetFloatv

func GetFloatv

func GetFloatv(pname GLenum, params []float32)

void glGetFloatv (GLenum pname, float *params)

func GetInteger4

func GetInteger4(pname GLenum) (v0, v1, v2, v3 int)

Convenience function for glGetIntegerv

func GetIntegerv

func GetIntegerv(pname GLenum, params []int32)

void glGetIntegerv (GLenum pname, int *params)

func GetLightfv

func GetLightfv(light GLenum, pname GLenum, params []float32)

void glGetLightfv (GLenum light, GLenum pname, float *params)

func GetLightiv

func GetLightiv(light GLenum, pname GLenum, params []int32)

void glGetLightiv (GLenum light, GLenum pname, int *params)

func GetMapdv

func GetMapdv(target GLenum, query GLenum, v []float64)

void glGetMapdv (GLenum target, GLenum query, float64 *v)

func GetMapfv

func GetMapfv(target GLenum, query GLenum, v []float32)

void glGetMapfv (GLenum target, GLenum query, float *v)

func GetMapiv

func GetMapiv(target GLenum, query GLenum, v []int32)

void glGetMapiv (GLenum target, GLenum query, int *v)

func GetMaterialfv

func GetMaterialfv(face GLenum, pname GLenum, params []float32)

void glGetMaterialfv (GLenum face, GLenum pname, float *params)

func GetMaterialiv

func GetMaterialiv(face GLenum, pname GLenum, params []int32)

void glGetMaterialiv (GLenum face, GLenum pname, int *params)

func GetNextDebugMessage

func GetNextDebugMessage() (msg string, source GLenum, typ GLenum, id uint, severity GLenum)

func GetPixelMapfv

func GetPixelMapfv(map_ GLenum, values []float32)

void glGetPixelMapfv (GLenum map, float *values)

func GetPixelMapuiv

func GetPixelMapuiv(map_ GLenum, values *uint32)

void glGetPixelMapuiv (GLenum map, uint *values)

func GetPixelMapusv

func GetPixelMapusv(map_ GLenum, values *uint16)

void glGetPixelMapusv (GLenum map, uint16 *values)

func GetPointerv

func GetPointerv(pname GLenum, params []unsafe.Pointer)

void glGetPointerv (GLenum pname, GLvoid* *params)

func GetPolygonStipple

func GetPolygonStipple(mask *uint8)

void glGetPolygonStipple (uint8 *mask)

func GetQuery

func GetQuery(target GLenum, pname GLenum) (param int32)

func GetQueryIndexed

func GetQueryIndexed(target GLenum, index uint, pname GLenum) (param int32)

func GetRenderbufferParameteriv

func GetRenderbufferParameteriv(target, pname GLenum, params []int32)

void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params);

func GetString

func GetString(name GLenum) string

const uint8 * glGetString (GLenum name)

func GetTexEnvfv

func GetTexEnvfv(target GLenum, pname GLenum, params []float32)

void glGetTexEnvfv (GLenum target, GLenum pname, float *params)

func GetTexEnviv

func GetTexEnviv(target GLenum, pname GLenum, params []int32)

void glGetTexEnviv (GLenum target, GLenum pname, int *params)

func GetTexGendv

func GetTexGendv(coord GLenum, pname GLenum, params []float64)

void glGetTexGendv (GLenum coord, GLenum pname, float64 *params)

func GetTexGenfv

func GetTexGenfv(coord GLenum, pname GLenum, params []float32)

void glGetTexGenfv (GLenum coord, GLenum pname, float *params)

func GetTexGeniv

func GetTexGeniv(coord GLenum, pname GLenum, params []int32)

void glGetTexGeniv (GLenum coord, GLenum pname, int *params)

func GetTexImage

func GetTexImage(target GLenum, level int, format, typ GLenum, pixels interface{})

void glGetTexImage (GLenum target, int level, GLenum format, GLenum type, GLvoid *pixels)

func GetTexLevelParameterfv

func GetTexLevelParameterfv(target GLenum, level int, pname GLenum, params []float32)

void glGetTexLevelParameterfv (GLenum target, int level, GLenum pname, float *params)

func GetTexLevelParameteriv

func GetTexLevelParameteriv(target GLenum, level int, pname GLenum, params []int32)

void glGetTexLevelParameteriv (GLenum target, int level, GLenum pname, int *params)

func GetTexParameterfv

func GetTexParameterfv(target GLenum, pname GLenum, params []float32)

void glGetTexParameterfv (GLenum target, GLenum pname, float *params)

func GetTexParameteriv

func GetTexParameteriv(target GLenum, pname GLenum, params []int32)

void glGetTexParameteriv (GLenum target, GLenum pname, int *params)

