IF UNAME_SYSNAME == "Windows": cdef extern from "windows.h": pass cdef extern from "GL/gl.h": ctypedef unsigned int GLenum ctypedef unsigned char GLboolean ctypedef unsigned int GLbitfield ctypedef void GLvoid ctypedef signed char GLbyte ctypedef short GLshort ctypedef int GLint ctypedef unsigned char GLubyte ctypedef unsigned short GLushort ctypedef unsigned int GLuint ctypedef int GLsizei ctypedef float GLfloat ctypedef float GLclampf ctypedef double GLdouble ctypedef double GLclampd # Miscellaneous void glClearIndex(GLfloat c) nogil void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) nogil void glClear(GLbitfield mask) nogil void glIndexMask(GLuint mask) nogil void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) nogil void glAlphaFunc(GLenum func, GLclampf ref) nogil void glBlendFunc(GLenum sfactor, GLenum dfactor) nogil void glLogicOp(GLenum opcode) nogil void glCullFace(GLenum mode) nogil void glFrontFace(GLenum mode) nogil void glPointSize(GLfloat size) nogil void glLineWidth(GLfloat width) nogil void glLineStipple(GLint factor, GLushort pattern) nogil void glPolygonMode(GLenum face, GLenum mode) nogil void glPolygonOffset(GLfloat factor, GLfloat units) nogil void glPolygonStipple(GLubyte *mask) nogil void glGetPolygonStipple(GLubyte *mask) nogil void glEdgeFlag(GLboolean flag) nogil void glEdgeFlagv(GLboolean *flag) nogil void glScissor(GLint x, GLint y, GLsizei width, GLsizei height) nogil void glClipPlane(GLenum plane, GLdouble *equation) nogil void glGetClipPlane(GLenum plane, GLdouble *equation) nogil void glDrawBuffer(GLenum mode) nogil void glReadBuffer(GLenum mode) nogil void glEnable(GLenum cap) nogil void glDisable(GLenum cap) nogil GLboolean glIsEnabled(GLenum cap) void glEnableClientState(GLenum cap) nogil # 1.1 void glDisableClientState(GLenum cap) nogil # 1.1 void glGetBooleanv(GLenum pname, GLboolean *params) nogil void glGetDoublev(GLenum pname, GLdouble *params) nogil void glGetFloatv(GLenum pname, GLfloat *params) nogil void glGetIntegerv(GLenum pname, GLint *params) nogil void glPushAttrib(GLbitfield mask) nogil void glPopAttrib() nogil void glPushClientAttrib(GLbitfield mask) nogil # 1.1 void glPopClientAttrib() nogil # 1.1 GLint glRenderMode(GLenum mode) GLenum glGetError() GLubyte* glGetString(GLenum name) void glFinish() nogil void glFlush() nogil void glHint(GLenum target, GLenum mode) nogil # Depth Buffer void glClearDepth(GLclampd depth) nogil void glDepthFunc(GLenum func) nogil void glDepthMask(GLboolean flag) nogil void glDepthRange(GLclampd near_val, GLclampd far_val) nogil # Accumulation Buffer void glClearAccum(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) nogil void glAccum(GLenum op, GLfloat value) nogil # Transformation void glMatrixMode(GLenum mode) nogil void glOrtho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) nogil void glFrustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) nogil void glViewport(GLint x, GLint y, GLsizei width, GLsizei height) nogil void glPushMatrix() nogil void glPopMatrix() nogil void glLoadIdentity() nogil void glLoadMatrixd(GLdouble *m) nogil void glLoadMatrixf(GLfloat *m) nogil void glMultMatrixd(GLdouble *m) nogil void glMultMatrixf(GLfloat *m) nogil void glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) nogil void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) nogil void glScaled(GLdouble x, GLdouble y, GLdouble z) nogil void glScalef(GLfloat x, GLfloat y, GLfloat z) nogil void glTranslated(GLdouble x, GLdouble y, GLdouble z) nogil void glTranslatef(GLfloat x, GLfloat y, GLfloat z) nogil # Display Lists GLboolean glIsList(GLuint list) void glDeleteLists(GLuint list, GLsizei range) nogil GLuint glGenLists(GLsizei range) void glNewList(GLuint list, GLenum mode) nogil void glEndList() nogil void glCallList(GLuint list) nogil void glCallLists(GLsizei n, GLenum type, GLvoid *lists) nogil void glListBase(GLuint base) nogil # Drawing Functions void glBegin(GLenum mode) nogil void glEnd() nogil void glVertex2d(GLdouble x, GLdouble y) nogil void glVertex2f(GLfloat x, GLfloat y) nogil void glVertex2i(GLint x, GLint y) nogil