func Hint

func Hint(target GLenum, mode GLenum)

void glHint (GLenum target, GLenum mode)

func IndexMask

func IndexMask(mask uint)

void glIndexMask (uint mask)

func IndexPointer

func IndexPointer(typ GLenum, stride int, pointer interface{})

void glIndexPointer (GLenum type, int stride, const GLvoid *pointer)

func Indexd

func Indexd(c float64)

void glIndexd (float64 c)

func Indexdv

func Indexdv(c *[1]float64)

void glIndexdv (const float64 *c)

func Indexf

func Indexf(c float32)

void glIndexf (float32 c)

func Indexfv

func Indexfv(c *[1]float32)

void glIndexfv (const float32 *c)

func Indexi

func Indexi(c int)

void glIndexi (int c)

func Indexiv

func Indexiv(c *[1]int32)

void glIndexiv (const int *c)

func Indexs

func Indexs(c int16)

void glIndexs (int16 c)

func Indexsv

func Indexsv(c *[1]int16)

void glIndexsv (const int16 *c)

func Indexub

func Indexub(c uint8)

void glIndexub (uint8 c)

func Indexubv

func Indexubv(c *[1]uint8)

void glIndexubv (const uint8 *c)

func InitNames

func InitNames()

void glInitNames (void)

func InterleavedArrays

func InterleavedArrays(format GLenum, stride int, pointer unsafe.Pointer)

void glInterleavedArrays (GLenum format, int stride, const GLvoid *pointer)

func IsEnabled

func IsEnabled(cap GLenum) bool

bool glIsEnabled (GLenum cap)

func IsList

func IsList(list uint) bool

bool glIsList (uint list)

func LightModelf

func LightModelf(pname GLenum, param float32)

void glLightModelf (GLenum pname, float32 param)

func LightModelfv

func LightModelfv(pname GLenum, params []float32)

void glLightModelfv (GLenum pname, const float *params)

func LightModeli

func LightModeli(pname GLenum, param int)

void glLightModeli (GLenum pname, int param)

func LightModeliv

func LightModeliv(pname GLenum, params []int32)

void glLightModeliv (GLenum pname, const int *params)

func Lightf

func Lightf(light GLenum, pname GLenum, param float32)

void glLightf (GLenum light, GLenum pname, float32 param)

func Lightfv

func Lightfv(light GLenum, pname GLenum, params []float32)

void glLightfv (GLenum light, GLenum pname, const float *params)

func Lighti

func Lighti(light GLenum, pname GLenum, param int)

void glLighti (GLenum light, GLenum pname, int param)

func Lightiv

func Lightiv(light GLenum, pname GLenum, params []int32)

void glLightiv (GLenum light, GLenum pname, const int *params)

func LineStipple

func LineStipple(factor int, pattern uint16)

void glLineStipple (int factor, uint16 pattern)

func LineWidth

func LineWidth(width float32)

void glLineWidth (float32 width)

func ListBase

func ListBase(base uint)

void glListBase (uint base)

func LoadIdentity

func LoadIdentity()

void glLoadIdentity (void)

func LoadMatrixd

func LoadMatrixd(m *[16]float64)

void glLoadMatrixd (const float64 *m)

func LoadMatrixf

func LoadMatrixf(m *[16]float32)

void glLoadMatrixf (const float32 *m)

func LoadName

func LoadName(name uint)

void glLoadName (uint name)

func LogicOp

func LogicOp(opcode GLenum)

void glLogicOp (GLenum opcode)

func Map1d

func Map1d(target GLenum, u1 float64, u2 float64, stride int, order int, points []float64)

void glMap1d (GLenum target, float64 u1, float64 u2, int stride, int order, const float64 *points)

func Map1f

func Map1f(target GLenum, u1 float32, u2 float32, stride int, order int, points []float32)

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 MapBuffer

func MapBuffer(target GLenum, access GLenum) unsafe.Pointer

Map a buffer object's data store

func MapBufferFloat32

func MapBufferFloat32(target GLenum, access GLenum) []float32

Map a buffer object's data store and return it as a slice

func MapBufferSlice

func MapBufferSlice(target GLenum, access GLenum, bytesPerElement int) unsafe.Pointer

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

func MapBufferUint32(target GLenum, access GLenum) []uint32

Map a buffer object's data store and return it as a slice

func MapGrid1d

func MapGrid1d(un int, u1 float64, u2 float64)

void glMapGrid1d (int un, float64 u1, float64 u2)

func MapGrid1f

func MapGrid1f(un int, u1 float32, u2 float32)

void glMapGrid1f (int un, float32 u1, float32 u2)

func MapGrid2d

func MapGrid2d(un int, u1 float64, u2 float64, vn int, v1 float64, v2 float64)

void glMapGrid2d (int un, float64 u1, float64 u2, int vn, float64 v1, float64 v2)

func MapGrid2f

func MapGrid2f(un int, u1 float32, u2 float32, vn int, v1 float32, v2 float32)

void glMapGrid2f (int un, float32 u1, float32 u2, int vn, float32 v1, float32 v2)

func Materialf

func Materialf(face GLenum, pname GLenum, param float32)

void glMaterialf (GLenum face, GLenum pname, float32 param)

func Materialfv

func Materialfv(face GLenum, pname GLenum, params []float32)

void glMaterialfv (GLenum face, GLenum pname, const float *params)

func Materiali

func Materiali(face GLenum, pname GLenum, param int)

void glMateriali (GLenum face, GLenum pname, int param)

func Materialiv

func Materialiv(face GLenum, pname GLenum, params []int32)

void glMaterialiv (GLenum face, GLenum pname, const int *params)

func MatrixMode

func MatrixMode(mode GLenum)

void glMatrixMode (GLenum mode)

func MultMatrixd

func MultMatrixd(m *[16]float64)

void glMultMatrixd (const float64 *m)

func MultMatrixf

func MultMatrixf(m *[16]float32)

void glMultMatrixf (const float32 *m)

func NewList

func NewList(list uint, mode GLenum)

void glNewList (uint list, GLenum mode)

func Normal3b

func Normal3b(nx int8, ny int8, nz int8)

void glNormal3b (int8 nx, int8 ny, int8 nz)

func Normal3bv

func Normal3bv(v *[3]int8)

void glNormal3bv (const int8 *v)

func Normal3d

func Normal3d(nx float64, ny float64, nz float64)

void glNormal3d (float64 nx, float64 ny, float64 nz)

func Normal3dv

func Normal3dv(v *[3]float64)

void glNormal3dv (const float64 *v)

func Normal3f

func Normal3f(nx float32, ny float32, nz float32)

void glNormal3f (float32 nx, float32 ny, float32 nz)

func Normal3fv

func Normal3fv(v *[3]float32)

void glNormal3fv (const float *v)

func Normal3i

func Normal3i(nx int, ny int, nz int)

void glNormal3i (int nx, int ny, int nz)

func Normal3iv

func Normal3iv(v *[3]int32)

void glNormal3iv (const int *v)

func Normal3s

func Normal3s(nx int16, ny int16, nz int16)

void glNormal3s (int16 nx, int16 ny, int16 nz)

func Normal3sv

func Normal3sv(v *[3]int16)

void glNormal3sv (const int16 *v)

func NormalPointer

func NormalPointer(typ GLenum, stride int, pointer interface{})

void glNormalPointer (GLenum type, int stride, const GLvoid *pointer)

func Ortho

func Ortho(left float64, right float64, bottom float64, top float64, zNear float64, zFar float64)

void glOrtho (float64 left, float64 right, float64 bottom, float64 top, float64 zNear, float64 zFar)

func PassThrough

func PassThrough(token float32)

void glPassThrough (float32 token)

func PauseTransformFeedback

func PauseTransformFeedback()

Pause transform feedback

func PixelMapfv

func PixelMapfv(map_ GLenum, mapsize int, values *float32)

void glPixelMapfv (GLenum map, int mapsize, const float *values)

func PixelMapuiv

func PixelMapuiv(map_ GLenum, mapsize int, values *uint32)

void glPixelMapuiv (GLenum map, int mapsize, const uint *values)

func PixelMapusv

func PixelMapusv(map_ GLenum, mapsize int, values *uint16)

void glPixelMapusv (GLenum map, int mapsize, const uint16 *values)

func PixelStoref

func PixelStoref(pname GLenum, param float32)

void glPixelStoref (GLenum pname, float param)

func PixelStorei

func PixelStorei(pname GLenum, param int)

void glPixelStorei (GLenum pname, int param)

func PixelTransferf

func PixelTransferf(pname GLenum, param float32)

void glPixelTransferf (GLenum pname, float32 param)

func PixelTransferi

func PixelTransferi(pname GLenum, param int)

void glPixelTransferi (GLenum pname, int param)

func PixelZoom

func PixelZoom(xfactor float32, yfactor float32)

void glPixelZoom (float32 xfactor, float32 yfactor)

func PointSize

func PointSize(size float32)

void glPointSize (float32 size)

func PolygonMode

func PolygonMode(face GLenum, mode GLenum)

void glPolygonMode (GLenum face, GLenum mode)

func PolygonOffset

func PolygonOffset(factor float32, units float32)

void glPolygonOffset (float32 factor, float32 units)