void glVertex2s(GLshort x, GLshort y) nogil void glVertex3d(GLdouble x, GLdouble y, GLdouble z) nogil void glVertex3f(GLfloat x, GLfloat y, GLfloat z) nogil void glVertex3i(GLint x, GLint y, GLint z) nogil void glVertex3s(GLshort x, GLshort y, GLshort z) nogil void glVertex4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) nogil void glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) nogil void glVertex4i(GLint x, GLint y, GLint z, GLint w) nogil void glVertex4s(GLshort x, GLshort y, GLshort z, GLshort w) nogil void glVertex2dv(GLdouble *v) nogil void glVertex2fv(GLfloat *v) nogil void glVertex2iv(GLint *v) nogil void glVertex2sv(GLshort *v) nogil void glVertex3dv(GLdouble *v) nogil void glVertex3fv(GLfloat *v) nogil void glVertex3iv(GLint *v) nogil void glVertex3sv(GLshort *v) nogil void glVertex4dv(GLdouble *v) nogil void glVertex4fv(GLfloat *v) nogil void glVertex4iv(GLint *v) nogil void glVertex4sv(GLshort *v) nogil void glNormal3b(GLbyte nx, GLbyte ny, GLbyte nz) nogil void glNormal3d(GLdouble nx, GLdouble ny, GLdouble nz) nogil void glNormal3f(GLfloat nx, GLfloat ny, GLfloat nz) nogil void glNormal3i(GLint nx, GLint ny, GLint nz) nogil void glNormal3s(GLshort nx, GLshort ny, GLshort nz) nogil void glNormal3bv(GLbyte *v) nogil void glNormal3dv(GLdouble *v) nogil void glNormal3fv(GLfloat *v) nogil void glNormal3iv(GLint *v) nogil void glNormal3sv(GLshort *v) nogil void glIndexd(GLdouble c) nogil void glIndexf(GLfloat c) nogil void glIndexi(GLint c) nogil void glIndexs(GLshort c) nogil void glIndexub(GLubyte c) nogil # 1.1 void glIndexdv(GLdouble *c) nogil void glIndexfv(GLfloat *c) nogil void glIndexiv(GLint *c) nogil void glIndexsv(GLshort *c) nogil void glIndexubv(GLubyte *c) nogil # 1.1 void glColor3b(GLbyte red, GLbyte green, GLbyte blue) nogil void glColor3d(GLdouble red, GLdouble green, GLdouble blue) nogil void glColor3f(GLfloat red, GLfloat green, GLfloat blue) nogil void glColor3i(GLint red, GLint green, GLint blue) nogil void glColor3s(GLshort red, GLshort green, GLshort blue) nogil void glColor3ub(GLubyte red, GLubyte green, GLubyte blue) nogil void glColor3ui(GLuint red, GLuint green, GLuint blue) nogil void glColor3us(GLushort red, GLushort green, GLushort blue) nogil void glColor4b(GLbyte red, GLbyte green, GLbyte blue, GLbyte alpha) nogil void glColor4d(GLdouble red, GLdouble green, GLdouble blue, GLdouble alpha) nogil void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) nogil void glColor4i(GLint red, GLint green, GLint blue, GLint alpha) nogil void glColor4s(GLshort red, GLshort green, GLshort blue, GLshort alpha) nogil void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) nogil void glColor4ui(GLuint red, GLuint green, GLuint blue, GLuint alpha) nogil void glColor4us(GLushort red, GLushort green, GLushort blue, GLushort alpha) nogil void glColor3bv(GLbyte *v) nogil void glColor3dv(GLdouble *v) nogil void glColor3fv(GLfloat *v) nogil void glColor3iv(GLint *v) nogil void glColor3sv(GLshort *v) nogil void glColor3ubv(GLubyte *v) nogil void glColor3uiv(GLuint *v) nogil void glColor3usv(GLushort *v) nogil void glColor4bv(GLbyte *v) nogil void glColor4dv(GLdouble *v) nogil void glColor4fv(GLfloat *v) nogil void glColor4iv(GLint *v) nogil void glColor4sv(GLshort *v) nogil void glColor4ubv(GLubyte *v) nogil void glColor4uiv(GLuint *v) nogil void glColor4usv(GLushort *v) nogil void glTexCoord1d(GLdouble s) nogil void glTexCoord1f(GLfloat s) nogil void glTexCoord1i(GLint s) nogil void glTexCoord1s(GLshort s) nogil void glTexCoord2d(GLdouble s, GLdouble t) nogil void glTexCoord2f(GLfloat s, GLfloat t) nogil void glTexCoord2i(GLint s, GLint t) nogil void glTexCoord2s(GLshort s, GLshort t) nogil void glTexCoord3d(GLdouble s, GLdouble t, GLdouble r) nogil void glTexCoord3f(GLfloat s, GLfloat t, GLfloat r) nogil void glTexCoord3i(GLint s, GLint t, GLint r) nogil void glTexCoord3s(GLshort s, GLshort t, GLshort r) nogil void glTexCoord4d(GLdouble s, GLdouble t, GLdouble r, GLdouble q) nogil void glTexCoord4f(GLfloat s, GLfloat t, GLfloat r, GLfloat q) nogil void glTexCoord4i(GLint s, GLint t, GLint r, GLint