func PolygonStipple

func PolygonStipple(mask *uint8)

void glPolygonStipple (const uint8 *mask)

func PopAttrib

func PopAttrib()

void glPopAttrib (void)

func PopClientAttrib

func PopClientAttrib()

void glPopClientAttrib (void)

func PopMatrix

func PopMatrix()

void glPopMatrix (void)

func PopName

func PopName()

void glPopName (void)

func PrimitiveRestartIndex

func PrimitiveRestartIndex(index GLuint)

void glPrimitiveRestartIndex(GLuint index)

func PrioritizeTextures

func PrioritizeTextures(n int, textures *uint32, priorities *GLclampf)

void glPrioritizeTextures (GLsizei n, const uint *textures, const GLclampf *priorities)

func ProgramUnuse

func ProgramUnuse()

Deprecated, please use program.Unuse()

func PushAttrib

func PushAttrib(mask GLbitfield)

void glPushAttrib (GLbitfield mask)

func PushClientAttrib

func PushClientAttrib(mask GLbitfield)

void glPushClientAttrib (GLbitfield mask)

func PushMatrix

func PushMatrix()

void glPushMatrix (void)

func PushName

func PushName(name uint)

void glPushName (uint name)

func RasterPos2d

func RasterPos2d(x float64, y float64)

void glRasterPos2d (float64 x, float64 y)

func RasterPos2dv

func RasterPos2dv(v *[2]float64)

void glRasterPos2dv (const float64 *v)

func RasterPos2f

func RasterPos2f(x float32, y float32)

void glRasterPos2f (float32 x, float32 y)

func RasterPos2fv

func RasterPos2fv(v *[2]float32)

void glRasterPos2fv (const float *v)

func RasterPos2i

func RasterPos2i(x int, y int)

void glRasterPos2i (int x, int y)

func RasterPos2iv

func RasterPos2iv(v *[2]int32)

void glRasterPos2iv (const int *v)

func RasterPos2s

func RasterPos2s(x int16, y int16)

void glRasterPos2s (int16 x, int16 y)

func RasterPos2sv

func RasterPos2sv(v *[2]int16)

void glRasterPos2sv (const int16 *v)

func RasterPos3d

func RasterPos3d(x float64, y float64, z float64)

void glRasterPos3d (float64 x, float64 y, float64 z)

func RasterPos3dv

func RasterPos3dv(v *[3]float64)

void glRasterPos3dv (const float64 *v)

func RasterPos3f

func RasterPos3f(x float32, y float32, z float32)

void glRasterPos3f (float32 x, float32 y, float32 z)

func RasterPos3fv

func RasterPos3fv(v *[3]float32)

void glRasterPos3fv (const float *v)

func RasterPos3i

func RasterPos3i(x int, y int, z int)

void glRasterPos3i (int x, int y, int z)

func RasterPos3iv

func RasterPos3iv(v *[3]int32)

void glRasterPos3iv (const int *v)

func RasterPos3s

func RasterPos3s(x int16, y int16, z int16)

void glRasterPos3s (int16 x, int16 y, int16 z)

func RasterPos3sv

func RasterPos3sv(v *[3]int16)

void glRasterPos3sv (const int16 *v)

func RasterPos4d

func RasterPos4d(x float64, y float64, z float64, w float64)

void glRasterPos4d (float64 x, float64 y, float64 z, float64 w)

func RasterPos4dv

func RasterPos4dv(v *[3]float64)

void glRasterPos4dv (const float64 *v)

func RasterPos4f

func RasterPos4f(x float32, y float32, z float32, w float32)

void glRasterPos4f (float32 x, float32 y, float32 z, float32 w)

func RasterPos4fv

func RasterPos4fv(v *[4]float32)

void glRasterPos4fv (const float *v)

func RasterPos4i

func RasterPos4i(x int, y int, z int, w int)

void glRasterPos4i (int x, int y, int z, int w)

func RasterPos4iv

func RasterPos4iv(v *[4]int32)

void glRasterPos4iv (const int *v)

func RasterPos4s

func RasterPos4s(x int16, y int16, z int16, w int16)

void glRasterPos4s (int16 x, int16 y, int16 z, int16 w)

func RasterPos4sv

func RasterPos4sv(v *[4]int16)

void glRasterPos4sv (const int16 *v)

func ReadBuffer

func ReadBuffer(mode GLenum)

void glReadBuffer (GLenum mode)

func ReadPixels

func ReadPixels(x int, y int, width int, height int, format, typ GLenum, pixels interface{})

void glReadPixels (int x, int y, int width, int height, GLenum format, GLenum type, GLvoid *pixels)

func Rectd

func Rectd(x1 float64, y1 float64, x2 float64, y2 float64)

void glRectd (float64 x1, float64 y1, float64 x2, float64 y2)

func Rectdv

func Rectdv(a, b *[2]float64)

void glRectdv (const float64 *v1, const float64 *v2)

func Rectf

func Rectf(x1 float32, y1 float32, x2 float32, y2 float32)

void glRectf (float32 x1, float32 y1, float32 x2, float32 y2)

func Rectfv

func Rectfv(a, b *[2]float32)

void glRectfv (const float *v1, const float *v2)

func Recti

func Recti(x1 int, y1 int, x2 int, y2 int)

void glRecti (int x1, int y1, int x2, int y2)

func Rectiv

func Rectiv(a, b *[2]int32)

void glRectiv (const int *v1, const int *v2)

func Rects

func Rects(x1 int16, y1 int16, x2 int16, y2 int16)

void glRects (int16 x1, int16 y1, int16 x2, int16 y2)

func Rectsv

func Rectsv(a, b *[2]int16)

void glRectsv (const int16 *v1, const int16 *v2)

func RenderMode

func RenderMode(mode GLenum) int

int glRenderMode (GLenum mode)

func RenderbufferStorage

func RenderbufferStorage(target, internalformat GLenum, width int, height int)

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 Rotated

func Rotated(angle float64, x float64, y float64, z float64)

void glRotated (float64 angle, float64 x, float64 y, float64 z)

func Rotatef

func Rotatef(angle float32, x float32, y float32, z float32)

void glRotatef (float32 angle, float32 x, float32 y, float32 z)

func SampleCoverage

func SampleCoverage(value GLclampf, invert bool)

func Scaled

func Scaled(x float64, y float64, z float64)

void glScaled (float64 x, float64 y, float64 z)

func Scalef

func Scalef(x float32, y float32, z float32)

void glScalef (float32 x, float32 y, float32 z)

func Scissor

func Scissor(x int, y int, width int, height int)

void glScissor (int x, int y, int width, int height)

func SelectBuffer

func SelectBuffer(buffer []uint32)

void glSelectBuffer (GLsizei size, uint *buffer)

func ShadeModel

func ShadeModel(mode GLenum)

void glShadeModel (GLenum mode)

func StencilFunc

func StencilFunc(func_ GLenum, ref int, mask uint)

void glStencilFunc (GLenum func, int ref, uint mask)

func StencilFuncSeparate

func StencilFuncSeparate(face GLenum, func_ GLenum, ref int, mask uint)

func StencilMask

func StencilMask(mask uint)

void glStencilMask (uint mask)

func StencilMaskSeparate

func StencilMaskSeparate(face GLenum, mask uint)

func StencilOp

func StencilOp(fail GLenum, zfail GLenum, zpass GLenum)

void glStencilOp (GLenum fail, GLenum zfail, GLenum zpass)

func StencilOpSeparate

func StencilOpSeparate(face GLenum, fail GLenum, zfail GLenum, zpass GLenum)

func TexBuffer

func TexBuffer(target, internalformat GLenum, buffer Buffer)

void glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer)

func TexCoord1d

func TexCoord1d(s float64)

void glTexCoord1d (float64 s)

func TexCoord1dv

func TexCoord1dv(v *[1]float64)

void glTexCoord1dv (const float64 *v)

func TexCoord1f

func TexCoord1f(s float32)

void glTexCoord1f (float32 s)

func TexCoord1fv

func TexCoord1fv(v *[1]float32)

void glTexCoord1fv (const float *v)

func TexCoord1i

func TexCoord1i(s int)

void glTexCoord1i (int s)

func TexCoord1iv

func TexCoord1iv(v *[1]int32)

void glTexCoord1iv (const int *v)

func TexCoord1s

func TexCoord1s(s int16)

void glTexCoord1s (int16 s)

func TexCoord1sv

func TexCoord1sv(v *[1]int16)

void glTexCoord1sv (const int16 *v)

func TexCoord2d

func TexCoord2d(s float64, t float64)

void glTexCoord2d (float64 s, float64 t)

func TexCoord2dv

func TexCoord2dv(v *[2]float64)

void glTexCoord2dv (const float64 *v)

func TexCoord2f

func TexCoord2f(s float32, t float32)

void glTexCoord2f (float32 s, float32 t)

func TexCoord2fv

func TexCoord2fv(v *[2]float32)

void glTexCoord2fv (const float *v)

func TexCoord2i

func TexCoord2i(s int, t int)

void glTexCoord2i (int s, int t)

func TexCoord2iv

func TexCoord2iv(v *[2]int32)

void glTexCoord2iv (const int *v)

func TexCoord2s

func TexCoord2s(s int16, t int16)

void glTexCoord2s (int16 s, int16 t)

func TexCoord2sv

func TexCoord2sv(v *[2]int16)

void glTexCoord2sv (const int16 *v)

func TexCoord3d

func TexCoord3d(s float64, t float64, r float64)

void glTexCoord3d (float64 s, float64 t, float64 r)

func TexCoord3dv

func TexCoord3dv(v *[3]float64)

void glTexCoord3dv (const float64 *v)

func TexCoord3f

func TexCoord3f(s float32, t float32, r float32)

void glTexCoord3f (float32 s, float32 t, float32 r)

func TexCoord3fv

func TexCoord3fv(v *[3]float32)

void glTexCoord3fv (const float *v)

func TexCoord3i

func TexCoord3i(s int, t int, r int)

void glTexCoord3i (int s, int t, int r)

func TexCoord3iv

func TexCoord3iv(v *[3]int32)

void glTexCoord3iv (const int *v)

func TexCoord3s

func TexCoord3s(s int16, t int16, r int16)

void glTexCoord3s (int16 s, int16 t, int16 r)

func TexCoord3sv

func TexCoord3sv(v *[3]int16)

void glTexCoord3sv (const int16 *v)

func TexCoord4d

func TexCoord4d(s float64, t float64, r float64, q float64)

void glTexCoord4d (float64 s, float64 t, float64 r, float64 q)

func TexCoord4dv

func TexCoord4dv(v *[4]float64)

void glTexCoord4dv (const float64 *v)

func TexCoord4f

func TexCoord4f(s float32, t float32, r float32, q float32)

void glTexCoord4f (float32 s, float32 t, float32 r, float32 q)

func TexCoord4fv

func TexCoord4fv(v *[4]float32)

void glTexCoord4fv (const float *v)

func TexCoord4i

func TexCoord4i(s int, t int, r int, q int)

void glTexCoord4i (int s, int t, int r, int q)

func TexCoord4iv

func TexCoord4iv(v *[4]int32)

void glTexCoord4iv (const int *v)

func TexCoord4s

func TexCoord4s(s int16, t int16, r int16, q int16)

void glTexCoord4s (int16 s, int16 t, int16 r, int16 q)

func TexCoord4sv

func TexCoord4sv(v *[4]int16)

void glTexCoord4sv (const int16 *v)

func TexCoordPointer

func TexCoordPointer(size int, typ GLenum, stride int, pointer interface{})

void glTexCoordPointer (int size, GLenum type, int stride, const GLvoid *pointer)

func TexEnvf

func TexEnvf(target GLenum, pname GLenum, param float32)

void glTexEnvf (GLenum target, GLenum pname, float32 param)

func TexEnvfv

func TexEnvfv(target GLenum, pname GLenum, params []float32)

void glTexEnvfv (GLenum target, GLenum pname, const float *params)

func TexEnvi

func TexEnvi(target GLenum, pname GLenum, param int)

void glTexEnvi (GLenum target, GLenum pname, int param)

func TexEnviv

func TexEnviv(target GLenum, pname GLenum, params []int32)

void glTexEnviv (GLenum target, GLenum pname, const int *params)

func TexGend

func TexGend(coord GLenum, pname GLenum, param float64)

void glTexGend (GLenum coord, GLenum pname, float64 param)

func TexGendv

func TexGendv(coord GLenum, pname GLenum, params []float64)

void glTexGendv (GLenum coord, GLenum pname, const float64 *params)

func TexGenf

func TexGenf(coord GLenum, pname GLenum, param float32)

void glTexGenf (GLenum coord, GLenum pname, float32 param)

func TexGenfv

func TexGenfv(coord GLenum, pname GLenum, params []float32)

void glTexGenfv (GLenum coord, GLenum pname, const float *params)

func TexGeni

func TexGeni(coord GLenum, pname GLenum, param int)

void glTexGeni (GLenum coord, GLenum pname, int param)

func TexGeniv

func TexGeniv(coord GLenum, pname GLenum, params []int32)

void glTexGeniv (GLenum coord, GLenum pname, const int *params)

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

func TexParameterf(target GLenum, pname GLenum, param float32)

void glTexParameterf (GLenum target, GLenum pname, float32 param)

func TexParameterfv

func TexParameterfv(target GLenum, pname GLenum, params []float32)

void glTexParameterfv (GLenum target, GLenum pname, const float *params)

func TexParameteri

func TexParameteri(target GLenum, pname GLenum, param int)

void glTexParameteri (GLenum target, GLenum pname, int param)

func TexParameteriv

func TexParameteriv(target GLenum, pname GLenum, params []int32)

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

func Translated(x float64, y float64, z float64)

void glTranslated (float64 x, float64 y, float64 z)

func Translatef

func Translatef(x float32, y float32, z float32)

void glTranslatef (float32 x, float32 y, float32 z)

func UnmapBuffer

func UnmapBuffer(target GLenum) bool

Unmap a buffer object's data store

func Vertex2d

func Vertex2d(x float64, y float64)

void glVertex2d (float64 x, float64 y)

func Vertex2dv

func Vertex2dv(v *[2]float64)

void glVertex2dv (const float64 *v)

func Vertex2f

func Vertex2f(x float32, y float32)

void glVertex2f (float32 x, float32 y)

func Vertex2fv

func Vertex2fv(v *[2]float32)

void glVertex2fv (const float *v)

func Vertex2i

func Vertex2i(x int, y int)

void glVertex2i (int x, int y)

func Vertex2iv

func Vertex2iv(v *[2]int32)

void glVertex2iv (const int *v)

func Vertex2s

func Vertex2s(x int16, y int16)

void glVertex2s (int16 x, int16 y)

func Vertex2sv

func Vertex2sv(v *[2]int16)

void glVertex2sv (const int16 *v)

func Vertex3d

func Vertex3d(x float64, y float64, z float64)

void glVertex3d (float64 x, float64 y, float64 z)

func Vertex3dv

func Vertex3dv(v *[3]float64)

void glVertex3dv (const float64 *v)

func Vertex3f

func Vertex3f(x float32, y float32, z float32)

void glVertex3f (float32 x, float32 y, float32 z)

func Vertex3fv

func Vertex3fv(v *[3]float32)

void glVertex3fv (const float *v)

func Vertex3i

func Vertex3i(x int, y int, z int)

void glVertex3i (int x, int y, int z)

func Vertex3iv

func Vertex3iv(v *[3]int32)

void glVertex3iv (const int *v)

func Vertex3s

func Vertex3s(x int16, y int16, z int16)

void glVertex3s (int16 x, int16 y, int16 z)

func Vertex3sv

func Vertex3sv(v *[3]int16)

void glVertex3sv (const int16 *v)

func Vertex4d

func Vertex4d(x float64, y float64, z float64, w float64)

void glVertex4d (float64 x, float64 y, float64 z, float64 w)

func Vertex4dv

func Vertex4dv(v *[4]float64)

void glVertex4dv (const float64 *v)

func Vertex4f

func Vertex4f(x float32, y float32, z float32, w float32)

void glVertex4f (float32 x, float32 y, float32 z, float32 w)

func Vertex4fv

func Vertex4fv(v *[4]float32)

void glVertex4fv (const float *v)

func Vertex4i

func Vertex4i(x int, y int, z int, w int)

void glVertex4i (int x, int y, int z, int w)

func Vertex4iv

func Vertex4iv(v *[4]int32)

void glVertex4iv (const int *v)

func Vertex4s

func Vertex4s(x int16, y int16, z int16, w int16)

void glVertex4s (int16 x, int16 y, int16 z, int16 w)

func Vertex4sv

func Vertex4sv(v *[4]int16)

void glVertex4sv (const int16 *v)

func VertexPointer

func VertexPointer(size int, typ GLenum, stride int, pointer interface{})

void glVertexPointer (int size, GLenum type, int stride, const GLvoid *pointer)

func Viewport

func Viewport(x int, y int, width int, height int)

void glViewport (int x, int y, int width, int height)

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 GenBuffer

func GenBuffer() Buffer

Create single buffer object

func (Buffer) Bind

func (buffer Buffer) Bind(target GLenum)

Bind this buffer as target

func (Buffer) BindBufferBase

func (buffer Buffer) BindBufferBase(target GLenum, index uint)

Bind this buffer as index of target

func (Buffer) BindBufferRange

func (buffer Buffer) BindBufferRange(target GLenum, index uint, offset int, size uint)

Bind this buffer range as index of target

func (Buffer) Delete

func (buffer Buffer) Delete()

Delete buffer object

func (Buffer) Unbind

func (buffer Buffer) Unbind(target GLenum)