q) nogil void glTexCoord4s(GLshort s, GLshort t, GLshort r, GLshort q) nogil void glTexCoord1dv(GLdouble *v) nogil void glTexCoord1fv(GLfloat *v) nogil void glTexCoord1iv(GLint *v) nogil void glTexCoord1sv(GLshort *v) nogil void glTexCoord2dv(GLdouble *v) nogil void glTexCoord2fv(GLfloat *v) nogil void glTexCoord2iv(GLint *v) nogil void glTexCoord2sv(GLshort *v) nogil void glTexCoord3dv(GLdouble *v) nogil void glTexCoord3fv(GLfloat *v) nogil void glTexCoord3iv(GLint *v) nogil void glTexCoord3sv(GLshort *v) nogil void glTexCoord4dv(GLdouble *v) nogil void glTexCoord4fv(GLfloat *v) nogil void glTexCoord4iv(GLint *v) nogil void glTexCoord4sv(GLshort *v) nogil void glRasterPos2d(GLdouble x, GLdouble y) nogil void glRasterPos2f(GLfloat x, GLfloat y) nogil void glRasterPos2i(GLint x, GLint y) nogil void glRasterPos2s(GLshort x, GLshort y) nogil void glRasterPos3d(GLdouble x, GLdouble y, GLdouble z) nogil void glRasterPos3f(GLfloat x, GLfloat y, GLfloat z) nogil void glRasterPos3i(GLint x, GLint y, GLint z) nogil void glRasterPos3s(GLshort x, GLshort y, GLshort z) nogil void glRasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) nogil void glRasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) nogil void glRasterPos4i(GLint x, GLint y, GLint z, GLint w) nogil void glRasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) nogil void glRasterPos2dv(GLdouble *v) nogil void glRasterPos2fv(GLfloat *v) nogil void glRasterPos2iv(GLint *v) nogil void glRasterPos2sv(GLshort *v) nogil void glRasterPos3dv(GLdouble *v) nogil void glRasterPos3fv(GLfloat *v) nogil void glRasterPos3iv(GLint *v) nogil void glRasterPos3sv(GLshort *v) nogil void glRasterPos4dv(GLdouble *v) nogil void glRasterPos4fv(GLfloat *v) nogil void glRasterPos4iv(GLint *v) nogil void glRasterPos4sv(GLshort *v) nogil void glRectd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) nogil void glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) nogil void glRecti(GLint x1, GLint y1, GLint x2, GLint y2) nogil void glRects(GLshort x1, GLshort y1, GLshort x2, GLshort y2) nogil void glRectdv(GLdouble *v1, GLdouble *v2) nogil void glRectfv(GLfloat *v1, GLfloat *v2) nogil void glRectiv(GLint *v1, GLint *v2) nogil void glRectsv(GLshort *v1, GLshort *v2) nogil # Lighting void glShadeModel(GLenum mode) nogil void glLightf(GLenum light, GLenum pname, GLfloat param) nogil void glLighti(GLenum light, GLenum pname, GLint param) nogil void glLightfv(GLenum light, GLenum pname, GLfloat *params) nogil void glLightiv(GLenum light, GLenum pname, GLint *params) nogil void glGetLightfv(GLenum light, GLenum pname, GLfloat *params) nogil void glGetLightiv(GLenum light, GLenum pname, GLint *params) nogil void glLightModelf(GLenum pname, GLfloat param) nogil void glLightModeli(GLenum pname, GLint param) nogil void glLightModelfv(GLenum pname, GLfloat *params) nogil void glLightModeliv(GLenum pname, GLint *params) nogil void glMaterialf(GLenum face, GLenum pname, GLfloat param) nogil void glMateriali(GLenum face, GLenum pname, GLint param) nogil void glMaterialfv(GLenum face, GLenum pname, GLfloat *params) nogil void glMaterialiv(GLenum face, GLenum pname, GLint *params) nogil void glGetMaterialfv(GLenum face, GLenum pname, GLfloat *params) nogil void glGetMaterialiv(GLenum face, GLenum pname, GLint *params) nogil void glColorMaterial(GLenum face, GLenum mode) nogil # Raster functions void glPixelZoom(GLfloat xfactor, GLfloat yfactor) nogil void glPixelStoref(GLenum pname, GLfloat param) nogil void glPixelStorei(GLenum pname, GLint param) nogil void glPixelTransferf(GLenum pname, GLfloat param) nogil void glPixelTransferi(GLenum pname, GLint param) nogil void glPixelMapfv(GLenum map, GLint mapsize, GLfloat *values) nogil void glPixelMapuiv(GLenum map, GLint mapsize, GLuint *values) nogil void glPixelMapusv(GLenum map, GLint mapsize, GLushort *values) nogil void glGetPixelMapfv(GLenum map, GLfloat *values) nogil void glGetPixelMapuiv(GLenum map, GLuint *values) nogil void glGetPixelMapusv(GLenum map, GLushort *values) nogil void glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte *bitmap) nogil void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) nogil void glDrawPixels(GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) nogil void glCopyPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum type) nogil # Stenciling void glStencilFunc(GLenum func, GLint ref, GLuint mask) nogil void glStencilMask(GLuint mask) nogil void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) nogil void glClearStencil(GLint s) nogil # Texture mapping void glTexGend(GLenum coord, GLenum pname, GLdouble param) nogil void glTexGenf(GLenum coord, GLenum pname, GLfloat param) nogil void glTexGeni(GLenum coord, GLenum pname, GLint param) nogil void glTexGendv(GLenum coord, GLenum pname, GLdouble *params) nogil void glTexGenfv(GLenum coord, GLenum pname, GLfloat *params) nogil void glTexGeniv(GLenum coord, GLenum pname, GLint *params) nogil void glGetTexGendv(GLenum coord, GLenum pname, GLdouble *params) nogil void glGetTexGenfv(GLenum coord, GLenum pname, GLfloat *params) nogil void glGetTexGeniv(GLenum coord, GLenum pname, GLint *params) nogil void glTexEnvf(GLenum target, GLenum pname, GLfloat param) nogil void glTexEnvi(GLenum target, GLenum pname, GLint param) nogil void glTexEnvfv(GLenum target, GLenum pname, GLfloat *params) nogil void glTexEnviv(GLenum target, GLenum pname, GLint *params) nogil void glGetTexEnvfv(GLenum target, GLenum pname, GLfloat *params) nogil void glGetTexEnviv(GLenum target, GLenum pname, GLint *params) nogil void glTexParameterf(GLenum target, GLenum pname, GLfloat param) nogil void glTexParameteri(GLenum target, GLenum pname, GLint param) nogil void glTexParameterfv(GLenum target, GLenum pname, GLfloat *params) nogil void glTexParameteriv(GLenum target, GLenum pname, GLint *params) nogil void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params) nogil void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params) nogil void glGetTexLevelParameterfv(GLenum target, GLint level, GLenum pname, GLfloat *params) nogil void glGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint *params) nogil void glTexImage1D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLint border, GLenum format, GLenum type, GLvoid *pixels) nogil void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid *pixels) nogil void glGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid *pixels) nogil # Evaluators void glMap1d(GLenum target, GLdouble u1, GLdouble u2, GLint stride, GLint order, GLdouble *points) nogil void glMap1f(GLenum target, GLfloat u1, GLfloat u2, GLint stride, GLint order, GLfloat *points) nogil void glMap2d(GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble *points) nogil void glMap2f(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat *points) nogil void glGetMapdv(GLenum target, GLenum query, GLdouble *v) nogil void glGetMapfv(GLenum target, GLenum query, GLfloat *v) nogil void glGetMapiv(GLenum target, GLenum query, GLint *v) nogil void glEvalCoord1d(GLdouble u) nogil void glEvalCoord1f(GLfloat u) nogil void glEvalCoord1dv(GLdouble *u) nogil void glEvalCoord1fv(GLfloat *u) nogil void glEvalCoord2d(GLdouble u, GLdouble v) nogil void glEvalCoord2f(GLfloat u, GLfloat v) nogil void glEvalCoord2dv(GLdouble *u) nogil void glEvalCoord2fv(GLfloat *u) nogil void glMapGrid1d(GLint un, GLdouble u1, GLdouble u2) nogil void glMapGrid1f(GLint un, GLfloat u1, GLfloat u2) nogil void glMapGrid2d(GLint un, GLdouble u1, GLdouble u2, GLint vn, GLdouble v1, GLdouble v2) nogil void glMapGrid2f(GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2) nogil void glEvalPoint1(GLint i) nogil void glEvalPoint2(GLint i, GLint j) nogil void glEvalMesh1(GLenum mode, GLint i1, GLint i2) nogil void glEvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2) nogil # Fog void glFogf(GLenum pname, GLfloat param) nogil void glFogi(GLenum pname, GLint param) nogil void glFogfv(GLenum pname, GLfloat *params) nogil void glFogiv(GLenum pname, GLint *params) nogil # Selection and Feedback void glFeedbackBuffer(GLsizei size, GLenum type, GLfloat *buffer) nogil void glPassThrough(GLfloat token) nogil void glSelectBuffer(GLsizei