Remove buffer binding

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 GLboolean

type GLboolean C.GLboolean

those types are left for compatibility reasons

type GLbyte

type GLbyte C.GLbyte

type GLclampd

type GLclampd C.GLclampd

type GLclampf

type GLclampf C.GLclampf

type GLdouble

type GLdouble C.GLdouble

type GLenum

type GLenum C.GLenum

func CheckFramebufferStatus

func CheckFramebufferStatus(target GLenum) GLenum

GLenum glCheckFramebufferStatus(GLenum target);

func GetError

func GetError() GLenum

GLenum glGetError (void)

func Init

func Init() GLenum

type GLfloat

type GLfloat C.GLfloat

type GLint

type GLint C.GLint

type GLshort

type GLshort C.GLshort

type GLsizei

type GLsizei C.GLsizei

type GLubyte

type GLubyte C.GLubyte

type GLuint

type GLuint C.GLuint

type GLushort

type GLushort C.GLushort

type Object

type Object C.GLuint

func (Object) IsBuffer

func (object Object) IsBuffer() bool

func (Object) IsProgram

func (object Object) IsProgram() bool

func (Object) IsQuery

func (object Object) IsQuery() bool

func (Object) IsShader

func (object Object) IsShader() bool

func (Object) IsTexture

func (object Object) IsTexture() bool

func (Object) IsTransformFeedback

func (object Object) IsTransformFeedback() bool

func (Object) IsVertexArray

func (object Object) IsVertexArray() bool

type Pointer

type Pointer unsafe.Pointer

type Program

type Program Object

func CreateProgram

func CreateProgram() Program

func (Program) AttachShader

func (program Program) AttachShader(shader Shader)

func (Program) BindAttribLocation

func (program Program) BindAttribLocation(index AttribLocation, name string)

func (Program) BindFragDataLocation

func (program Program) BindFragDataLocation(colorNumber int, name string)

func (Program) Delete

func (program Program) Delete()

func (Program) DetachShader

func (program Program) DetachShader(shader Shader)

func (Program) Get

func (program Program) Get(param GLenum) int

func (Program) GetActiveAttrib

func (program Program) GetActiveAttrib(index int) (
	Size int, Type GLenum, Name string)

glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)

func (Program) GetActiveUniform

func (program Program) GetActiveUniform(index int) (
	Size int, Type GLenum, Name string)

glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)

func (Program) GetAttachedShaders

func (program Program) GetAttachedShaders() []Object

func (Program) GetAttribLocation

func (program Program) GetAttribLocation(name string) AttribLocation

func (Program) GetFragDataLocation

func (program Program) GetFragDataLocation(name string) int

func (Program) GetInfoLog

func (program Program) GetInfoLog() string

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 Program) Link()

func (Program) TransformFeedbackVaryings

func (program Program) TransformFeedbackVaryings(names []string, buffer_mode GLenum)

func (Program) UniformBlockBinding

func (program Program) UniformBlockBinding(index UniformBlockIndex, binding uint)

func (Program) Unuse

func (program Program) Unuse()

func (Program) Use

func (program Program) Use()

func (Program) Validate

func (program Program) Validate()

type Query

type Query Object

func GenQuery

func GenQuery() (q Query)

func (Query) Begin

func (query Query) Begin(target GLenum)

func (Query) BeginConditionalRender

func (query Query) BeginConditionalRender(mode GLenum)

func (Query) BeginIndexed

func (query Query) BeginIndexed(target GLenum, index uint)

func (Query) Counter

func (query Query) Counter(target GLenum)

func (Query) Delete

func (query Query) Delete()

func (Query) EndConditionalRender

func (query Query) EndConditionalRender()

func (Query) EndQueryIndexed

func (query Query) EndQueryIndexed(target GLenum, index uint)

func (Query) GetObjecti

func (query Query) GetObjecti(pname GLenum) (param int32)

func (Query) GetObjecti64

func (query Query) GetObjecti64(pname GLenum) (param int64)

func (Query) GetObjectui

func (query Query) GetObjectui(pname GLenum) (param uint32)

func (Query) GetObjectui64

func (query Query) GetObjectui64(pname GLenum) (param uint64)

func (Query) ResultAvailable

func (query Query) ResultAvailable() bool

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);

func (Renderbuffer) Unbind

func (rb Renderbuffer) Unbind()

Unbind this texture

type Shader

type Shader Object

func CreateShader

func CreateShader(type_ GLenum) Shader

func (Shader) Compile

func (shader Shader) Compile()

func (Shader) Delete

func (shader Shader) Delete()

func (Shader) Get

func (shader Shader) Get(param GLenum) int

func (Shader) GetInfoLog

func (shader Shader) GetInfoLog() string

func (Shader) GetSource

func (shader Shader) GetSource() string

func (Shader) Source

func (shader Shader) Source(source ...string)

type Texture

type Texture Object

func GenTexture

func GenTexture() Texture

Create single texture object

func (Texture) Bind

func (texture Texture) Bind(target GLenum)

Bind this texture as target

func (Texture) Delete

func (texture Texture) Delete()

Delete texture object

func (Texture) Unbind

func (texture Texture) Unbind(target GLenum)

Unbind this texture

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) Uniform3i

func (location UniformLocation) Uniform3i(x int, y int, z int)

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()

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