size, GLuint *buffer) nogil void glInitNames() nogil void glLoadName(GLuint name) nogil void glPushName(GLuint name) nogil void glPopName() nogil # 1.1 functions # texture objects void glGenTextures(GLsizei n, GLuint *textures) nogil void glDeleteTextures(GLsizei n, GLuint *textures) nogil void glBindTexture(GLenum target, GLuint texture) nogil void glPrioritizeTextures(GLsizei n, GLuint *textures, GLclampf *priorities) nogil GLboolean glAreTexturesResident(GLsizei n, GLuint *textures, GLboolean *residences) GLboolean glIsTexture(GLuint texture) # texture mapping void glTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, GLvoid *pixels) nogil void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) nogil void glCopyTexImage1D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border) nogil void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) nogil void glCopyTexSubImage1D(GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width) nogil void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) nogil # vertex arrays void glVertexPointer(GLint size, GLenum type, GLsizei stride, GLvoid *ptr) nogil void glNormalPointer(GLenum type, GLsizei stride, GLvoid *ptr) nogil void glColorPointer(GLint size, GLenum type, GLsizei stride, GLvoid *ptr) nogil void glIndexPointer(GLenum type, GLsizei stride, GLvoid *ptr) nogil void glTexCoordPointer(GLint size, GLenum type, GLsizei stride, GLvoid *ptr) nogil void glEdgeFlagPointer(GLsizei stride, GLvoid *ptr) nogil void glGetPointerv(GLenum pname, GLvoid **params) nogil void glArrayElement(GLint i) nogil void glDrawArrays(GLenum mode, GLint first, GLsizei count) nogil void glDrawElements(GLenum mode, GLsizei count, GLenum type, GLvoid *indices) nogil void glInterleavedArrays(GLenum format, GLsizei stride, GLvoid *pointer) nogil cdef enum: GL_FALSE = 0x0 GL_TRUE = 0x1 # Data types GL_BYTE = 0x1400 GL_UNSIGNED_BYTE = 0x1401 GL_SHORT = 0x1402 GL_UNSIGNED_SHORT = 0x1403 GL_INT = 0x1404 GL_UNSIGNED_INT = 0x1405 GL_FLOAT = 0x1406 GL_DOUBLE = 0x140A GL_2_BYTES = 0x1407 GL_3_BYTES = 0x1408 GL_4_BYTES = 0x1409 # Primitives GL_POINTS = 0x0000 GL_LINES = 0x0001 GL_LINE_LOOP = 0x0002 GL_LINE_STRIP = 0x0003 GL_TRIANGLES = 0x0004 GL_TRIANGLE_STRIP = 0x0005 GL_TRIANGLE_FAN = 0x0006 GL_QUADS = 0x0007 GL_QUAD_STRIP = 0x0008 GL_POLYGON = 0x0009 # Vertex Arrays GL_VERTEX_ARRAY = 0x8074 GL_NORMAL_ARRAY = 0x8075 GL_COLOR_ARRAY = 0x8076 GL_INDEX_ARRAY = 0x8077 GL_TEXTURE_COORD_ARRAY = 0x8078 GL_EDGE_FLAG_ARRAY = 0x8079 GL_VERTEX_ARRAY_SIZE = 0x807A GL_VERTEX_ARRAY_TYPE = 0x807B GL_VERTEX_ARRAY_STRIDE = 0x807C GL_NORMAL_ARRAY_TYPE = 0x807E GL_NORMAL_ARRAY_STRIDE = 0x807F GL_COLOR_ARRAY_SIZE = 0x8081 GL_COLOR_ARRAY_TYPE = 0x8082 GL_COLOR_ARRAY_STRIDE = 0x8083 GL_INDEX_ARRAY_TYPE = 0x8085 GL_INDEX_ARRAY_STRIDE = 0x8086 GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088 GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089 GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C GL_VERTEX_ARRAY_POINTER = 0x808E GL_NORMAL_ARRAY_POINTER = 0x808F GL_COLOR_ARRAY_POINTER = 0x8090 GL_INDEX_ARRAY_POINTER = 0x8091 GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092 GL_EDGE_FLAG_ARRAY_POINTER = 0x8093 GL_V2F = 0x2A20 GL_V3F = 0x2A21 GL_C4UB_V2F = 0x2A22 GL_C4UB_V3F = 0x2A23 GL_C3F_V3F = 0x2A24 GL_N3F_V3F = 0x2A25 GL_C4F_N3F_V3F = 0x2A26 GL_T2F_V3F = 0x2A27 GL_T4F_V4F = 0x2A28 GL_T2F_C4UB_V3F = 0x2A29 GL_T2F_C3F_V3F = 0x2A2A GL_T2F_N3F_V3F = 0x2A2B GL_T2F_C4F_N3F_V3F = 0x2A2C GL_T4F_C4F_N3F_V4F = 0x2A2D # Matrix Mode GL_MATRIX_MODE = 0x0BA0 GL_MODELVIEW = 0x1700 GL_PROJECTION = 0x1701 GL_TEXTURE = 0x1702 # Points GL_POINT_SMOOTH = 0x0B10 GL_POINT_SIZE = 0x0B11 GL_POINT_SIZE_GRANULARITY = 0x0B13 GL_POINT_SIZE_RANGE = 0x0B12 # Lines GL_LINE_SMOOTH = 0x0B20 GL_LINE_STIPPLE = 0x0B24 GL_LINE_STIPPLE_PATTERN = 0x0B25 GL_LINE_STIPPLE_REPEAT = 0x0B26 GL_LINE_WIDTH = 0x0B21 GL_LINE_WIDTH_GRANULARITY = 0x0B23 GL_LINE_WIDTH_RANGE = 0x0B22 # Polygons GL_POINT = 0x1B00 GL_LINE = 0x1B01 GL_FILL = 0x1B02 GL_CW = 0x0900 GL_CCW = 0x0901 GL_FRONT = 0x0404 GL_BACK = 0x0405 GL_POLYGON_MODE = 0x0B40 GL_POLYGON_SMOOTH = 0x0B41 GL_POLYGON_STIPPLE = 0x0B42 GL_EDGE_FLAG = 0x0B43 GL_CULL_FACE = 0x0B44 GL_CULL_FACE_MODE = 0x0B45 GL_FRONT_FACE = 0x0B46 GL_POLYGON_OFFSET_FACTOR = 0x8038 GL_POLYGON_OFFSET_UNITS = 0x2A00 GL_POLYGON_OFFSET_POINT = 0x2A01 GL_POLYGON_OFFSET_LINE = 0x2A02 GL_POLYGON_OFFSET_FILL = 0x8037 # Display Lists GL_COMPILE = 0x1300 GL_COMPILE_AND_EXECUTE = 0x1301 GL_LIST_BASE = 0x0B32 GL_LIST_INDEX = 0x0B33 GL_LIST_MODE = 0x0B30 # Depth buffer GL_NEVER = 0x0200 GL_LESS = 0x0201 GL_EQUAL = 0x0202 GL_LEQUAL = 0x0203 GL_GREATER = 0x0204 GL_NOTEQUAL = 0x0205 GL_GEQUAL = 0x0206 GL_ALWAYS = 0x0207 GL_DEPTH_TEST = 0x0B71 GL_DEPTH_BITS = 0x0D56 GL_DEPTH_CLEAR_VALUE = 0x0B73 GL_DEPTH_FUNC = 0x0B74 GL_DEPTH_RANGE = 0x0B70 GL_DEPTH_WRITEMASK = 0x0B72 GL_DEPTH_COMPONENT = 0x1902 # Lighting GL_LIGHTING = 0x0B50 GL_LIGHT0 = 0x4000 GL_LIGHT1 = 0x4001 GL_LIGHT2 = 0x4002 GL_LIGHT3 = 0x4003 GL_LIGHT4 = 0x4004 GL_LIGHT5 = 0x4005 GL_LIGHT6 = 0x4006 GL_LIGHT7 = 0x4007 GL_SPOT_EXPONENT = 0x1205 GL_SPOT_CUTOFF = 0x1206 GL_CONSTANT_ATTENUATION = 0x1207 GL_LINEAR_ATTENUATION = 0x1208 GL_QUADRATIC_ATTENUATION = 0x1209 GL_AMBIENT = 0x1200 GL_DIFFUSE = 0x1201 GL_SPECULAR = 0x1202 GL_SHININESS = 0x1601 GL_EMISSION = 0x1600 GL_POSITION = 0x1203 GL_SPOT_DIRECTION = 0x1204 GL_AMBIENT_AND_DIFFUSE = 0x1602 GL_COLOR_INDEXES = 0x1603 GL_LIGHT_MODEL_TWO_SIDE = 0x0B52 GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51 GL_LIGHT_MODEL_AMBIENT = 0x0B53 GL_FRONT_AND_BACK = 0x0408 GL_SHADE_MODEL = 0x0B54 GL_FLAT = 0x1D00 GL_SMOOTH = 0x1D01 GL_COLOR_MATERIAL = 0x0B57 GL_COLOR_MATERIAL_FACE = 0x0B55 GL_COLOR_MATERIAL_PARAMETER = 0x0B56 GL_NORMALIZE = 0x0BA1 # User clipping planes GL_CLIP_PLANE0 = 0x3000 GL_CLIP_PLANE1 = 0x3001 GL_CLIP_PLANE2 = 0x3002 GL_CLIP_PLANE3 = 0x3003 GL_CLIP_PLANE4 = 0x3004 GL_CLIP_PLANE5 = 0x3005 # Accumulation buffer GL_ACCUM_RED_BITS = 0x0D58 GL_ACCUM_GREEN_BITS = 0x0D59 GL_ACCUM_BLUE_BITS = 0x0D5A GL_ACCUM_ALPHA_BITS = 0x0D5B GL_ACCUM_CLEAR_VALUE = 0x0B80 GL_ACCUM = 0x0100 GL_ADD = 0x0104 GL_LOAD = 0x0101 GL_MULT = 0x0103 GL_RETURN = 0x0102 # Alpha testing GL_ALPHA_TEST = 0x0BC0 GL_ALPHA_TEST_REF = 0x0BC2 GL_ALPHA_TEST_FUNC = 0x0BC1 # Blending GL_BLEND = 0x0BE2 GL_BLEND_SRC = 0x0BE1 GL_BLEND_DST = 0x0BE0 GL_ZERO = 0x0 GL_ONE = 0x1 GL_SRC_COLOR = 0x0300 GL_ONE_MINUS_SRC_COLOR = 0x0301 GL_SRC_ALPHA = 0x0302 GL_ONE_MINUS_SRC_ALPHA = 0x0303 GL_DST_ALPHA = 0x0304 GL_ONE_MINUS_DST_ALPHA = 0x0305 GL_DST_COLOR = 0x0306 GL_ONE_MINUS_DST_COLOR = 0x0307 GL_SRC_ALPHA_SATURATE = 0x0308 GL_CONSTANT_COLOR = 0x8001 GL_ONE_MINUS_CONSTANT_COLOR = 0x8002 GL_CONSTANT_ALPHA = 0x8003 GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004 # Render Mode GL_FEEDBACK = 0x1C01 GL_RENDER = 0x1C00 GL_SELECT = 0x1C02 # Feedback GL_2D = 0x0600 GL_3D = 0x0601 GL_3D_COLOR = 0x0602 GL_3D_COLOR_TEXTURE = 0x0603 GL_4D_COLOR_TEXTURE = 0x0604 GL_POINT_TOKEN = 0x0701 GL_LINE_TOKEN = 0x0702 GL_LINE_RESET_TOKEN = 0x0707 GL_POLYGON_TOKEN = 0x0703 GL_BITMAP_TOKEN = 0x0704 GL_DRAW_PIXEL_TOKEN = 0x0705 GL_COPY_PIXEL_TOKEN = 0x0706 GL_PASS_THROUGH_TOKEN = 0x0700 GL_FEEDBACK_BUFFER_POINTER = 0x0DF0 GL_FEEDBACK_BUFFER_SIZE = 0x0DF1 GL_FEEDBACK_BUFFER_TYPE = 0x0DF2 # Selection GL_SELECTION_BUFFER_POINTER = 0x0DF3 GL_SELECTION_BUFFER_SIZE = 0x0DF4 # Fog GL_FOG = 0x0B60 GL_FOG_MODE = 0x0B65 GL_FOG_DENSITY = 0x0B62 GL_FOG_COLOR = 0x0B66 GL_FOG_INDEX = 0x0B61 GL_FOG_START = 0x0B63 GL_FOG_END = 0x0B64 GL_LINEAR = 0x2601 GL_EXP = 0x0800 GL_EXP2 = 0x0801 # Logic Ops GL_LOGIC_OP = 0x0BF1 GL_INDEX_LOGIC_OP = 0x0BF1 GL_COLOR_LOGIC_OP = 0x0BF2 GL_LOGIC_OP_MODE = 0x0BF0 GL_CLEAR = 0x1500 GL_SET = 0x150F GL_COPY = 0x1503 GL_COPY_INVERTED = 0x150C GL_NOOP = 0x1505 GL_INVERT = 0x150A GL_AND = 0x1501 GL_NAND = 0x150E GL_OR = 0x1507 GL_NOR = 0x1508 GL_XOR = 0x1506 GL_EQUIV = 0x1509 GL_AND_REVERSE = 0x1502 GL_AND_INVERTED = 0x1504 GL_OR_REVERSE = 0x150B GL_OR_INVERTED = 0x150D # Stencil GL_STENCIL_TEST = 0x0B90 GL_STENCIL_WRITEMASK = 0x0B98 GL_STENCIL_BITS = 0x0D57 GL_STENCIL_FUNC = 0x0B92 GL_STENCIL_VALUE_MASK = 0x0B93 GL_STENCIL_REF = 0x0B97 GL_STENCIL_FAIL = 0x0B94 GL_STENCIL_PASS_DEPTH_PASS = 0x0B96 GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95 GL_STENCIL_CLEAR_VALUE = 0x0B91 GL_STENCIL_INDEX = 0x1901 GL_KEEP = 0x1E00 GL_REPLACE = 0x1E01 GL_INCR = 0x1E02 GL_DECR = 0x1E03 # Buffers, Pixel Drawing/Reading GL_NONE = 0x0 GL_LEFT = 0x0406 GL_RIGHT = 0x0407 #GL_FRONT 0x0404 #GL_BACK 0x0405 #GL_FRONT_AND_BACK 0x0408 GL_FRONT_LEFT = 0x0400 GL_FRONT_RIGHT = 0x0401 GL_BACK_LEFT = 0x0402 GL_BACK_RIGHT = 0x0403 GL_AUX0 = 0x0409 GL_AUX1 = 0x040A GL_AUX2 = 0x040B GL_AUX3 = 0x040C GL_COLOR_INDEX = 0x1900 GL_RED = 0x1903 GL_GREEN = 0x1904 GL_BLUE = 0x1905 GL_ALPHA = 0x1906 GL_LUMINANCE = 0x1909 GL_LUMINANCE_ALPHA = 0x190A GL_ALPHA_BITS = 0x0D55 GL_RED_BITS = 0x0D52 GL_GREEN_BITS = 0x0D53 GL_BLUE_BITS = 0x0D54 GL_INDEX_BITS = 0x0D51 GL_SUBPIXEL_BITS = 0x0D50 GL_AUX_BUFFERS = 0x0C00 GL_READ_BUFFER = 0x0C02 GL_DRAW_BUFFER = 0x0C01 GL_DOUBLEBUFFER = 0x0C32 GL_STEREO = 0x0C33 GL_BITMAP = 0x1A00 GL_COLOR = 0x1800 GL_DEPTH = 0x1801 GL_STENCIL = 0x1802 GL_DITHER = 0x0BD0 GL_RGB = 0x1907 GL_RGBA = 0x1908 # Implementation limits GL_MAX_LIST_NESTING = 0x0B31 GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35 GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36 GL_MAX_NAME_STACK_DEPTH = 0x0D37 GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38 GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39 GL_MAX_EVAL_ORDER = 0x0D30 GL_MAX_LIGHTS = 0x0D31 GL_MAX_CLIP_PLANES = 0x0D32 GL_MAX_TEXTURE_SIZE = 0x0D33 GL_MAX_PIXEL_MAP_TABLE = 0x0D34 GL_MAX_VIEWPORT_DIMS = 0x0D3A GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B # Gets GL_ATTRIB_STACK_DEPTH = 0x0BB0 GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1 GL_COLOR_CLEAR_VALUE = 0x0C22 GL_COLOR_WRITEMASK = 0x0C23 GL_CURRENT_INDEX = 0x0B01 GL_CURRENT_COLOR = 0x0B00 GL_CURRENT_NORMAL = 0x0B02 GL_CURRENT_RASTER_COLOR = 0x0B04 GL_CURRENT_RASTER_DISTANCE = 0x0B09 GL_CURRENT_RASTER_INDEX = 0x0B05 GL_CURRENT_RASTER_POSITION = 0x0B07 GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06 GL_CURRENT_RASTER_POSITION_VALID = 0x0B08 GL_CURRENT_TEXTURE_COORDS = 0x0B03 GL_INDEX_CLEAR_VALUE = 0x0C20 GL_INDEX_MODE = 0x0C30 GL_INDEX_WRITEMASK = 0x0C21 GL_MODELVIEW_MATRIX = 0x0BA6 GL_MODELVIEW_STACK_DEPTH = 0x0BA3 GL_NAME_STACK_DEPTH = 0x0D70 GL_PROJECTION_MATRIX = 0x0BA7 GL_PROJECTION_STACK_DEPTH = 0x0BA4 GL_RENDER_MODE = 0x0C40 GL_RGBA_MODE = 0x0C31 GL_TEXTURE_MATRIX = 0x0BA8 GL_TEXTURE_STACK_DEPTH = 0x0BA5 GL_VIEWPORT = 0x0BA2 # Evaluators GL_AUTO_NORMAL = 0x0D80 GL_MAP1_COLOR_4 = 0x0D90 GL_MAP1_GRID_DOMAIN = 0x0DD0 GL_MAP1_GRID_SEGMENTS = 0x0DD1 GL_MAP1_INDEX = 0x0D91 GL_MAP1_NORMAL = 0x0D92 GL_MAP1_TEXTURE_COORD_1 = 0x0D93 GL_MAP1_TEXTURE_COORD_2 = 0x0D94 GL_MAP1_TEXTURE_COORD_3 = 0x0D95 GL_MAP1_TEXTURE_COORD_4 = 0x0D96 GL_MAP1_VERTEX_3 = 0x0D97 GL_MAP1_VERTEX_4 = 0x0D98 GL_MAP2_COLOR_4 = 0x0DB0 GL_MAP2_GRID_DOMAIN = 0x0DD2 GL_MAP2_GRID_SEGMENTS = 0x0DD3 GL_MAP2_INDEX = 0x0DB1 GL_MAP2_NORMAL = 0x0DB2 GL_MAP2_TEXTURE_COORD_1 = 0x0DB3 GL_MAP2_TEXTURE_COORD_2 = 0x0DB4 GL_MAP2_TEXTURE_COORD_3 = 0x0DB5 GL_MAP2_TEXTURE_COORD_4 = 0x0DB6 GL_MAP2_VERTEX_3 = 0x0DB7 GL_MAP2_VERTEX_4 = 0x0DB8 GL_COEFF = 0x0A00 GL_DOMAIN = 0x0A02 GL_ORDER = 0x0A01 # Hints GL_FOG_HINT = 0x0C54 GL_LINE_SMOOTH_HINT = 0x0C52 GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50 GL_POINT_SMOOTH_HINT = 0x0C51 GL_POLYGON_SMOOTH_HINT = 0x0C53 GL_DONT_CARE = 0x1100 GL_FASTEST = 0x1101 GL_NICEST = 0x1102 # Scissor box GL_SCISSOR_TEST = 0x0C11 GL_SCISSOR_BOX = 0x0C10 # Pixel Mode / Transfer GL_MAP_COLOR = 0x0D10 GL_MAP_STENCIL = 0x0D11 GL_INDEX_SHIFT = 0x0D12 GL_INDEX_OFFSET = 0x0D13 GL_RED_SCALE = 0x0D14 GL_RED_BIAS = 0x0D15 GL_GREEN_SCALE = 0x0D18 GL_GREEN_BIAS = 0x0D19 GL_BLUE_SCALE = 0x0D1A GL_BLUE_BIAS = 0x0D1B GL_ALPHA_SCALE = 0x0D1C GL_ALPHA_BIAS = 0x0D1D GL_DEPTH_SCALE = 0x0D1E GL_DEPTH_BIAS = 0x0D1F GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1 GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0 GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2 GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3 GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4 GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5 GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6 GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7 GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8 GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9 GL_PIXEL_MAP_S_TO_S = 0x0C71 GL_PIXEL_MAP_I_TO_I = 0x0C70 GL_PIXEL_MAP_I_TO_R = 0x0C72 GL_PIXEL_MAP_I_TO_G = 0x0C73 GL_PIXEL_MAP_I_TO_B = 0x0C74 GL_PIXEL_MAP_I_TO_A = 0x0C75 GL_PIXEL_MAP_R_TO_R = 0x0C76 GL_PIXEL_MAP_G_TO_G = 0x0C77 GL_PIXEL_MAP_B_TO_B = 0x0C78 GL_PIXEL_MAP_A_TO_A = 0x0C79 GL_PACK_ALIGNMENT = 0x0D05 GL_PACK_LSB_FIRST = 0x0D01 GL_PACK_ROW_LENGTH = 0x0D02 GL_PACK_SKIP_PIXELS = 0x0D04 GL_PACK_SKIP_ROWS = 0x0D03 GL_PACK_SWAP_BYTES = 0x0D00 GL_UNPACK_ALIGNMENT = 0x0CF5 GL_UNPACK_LSB_FIRST = 0x0CF1 GL_UNPACK_ROW_LENGTH = 0x0CF2 GL_UNPACK_SKIP_PIXELS = 0x0CF4 GL_UNPACK_SKIP_ROWS = 0x0CF3 GL_UNPACK_SWAP_BYTES = 0x0CF0 GL_ZOOM_X = 0x0D16 GL_ZOOM_Y = 0x0D17 # Texture mapping GL_TEXTURE_ENV = 0x2300 GL_TEXTURE_ENV_MODE = 0x2200 GL_TEXTURE_1D = 0x0DE0 GL_TEXTURE_2D = 0x0DE1 GL_TEXTURE_WRAP_S = 0x2802 GL_TEXTURE_WRAP_T = 0x2803 GL_TEXTURE_MAG_FILTER = 0x2800 GL_TEXTURE_MIN_FILTER = 0x2801 GL_TEXTURE_ENV_COLOR = 0x2201 GL_TEXTURE_GEN_S = 0x0C60 GL_TEXTURE_GEN_T = 0x0C61 GL_TEXTURE_GEN_MODE = 0x2500 GL_TEXTURE_BORDER_COLOR = 0x1004 GL_TEXTURE_WIDTH = 0x1000 GL_TEXTURE_HEIGHT = 0x1001 GL_TEXTURE_BORDER = 0x1005 GL_TEXTURE_COMPONENTS = 0x1003 GL_TEXTURE_RED_SIZE = 0x805C GL_TEXTURE_GREEN_SIZE = 0x805D GL_TEXTURE_BLUE_SIZE = 0x805E GL_TEXTURE_ALPHA_SIZE = 0x805F GL_TEXTURE_LUMINANCE_SIZE = 0x8060 GL_TEXTURE_INTENSITY_SIZE = 0x8061 GL_NEAREST_MIPMAP_NEAREST = 0x2700 GL_NEAREST_MIPMAP_LINEAR = 0x2702 GL_LINEAR_MIPMAP_NEAREST = 0x2701 GL_LINEAR_MIPMAP_LINEAR = 0x2703 GL_OBJECT_LINEAR = 0x2401 GL_OBJECT_PLANE = 0x2501 GL_EYE_LINEAR = 0x2400 GL_EYE_PLANE = 0x2502 GL_SPHERE_MAP = 0x2402 GL_DECAL = 0x2101 GL_MODULATE = 0x2100 GL_NEAREST = 0x2600 GL_REPEAT = 0x2901 GL_CLAMP = 0x2900 GL_S = 0x2000 GL_T = 0x2001 GL_R = 0x2002 GL_Q = 0x2003 GL_TEXTURE_GEN_R = 0x0C62 GL_TEXTURE_GEN_Q = 0x0C63 # Utility GL_VENDOR = 0x1F00 GL_RENDERER = 0x1F01 GL_VERSION = 0x1F02 GL_EXTENSIONS = 0x1F03 # Errors GL_NO_ERROR = 0x0 GL_INVALID_VALUE = 0x0501 GL_INVALID_ENUM = 0x0500 GL_INVALID_OPERATION = 0x0502 GL_STACK_OVERFLOW = 0x0503 GL_STACK_UNDERFLOW = 0x0504 GL_OUT_OF_MEMORY = 0x0505 # glPush/PopAttrib bits GL_CURRENT_BIT = 0x00000001 GL_POINT_BIT = 0x00000002 GL_LINE_BIT = 0x00000004 GL_POLYGON_BIT = 0x00000008 GL_POLYGON_STIPPLE_BIT = 0x00000010 GL_PIXEL_MODE_BIT = 0x00000020 GL_LIGHTING_BIT = 0x00000040 GL_FOG_BIT = 0x00000080 GL_DEPTH_BUFFER_BIT = 0x00000100 GL_ACCUM_BUFFER_BIT = 0x00000200 GL_STENCIL_BUFFER_BIT = 0x00000400 GL_VIEWPORT_BIT = 0x00000800 GL_TRANSFORM_BIT = 0x00001000 GL_ENABLE_BIT = 0x00002000 GL_COLOR_BUFFER_BIT = 0x00004000 GL_HINT_BIT = 0x00008000 GL_EVAL_BIT = 0x00010000 GL_LIST_BIT = 0x00020000 GL_TEXTURE_BIT = 0x00040000 GL_SCISSOR_BIT = 0x00080000 GL_ALL_ATTRIB_BITS = 0x000FFFFF # OpenGL 1.1 GL_PROXY_TEXTURE_1D = 0x8063 GL_PROXY_TEXTURE_2D = 0x8064 GL_TEXTURE_PRIORITY = 0x8066 GL_TEXTURE_RESIDENT = 0x8067 GL_TEXTURE_BINDING_1D = 0x8068 GL_TEXTURE_BINDING_2D = 0x8069 GL_TEXTURE_INTERNAL_FORMAT = 0x1003 GL_ALPHA4 = 0x803B GL_ALPHA8 = 0x803C GL_ALPHA12 = 0x803D GL_ALPHA16 = 0x803E GL_LUMINANCE4 = 0x803F GL_LUMINANCE8 = 0x8040 GL_LUMINANCE12 = 0x8041 GL_LUMINANCE16 = 0x8042 GL_LUMINANCE4_ALPHA4 = 0x8043 GL_LUMINANCE6_ALPHA2 = 0x8044 GL_LUMINANCE8_ALPHA8 = 0x8045 GL_LUMINANCE12_ALPHA4 = 0x8046 GL_LUMINANCE12_ALPHA12 = 0x8047 GL_LUMINANCE16_ALPHA16 = 0x8048 GL_INTENSITY = 0x8049 GL_INTENSITY4 = 0x804A GL_INTENSITY8 = 0x804B GL_INTENSITY12 = 0x804C GL_INTENSITY16 = 0x804D GL_R3_G3_B2 = 0x2A10 GL_RGB4 = 0x804F GL_RGB5 = 0x8050 GL_RGB8 = 0x8051 GL_RGB10 = 0x8052 GL_RGB12 = 0x8053 GL_RGB16 = 0x8054 GL_RGBA2 = 0x8055 GL_RGBA4 = 0x8056 GL_RGB5_A1 = 0x8057 GL_RGBA8 = 0x8058 GL_RGB10_A2 = 0x8059 GL_RGBA12 = 0x805A GL_RGBA16 = 0x805B GL_CLIENT_PIXEL_STORE_BIT = 0x00000001 GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002 GL_ALL_CLIENT_ATTRIB_BITS = 0xFFFFFFFF GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF