# Written by Leonardo Mariscal , 2019 ## Modern OpenGL Bindings ## ==== ## WARNING: This is a generated file. Do not edit ## Any edits will be overwritten by the generator. ## ## NimGL is completely unaffiliated with OpenGL and ## Khronos, each Doc is under individual copyright ## You can find it in their appropiate file in the ## official `repo`_ ## ## NOTE: This bindings only support modern OpenGL (3.2 >=) ## so fixed pipelines are not supported. import strutils var glGetProc: proc(procName: cstring): pointer {.cdecl.} when not defined(glCustomLoader) and not defined(emscripten): import dynlib # Thanks to ephja for this loading system when defined(windows): const glDLL = "opengl32.dll" elif defined(macosx): const glDLL = "/System/Library/Frameworks/OpenGL.framework/Versions/Current/Libraries/libGL.dylib" else: const glDLL = "libGL.so.1" let glHandle = loadLib(glDLL) if isNil(glHandle): quit("could not load: " & gldll) when defined(windows): var wglGetProcAddress = cast[proc (s: cstring): pointer {.stdcall.}]( symAddr(glHandle, "wglGetProcAddress")) elif defined(linux): var glxGetProcAddress = cast[proc (s: cstring): pointer {.cdecl.}]( symAddr(glHandle, "glXGetProcAddress")) var glxGetProcAddressArb = cast[proc (s: cstring): pointer {.cdecl.}]( symAddr(glHandle, "glXGetProcAddressARB")) glGetProc = proc(procName: cstring): pointer {.cdecl.} = when defined(windows): result = symAddr(glHandle, procName) if result != nil: return if not isNil(wglGetProcAddress): result = wglGetProcAddress(procName) elif defined(linux): result = symAddr(glHandle, procname) if result != nil: return if not isNil(glxGetProcAddressArb): result = glxGetProcAddressArb(procName) if result != nil: return if not isNil(glxGetProcAddress): result = glxGetProcAddress(procName) else: result = symAddr(glHandle, procName) if result == nil: raiseInvalidLibrary(procName) proc setGLGetProc*(getProc: proc(procName: cstring): pointer {.cdecl.}) = glGetProc = getProc type GLenum* = distinct uint32 GLboolean* = bool GLbitfield* = distinct uint32 GLvoid* = pointer GLbyte* = int8 GLshort* = int16 GLint* = int32 GLclampx* = int32 GLubyte* = uint8 GLushort* = uint16 GLuint* = uint32 GLhandle* = GLuint GLsizei* = int32 GLfloat* = float32 GLclampf* = float32 GLdouble* = float64 GLclampd* = float64 GLeglImageOES* = distinct pointer GLchar* = char GLcharArb* = char GLfixed* = int32 GLhalfNv* = uint16 GLvdpauSurfaceNv* = uint GLintptr* = int GLintptrArb* = int GLint64EXT* = int64 GLuint64EXT* = uint64 GLint64* = int64 GLsizeiptrArb* = int GLsizeiptr* = int GLsync* = distinct pointer GLuint64* = uint64 ClContext* = distinct pointer ClEvent* = distinct pointer GLdebugProc* = proc ( source: GLenum, typ: GLenum, id: GLuint, severity: GLenum, length: GLsizei, message: ptr GLchar, userParam: pointer) {.stdcall.} GLdebugProcArb* = proc ( source: GLenum, typ: GLenum, id: GLuint, severity: GLenum, len: GLsizei, message: ptr GLchar, userParam: pointer) {.stdcall.} GLdebugProcAmd* = proc ( id: GLuint, category: GLenum, severity: GLenum, len: GLsizei, message: ptr GLchar, userParam: pointer) {.stdcall.} GLdebugProcKhr* = proc ( source, typ: GLenum, id: GLuint, severity: GLenum, length: GLsizei, message: ptr GLchar, userParam: pointer) {.stdcall.} GLVULKANPROCNV* = proc(): void {.stdcall.} when defined(macosx): type GLhandleArb = pointer else: type GLhandleArb = uint32 var glVersionMajor*: int glVersionMinor*: int proc `==`*(a, b: GLenum): bool {.borrow.} proc `==`*(a, b: GLbitfield): bool {.borrow.} proc `or`*(a, b: GLbitfield): GLbitfield {.borrow.} proc hash*(x: GLenum): int = x.int # Enums const GL_CURRENT_BIT* = 0x00000001.GLbitfield GL_POINT_BIT* = 0x00000002.GLbitfield GL_LINE_BIT* = 0x00000004.GLbitfield GL_POLYGON_BIT* = 0x00000008.GLbitfield GL_POLYGON_STIPPLE_BIT* = 0x00000010.GLbitfield GL_PIXEL_MODE_BIT* = 0x00000020.GLbitfield GL_LIGHTING_BIT* = 0x00000040.GLbitfield GL_FOG_BIT* = 0x00000080.GLbitfield GL_DEPTH_BUFFER_BIT* = 0x00000100.GLbitfield GL_ACCUM_BUFFER_BIT* = 0x00000200.GLbitfield GL_STENCIL_BUFFER_BIT* = 0x00000400.GLbitfield GL_VIEWPORT_BIT* = 0x00000800.GLbitfield GL_TRANSFORM_BIT* = 0x00001000.GLbitfield GL_ENABLE_BIT* = 0x00002000.GLbitfield GL_COLOR_BUFFER_BIT* = 0x00004000.GLbitfield GL_HINT_BIT* = 0x00008000.GLbitfield GL_EVAL_BIT* = 0x00010000.GLbitfield GL_LIST_BIT* = 0x00020000.GLbitfield GL_TEXTURE_BIT* = 0x00040000.GLbitfield GL_SCISSOR_BIT* = 0x00080000.GLbitfield GL_MULTISAMPLE_BIT* = 0x20000000.GLbitfield GL_MULTISAMPLE_BIT_ARB* = 0x20000000.GLbitfield GL_MULTISAMPLE_BIT_EXT* = 0x20000000.GLbitfield GL_MULTISAMPLE_BIT_3DFX* = 0x20000000.GLbitfield GL_ALL_ATTRIB_BITS* = 0xFFFFFFFF.GLbitfield ## Guaranteed to mark all attribute groups at once GL_DYNAMIC_STORAGE_BIT* = 0x0100.GLbitfield GL_DYNAMIC_STORAGE_BIT_EXT* = 0x0100.GLbitfield GL_CLIENT_STORAGE_BIT* = 0x0200.GLbitfield GL_CLIENT_STORAGE_BIT_EXT* = 0x0200.GLbitfield GL_SPARSE_STORAGE_BIT_ARB* = 0x0400.GLbitfield GL_LGPU_SEPARATE_STORAGE_BIT_NVX* = 0x0800.GLbitfield GL_PER_GPU_STORAGE_BIT_NV* = 0x0800.GLbitfield GL_EXTERNAL_STORAGE_BIT_NVX* = 0x2000.GLbitfield GL_COVERAGE_BUFFER_BIT_NV* = 0x00008000.GLbitfield ## Collides with AttribMask bit GL_HINT_BIT. OK since this token is for OpenGL ES 2, which doesn't have attribute groups. GL_CLIENT_PIXEL_STORE_BIT* = 0x00000001.GLbitfield GL_CLIENT_VERTEX_ARRAY_BIT* = 0x00000002.GLbitfield GL_CLIENT_ALL_ATTRIB_BITS* = 0xFFFFFFFF.GLbitfield GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT* = 0x00000001.GLbitfield GL_CONTEXT_FLAG_DEBUG_BIT* = 0x00000002.GLbitfield GL_CONTEXT_FLAG_DEBUG_BIT_KHR* = 0x00000002.GLbitfield GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT* = 0x00000004.GLbitfield GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB* = 0x00000004.GLbitfield GL_CONTEXT_FLAG_NO_ERROR_BIT* = 0x00000008.GLbitfield GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR* = 0x00000008.GLbitfield GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT* = 0x00000010.GLbitfield GL_CONTEXT_CORE_PROFILE_BIT* = 0x00000001.GLbitfield GL_CONTEXT_COMPATIBILITY_PROFILE_BIT* = 0x00000002.GLbitfield GL_MAP_READ_BIT* = 0x0001.GLbitfield GL_MAP_READ_BIT_EXT* = 0x0001.GLbitfield GL_MAP_WRITE_BIT* = 0x0002.GLbitfield GL_MAP_WRITE_BIT_EXT* = 0x0002.GLbitfield GL_MAP_INVALIDATE_RANGE_BIT* = 0x0004.GLbitfield GL_MAP_INVALIDATE_RANGE_BIT_EXT* = 0x0004.GLbitfield GL_MAP_INVALIDATE_BUFFER_BIT* = 0x0008.GLbitfield GL_MAP_INVALIDATE_BUFFER_BIT_EXT* = 0x0008.GLbitfield GL_MAP_FLUSH_EXPLICIT_BIT* = 0x0010.GLbitfield GL_MAP_FLUSH_EXPLICIT_BIT_EXT* = 0x0010.GLbitfield GL_MAP_UNSYNCHRONIZED_BIT* = 0x0020.GLbitfield GL_MAP_UNSYNCHRONIZED_BIT_EXT* = 0x0020.GLbitfield GL_MAP_PERSISTENT_BIT* = 0x0040.GLbitfield GL_MAP_PERSISTENT_BIT_EXT* = 0x0040.GLbitfield GL_MAP_COHERENT_BIT* = 0x0080.GLbitfield GL_MAP_COHERENT_BIT_EXT* = 0x0080.GLbitfield GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT* = 0x00000001.GLbitfield GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT* = 0x00000001.GLbitfield GL_ELEMENT_ARRAY_BARRIER_BIT* = 0x00000002.GLbitfield GL_ELEMENT_ARRAY_BARRIER_BIT_EXT* = 0x00000002.GLbitfield GL_UNIFORM_BARRIER_BIT* = 0x00000004.GLbitfield GL_UNIFORM_BARRIER_BIT_EXT* = 0x00000004.GLbitfield GL_TEXTURE_FETCH_BARRIER_BIT* = 0x00000008.GLbitfield GL_TEXTURE_FETCH_BARRIER_BIT_EXT* = 0x00000008.GLbitfield GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV* = 0x00000010.GLbitfield GL_SHADER_IMAGE_ACCESS_BARRIER_BIT* = 0x00000020.GLbitfield GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT* = 0x00000020.GLbitfield GL_COMMAND_BARRIER_BIT* = 0x00000040.GLbitfield GL_COMMAND_BARRIER_BIT_EXT* = 0x00000040.GLbitfield GL_PIXEL_BUFFER_BARRIER_BIT* = 0x00000080.GLbitfield GL_PIXEL_BUFFER_BARRIER_BIT_EXT* = 0x00000080.GLbitfield GL_TEXTURE_UPDATE_BARRIER_BIT* = 0x00000100.GLbitfield GL_TEXTURE_UPDATE_BARRIER_BIT_EXT* = 0x00000100.GLbitfield GL_BUFFER_UPDATE_BARRIER_BIT* = 0x00000200.GLbitfield GL_BUFFER_UPDATE_BARRIER_BIT_EXT* = 0x00000200.GLbitfield GL_FRAMEBUFFER_BARRIER_BIT* = 0x00000400.GLbitfield GL_FRAMEBUFFER_BARRIER_BIT_EXT* = 0x00000400.GLbitfield GL_TRANSFORM_FEEDBACK_BARRIER_BIT* = 0x00000800.GLbitfield GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT* = 0x00000800.GLbitfield GL_ATOMIC_COUNTER_BARRIER_BIT* = 0x00001000.GLbitfield GL_ATOMIC_COUNTER_BARRIER_BIT_EXT* = 0x00001000.GLbitfield GL_SHADER_STORAGE_BARRIER_BIT* = 0x00002000.GLbitfield GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT* = 0x00004000.GLbitfield GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT* = 0x00004000.GLbitfield GL_QUERY_BUFFER_BARRIER_BIT* = 0x00008000.GLbitfield GL_ALL_BARRIER_BITS* = 0xFFFFFFFF.GLbitfield GL_ALL_BARRIER_BITS_EXT* = 0xFFFFFFFF.GLbitfield GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD* = 0x00000001.GLbitfield GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD* = 0x00000002.GLbitfield GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD* = 0x00000004.GLbitfield GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD* = 0x00000008.GLbitfield GL_QUERY_ALL_EVENT_BITS_AMD* = 0xFFFFFFFF.GLbitfield GL_SYNC_FLUSH_COMMANDS_BIT* = 0x00000001.GLbitfield GL_SYNC_FLUSH_COMMANDS_BIT_APPLE* = 0x00000001.GLbitfield GL_VERTEX_SHADER_BIT* = 0x00000001.GLbitfield GL_VERTEX_SHADER_BIT_EXT* = 0x00000001.GLbitfield GL_FRAGMENT_SHADER_BIT* = 0x00000002.GLbitfield GL_FRAGMENT_SHADER_BIT_EXT* = 0x00000002.GLbitfield GL_GEOMETRY_SHADER_BIT* = 0x00000004.GLbitfield GL_GEOMETRY_SHADER_BIT_EXT* = 0x00000004.GLbitfield GL_GEOMETRY_SHADER_BIT_OES* = 0x00000004.GLbitfield GL_TESS_CONTROL_SHADER_BIT* = 0x00000008.GLbitfield GL_TESS_CONTROL_SHADER_BIT_EXT* = 0x00000008.GLbitfield GL_TESS_CONTROL_SHADER_BIT_OES* = 0x00000008.GLbitfield GL_TESS_EVALUATION_SHADER_BIT* = 0x00000010.GLbitfield GL_TESS_EVALUATION_SHADER_BIT_EXT* = 0x00000010.GLbitfield GL_TESS_EVALUATION_SHADER_BIT_OES* = 0x00000010.GLbitfield GL_COMPUTE_SHADER_BIT* = 0x00000020.GLbitfield GL_MESH_SHADER_BIT_NV* = 0x00000040.GLbitfield GL_TASK_SHADER_BIT_NV* = 0x00000080.GLbitfield GL_ALL_SHADER_BITS* = 0xFFFFFFFF.GLbitfield GL_ALL_SHADER_BITS_EXT* = 0xFFFFFFFF.GLbitfield GL_SUBGROUP_FEATURE_BASIC_BIT_KHR* = 0x00000001.GLbitfield GL_SUBGROUP_FEATURE_VOTE_BIT_KHR* = 0x00000002.GLbitfield GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR* = 0x00000004.GLbitfield GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR* = 0x00000008.GLbitfield GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR* = 0x00000010.GLbitfield GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR* = 0x00000020.GLbitfield GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR* = 0x00000040.GLbitfield GL_SUBGROUP_FEATURE_QUAD_BIT_KHR* = 0x00000080.GLbitfield GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV* = 0x00000100.GLbitfield GL_TEXTURE_STORAGE_SPARSE_BIT_AMD* = 0x00000001.GLbitfield GL_RED_BIT_ATI* = 0x00000001.GLbitfield GL_GREEN_BIT_ATI* = 0x00000002.GLbitfield GL_BLUE_BIT_ATI* = 0x00000004.GLbitfield GL_2X_BIT_ATI* = 0x00000001.GLbitfield GL_4X_BIT_ATI* = 0x00000002.GLbitfield GL_8X_BIT_ATI* = 0x00000004.GLbitfield GL_HALF_BIT_ATI* = 0x00000008.GLbitfield GL_QUARTER_BIT_ATI* = 0x00000010.GLbitfield GL_EIGHTH_BIT_ATI* = 0x00000020.GLbitfield GL_SATURATE_BIT_ATI* = 0x00000040.GLbitfield GL_COMP_BIT_ATI* = 0x00000002.GLbitfield GL_NEGATE_BIT_ATI* = 0x00000004.GLbitfield GL_BIAS_BIT_ATI* = 0x00000008.GLbitfield GL_TRACE_OPERATIONS_BIT_MESA* = 0x0001.GLbitfield GL_TRACE_PRIMITIVES_BIT_MESA* = 0x0002.GLbitfield GL_TRACE_ARRAYS_BIT_MESA* = 0x0004.GLbitfield GL_TRACE_TEXTURES_BIT_MESA* = 0x0008.GLbitfield GL_TRACE_PIXELS_BIT_MESA* = 0x0010.GLbitfield GL_TRACE_ERRORS_BIT_MESA* = 0x0020.GLbitfield GL_TRACE_ALL_BITS_MESA* = 0xFFFF.GLbitfield GL_BOLD_BIT_NV* = 0x01.GLbitfield GL_ITALIC_BIT_NV* = 0x02.GLbitfield GL_GLYPH_WIDTH_BIT_NV* = 0x01.GLbitfield GL_GLYPH_HEIGHT_BIT_NV* = 0x02.GLbitfield GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV* = 0x04.GLbitfield GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV* = 0x08.GLbitfield GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV* = 0x10.GLbitfield GL_GLYPH_VERTICAL_BEARING_X_BIT_NV* = 0x20.GLbitfield GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV* = 0x40.GLbitfield GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV* = 0x80.GLbitfield GL_GLYPH_HAS_KERNING_BIT_NV* = 0x100.GLbitfield GL_FONT_X_MIN_BOUNDS_BIT_NV* = 0x00010000.GLbitfield GL_FONT_Y_MIN_BOUNDS_BIT_NV* = 0x00020000.GLbitfield GL_FONT_X_MAX_BOUNDS_BIT_NV* = 0x00040000.GLbitfield GL_FONT_Y_MAX_BOUNDS_BIT_NV* = 0x00080000.GLbitfield GL_FONT_UNITS_PER_EM_BIT_NV* = 0x00100000.GLbitfield GL_FONT_ASCENDER_BIT_NV* = 0x00200000.GLbitfield GL_FONT_DESCENDER_BIT_NV* = 0x00400000.GLbitfield GL_FONT_HEIGHT_BIT_NV* = 0x00800000.GLbitfield GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV* = 0x01000000.GLbitfield GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV* = 0x02000000.GLbitfield GL_FONT_UNDERLINE_POSITION_BIT_NV* = 0x04000000.GLbitfield GL_FONT_UNDERLINE_THICKNESS_BIT_NV* = 0x08000000.GLbitfield GL_FONT_HAS_KERNING_BIT_NV* = 0x10000000.GLbitfield GL_FONT_NUM_GLYPH_INDICES_BIT_NV* = 0x20000000.GLbitfield GL_PERFQUERY_SINGLE_CONTEXT_INTEL* = 0x00000000.GLbitfield GL_PERFQUERY_GLOBAL_CONTEXT_INTEL* = 0x00000001.GLbitfield GL_VERTEX23_BIT_PGI* = 0x00000004.GLbitfield GL_VERTEX4_BIT_PGI* = 0x00000008.GLbitfield GL_COLOR3_BIT_PGI* = 0x00010000.GLbitfield GL_COLOR4_BIT_PGI* = 0x00020000.GLbitfield GL_EDGEFLAG_BIT_PGI* = 0x00040000.GLbitfield GL_INDEX_BIT_PGI* = 0x00080000.GLbitfield GL_MAT_AMBIENT_BIT_PGI* = 0x00100000.GLbitfield GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI* = 0x00200000.GLbitfield GL_MAT_DIFFUSE_BIT_PGI* = 0x00400000.GLbitfield GL_MAT_EMISSION_BIT_PGI* = 0x00800000.GLbitfield GL_MAT_COLOR_INDEXES_BIT_PGI* = 0x01000000.GLbitfield GL_MAT_SHININESS_BIT_PGI* = 0x02000000.GLbitfield GL_MAT_SPECULAR_BIT_PGI* = 0x04000000.GLbitfield GL_NORMAL_BIT_PGI* = 0x08000000.GLbitfield GL_TEXCOORD1_BIT_PGI* = 0x10000000.GLbitfield GL_TEXCOORD2_BIT_PGI* = 0x20000000.GLbitfield GL_TEXCOORD3_BIT_PGI* = 0x40000000.GLbitfield GL_TEXCOORD4_BIT_PGI* = 0x80000000.GLbitfield GL_COLOR_BUFFER_BIT0_QCOM* = 0x00000001.GLbitfield GL_COLOR_BUFFER_BIT1_QCOM* = 0x00000002.GLbitfield GL_COLOR_BUFFER_BIT2_QCOM* = 0x00000004.GLbitfield GL_COLOR_BUFFER_BIT3_QCOM* = 0x00000008.GLbitfield GL_COLOR_BUFFER_BIT4_QCOM* = 0x00000010.GLbitfield GL_COLOR_BUFFER_BIT5_QCOM* = 0x00000020.GLbitfield GL_COLOR_BUFFER_BIT6_QCOM* = 0x00000040.GLbitfield GL_COLOR_BUFFER_BIT7_QCOM* = 0x00000080.GLbitfield GL_DEPTH_BUFFER_BIT0_QCOM* = 0x00000100.GLbitfield GL_DEPTH_BUFFER_BIT1_QCOM* = 0x00000200.GLbitfield GL_DEPTH_BUFFER_BIT2_QCOM* = 0x00000400.GLbitfield GL_DEPTH_BUFFER_BIT3_QCOM* = 0x00000800.GLbitfield GL_DEPTH_BUFFER_BIT4_QCOM* = 0x00001000.GLbitfield GL_DEPTH_BUFFER_BIT5_QCOM* = 0x00002000.GLbitfield GL_DEPTH_BUFFER_BIT6_QCOM* = 0x00004000.GLbitfield GL_DEPTH_BUFFER_BIT7_QCOM* = 0x00008000.GLbitfield GL_STENCIL_BUFFER_BIT0_QCOM* = 0x00010000.GLbitfield GL_STENCIL_BUFFER_BIT1_QCOM* = 0x00020000.GLbitfield GL_STENCIL_BUFFER_BIT2_QCOM* = 0x00040000.GLbitfield GL_STENCIL_BUFFER_BIT3_QCOM* = 0x00080000.GLbitfield GL_STENCIL_BUFFER_BIT4_QCOM* = 0x00100000.GLbitfield GL_STENCIL_BUFFER_BIT5_QCOM* = 0x00200000.GLbitfield GL_STENCIL_BUFFER_BIT6_QCOM* = 0x00400000.GLbitfield GL_STENCIL_BUFFER_BIT7_QCOM* = 0x00800000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT0_QCOM* = 0x01000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT1_QCOM* = 0x02000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT2_QCOM* = 0x04000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT3_QCOM* = 0x08000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT4_QCOM* = 0x10000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT5_QCOM* = 0x20000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT6_QCOM* = 0x40000000.GLbitfield GL_MULTISAMPLE_BUFFER_BIT7_QCOM* = 0x80000000.GLbitfield GL_FOVEATION_ENABLE_BIT_QCOM* = 0x00000001.GLbitfield GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM* = 0x00000002.GLbitfield GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM* = 0x00000004.GLbitfield GL_TEXTURE_DEFORMATION_BIT_SGIX* = 0x00000001.GLbitfield GL_GEOMETRY_DEFORMATION_BIT_SGIX* = 0x00000002.GLbitfield GL_TERMINATE_SEQUENCE_COMMAND_NV* = 0x0000.GLenum GL_NOP_COMMAND_NV* = 0x0001.GLenum GL_DRAW_ELEMENTS_COMMAND_NV* = 0x0002.GLenum GL_DRAW_ARRAYS_COMMAND_NV* = 0x0003.GLenum GL_DRAW_ELEMENTS_STRIP_COMMAND_NV* = 0x0004.GLenum GL_DRAW_ARRAYS_STRIP_COMMAND_NV* = 0x0005.GLenum GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV* = 0x0006.GLenum GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV* = 0x0007.GLenum GL_ELEMENT_ADDRESS_COMMAND_NV* = 0x0008.GLenum GL_ATTRIBUTE_ADDRESS_COMMAND_NV* = 0x0009.GLenum GL_UNIFORM_ADDRESS_COMMAND_NV* = 0x000A.GLenum GL_BLEND_COLOR_COMMAND_NV* = 0x000B.GLenum GL_STENCIL_REF_COMMAND_NV* = 0x000C.GLenum GL_LINE_WIDTH_COMMAND_NV* = 0x000D.GLenum GL_POLYGON_OFFSET_COMMAND_NV* = 0x000E.GLenum GL_ALPHA_REF_COMMAND_NV* = 0x000F.GLenum GL_VIEWPORT_COMMAND_NV* = 0x0010.GLenum GL_SCISSOR_COMMAND_NV* = 0x0011.GLenum GL_FRONT_FACE_COMMAND_NV* = 0x0012.GLenum GL_LAYOUT_DEFAULT_INTEL* = 0.GLenum GL_LAYOUT_LINEAR_INTEL* = 1.GLenum GL_LAYOUT_LINEAR_CPU_CACHED_INTEL* = 2.GLenum GL_CLOSE_PATH_NV* = 0x00.GLenum GL_MOVE_TO_NV* = 0x02.GLenum GL_RELATIVE_MOVE_TO_NV* = 0x03.GLenum GL_LINE_TO_NV* = 0x04.GLenum GL_RELATIVE_LINE_TO_NV* = 0x05.GLenum GL_HORIZONTAL_LINE_TO_NV* = 0x06.GLenum GL_RELATIVE_HORIZONTAL_LINE_TO_NV* = 0x07.GLenum GL_VERTICAL_LINE_TO_NV* = 0x08.GLenum GL_RELATIVE_VERTICAL_LINE_TO_NV* = 0x09.GLenum GL_QUADRATIC_CURVE_TO_NV* = 0x0A.GLenum GL_RELATIVE_QUADRATIC_CURVE_TO_NV* = 0x0B.GLenum GL_CUBIC_CURVE_TO_NV* = 0x0C.GLenum GL_RELATIVE_CUBIC_CURVE_TO_NV* = 0x0D.GLenum GL_SMOOTH_QUADRATIC_CURVE_TO_NV* = 0x0E.GLenum GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV* = 0x0F.GLenum GL_SMOOTH_CUBIC_CURVE_TO_NV* = 0x10.GLenum GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV* = 0x11.GLenum GL_SMALL_CCW_ARC_TO_NV* = 0x12.GLenum GL_RELATIVE_SMALL_CCW_ARC_TO_NV* = 0x13.GLenum GL_SMALL_CW_ARC_TO_NV* = 0x14.GLenum GL_RELATIVE_SMALL_CW_ARC_TO_NV* = 0x15.GLenum GL_LARGE_CCW_ARC_TO_NV* = 0x16.GLenum GL_RELATIVE_LARGE_CCW_ARC_TO_NV* = 0x17.GLenum GL_LARGE_CW_ARC_TO_NV* = 0x18.GLenum GL_RELATIVE_LARGE_CW_ARC_TO_NV* = 0x19.GLenum GL_CONIC_CURVE_TO_NV* = 0x1A.GLenum GL_RELATIVE_CONIC_CURVE_TO_NV* = 0x1B.GLenum GL_SHARED_EDGE_NV* = 0xC0.GLenum GL_ROUNDED_RECT_NV* = 0xE8.GLenum GL_RELATIVE_ROUNDED_RECT_NV* = 0xE9.GLenum GL_ROUNDED_RECT2_NV* = 0xEA.GLenum GL_RELATIVE_ROUNDED_RECT2_NV* = 0xEB.GLenum GL_ROUNDED_RECT4_NV* = 0xEC.GLenum GL_RELATIVE_ROUNDED_RECT4_NV* = 0xED.GLenum GL_ROUNDED_RECT8_NV* = 0xEE.GLenum GL_RELATIVE_ROUNDED_RECT8_NV* = 0xEF.GLenum GL_RESTART_PATH_NV* = 0xF0.GLenum GL_DUP_FIRST_CUBIC_CURVE_TO_NV* = 0xF2.GLenum GL_DUP_LAST_CUBIC_CURVE_TO_NV* = 0xF4.GLenum GL_RECT_NV* = 0xF6.GLenum GL_RELATIVE_RECT_NV* = 0xF7.GLenum GL_CIRCULAR_CCW_ARC_TO_NV* = 0xF8.GLenum GL_CIRCULAR_CW_ARC_TO_NV* = 0xFA.GLenum GL_CIRCULAR_TANGENT_ARC_TO_NV* = 0xFC.GLenum GL_ARC_TO_NV* = 0xFE.GLenum GL_RELATIVE_ARC_TO_NV* = 0xFF.GLenum GL_NEXT_BUFFER_NV* = -2 GL_SKIP_COMPONENTS4_NV* = -3 GL_SKIP_COMPONENTS3_NV* = -4 GL_SKIP_COMPONENTS2_NV* = -5 GL_SKIP_COMPONENTS1_NV* = -6 GL_RESTART_SUN* = 0x0001.GLenum GL_REPLACE_MIDDLE_SUN* = 0x0002.GLenum GL_REPLACE_OLDEST_SUN* = 0x0003.GLenum GL_FALSE* = 0.GLenum GL_NO_ERROR* = 0.GLenum GL_ZERO* = 0.GLenum GL_NONE* = 0.GLenum GL_NONE_OES* = 0.GLenum GL_TRUE* = 1.GLenum GL_ONE* = 1.GLenum GL_INVALID_INDEX* = 0xFFFFFFFF'u32 ## Tagged as uint GL_ALL_PIXELS_AMD* = 0xFFFFFFFF.GLenum GL_TIMEOUT_IGNORED* = 0xFFFFFFFFFFFFFFFF'u64 ## Tagged as uint64 GL_TIMEOUT_IGNORED_APPLE* = 0xFFFFFFFFFFFFFFFF'u64 ## Tagged as uint64 GL_VERSION_ES_CL_1_0* = 1.GLenum ## Not an API enum. API definition macro for ES 1.0/1.1 headers GL_VERSION_ES_CM_1_1* = 1.GLenum ## Not an API enum. API definition macro for ES 1.0/1.1 headers GL_VERSION_ES_CL_1_1* = 1.GLenum ## Not an API enum. API definition macro for ES 1.0/1.1 headers GL_UUID_SIZE_EXT* = 16.GLenum GL_LUID_SIZE_EXT* = 8.GLenum GL_POINTS* = 0x0000.GLenum GL_LINES* = 0x0001.GLenum GL_LINE_LOOP* = 0x0002.GLenum GL_LINE_STRIP* = 0x0003.GLenum GL_TRIANGLES* = 0x0004.GLenum GL_TRIANGLE_STRIP* = 0x0005.GLenum GL_TRIANGLE_FAN* = 0x0006.GLenum GL_QUADS* = 0x0007.GLenum GL_QUADS_EXT* = 0x0007.GLenum GL_QUADS_OES* = 0x0007.GLenum GL_QUAD_STRIP* = 0x0008.GLenum GL_POLYGON* = 0x0009.GLenum GL_LINES_ADJACENCY* = 0x000A.GLenum GL_LINES_ADJACENCY_ARB* = 0x000A.GLenum GL_LINES_ADJACENCY_EXT* = 0x000A.GLenum GL_LINES_ADJACENCY_OES* = 0x000A.GLenum GL_LINE_STRIP_ADJACENCY* = 0x000B.GLenum GL_LINE_STRIP_ADJACENCY_ARB* = 0x000B.GLenum GL_LINE_STRIP_ADJACENCY_EXT* = 0x000B.GLenum GL_LINE_STRIP_ADJACENCY_OES* = 0x000B.GLenum GL_TRIANGLES_ADJACENCY* = 0x000C.GLenum GL_TRIANGLES_ADJACENCY_ARB* = 0x000C.GLenum GL_TRIANGLES_ADJACENCY_EXT* = 0x000C.GLenum GL_TRIANGLES_ADJACENCY_OES* = 0x000C.GLenum GL_TRIANGLE_STRIP_ADJACENCY* = 0x000D.GLenum GL_TRIANGLE_STRIP_ADJACENCY_ARB* = 0x000D.GLenum GL_TRIANGLE_STRIP_ADJACENCY_EXT* = 0x000D.GLenum GL_TRIANGLE_STRIP_ADJACENCY_OES* = 0x000D.GLenum GL_PATCHES* = 0x000E.GLenum GL_PATCHES_EXT* = 0x000E.GLenum GL_PATCHES_OES* = 0x000E.GLenum GL_ACCUM* = 0x0100.GLenum GL_LOAD* = 0x0101.GLenum GL_RETURN* = 0x0102.GLenum GL_MULT* = 0x0103.GLenum GL_ADD* = 0x0104.GLenum GL_NEVER* = 0x0200.GLenum GL_LESS* = 0x0201.GLenum GL_EQUAL* = 0x0202.GLenum GL_LEQUAL* = 0x0203.GLenum GL_GREATER* = 0x0204.GLenum GL_NOTEQUAL* = 0x0205.GLenum GL_GEQUAL* = 0x0206.GLenum GL_ALWAYS* = 0x0207.GLenum GL_SRC_COLOR* = 0x0300.GLenum GL_ONE_MINUS_SRC_COLOR* = 0x0301.GLenum GL_SRC_ALPHA* = 0x0302.GLenum GL_ONE_MINUS_SRC_ALPHA* = 0x0303.GLenum GL_DST_ALPHA* = 0x0304.GLenum GL_ONE_MINUS_DST_ALPHA* = 0x0305.GLenum GL_DST_COLOR* = 0x0306.GLenum GL_ONE_MINUS_DST_COLOR* = 0x0307.GLenum GL_SRC_ALPHA_SATURATE* = 0x0308.GLenum GL_SRC_ALPHA_SATURATE_EXT* = 0x0308.GLenum GL_FRONT_LEFT* = 0x0400.GLenum GL_FRONT_RIGHT* = 0x0401.GLenum GL_BACK_LEFT* = 0x0402.GLenum GL_BACK_RIGHT* = 0x0403.GLenum GL_FRONT* = 0x0404.GLenum GL_BACK* = 0x0405.GLenum GL_LEFT* = 0x0406.GLenum GL_RIGHT* = 0x0407.GLenum GL_FRONT_AND_BACK* = 0x0408.GLenum GL_AUX0* = 0x0409.GLenum GL_AUX1* = 0x040A.GLenum GL_AUX2* = 0x040B.GLenum GL_AUX3* = 0x040C.GLenum GL_INVALID_ENUM* = 0x0500.GLenum GL_INVALID_VALUE* = 0x0501.GLenum GL_INVALID_OPERATION* = 0x0502.GLenum GL_STACK_OVERFLOW* = 0x0503.GLenum GL_STACK_OVERFLOW_KHR* = 0x0503.GLenum GL_STACK_UNDERFLOW* = 0x0504.GLenum GL_STACK_UNDERFLOW_KHR* = 0x0504.GLenum GL_OUT_OF_MEMORY* = 0x0505.GLenum GL_INVALID_FRAMEBUFFER_OPERATION* = 0x0506.GLenum GL_INVALID_FRAMEBUFFER_OPERATION_EXT* = 0x0506.GLenum GL_INVALID_FRAMEBUFFER_OPERATION_OES* = 0x0506.GLenum GL_CONTEXT_LOST* = 0x0507.GLenum GL_CONTEXT_LOST_KHR* = 0x0507.GLenum GL_2D* = 0x0600.GLenum GL_3D* = 0x0601.GLenum GL_3D_COLOR* = 0x0602.GLenum GL_3D_COLOR_TEXTURE* = 0x0603.GLenum GL_4D_COLOR_TEXTURE* = 0x0604.GLenum GL_PASS_THROUGH_TOKEN* = 0x0700.GLenum GL_POINT_TOKEN* = 0x0701.GLenum GL_LINE_TOKEN* = 0x0702.GLenum GL_POLYGON_TOKEN* = 0x0703.GLenum GL_BITMAP_TOKEN* = 0x0704.GLenum GL_DRAW_PIXEL_TOKEN* = 0x0705.GLenum GL_COPY_PIXEL_TOKEN* = 0x0706.GLenum GL_LINE_RESET_TOKEN* = 0x0707.GLenum GL_EXP* = 0x0800.GLenum GL_EXP2* = 0x0801.GLenum GL_CW* = 0x0900.GLenum GL_CCW* = 0x0901.GLenum GL_COEFF* = 0x0A00.GLenum GL_ORDER* = 0x0A01.GLenum GL_DOMAIN* = 0x0A02.GLenum GL_CURRENT_COLOR* = 0x0B00.GLenum GL_CURRENT_INDEX* = 0x0B01.GLenum GL_CURRENT_NORMAL* = 0x0B02.GLenum GL_CURRENT_TEXTURE_COORDS* = 0x0B03.GLenum GL_CURRENT_RASTER_COLOR* = 0x0B04.GLenum GL_CURRENT_RASTER_INDEX* = 0x0B05.GLenum GL_CURRENT_RASTER_TEXTURE_COORDS* = 0x0B06.GLenum GL_CURRENT_RASTER_POSITION* = 0x0B07.GLenum GL_CURRENT_RASTER_POSITION_VALID* = 0x0B08.GLenum GL_CURRENT_RASTER_DISTANCE* = 0x0B09.GLenum GL_POINT_SMOOTH* = 0x0B10.GLenum GL_POINT_SIZE* = 0x0B11.GLenum GL_POINT_SIZE_RANGE* = 0x0B12.GLenum GL_SMOOTH_POINT_SIZE_RANGE* = 0x0B12.GLenum GL_POINT_SIZE_GRANULARITY* = 0x0B13.GLenum GL_SMOOTH_POINT_SIZE_GRANULARITY* = 0x0B13.GLenum GL_LINE_SMOOTH* = 0x0B20.GLenum GL_LINE_WIDTH* = 0x0B21.GLenum GL_LINE_WIDTH_RANGE* = 0x0B22.GLenum GL_SMOOTH_LINE_WIDTH_RANGE* = 0x0B22.GLenum GL_LINE_WIDTH_GRANULARITY* = 0x0B23.GLenum GL_SMOOTH_LINE_WIDTH_GRANULARITY* = 0x0B23.GLenum GL_LINE_STIPPLE* = 0x0B24.GLenum GL_LINE_STIPPLE_PATTERN* = 0x0B25.GLenum GL_LINE_STIPPLE_REPEAT* = 0x0B26.GLenum GL_LIST_MODE* = 0x0B30.GLenum GL_MAX_LIST_NESTING* = 0x0B31.GLenum GL_LIST_BASE* = 0x0B32.GLenum GL_LIST_INDEX* = 0x0B33.GLenum GL_POLYGON_MODE* = 0x0B40.GLenum GL_POLYGON_MODE_NV* = 0x0B40.GLenum GL_POLYGON_SMOOTH* = 0x0B41.GLenum GL_POLYGON_STIPPLE* = 0x0B42.GLenum GL_EDGE_FLAG* = 0x0B43.GLenum GL_CULL_FACE* = 0x0B44.GLenum GL_CULL_FACE_MODE* = 0x0B45.GLenum GL_FRONT_FACE* = 0x0B46.GLenum GL_LIGHTING* = 0x0B50.GLenum GL_LIGHT_MODEL_LOCAL_VIEWER* = 0x0B51.GLenum GL_LIGHT_MODEL_TWO_SIDE* = 0x0B52.GLenum GL_LIGHT_MODEL_AMBIENT* = 0x0B53.GLenum GL_SHADE_MODEL* = 0x0B54.GLenum GL_COLOR_MATERIAL_FACE* = 0x0B55.GLenum GL_COLOR_MATERIAL_PARAMETER* = 0x0B56.GLenum GL_COLOR_MATERIAL* = 0x0B57.GLenum GL_FOG* = 0x0B60.GLenum GL_FOG_INDEX* = 0x0B61.GLenum GL_FOG_DENSITY* = 0x0B62.GLenum GL_FOG_START* = 0x0B63.GLenum GL_FOG_END* = 0x0B64.GLenum GL_FOG_MODE* = 0x0B65.GLenum GL_FOG_COLOR* = 0x0B66.GLenum GL_DEPTH_RANGE* = 0x0B70.GLenum GL_DEPTH_TEST* = 0x0B71.GLenum GL_DEPTH_WRITEMASK* = 0x0B72.GLenum GL_DEPTH_CLEAR_VALUE* = 0x0B73.GLenum GL_DEPTH_FUNC* = 0x0B74.GLenum GL_ACCUM_CLEAR_VALUE* = 0x0B80.GLenum GL_STENCIL_TEST* = 0x0B90.GLenum GL_STENCIL_CLEAR_VALUE* = 0x0B91.GLenum GL_STENCIL_FUNC* = 0x0B92.GLenum GL_STENCIL_VALUE_MASK* = 0x0B93.GLenum GL_STENCIL_FAIL* = 0x0B94.GLenum GL_STENCIL_PASS_DEPTH_FAIL* = 0x0B95.GLenum GL_STENCIL_PASS_DEPTH_PASS* = 0x0B96.GLenum GL_STENCIL_REF* = 0x0B97.GLenum GL_STENCIL_WRITEMASK* = 0x0B98.GLenum GL_MATRIX_MODE* = 0x0BA0.GLenum GL_NORMALIZE* = 0x0BA1.GLenum GL_VIEWPORT* = 0x0BA2.GLenum GL_MODELVIEW_STACK_DEPTH* = 0x0BA3.GLenum GL_MODELVIEW0_STACK_DEPTH_EXT* = 0x0BA3.GLenum GL_PATH_MODELVIEW_STACK_DEPTH_NV* = 0x0BA3.GLenum GL_PROJECTION_STACK_DEPTH* = 0x0BA4.GLenum GL_PATH_PROJECTION_STACK_DEPTH_NV* = 0x0BA4.GLenum GL_TEXTURE_STACK_DEPTH* = 0x0BA5.GLenum GL_MODELVIEW_MATRIX* = 0x0BA6.GLenum GL_MODELVIEW0_MATRIX_EXT* = 0x0BA6.GLenum GL_PATH_MODELVIEW_MATRIX_NV* = 0x0BA6.GLenum GL_PROJECTION_MATRIX* = 0x0BA7.GLenum GL_PATH_PROJECTION_MATRIX_NV* = 0x0BA7.GLenum GL_TEXTURE_MATRIX* = 0x0BA8.GLenum GL_ATTRIB_STACK_DEPTH* = 0x0BB0.GLenum GL_CLIENT_ATTRIB_STACK_DEPTH* = 0x0BB1.GLenum GL_ALPHA_TEST* = 0x0BC0.GLenum GL_ALPHA_TEST_QCOM* = 0x0BC0.GLenum GL_ALPHA_TEST_FUNC* = 0x0BC1.GLenum GL_ALPHA_TEST_FUNC_QCOM* = 0x0BC1.GLenum GL_ALPHA_TEST_REF* = 0x0BC2.GLenum GL_ALPHA_TEST_REF_QCOM* = 0x0BC2.GLenum GL_DITHER* = 0x0BD0.GLenum GL_BLEND_DST* = 0x0BE0.GLenum GL_BLEND_SRC* = 0x0BE1.GLenum GL_BLEND* = 0x0BE2.GLenum GL_LOGIC_OP_MODE* = 0x0BF0.GLenum GL_INDEX_LOGIC_OP* = 0x0BF1.GLenum GL_LOGIC_OP* = 0x0BF1.GLenum GL_COLOR_LOGIC_OP* = 0x0BF2.GLenum GL_AUX_BUFFERS* = 0x0C00.GLenum GL_DRAW_BUFFER* = 0x0C01.GLenum GL_DRAW_BUFFER_EXT* = 0x0C01.GLenum GL_READ_BUFFER* = 0x0C02.GLenum GL_READ_BUFFER_EXT* = 0x0C02.GLenum GL_READ_BUFFER_NV* = 0x0C02.GLenum GL_SCISSOR_BOX* = 0x0C10.GLenum GL_SCISSOR_TEST* = 0x0C11.GLenum GL_INDEX_CLEAR_VALUE* = 0x0C20.GLenum GL_INDEX_WRITEMASK* = 0x0C21.GLenum GL_COLOR_CLEAR_VALUE* = 0x0C22.GLenum GL_COLOR_WRITEMASK* = 0x0C23.GLenum GL_INDEX_MODE* = 0x0C30.GLenum GL_RGBA_MODE* = 0x0C31.GLenum GL_DOUBLEBUFFER* = 0x0C32.GLenum GL_STEREO* = 0x0C33.GLenum GL_RENDER_MODE* = 0x0C40.GLenum GL_PERSPECTIVE_CORRECTION_HINT* = 0x0C50.GLenum GL_POINT_SMOOTH_HINT* = 0x0C51.GLenum GL_LINE_SMOOTH_HINT* = 0x0C52.GLenum GL_POLYGON_SMOOTH_HINT* = 0x0C53.GLenum GL_FOG_HINT* = 0x0C54.GLenum GL_TEXTURE_GEN_S* = 0x0C60.GLenum GL_TEXTURE_GEN_T* = 0x0C61.GLenum GL_TEXTURE_GEN_R* = 0x0C62.GLenum GL_TEXTURE_GEN_Q* = 0x0C63.GLenum GL_PIXEL_MAP_I_TO_I* = 0x0C70.GLenum GL_PIXEL_MAP_S_TO_S* = 0x0C71.GLenum GL_PIXEL_MAP_I_TO_R* = 0x0C72.GLenum GL_PIXEL_MAP_I_TO_G* = 0x0C73.GLenum GL_PIXEL_MAP_I_TO_B* = 0x0C74.GLenum GL_PIXEL_MAP_I_TO_A* = 0x0C75.GLenum GL_PIXEL_MAP_R_TO_R* = 0x0C76.GLenum GL_PIXEL_MAP_G_TO_G* = 0x0C77.GLenum GL_PIXEL_MAP_B_TO_B* = 0x0C78.GLenum GL_PIXEL_MAP_A_TO_A* = 0x0C79.GLenum GL_PIXEL_MAP_I_TO_I_SIZE* = 0x0CB0.GLenum GL_PIXEL_MAP_S_TO_S_SIZE* = 0x0CB1.GLenum GL_PIXEL_MAP_I_TO_R_SIZE* = 0x0CB2.GLenum GL_PIXEL_MAP_I_TO_G_SIZE* = 0x0CB3.GLenum GL_PIXEL_MAP_I_TO_B_SIZE* = 0x0CB4.GLenum GL_PIXEL_MAP_I_TO_A_SIZE* = 0x0CB5.GLenum GL_PIXEL_MAP_R_TO_R_SIZE* = 0x0CB6.GLenum GL_PIXEL_MAP_G_TO_G_SIZE* = 0x0CB7.GLenum GL_PIXEL_MAP_B_TO_B_SIZE* = 0x0CB8.GLenum GL_PIXEL_MAP_A_TO_A_SIZE* = 0x0CB9.GLenum GL_UNPACK_SWAP_BYTES* = 0x0CF0.GLenum GL_UNPACK_LSB_FIRST* = 0x0CF1.GLenum GL_UNPACK_ROW_LENGTH* = 0x0CF2.GLenum GL_UNPACK_ROW_LENGTH_EXT* = 0x0CF2.GLenum GL_UNPACK_SKIP_ROWS* = 0x0CF3.GLenum GL_UNPACK_SKIP_ROWS_EXT* = 0x0CF3.GLenum GL_UNPACK_SKIP_PIXELS* = 0x0CF4.GLenum GL_UNPACK_SKIP_PIXELS_EXT* = 0x0CF4.GLenum GL_UNPACK_ALIGNMENT* = 0x0CF5.GLenum GL_PACK_SWAP_BYTES* = 0x0D00.GLenum GL_PACK_LSB_FIRST* = 0x0D01.GLenum GL_PACK_ROW_LENGTH* = 0x0D02.GLenum GL_PACK_SKIP_ROWS* = 0x0D03.GLenum GL_PACK_SKIP_PIXELS* = 0x0D04.GLenum GL_PACK_ALIGNMENT* = 0x0D05.GLenum GL_MAP_COLOR* = 0x0D10.GLenum GL_MAP_STENCIL* = 0x0D11.GLenum GL_INDEX_SHIFT* = 0x0D12.GLenum GL_INDEX_OFFSET* = 0x0D13.GLenum GL_RED_SCALE* = 0x0D14.GLenum GL_RED_BIAS* = 0x0D15.GLenum GL_ZOOM_X* = 0x0D16.GLenum GL_ZOOM_Y* = 0x0D17.GLenum GL_GREEN_SCALE* = 0x0D18.GLenum GL_GREEN_BIAS* = 0x0D19.GLenum GL_BLUE_SCALE* = 0x0D1A.GLenum GL_BLUE_BIAS* = 0x0D1B.GLenum GL_ALPHA_SCALE* = 0x0D1C.GLenum GL_ALPHA_BIAS* = 0x0D1D.GLenum GL_DEPTH_SCALE* = 0x0D1E.GLenum GL_DEPTH_BIAS* = 0x0D1F.GLenum GL_MAX_EVAL_ORDER* = 0x0D30.GLenum GL_MAX_LIGHTS* = 0x0D31.GLenum GL_MAX_CLIP_PLANES* = 0x0D32.GLenum GL_MAX_CLIP_PLANES_IMG* = 0x0D32.GLenum GL_MAX_CLIP_DISTANCES* = 0x0D32.GLenum GL_MAX_CLIP_DISTANCES_EXT* = 0x0D32.GLenum GL_MAX_CLIP_DISTANCES_APPLE* = 0x0D32.GLenum GL_MAX_TEXTURE_SIZE* = 0x0D33.GLenum GL_MAX_PIXEL_MAP_TABLE* = 0x0D34.GLenum GL_MAX_ATTRIB_STACK_DEPTH* = 0x0D35.GLenum GL_MAX_MODELVIEW_STACK_DEPTH* = 0x0D36.GLenum GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV* = 0x0D36.GLenum GL_MAX_NAME_STACK_DEPTH* = 0x0D37.GLenum GL_MAX_PROJECTION_STACK_DEPTH* = 0x0D38.GLenum GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV* = 0x0D38.GLenum GL_MAX_TEXTURE_STACK_DEPTH* = 0x0D39.GLenum GL_MAX_VIEWPORT_DIMS* = 0x0D3A.GLenum GL_MAX_CLIENT_ATTRIB_STACK_DEPTH* = 0x0D3B.GLenum GL_SUBPIXEL_BITS* = 0x0D50.GLenum GL_INDEX_BITS* = 0x0D51.GLenum GL_RED_BITS* = 0x0D52.GLenum GL_GREEN_BITS* = 0x0D53.GLenum GL_BLUE_BITS* = 0x0D54.GLenum GL_ALPHA_BITS* = 0x0D55.GLenum GL_DEPTH_BITS* = 0x0D56.GLenum GL_STENCIL_BITS* = 0x0D57.GLenum GL_ACCUM_RED_BITS* = 0x0D58.GLenum GL_ACCUM_GREEN_BITS* = 0x0D59.GLenum GL_ACCUM_BLUE_BITS* = 0x0D5A.GLenum GL_ACCUM_ALPHA_BITS* = 0x0D5B.GLenum GL_NAME_STACK_DEPTH* = 0x0D70.GLenum GL_AUTO_NORMAL* = 0x0D80.GLenum GL_MAP1_COLOR_4* = 0x0D90.GLenum GL_MAP1_INDEX* = 0x0D91.GLenum GL_MAP1_NORMAL* = 0x0D92.GLenum GL_MAP1_TEXTURE_COORD_1* = 0x0D93.GLenum GL_MAP1_TEXTURE_COORD_2* = 0x0D94.GLenum GL_MAP1_TEXTURE_COORD_3* = 0x0D95.GLenum GL_MAP1_TEXTURE_COORD_4* = 0x0D96.GLenum GL_MAP1_VERTEX_3* = 0x0D97.GLenum GL_MAP1_VERTEX_4* = 0x0D98.GLenum GL_MAP2_COLOR_4* = 0x0DB0.GLenum GL_MAP2_INDEX* = 0x0DB1.GLenum GL_MAP2_NORMAL* = 0x0DB2.GLenum GL_MAP2_TEXTURE_COORD_1* = 0x0DB3.GLenum GL_MAP2_TEXTURE_COORD_2* = 0x0DB4.GLenum GL_MAP2_TEXTURE_COORD_3* = 0x0DB5.GLenum GL_MAP2_TEXTURE_COORD_4* = 0x0DB6.GLenum GL_MAP2_VERTEX_3* = 0x0DB7.GLenum GL_MAP2_VERTEX_4* = 0x0DB8.GLenum GL_MAP1_GRID_DOMAIN* = 0x0DD0.GLenum GL_MAP1_GRID_SEGMENTS* = 0x0DD1.GLenum GL_MAP2_GRID_DOMAIN* = 0x0DD2.GLenum GL_MAP2_GRID_SEGMENTS* = 0x0DD3.GLenum GL_TEXTURE_1D* = 0x0DE0.GLenum GL_TEXTURE_2D* = 0x0DE1.GLenum GL_FEEDBACK_BUFFER_POINTER* = 0x0DF0.GLenum GL_FEEDBACK_BUFFER_SIZE* = 0x0DF1.GLenum GL_FEEDBACK_BUFFER_TYPE* = 0x0DF2.GLenum GL_SELECTION_BUFFER_POINTER* = 0x0DF3.GLenum GL_SELECTION_BUFFER_SIZE* = 0x0DF4.GLenum GL_TEXTURE_WIDTH* = 0x1000.GLenum GL_TEXTURE_HEIGHT* = 0x1001.GLenum GL_TEXTURE_INTERNAL_FORMAT* = 0x1003.GLenum GL_TEXTURE_COMPONENTS* = 0x1003.GLenum GL_TEXTURE_BORDER_COLOR* = 0x1004.GLenum GL_TEXTURE_BORDER_COLOR_EXT* = 0x1004.GLenum GL_TEXTURE_BORDER_COLOR_NV* = 0x1004.GLenum GL_TEXTURE_BORDER_COLOR_OES* = 0x1004.GLenum GL_TEXTURE_BORDER* = 0x1005.GLenum GL_TEXTURE_TARGET* = 0x1006.GLenum GL_DONT_CARE* = 0x1100.GLenum GL_FASTEST* = 0x1101.GLenum GL_NICEST* = 0x1102.GLenum GL_AMBIENT* = 0x1200.GLenum GL_DIFFUSE* = 0x1201.GLenum GL_SPECULAR* = 0x1202.GLenum GL_POSITION* = 0x1203.GLenum GL_SPOT_DIRECTION* = 0x1204.GLenum GL_SPOT_EXPONENT* = 0x1205.GLenum GL_SPOT_CUTOFF* = 0x1206.GLenum GL_CONSTANT_ATTENUATION* = 0x1207.GLenum GL_LINEAR_ATTENUATION* = 0x1208.GLenum GL_QUADRATIC_ATTENUATION* = 0x1209.GLenum GL_COMPILE* = 0x1300.GLenum GL_COMPILE_AND_EXECUTE* = 0x1301.GLenum EGL_BYTE* = 0x1400.GLenum GL_UNSIGNED_BYTE* = 0x1401.GLenum EGL_SHORT* = 0x1402.GLenum GL_UNSIGNED_SHORT* = 0x1403.GLenum EGL_INT* = 0x1404.GLenum GL_UNSIGNED_INT* = 0x1405.GLenum EGL_FLOAT* = 0x1406.GLenum GL_2_BYTES* = 0x1407.GLenum GL_2_BYTES_NV* = 0x1407.GLenum GL_3_BYTES* = 0x1408.GLenum GL_3_BYTES_NV* = 0x1408.GLenum GL_4_BYTES* = 0x1409.GLenum GL_4_BYTES_NV* = 0x1409.GLenum EGL_DOUBLE* = 0x140A.GLenum GL_DOUBLE_EXT* = 0x140A.GLenum GL_HALF_FLOAT* = 0x140B.GLenum GL_HALF_FLOAT_ARB* = 0x140B.GLenum GL_HALF_FLOAT_NV* = 0x140B.GLenum GL_HALF_APPLE* = 0x140B.GLenum EGL_FIXED* = 0x140C.GLenum GL_FIXED_OES* = 0x140C.GLenum GL_INT64_ARB* = 0x140E.GLenum GL_INT64_NV* = 0x140E.GLenum GL_UNSIGNED_INT64_ARB* = 0x140F.GLenum GL_UNSIGNED_INT64_NV* = 0x140F.GLenum GL_CLEAR* = 0x1500.GLenum GL_AND* = 0x1501.GLenum GL_AND_REVERSE* = 0x1502.GLenum GL_COPY* = 0x1503.GLenum GL_AND_INVERTED* = 0x1504.GLenum GL_NOOP* = 0x1505.GLenum GL_XOR* = 0x1506.GLenum GL_XOR_NV* = 0x1506.GLenum GL_OR* = 0x1507.GLenum GL_NOR* = 0x1508.GLenum GL_EQUIV* = 0x1509.GLenum GL_INVERT* = 0x150A.GLenum GL_OR_REVERSE* = 0x150B.GLenum GL_COPY_INVERTED* = 0x150C.GLenum GL_OR_INVERTED* = 0x150D.GLenum GL_NAND* = 0x150E.GLenum GL_SET* = 0x150F.GLenum GL_EMISSION* = 0x1600.GLenum GL_SHININESS* = 0x1601.GLenum GL_AMBIENT_AND_DIFFUSE* = 0x1602.GLenum GL_COLOR_INDEXES* = 0x1603.GLenum GL_MODELVIEW* = 0x1700.GLenum GL_MODELVIEW0_ARB* = 0x1700.GLenum GL_MODELVIEW0_EXT* = 0x1700.GLenum GL_PATH_MODELVIEW_NV* = 0x1700.GLenum GL_PROJECTION* = 0x1701.GLenum GL_PATH_PROJECTION_NV* = 0x1701.GLenum GL_TEXTURE* = 0x1702.GLenum GL_COLOR* = 0x1800.GLenum GL_COLOR_EXT* = 0x1800.GLenum GL_DEPTH* = 0x1801.GLenum GL_DEPTH_EXT* = 0x1801.GLenum GL_STENCIL* = 0x1802.GLenum GL_STENCIL_EXT* = 0x1802.GLenum GL_COLOR_INDEX* = 0x1900.GLenum GL_STENCIL_INDEX* = 0x1901.GLenum GL_STENCIL_INDEX_OES* = 0x1901.GLenum GL_DEPTH_COMPONENT* = 0x1902.GLenum GL_RED* = 0x1903.GLenum GL_RED_EXT* = 0x1903.GLenum GL_RED_NV* = 0x1903.GLenum GL_GREEN* = 0x1904.GLenum GL_GREEN_NV* = 0x1904.GLenum GL_BLUE* = 0x1905.GLenum GL_BLUE_NV* = 0x1905.GLenum GL_ALPHA* = 0x1906.GLenum GL_RGB* = 0x1907.GLenum GL_RGBA* = 0x1908.GLenum GL_LUMINANCE* = 0x1909.GLenum GL_LUMINANCE_ALPHA* = 0x190A.GLenum GL_BITMAP* = 0x1A00.GLenum GL_POINT* = 0x1B00.GLenum GL_POINT_NV* = 0x1B00.GLenum GL_LINE* = 0x1B01.GLenum GL_LINE_NV* = 0x1B01.GLenum GL_FILL* = 0x1B02.GLenum GL_FILL_NV* = 0x1B02.GLenum GL_RENDER* = 0x1C00.GLenum GL_FEEDBACK* = 0x1C01.GLenum GL_SELECT* = 0x1C02.GLenum GL_FLAT* = 0x1D00.GLenum GL_SMOOTH* = 0x1D01.GLenum GL_KEEP* = 0x1E00.GLenum GL_REPLACE* = 0x1E01.GLenum GL_INCR* = 0x1E02.GLenum GL_DECR* = 0x1E03.GLenum GL_VENDOR* = 0x1F00.GLenum GL_RENDERER* = 0x1F01.GLenum GL_VERSION* = 0x1F02.GLenum GL_EXTENSIONS* = 0x1F03.GLenum GL_S* = 0x2000.GLenum GL_T* = 0x2001.GLenum GL_R* = 0x2002.GLenum GL_Q* = 0x2003.GLenum GL_MODULATE* = 0x2100.GLenum GL_DECAL* = 0x2101.GLenum GL_TEXTURE_ENV_MODE* = 0x2200.GLenum GL_TEXTURE_ENV_COLOR* = 0x2201.GLenum GL_TEXTURE_ENV* = 0x2300.GLenum GL_EYE_LINEAR* = 0x2400.GLenum GL_EYE_LINEAR_NV* = 0x2400.GLenum GL_OBJECT_LINEAR* = 0x2401.GLenum GL_OBJECT_LINEAR_NV* = 0x2401.GLenum GL_SPHERE_MAP* = 0x2402.GLenum GL_TEXTURE_GEN_MODE* = 0x2500.GLenum GL_TEXTURE_GEN_MODE_OES* = 0x2500.GLenum GL_OBJECT_PLANE* = 0x2501.GLenum GL_EYE_PLANE* = 0x2502.GLenum GL_NEAREST* = 0x2600.GLenum GL_LINEAR* = 0x2601.GLenum GL_NEAREST_MIPMAP_NEAREST* = 0x2700.GLenum GL_LINEAR_MIPMAP_NEAREST* = 0x2701.GLenum GL_NEAREST_MIPMAP_LINEAR* = 0x2702.GLenum GL_LINEAR_MIPMAP_LINEAR* = 0x2703.GLenum GL_TEXTURE_MAG_FILTER* = 0x2800.GLenum GL_TEXTURE_MIN_FILTER* = 0x2801.GLenum GL_TEXTURE_WRAP_S* = 0x2802.GLenum GL_TEXTURE_WRAP_T* = 0x2803.GLenum GL_CLAMP* = 0x2900.GLenum GL_REPEAT* = 0x2901.GLenum GL_POLYGON_OFFSET_UNITS* = 0x2A00.GLenum GL_POLYGON_OFFSET_POINT* = 0x2A01.GLenum GL_POLYGON_OFFSET_POINT_NV* = 0x2A01.GLenum GL_POLYGON_OFFSET_LINE* = 0x2A02.GLenum GL_POLYGON_OFFSET_LINE_NV* = 0x2A02.GLenum GL_R3_G3_B2* = 0x2A10.GLenum GL_V2F* = 0x2A20.GLenum GL_V3F* = 0x2A21.GLenum GL_C4UB_V2F* = 0x2A22.GLenum GL_C4UB_V3F* = 0x2A23.GLenum GL_C3F_V3F* = 0x2A24.GLenum GL_N3F_V3F* = 0x2A25.GLenum GL_C4F_N3F_V3F* = 0x2A26.GLenum GL_T2F_V3F* = 0x2A27.GLenum GL_T4F_V4F* = 0x2A28.GLenum GL_T2F_C4UB_V3F* = 0x2A29.GLenum GL_T2F_C3F_V3F* = 0x2A2A.GLenum GL_T2F_N3F_V3F* = 0x2A2B.GLenum GL_T2F_C4F_N3F_V3F* = 0x2A2C.GLenum GL_T4F_C4F_N3F_V4F* = 0x2A2D.GLenum GL_CLIP_PLANE0* = 0x3000.GLenum GL_CLIP_PLANE0_IMG* = 0x3000.GLenum GL_CLIP_DISTANCE0* = 0x3000.GLenum GL_CLIP_DISTANCE0_EXT* = 0x3000.GLenum GL_CLIP_DISTANCE0_APPLE* = 0x3000.GLenum GL_CLIP_PLANE1* = 0x3001.GLenum GL_CLIP_PLANE1_IMG* = 0x3001.GLenum GL_CLIP_DISTANCE1* = 0x3001.GLenum GL_CLIP_DISTANCE1_EXT* = 0x3001.GLenum GL_CLIP_DISTANCE1_APPLE* = 0x3001.GLenum GL_CLIP_PLANE2* = 0x3002.GLenum GL_CLIP_PLANE2_IMG* = 0x3002.GLenum GL_CLIP_DISTANCE2* = 0x3002.GLenum GL_CLIP_DISTANCE2_EXT* = 0x3002.GLenum GL_CLIP_DISTANCE2_APPLE* = 0x3002.GLenum GL_CLIP_PLANE3* = 0x3003.GLenum GL_CLIP_PLANE3_IMG* = 0x3003.GLenum GL_CLIP_DISTANCE3* = 0x3003.GLenum GL_CLIP_DISTANCE3_EXT* = 0x3003.GLenum GL_CLIP_DISTANCE3_APPLE* = 0x3003.GLenum GL_CLIP_PLANE4* = 0x3004.GLenum GL_CLIP_PLANE4_IMG* = 0x3004.GLenum GL_CLIP_DISTANCE4* = 0x3004.GLenum GL_CLIP_DISTANCE4_EXT* = 0x3004.GLenum GL_CLIP_DISTANCE4_APPLE* = 0x3004.GLenum GL_CLIP_PLANE5* = 0x3005.GLenum GL_CLIP_PLANE5_IMG* = 0x3005.GLenum GL_CLIP_DISTANCE5* = 0x3005.GLenum GL_CLIP_DISTANCE5_EXT* = 0x3005.GLenum GL_CLIP_DISTANCE5_APPLE* = 0x3005.GLenum GL_CLIP_DISTANCE6* = 0x3006.GLenum GL_CLIP_DISTANCE6_EXT* = 0x3006.GLenum GL_CLIP_DISTANCE6_APPLE* = 0x3006.GLenum GL_CLIP_DISTANCE7* = 0x3007.GLenum GL_CLIP_DISTANCE7_EXT* = 0x3007.GLenum GL_CLIP_DISTANCE7_APPLE* = 0x3007.GLenum GL_LIGHT0* = 0x4000.GLenum GL_LIGHT1* = 0x4001.GLenum GL_LIGHT2* = 0x4002.GLenum GL_LIGHT3* = 0x4003.GLenum GL_LIGHT4* = 0x4004.GLenum GL_LIGHT5* = 0x4005.GLenum GL_LIGHT6* = 0x4006.GLenum GL_LIGHT7* = 0x4007.GLenum GL_ABGR_EXT* = 0x8000.GLenum GL_CONSTANT_COLOR* = 0x8001.GLenum GL_CONSTANT_COLOR_EXT* = 0x8001.GLenum GL_ONE_MINUS_CONSTANT_COLOR* = 0x8002.GLenum GL_ONE_MINUS_CONSTANT_COLOR_EXT* = 0x8002.GLenum GL_CONSTANT_ALPHA* = 0x8003.GLenum GL_CONSTANT_ALPHA_EXT* = 0x8003.GLenum GL_ONE_MINUS_CONSTANT_ALPHA* = 0x8004.GLenum GL_ONE_MINUS_CONSTANT_ALPHA_EXT* = 0x8004.GLenum GL_BLEND_COLOR* = 0x8005.GLenum GL_BLEND_COLOR_EXT* = 0x8005.GLenum GL_FUNC_ADD* = 0x8006.GLenum GL_FUNC_ADD_EXT* = 0x8006.GLenum GL_FUNC_ADD_OES* = 0x8006.GLenum GL_MIN* = 0x8007.GLenum GL_MIN_EXT* = 0x8007.GLenum GL_MAX* = 0x8008.GLenum GL_MAX_EXT* = 0x8008.GLenum GL_BLEND_EQUATION* = 0x8009.GLenum GL_BLEND_EQUATION_EXT* = 0x8009.GLenum GL_BLEND_EQUATION_OES* = 0x8009.GLenum GL_BLEND_EQUATION_RGB* = 0x8009.GLenum GL_BLEND_EQUATION_RGB_EXT* = 0x8009.GLenum GL_BLEND_EQUATION_RGB_OES* = 0x8009.GLenum GL_FUNC_SUBTRACT* = 0x800A.GLenum GL_FUNC_SUBTRACT_EXT* = 0x800A.GLenum GL_FUNC_SUBTRACT_OES* = 0x800A.GLenum GL_FUNC_REVERSE_SUBTRACT* = 0x800B.GLenum GL_FUNC_REVERSE_SUBTRACT_EXT* = 0x800B.GLenum GL_FUNC_REVERSE_SUBTRACT_OES* = 0x800B.GLenum GL_CMYK_EXT* = 0x800C.GLenum GL_CMYKA_EXT* = 0x800D.GLenum GL_PACK_CMYK_HINT_EXT* = 0x800E.GLenum GL_UNPACK_CMYK_HINT_EXT* = 0x800F.GLenum GL_CONVOLUTION_1D* = 0x8010.GLenum GL_CONVOLUTION_1D_EXT* = 0x8010.GLenum GL_CONVOLUTION_2D* = 0x8011.GLenum GL_CONVOLUTION_2D_EXT* = 0x8011.GLenum GL_SEPARABLE_2D* = 0x8012.GLenum GL_SEPARABLE_2D_EXT* = 0x8012.GLenum GL_CONVOLUTION_BORDER_MODE* = 0x8013.GLenum GL_CONVOLUTION_BORDER_MODE_EXT* = 0x8013.GLenum GL_CONVOLUTION_FILTER_SCALE* = 0x8014.GLenum GL_CONVOLUTION_FILTER_SCALE_EXT* = 0x8014.GLenum GL_CONVOLUTION_FILTER_BIAS* = 0x8015.GLenum GL_CONVOLUTION_FILTER_BIAS_EXT* = 0x8015.GLenum GL_REDUCE* = 0x8016.GLenum GL_REDUCE_EXT* = 0x8016.GLenum GL_CONVOLUTION_FORMAT* = 0x8017.GLenum GL_CONVOLUTION_FORMAT_EXT* = 0x8017.GLenum GL_CONVOLUTION_WIDTH* = 0x8018.GLenum GL_CONVOLUTION_WIDTH_EXT* = 0x8018.GLenum GL_CONVOLUTION_HEIGHT* = 0x8019.GLenum GL_CONVOLUTION_HEIGHT_EXT* = 0x8019.GLenum GL_MAX_CONVOLUTION_WIDTH* = 0x801A.GLenum GL_MAX_CONVOLUTION_WIDTH_EXT* = 0x801A.GLenum GL_MAX_CONVOLUTION_HEIGHT* = 0x801B.GLenum GL_MAX_CONVOLUTION_HEIGHT_EXT* = 0x801B.GLenum GL_POST_CONVOLUTION_RED_SCALE* = 0x801C.GLenum GL_POST_CONVOLUTION_RED_SCALE_EXT* = 0x801C.GLenum GL_POST_CONVOLUTION_GREEN_SCALE* = 0x801D.GLenum GL_POST_CONVOLUTION_GREEN_SCALE_EXT* = 0x801D.GLenum GL_POST_CONVOLUTION_BLUE_SCALE* = 0x801E.GLenum GL_POST_CONVOLUTION_BLUE_SCALE_EXT* = 0x801E.GLenum GL_POST_CONVOLUTION_ALPHA_SCALE* = 0x801F.GLenum GL_POST_CONVOLUTION_ALPHA_SCALE_EXT* = 0x801F.GLenum GL_POST_CONVOLUTION_RED_BIAS* = 0x8020.GLenum GL_POST_CONVOLUTION_RED_BIAS_EXT* = 0x8020.GLenum GL_POST_CONVOLUTION_GREEN_BIAS* = 0x8021.GLenum GL_POST_CONVOLUTION_GREEN_BIAS_EXT* = 0x8021.GLenum GL_POST_CONVOLUTION_BLUE_BIAS* = 0x8022.GLenum GL_POST_CONVOLUTION_BLUE_BIAS_EXT* = 0x8022.GLenum GL_POST_CONVOLUTION_ALPHA_BIAS* = 0x8023.GLenum GL_POST_CONVOLUTION_ALPHA_BIAS_EXT* = 0x8023.GLenum GL_HISTOGRAM* = 0x8024.GLenum GL_HISTOGRAM_EXT* = 0x8024.GLenum GL_PROXY_HISTOGRAM* = 0x8025.GLenum GL_PROXY_HISTOGRAM_EXT* = 0x8025.GLenum GL_HISTOGRAM_WIDTH* = 0x8026.GLenum GL_HISTOGRAM_WIDTH_EXT* = 0x8026.GLenum GL_HISTOGRAM_FORMAT* = 0x8027.GLenum GL_HISTOGRAM_FORMAT_EXT* = 0x8027.GLenum GL_HISTOGRAM_RED_SIZE* = 0x8028.GLenum GL_HISTOGRAM_RED_SIZE_EXT* = 0x8028.GLenum GL_HISTOGRAM_GREEN_SIZE* = 0x8029.GLenum GL_HISTOGRAM_GREEN_SIZE_EXT* = 0x8029.GLenum GL_HISTOGRAM_BLUE_SIZE* = 0x802A.GLenum GL_HISTOGRAM_BLUE_SIZE_EXT* = 0x802A.GLenum GL_HISTOGRAM_ALPHA_SIZE* = 0x802B.GLenum GL_HISTOGRAM_ALPHA_SIZE_EXT* = 0x802B.GLenum GL_HISTOGRAM_LUMINANCE_SIZE* = 0x802C.GLenum GL_HISTOGRAM_LUMINANCE_SIZE_EXT* = 0x802C.GLenum GL_HISTOGRAM_SINK* = 0x802D.GLenum GL_HISTOGRAM_SINK_EXT* = 0x802D.GLenum GL_MINMAX* = 0x802E.GLenum GL_MINMAX_EXT* = 0x802E.GLenum GL_MINMAX_FORMAT* = 0x802F.GLenum GL_MINMAX_FORMAT_EXT* = 0x802F.GLenum GL_MINMAX_SINK* = 0x8030.GLenum GL_MINMAX_SINK_EXT* = 0x8030.GLenum GL_TABLE_TOO_LARGE_EXT* = 0x8031.GLenum GL_TABLE_TOO_LARGE* = 0x8031.GLenum GL_UNSIGNED_BYTE_3_3_2* = 0x8032.GLenum GL_UNSIGNED_BYTE_3_3_2_EXT* = 0x8032.GLenum GL_UNSIGNED_SHORT_4_4_4_4* = 0x8033.GLenum GL_UNSIGNED_SHORT_4_4_4_4_EXT* = 0x8033.GLenum GL_UNSIGNED_SHORT_5_5_5_1* = 0x8034.GLenum GL_UNSIGNED_SHORT_5_5_5_1_EXT* = 0x8034.GLenum GL_UNSIGNED_INT_8_8_8_8* = 0x8035.GLenum GL_UNSIGNED_INT_8_8_8_8_EXT* = 0x8035.GLenum GL_UNSIGNED_INT_10_10_10_2* = 0x8036.GLenum GL_UNSIGNED_INT_10_10_10_2_EXT* = 0x8036.GLenum GL_POLYGON_OFFSET_EXT* = 0x8037.GLenum GL_POLYGON_OFFSET_FILL* = 0x8037.GLenum GL_POLYGON_OFFSET_FACTOR* = 0x8038.GLenum GL_POLYGON_OFFSET_FACTOR_EXT* = 0x8038.GLenum GL_POLYGON_OFFSET_BIAS_EXT* = 0x8039.GLenum GL_RESCALE_NORMAL* = 0x803A.GLenum GL_RESCALE_NORMAL_EXT* = 0x803A.GLenum GL_ALPHA4* = 0x803B.GLenum GL_ALPHA4_EXT* = 0x803B.GLenum GL_ALPHA8* = 0x803C.GLenum GL_ALPHA8_EXT* = 0x803C.GLenum GL_ALPHA8_OES* = 0x803C.GLenum GL_ALPHA12* = 0x803D.GLenum GL_ALPHA12_EXT* = 0x803D.GLenum GL_ALPHA16* = 0x803E.GLenum GL_ALPHA16_EXT* = 0x803E.GLenum GL_LUMINANCE4* = 0x803F.GLenum GL_LUMINANCE4_EXT* = 0x803F.GLenum GL_LUMINANCE8* = 0x8040.GLenum GL_LUMINANCE8_EXT* = 0x8040.GLenum GL_LUMINANCE8_OES* = 0x8040.GLenum GL_LUMINANCE12* = 0x8041.GLenum GL_LUMINANCE12_EXT* = 0x8041.GLenum GL_LUMINANCE16* = 0x8042.GLenum GL_LUMINANCE16_EXT* = 0x8042.GLenum GL_LUMINANCE4_ALPHA4* = 0x8043.GLenum GL_LUMINANCE4_ALPHA4_EXT* = 0x8043.GLenum GL_LUMINANCE4_ALPHA4_OES* = 0x8043.GLenum GL_LUMINANCE6_ALPHA2* = 0x8044.GLenum GL_LUMINANCE6_ALPHA2_EXT* = 0x8044.GLenum GL_LUMINANCE8_ALPHA8* = 0x8045.GLenum GL_LUMINANCE8_ALPHA8_EXT* = 0x8045.GLenum GL_LUMINANCE8_ALPHA8_OES* = 0x8045.GLenum GL_LUMINANCE12_ALPHA4* = 0x8046.GLenum GL_LUMINANCE12_ALPHA4_EXT* = 0x8046.GLenum GL_LUMINANCE12_ALPHA12* = 0x8047.GLenum GL_LUMINANCE12_ALPHA12_EXT* = 0x8047.GLenum GL_LUMINANCE16_ALPHA16* = 0x8048.GLenum GL_LUMINANCE16_ALPHA16_EXT* = 0x8048.GLenum GL_INTENSITY* = 0x8049.GLenum GL_INTENSITY_EXT* = 0x8049.GLenum GL_INTENSITY4* = 0x804A.GLenum GL_INTENSITY4_EXT* = 0x804A.GLenum GL_INTENSITY8* = 0x804B.GLenum GL_INTENSITY8_EXT* = 0x804B.GLenum GL_INTENSITY12* = 0x804C.GLenum GL_INTENSITY12_EXT* = 0x804C.GLenum GL_INTENSITY16* = 0x804D.GLenum GL_INTENSITY16_EXT* = 0x804D.GLenum GL_RGB2_EXT* = 0x804E.GLenum GL_RGB4* = 0x804F.GLenum GL_RGB4_EXT* = 0x804F.GLenum GL_RGB5* = 0x8050.GLenum GL_RGB5_EXT* = 0x8050.GLenum GL_RGB8* = 0x8051.GLenum GL_RGB8_EXT* = 0x8051.GLenum GL_RGB8_OES* = 0x8051.GLenum GL_RGB10* = 0x8052.GLenum GL_RGB10_EXT* = 0x8052.GLenum GL_RGB12* = 0x8053.GLenum GL_RGB12_EXT* = 0x8053.GLenum GL_RGB16* = 0x8054.GLenum GL_RGB16_EXT* = 0x8054.GLenum GL_RGBA2* = 0x8055.GLenum GL_RGBA2_EXT* = 0x8055.GLenum GL_RGBA4* = 0x8056.GLenum GL_RGBA4_EXT* = 0x8056.GLenum GL_RGBA4_OES* = 0x8056.GLenum GL_RGB5_A1* = 0x8057.GLenum GL_RGB5_A1_EXT* = 0x8057.GLenum GL_RGB5_A1_OES* = 0x8057.GLenum GL_RGBA8* = 0x8058.GLenum GL_RGBA8_EXT* = 0x8058.GLenum GL_RGBA8_OES* = 0x8058.GLenum GL_RGB10_A2* = 0x8059.GLenum GL_RGB10_A2_EXT* = 0x8059.GLenum GL_RGBA12* = 0x805A.GLenum GL_RGBA12_EXT* = 0x805A.GLenum GL_RGBA16* = 0x805B.GLenum GL_RGBA16_EXT* = 0x805B.GLenum GL_TEXTURE_RED_SIZE* = 0x805C.GLenum GL_TEXTURE_RED_SIZE_EXT* = 0x805C.GLenum GL_TEXTURE_GREEN_SIZE* = 0x805D.GLenum GL_TEXTURE_GREEN_SIZE_EXT* = 0x805D.GLenum GL_TEXTURE_BLUE_SIZE* = 0x805E.GLenum GL_TEXTURE_BLUE_SIZE_EXT* = 0x805E.GLenum GL_TEXTURE_ALPHA_SIZE* = 0x805F.GLenum GL_TEXTURE_ALPHA_SIZE_EXT* = 0x805F.GLenum GL_TEXTURE_LUMINANCE_SIZE* = 0x8060.GLenum GL_TEXTURE_LUMINANCE_SIZE_EXT* = 0x8060.GLenum GL_TEXTURE_INTENSITY_SIZE* = 0x8061.GLenum GL_TEXTURE_INTENSITY_SIZE_EXT* = 0x8061.GLenum GL_REPLACE_EXT* = 0x8062.GLenum GL_PROXY_TEXTURE_1D* = 0x8063.GLenum GL_PROXY_TEXTURE_1D_EXT* = 0x8063.GLenum GL_PROXY_TEXTURE_2D* = 0x8064.GLenum GL_PROXY_TEXTURE_2D_EXT* = 0x8064.GLenum GL_TEXTURE_TOO_LARGE_EXT* = 0x8065.GLenum GL_TEXTURE_PRIORITY* = 0x8066.GLenum GL_TEXTURE_PRIORITY_EXT* = 0x8066.GLenum GL_TEXTURE_RESIDENT* = 0x8067.GLenum GL_TEXTURE_RESIDENT_EXT* = 0x8067.GLenum GL_TEXTURE_1D_BINDING_EXT* = 0x8068.GLenum GL_TEXTURE_BINDING_1D* = 0x8068.GLenum GL_TEXTURE_2D_BINDING_EXT* = 0x8069.GLenum GL_TEXTURE_BINDING_2D* = 0x8069.GLenum GL_TEXTURE_3D_BINDING_EXT* = 0x806A.GLenum GL_TEXTURE_3D_BINDING_OES* = 0x806A.GLenum GL_TEXTURE_BINDING_3D* = 0x806A.GLenum GL_TEXTURE_BINDING_3D_OES* = 0x806A.GLenum GL_PACK_SKIP_IMAGES* = 0x806B.GLenum GL_PACK_SKIP_IMAGES_EXT* = 0x806B.GLenum GL_PACK_IMAGE_HEIGHT* = 0x806C.GLenum GL_PACK_IMAGE_HEIGHT_EXT* = 0x806C.GLenum GL_UNPACK_SKIP_IMAGES* = 0x806D.GLenum GL_UNPACK_SKIP_IMAGES_EXT* = 0x806D.GLenum GL_UNPACK_IMAGE_HEIGHT* = 0x806E.GLenum GL_UNPACK_IMAGE_HEIGHT_EXT* = 0x806E.GLenum GL_TEXTURE_3D* = 0x806F.GLenum GL_TEXTURE_3D_EXT* = 0x806F.GLenum GL_TEXTURE_3D_OES* = 0x806F.GLenum GL_PROXY_TEXTURE_3D* = 0x8070.GLenum GL_PROXY_TEXTURE_3D_EXT* = 0x8070.GLenum GL_TEXTURE_DEPTH* = 0x8071.GLenum GL_TEXTURE_DEPTH_EXT* = 0x8071.GLenum GL_TEXTURE_WRAP_R* = 0x8072.GLenum GL_TEXTURE_WRAP_R_EXT* = 0x8072.GLenum GL_TEXTURE_WRAP_R_OES* = 0x8072.GLenum GL_MAX_3D_TEXTURE_SIZE* = 0x8073.GLenum GL_MAX_3D_TEXTURE_SIZE_EXT* = 0x8073.GLenum GL_MAX_3D_TEXTURE_SIZE_OES* = 0x8073.GLenum GL_VERTEX_ARRAY* = 0x8074.GLenum GL_VERTEX_ARRAY_EXT* = 0x8074.GLenum GL_VERTEX_ARRAY_KHR* = 0x8074.GLenum GL_NORMAL_ARRAY* = 0x8075.GLenum GL_NORMAL_ARRAY_EXT* = 0x8075.GLenum GL_COLOR_ARRAY* = 0x8076.GLenum GL_COLOR_ARRAY_EXT* = 0x8076.GLenum GL_INDEX_ARRAY* = 0x8077.GLenum GL_INDEX_ARRAY_EXT* = 0x8077.GLenum GL_TEXTURE_COORD_ARRAY* = 0x8078.GLenum GL_TEXTURE_COORD_ARRAY_EXT* = 0x8078.GLenum GL_EDGE_FLAG_ARRAY* = 0x8079.GLenum GL_EDGE_FLAG_ARRAY_EXT* = 0x8079.GLenum GL_VERTEX_ARRAY_SIZE* = 0x807A.GLenum GL_VERTEX_ARRAY_SIZE_EXT* = 0x807A.GLenum GL_VERTEX_ARRAY_TYPE* = 0x807B.GLenum GL_VERTEX_ARRAY_TYPE_EXT* = 0x807B.GLenum GL_VERTEX_ARRAY_STRIDE* = 0x807C.GLenum GL_VERTEX_ARRAY_STRIDE_EXT* = 0x807C.GLenum GL_VERTEX_ARRAY_COUNT_EXT* = 0x807D.GLenum GL_NORMAL_ARRAY_TYPE* = 0x807E.GLenum GL_NORMAL_ARRAY_TYPE_EXT* = 0x807E.GLenum GL_NORMAL_ARRAY_STRIDE* = 0x807F.GLenum GL_NORMAL_ARRAY_STRIDE_EXT* = 0x807F.GLenum GL_NORMAL_ARRAY_COUNT_EXT* = 0x8080.GLenum GL_COLOR_ARRAY_SIZE* = 0x8081.GLenum GL_COLOR_ARRAY_SIZE_EXT* = 0x8081.GLenum GL_COLOR_ARRAY_TYPE* = 0x8082.GLenum GL_COLOR_ARRAY_TYPE_EXT* = 0x8082.GLenum GL_COLOR_ARRAY_STRIDE* = 0x8083.GLenum GL_COLOR_ARRAY_STRIDE_EXT* = 0x8083.GLenum GL_COLOR_ARRAY_COUNT_EXT* = 0x8084.GLenum GL_INDEX_ARRAY_TYPE* = 0x8085.GLenum GL_INDEX_ARRAY_TYPE_EXT* = 0x8085.GLenum GL_INDEX_ARRAY_STRIDE* = 0x8086.GLenum GL_INDEX_ARRAY_STRIDE_EXT* = 0x8086.GLenum GL_INDEX_ARRAY_COUNT_EXT* = 0x8087.GLenum GL_TEXTURE_COORD_ARRAY_SIZE* = 0x8088.GLenum GL_TEXTURE_COORD_ARRAY_SIZE_EXT* = 0x8088.GLenum GL_TEXTURE_COORD_ARRAY_TYPE* = 0x8089.GLenum GL_TEXTURE_COORD_ARRAY_TYPE_EXT* = 0x8089.GLenum GL_TEXTURE_COORD_ARRAY_STRIDE* = 0x808A.GLenum GL_TEXTURE_COORD_ARRAY_STRIDE_EXT* = 0x808A.GLenum GL_TEXTURE_COORD_ARRAY_COUNT_EXT* = 0x808B.GLenum GL_EDGE_FLAG_ARRAY_STRIDE* = 0x808C.GLenum GL_EDGE_FLAG_ARRAY_STRIDE_EXT* = 0x808C.GLenum GL_EDGE_FLAG_ARRAY_COUNT_EXT* = 0x808D.GLenum GL_VERTEX_ARRAY_POINTER* = 0x808E.GLenum GL_VERTEX_ARRAY_POINTER_EXT* = 0x808E.GLenum GL_NORMAL_ARRAY_POINTER* = 0x808F.GLenum GL_NORMAL_ARRAY_POINTER_EXT* = 0x808F.GLenum GL_COLOR_ARRAY_POINTER* = 0x8090.GLenum GL_COLOR_ARRAY_POINTER_EXT* = 0x8090.GLenum GL_INDEX_ARRAY_POINTER* = 0x8091.GLenum GL_INDEX_ARRAY_POINTER_EXT* = 0x8091.GLenum GL_TEXTURE_COORD_ARRAY_POINTER* = 0x8092.GLenum GL_TEXTURE_COORD_ARRAY_POINTER_EXT* = 0x8092.GLenum GL_EDGE_FLAG_ARRAY_POINTER* = 0x8093.GLenum GL_EDGE_FLAG_ARRAY_POINTER_EXT* = 0x8093.GLenum GL_INTERLACE_SGIX* = 0x8094.GLenum GL_DETAIL_TEXTURE_2D_SGIS* = 0x8095.GLenum GL_DETAIL_TEXTURE_2D_BINDING_SGIS* = 0x8096.GLenum GL_LINEAR_DETAIL_SGIS* = 0x8097.GLenum GL_LINEAR_DETAIL_ALPHA_SGIS* = 0x8098.GLenum GL_LINEAR_DETAIL_COLOR_SGIS* = 0x8099.GLenum GL_DETAIL_TEXTURE_LEVEL_SGIS* = 0x809A.GLenum GL_DETAIL_TEXTURE_MODE_SGIS* = 0x809B.GLenum GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS* = 0x809C.GLenum GL_MULTISAMPLE* = 0x809D.GLenum GL_MULTISAMPLE_ARB* = 0x809D.GLenum GL_MULTISAMPLE_EXT* = 0x809D.GLenum GL_MULTISAMPLE_SGIS* = 0x809D.GLenum GL_SAMPLE_ALPHA_TO_COVERAGE* = 0x809E.GLenum GL_SAMPLE_ALPHA_TO_COVERAGE_ARB* = 0x809E.GLenum GL_SAMPLE_ALPHA_TO_MASK_EXT* = 0x809E.GLenum GL_SAMPLE_ALPHA_TO_MASK_SGIS* = 0x809E.GLenum GL_SAMPLE_ALPHA_TO_ONE* = 0x809F.GLenum GL_SAMPLE_ALPHA_TO_ONE_ARB* = 0x809F.GLenum GL_SAMPLE_ALPHA_TO_ONE_EXT* = 0x809F.GLenum GL_SAMPLE_ALPHA_TO_ONE_SGIS* = 0x809F.GLenum GL_SAMPLE_COVERAGE* = 0x80A0.GLenum GL_SAMPLE_COVERAGE_ARB* = 0x80A0.GLenum GL_SAMPLE_MASK_EXT* = 0x80A0.GLenum GL_SAMPLE_MASK_SGIS* = 0x80A0.GLenum GL_1PASS_EXT* = 0x80A1.GLenum GL_1PASS_SGIS* = 0x80A1.GLenum GL_2PASS_0_EXT* = 0x80A2.GLenum GL_2PASS_0_SGIS* = 0x80A2.GLenum GL_2PASS_1_EXT* = 0x80A3.GLenum GL_2PASS_1_SGIS* = 0x80A3.GLenum GL_4PASS_0_EXT* = 0x80A4.GLenum GL_4PASS_0_SGIS* = 0x80A4.GLenum GL_4PASS_1_EXT* = 0x80A5.GLenum GL_4PASS_1_SGIS* = 0x80A5.GLenum GL_4PASS_2_EXT* = 0x80A6.GLenum GL_4PASS_2_SGIS* = 0x80A6.GLenum GL_4PASS_3_EXT* = 0x80A7.GLenum GL_4PASS_3_SGIS* = 0x80A7.GLenum GL_SAMPLE_BUFFERS* = 0x80A8.GLenum GL_SAMPLE_BUFFERS_ARB* = 0x80A8.GLenum GL_SAMPLE_BUFFERS_EXT* = 0x80A8.GLenum GL_SAMPLE_BUFFERS_SGIS* = 0x80A8.GLenum GL_SAMPLES* = 0x80A9.GLenum GL_SAMPLES_ARB* = 0x80A9.GLenum GL_SAMPLES_EXT* = 0x80A9.GLenum GL_SAMPLES_SGIS* = 0x80A9.GLenum GL_SAMPLE_COVERAGE_VALUE* = 0x80AA.GLenum GL_SAMPLE_COVERAGE_VALUE_ARB* = 0x80AA.GLenum GL_SAMPLE_MASK_VALUE_EXT* = 0x80AA.GLenum GL_SAMPLE_MASK_VALUE_SGIS* = 0x80AA.GLenum GL_SAMPLE_COVERAGE_INVERT* = 0x80AB.GLenum GL_SAMPLE_COVERAGE_INVERT_ARB* = 0x80AB.GLenum GL_SAMPLE_MASK_INVERT_EXT* = 0x80AB.GLenum GL_SAMPLE_MASK_INVERT_SGIS* = 0x80AB.GLenum GL_SAMPLE_PATTERN_EXT* = 0x80AC.GLenum GL_SAMPLE_PATTERN_SGIS* = 0x80AC.GLenum GL_LINEAR_SHARPEN_SGIS* = 0x80AD.GLenum GL_LINEAR_SHARPEN_ALPHA_SGIS* = 0x80AE.GLenum GL_LINEAR_SHARPEN_COLOR_SGIS* = 0x80AF.GLenum GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS* = 0x80B0.GLenum GL_COLOR_MATRIX* = 0x80B1.GLenum GL_COLOR_MATRIX_SGI* = 0x80B1.GLenum GL_COLOR_MATRIX_STACK_DEPTH* = 0x80B2.GLenum GL_COLOR_MATRIX_STACK_DEPTH_SGI* = 0x80B2.GLenum GL_MAX_COLOR_MATRIX_STACK_DEPTH* = 0x80B3.GLenum GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI* = 0x80B3.GLenum GL_POST_COLOR_MATRIX_RED_SCALE* = 0x80B4.GLenum GL_POST_COLOR_MATRIX_RED_SCALE_SGI* = 0x80B4.GLenum GL_POST_COLOR_MATRIX_GREEN_SCALE* = 0x80B5.GLenum GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI* = 0x80B5.GLenum GL_POST_COLOR_MATRIX_BLUE_SCALE* = 0x80B6.GLenum GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI* = 0x80B6.GLenum GL_POST_COLOR_MATRIX_ALPHA_SCALE* = 0x80B7.GLenum GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI* = 0x80B7.GLenum GL_POST_COLOR_MATRIX_RED_BIAS* = 0x80B8.GLenum GL_POST_COLOR_MATRIX_RED_BIAS_SGI* = 0x80B8.GLenum GL_POST_COLOR_MATRIX_GREEN_BIAS* = 0x80B9.GLenum GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI* = 0x80B9.GLenum GL_POST_COLOR_MATRIX_BLUE_BIAS* = 0x80BA.GLenum GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI* = 0x80BA.GLenum GL_POST_COLOR_MATRIX_ALPHA_BIAS* = 0x80BB.GLenum GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI* = 0x80BB.GLenum GL_TEXTURE_COLOR_TABLE_SGI* = 0x80BC.GLenum GL_PROXY_TEXTURE_COLOR_TABLE_SGI* = 0x80BD.GLenum GL_TEXTURE_ENV_BIAS_SGIX* = 0x80BE.GLenum GL_SHADOW_AMBIENT_SGIX* = 0x80BF.GLenum GL_TEXTURE_COMPARE_FAIL_VALUE_ARB* = 0x80BF.GLenum GL_BLEND_DST_RGB* = 0x80C8.GLenum GL_BLEND_DST_RGB_EXT* = 0x80C8.GLenum GL_BLEND_DST_RGB_OES* = 0x80C8.GLenum GL_BLEND_SRC_RGB* = 0x80C9.GLenum GL_BLEND_SRC_RGB_EXT* = 0x80C9.GLenum GL_BLEND_SRC_RGB_OES* = 0x80C9.GLenum GL_BLEND_DST_ALPHA* = 0x80CA.GLenum GL_BLEND_DST_ALPHA_EXT* = 0x80CA.GLenum GL_BLEND_DST_ALPHA_OES* = 0x80CA.GLenum GL_BLEND_SRC_ALPHA* = 0x80CB.GLenum GL_BLEND_SRC_ALPHA_EXT* = 0x80CB.GLenum GL_BLEND_SRC_ALPHA_OES* = 0x80CB.GLenum GL_422_EXT* = 0x80CC.GLenum GL_422_REV_EXT* = 0x80CD.GLenum GL_422_AVERAGE_EXT* = 0x80CE.GLenum GL_422_REV_AVERAGE_EXT* = 0x80CF.GLenum GL_COLOR_TABLE* = 0x80D0.GLenum GL_COLOR_TABLE_SGI* = 0x80D0.GLenum GL_POST_CONVOLUTION_COLOR_TABLE* = 0x80D1.GLenum GL_POST_CONVOLUTION_COLOR_TABLE_SGI* = 0x80D1.GLenum GL_POST_COLOR_MATRIX_COLOR_TABLE* = 0x80D2.GLenum GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI* = 0x80D2.GLenum GL_PROXY_COLOR_TABLE* = 0x80D3.GLenum GL_PROXY_COLOR_TABLE_SGI* = 0x80D3.GLenum GL_PROXY_POST_CONVOLUTION_COLOR_TABLE* = 0x80D4.GLenum GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI* = 0x80D4.GLenum GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE* = 0x80D5.GLenum GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI* = 0x80D5.GLenum GL_COLOR_TABLE_SCALE* = 0x80D6.GLenum GL_COLOR_TABLE_SCALE_SGI* = 0x80D6.GLenum GL_COLOR_TABLE_BIAS* = 0x80D7.GLenum GL_COLOR_TABLE_BIAS_SGI* = 0x80D7.GLenum GL_COLOR_TABLE_FORMAT* = 0x80D8.GLenum GL_COLOR_TABLE_FORMAT_SGI* = 0x80D8.GLenum GL_COLOR_TABLE_WIDTH* = 0x80D9.GLenum GL_COLOR_TABLE_WIDTH_SGI* = 0x80D9.GLenum GL_COLOR_TABLE_RED_SIZE* = 0x80DA.GLenum GL_COLOR_TABLE_RED_SIZE_SGI* = 0x80DA.GLenum GL_COLOR_TABLE_GREEN_SIZE* = 0x80DB.GLenum GL_COLOR_TABLE_GREEN_SIZE_SGI* = 0x80DB.GLenum GL_COLOR_TABLE_BLUE_SIZE* = 0x80DC.GLenum GL_COLOR_TABLE_BLUE_SIZE_SGI* = 0x80DC.GLenum GL_COLOR_TABLE_ALPHA_SIZE* = 0x80DD.GLenum GL_COLOR_TABLE_ALPHA_SIZE_SGI* = 0x80DD.GLenum GL_COLOR_TABLE_LUMINANCE_SIZE* = 0x80DE.GLenum GL_COLOR_TABLE_LUMINANCE_SIZE_SGI* = 0x80DE.GLenum GL_COLOR_TABLE_INTENSITY_SIZE* = 0x80DF.GLenum GL_COLOR_TABLE_INTENSITY_SIZE_SGI* = 0x80DF.GLenum GL_BGR* = 0x80E0.GLenum GL_BGR_EXT* = 0x80E0.GLenum GL_BGRA* = 0x80E1.GLenum GL_BGRA_EXT* = 0x80E1.GLenum GL_BGRA_IMG* = 0x80E1.GLenum GL_COLOR_INDEX1_EXT* = 0x80E2.GLenum GL_COLOR_INDEX2_EXT* = 0x80E3.GLenum GL_COLOR_INDEX4_EXT* = 0x80E4.GLenum GL_COLOR_INDEX8_EXT* = 0x80E5.GLenum GL_COLOR_INDEX12_EXT* = 0x80E6.GLenum GL_COLOR_INDEX16_EXT* = 0x80E7.GLenum GL_MAX_ELEMENTS_VERTICES* = 0x80E8.GLenum GL_MAX_ELEMENTS_VERTICES_EXT* = 0x80E8.GLenum GL_MAX_ELEMENTS_INDICES* = 0x80E9.GLenum GL_MAX_ELEMENTS_INDICES_EXT* = 0x80E9.GLenum GL_PHONG_WIN* = 0x80EA.GLenum GL_PHONG_HINT_WIN* = 0x80EB.GLenum GL_FOG_SPECULAR_TEXTURE_WIN* = 0x80EC.GLenum GL_TEXTURE_INDEX_SIZE_EXT* = 0x80ED.GLenum GL_PARAMETER_BUFFER* = 0x80EE.GLenum GL_PARAMETER_BUFFER_ARB* = 0x80EE.GLenum GL_PARAMETER_BUFFER_BINDING* = 0x80EF.GLenum GL_PARAMETER_BUFFER_BINDING_ARB* = 0x80EF.GLenum GL_CLIP_VOLUME_CLIPPING_HINT_EXT* = 0x80F0.GLenum GL_DUAL_ALPHA4_SGIS* = 0x8110.GLenum GL_DUAL_ALPHA8_SGIS* = 0x8111.GLenum GL_DUAL_ALPHA12_SGIS* = 0x8112.GLenum GL_DUAL_ALPHA16_SGIS* = 0x8113.GLenum GL_DUAL_LUMINANCE4_SGIS* = 0x8114.GLenum GL_DUAL_LUMINANCE8_SGIS* = 0x8115.GLenum GL_DUAL_LUMINANCE12_SGIS* = 0x8116.GLenum GL_DUAL_LUMINANCE16_SGIS* = 0x8117.GLenum GL_DUAL_INTENSITY4_SGIS* = 0x8118.GLenum GL_DUAL_INTENSITY8_SGIS* = 0x8119.GLenum GL_DUAL_INTENSITY12_SGIS* = 0x811A.GLenum GL_DUAL_INTENSITY16_SGIS* = 0x811B.GLenum GL_DUAL_LUMINANCE_ALPHA4_SGIS* = 0x811C.GLenum GL_DUAL_LUMINANCE_ALPHA8_SGIS* = 0x811D.GLenum GL_QUAD_ALPHA4_SGIS* = 0x811E.GLenum GL_QUAD_ALPHA8_SGIS* = 0x811F.GLenum GL_QUAD_LUMINANCE4_SGIS* = 0x8120.GLenum GL_QUAD_LUMINANCE8_SGIS* = 0x8121.GLenum GL_QUAD_INTENSITY4_SGIS* = 0x8122.GLenum GL_QUAD_INTENSITY8_SGIS* = 0x8123.GLenum GL_DUAL_TEXTURE_SELECT_SGIS* = 0x8124.GLenum GL_QUAD_TEXTURE_SELECT_SGIS* = 0x8125.GLenum GL_POINT_SIZE_MIN* = 0x8126.GLenum GL_POINT_SIZE_MIN_ARB* = 0x8126.GLenum GL_POINT_SIZE_MIN_EXT* = 0x8126.GLenum GL_POINT_SIZE_MIN_SGIS* = 0x8126.GLenum GL_POINT_SIZE_MAX* = 0x8127.GLenum GL_POINT_SIZE_MAX_ARB* = 0x8127.GLenum GL_POINT_SIZE_MAX_EXT* = 0x8127.GLenum GL_POINT_SIZE_MAX_SGIS* = 0x8127.GLenum GL_POINT_FADE_THRESHOLD_SIZE* = 0x8128.GLenum GL_POINT_FADE_THRESHOLD_SIZE_ARB* = 0x8128.GLenum GL_POINT_FADE_THRESHOLD_SIZE_EXT* = 0x8128.GLenum GL_POINT_FADE_THRESHOLD_SIZE_SGIS* = 0x8128.GLenum GL_DISTANCE_ATTENUATION_EXT* = 0x8129.GLenum GL_DISTANCE_ATTENUATION_SGIS* = 0x8129.GLenum GL_POINT_DISTANCE_ATTENUATION* = 0x8129.GLenum GL_POINT_DISTANCE_ATTENUATION_ARB* = 0x8129.GLenum GL_FOG_FUNC_SGIS* = 0x812A.GLenum GL_FOG_FUNC_POINTS_SGIS* = 0x812B.GLenum GL_MAX_FOG_FUNC_POINTS_SGIS* = 0x812C.GLenum GL_CLAMP_TO_BORDER* = 0x812D.GLenum GL_CLAMP_TO_BORDER_ARB* = 0x812D.GLenum GL_CLAMP_TO_BORDER_EXT* = 0x812D.GLenum GL_CLAMP_TO_BORDER_NV* = 0x812D.GLenum GL_CLAMP_TO_BORDER_SGIS* = 0x812D.GLenum GL_CLAMP_TO_BORDER_OES* = 0x812D.GLenum GL_TEXTURE_MULTI_BUFFER_HINT_SGIX* = 0x812E.GLenum GL_CLAMP_TO_EDGE* = 0x812F.GLenum GL_CLAMP_TO_EDGE_SGIS* = 0x812F.GLenum GL_PACK_SKIP_VOLUMES_SGIS* = 0x8130.GLenum GL_PACK_IMAGE_DEPTH_SGIS* = 0x8131.GLenum GL_UNPACK_SKIP_VOLUMES_SGIS* = 0x8132.GLenum GL_UNPACK_IMAGE_DEPTH_SGIS* = 0x8133.GLenum GL_TEXTURE_4D_SGIS* = 0x8134.GLenum GL_PROXY_TEXTURE_4D_SGIS* = 0x8135.GLenum GL_TEXTURE_4DSIZE_SGIS* = 0x8136.GLenum GL_TEXTURE_WRAP_Q_SGIS* = 0x8137.GLenum GL_MAX_4D_TEXTURE_SIZE_SGIS* = 0x8138.GLenum GL_PIXEL_TEX_GEN_SGIX* = 0x8139.GLenum GL_TEXTURE_MIN_LOD* = 0x813A.GLenum GL_TEXTURE_MIN_LOD_SGIS* = 0x813A.GLenum GL_TEXTURE_MAX_LOD* = 0x813B.GLenum GL_TEXTURE_MAX_LOD_SGIS* = 0x813B.GLenum GL_TEXTURE_BASE_LEVEL* = 0x813C.GLenum GL_TEXTURE_BASE_LEVEL_SGIS* = 0x813C.GLenum GL_TEXTURE_MAX_LEVEL* = 0x813D.GLenum GL_TEXTURE_MAX_LEVEL_APPLE* = 0x813D.GLenum GL_TEXTURE_MAX_LEVEL_SGIS* = 0x813D.GLenum GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX* = 0x813E.GLenum GL_PIXEL_TILE_CACHE_INCREMENT_SGIX* = 0x813F.GLenum GL_PIXEL_TILE_WIDTH_SGIX* = 0x8140.GLenum GL_PIXEL_TILE_HEIGHT_SGIX* = 0x8141.GLenum GL_PIXEL_TILE_GRID_WIDTH_SGIX* = 0x8142.GLenum GL_PIXEL_TILE_GRID_HEIGHT_SGIX* = 0x8143.GLenum GL_PIXEL_TILE_GRID_DEPTH_SGIX* = 0x8144.GLenum GL_PIXEL_TILE_CACHE_SIZE_SGIX* = 0x8145.GLenum GL_FILTER4_SGIS* = 0x8146.GLenum GL_TEXTURE_FILTER4_SIZE_SGIS* = 0x8147.GLenum GL_SPRITE_SGIX* = 0x8148.GLenum GL_SPRITE_MODE_SGIX* = 0x8149.GLenum GL_SPRITE_AXIS_SGIX* = 0x814A.GLenum GL_SPRITE_TRANSLATION_SGIX* = 0x814B.GLenum GL_SPRITE_AXIAL_SGIX* = 0x814C.GLenum GL_SPRITE_OBJECT_ALIGNED_SGIX* = 0x814D.GLenum GL_SPRITE_EYE_ALIGNED_SGIX* = 0x814E.GLenum GL_TEXTURE_4D_BINDING_SGIS* = 0x814F.GLenum GL_IGNORE_BORDER_HP* = 0x8150.GLenum GL_CONSTANT_BORDER* = 0x8151.GLenum GL_CONSTANT_BORDER_HP* = 0x8151.GLenum GL_REPLICATE_BORDER* = 0x8153.GLenum GL_REPLICATE_BORDER_HP* = 0x8153.GLenum GL_CONVOLUTION_BORDER_COLOR* = 0x8154.GLenum GL_CONVOLUTION_BORDER_COLOR_HP* = 0x8154.GLenum GL_IMAGE_SCALE_X_HP* = 0x8155.GLenum GL_IMAGE_SCALE_Y_HP* = 0x8156.GLenum GL_IMAGE_TRANSLATE_X_HP* = 0x8157.GLenum GL_IMAGE_TRANSLATE_Y_HP* = 0x8158.GLenum GL_IMAGE_ROTATE_ANGLE_HP* = 0x8159.GLenum GL_IMAGE_ROTATE_ORIGIN_X_HP* = 0x815A.GLenum GL_IMAGE_ROTATE_ORIGIN_Y_HP* = 0x815B.GLenum GL_IMAGE_MAG_FILTER_HP* = 0x815C.GLenum GL_IMAGE_MIN_FILTER_HP* = 0x815D.GLenum GL_IMAGE_CUBIC_WEIGHT_HP* = 0x815E.GLenum GL_CUBIC_HP* = 0x815F.GLenum GL_AVERAGE_HP* = 0x8160.GLenum GL_IMAGE_TRANSFORM_2D_HP* = 0x8161.GLenum GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP* = 0x8162.GLenum GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP* = 0x8163.GLenum GL_OCCLUSION_TEST_HP* = 0x8165.GLenum GL_OCCLUSION_TEST_RESULT_HP* = 0x8166.GLenum GL_TEXTURE_LIGHTING_MODE_HP* = 0x8167.GLenum GL_TEXTURE_POST_SPECULAR_HP* = 0x8168.GLenum GL_TEXTURE_PRE_SPECULAR_HP* = 0x8169.GLenum GL_LINEAR_CLIPMAP_LINEAR_SGIX* = 0x8170.GLenum GL_TEXTURE_CLIPMAP_CENTER_SGIX* = 0x8171.GLenum GL_TEXTURE_CLIPMAP_FRAME_SGIX* = 0x8172.GLenum GL_TEXTURE_CLIPMAP_OFFSET_SGIX* = 0x8173.GLenum GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX* = 0x8174.GLenum GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX* = 0x8175.GLenum GL_TEXTURE_CLIPMAP_DEPTH_SGIX* = 0x8176.GLenum GL_MAX_CLIPMAP_DEPTH_SGIX* = 0x8177.GLenum GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX* = 0x8178.GLenum GL_POST_TEXTURE_FILTER_BIAS_SGIX* = 0x8179.GLenum GL_POST_TEXTURE_FILTER_SCALE_SGIX* = 0x817A.GLenum GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX* = 0x817B.GLenum GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX* = 0x817C.GLenum GL_REFERENCE_PLANE_SGIX* = 0x817D.GLenum GL_REFERENCE_PLANE_EQUATION_SGIX* = 0x817E.GLenum GL_IR_INSTRUMENT1_SGIX* = 0x817F.GLenum GL_INSTRUMENT_BUFFER_POINTER_SGIX* = 0x8180.GLenum GL_INSTRUMENT_MEASUREMENTS_SGIX* = 0x8181.GLenum GL_LIST_PRIORITY_SGIX* = 0x8182.GLenum GL_CALLIGRAPHIC_FRAGMENT_SGIX* = 0x8183.GLenum GL_PIXEL_TEX_GEN_Q_CEILING_SGIX* = 0x8184.GLenum GL_PIXEL_TEX_GEN_Q_ROUND_SGIX* = 0x8185.GLenum GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX* = 0x8186.GLenum GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX* = 0x8187.GLenum GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX* = 0x8188.GLenum GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX* = 0x8189.GLenum GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX* = 0x818A.GLenum GL_FRAMEZOOM_SGIX* = 0x818B.GLenum GL_FRAMEZOOM_FACTOR_SGIX* = 0x818C.GLenum GL_MAX_FRAMEZOOM_FACTOR_SGIX* = 0x818D.GLenum GL_TEXTURE_LOD_BIAS_S_SGIX* = 0x818E.GLenum GL_TEXTURE_LOD_BIAS_T_SGIX* = 0x818F.GLenum GL_TEXTURE_LOD_BIAS_R_SGIX* = 0x8190.GLenum GL_GENERATE_MIPMAP* = 0x8191.GLenum GL_GENERATE_MIPMAP_SGIS* = 0x8191.GLenum GL_GENERATE_MIPMAP_HINT* = 0x8192.GLenum GL_GENERATE_MIPMAP_HINT_SGIS* = 0x8192.GLenum GL_GEOMETRY_DEFORMATION_SGIX* = 0x8194.GLenum GL_TEXTURE_DEFORMATION_SGIX* = 0x8195.GLenum GL_DEFORMATIONS_MASK_SGIX* = 0x8196.GLenum GL_MAX_DEFORMATION_ORDER_SGIX* = 0x8197.GLenum GL_FOG_OFFSET_SGIX* = 0x8198.GLenum GL_FOG_OFFSET_VALUE_SGIX* = 0x8199.GLenum GL_TEXTURE_COMPARE_SGIX* = 0x819A.GLenum GL_TEXTURE_COMPARE_OPERATOR_SGIX* = 0x819B.GLenum GL_TEXTURE_LEQUAL_R_SGIX* = 0x819C.GLenum GL_TEXTURE_GEQUAL_R_SGIX* = 0x819D.GLenum GL_DEPTH_COMPONENT16* = 0x81A5.GLenum GL_DEPTH_COMPONENT16_ARB* = 0x81A5.GLenum GL_DEPTH_COMPONENT16_OES* = 0x81A5.GLenum GL_DEPTH_COMPONENT16_SGIX* = 0x81A5.GLenum GL_DEPTH_COMPONENT24* = 0x81A6.GLenum GL_DEPTH_COMPONENT24_ARB* = 0x81A6.GLenum GL_DEPTH_COMPONENT24_OES* = 0x81A6.GLenum GL_DEPTH_COMPONENT24_SGIX* = 0x81A6.GLenum GL_DEPTH_COMPONENT32* = 0x81A7.GLenum GL_DEPTH_COMPONENT32_ARB* = 0x81A7.GLenum GL_DEPTH_COMPONENT32_OES* = 0x81A7.GLenum GL_DEPTH_COMPONENT32_SGIX* = 0x81A7.GLenum GL_ARRAY_ELEMENT_LOCK_FIRST_EXT* = 0x81A8.GLenum GL_ARRAY_ELEMENT_LOCK_COUNT_EXT* = 0x81A9.GLenum GL_CULL_VERTEX_EXT* = 0x81AA.GLenum GL_CULL_VERTEX_EYE_POSITION_EXT* = 0x81AB.GLenum GL_CULL_VERTEX_OBJECT_POSITION_EXT* = 0x81AC.GLenum GL_IUI_V2F_EXT* = 0x81AD.GLenum GL_IUI_V3F_EXT* = 0x81AE.GLenum GL_IUI_N3F_V2F_EXT* = 0x81AF.GLenum GL_IUI_N3F_V3F_EXT* = 0x81B0.GLenum GL_T2F_IUI_V2F_EXT* = 0x81B1.GLenum GL_T2F_IUI_V3F_EXT* = 0x81B2.GLenum GL_T2F_IUI_N3F_V2F_EXT* = 0x81B3.GLenum GL_T2F_IUI_N3F_V3F_EXT* = 0x81B4.GLenum GL_INDEX_TEST_EXT* = 0x81B5.GLenum GL_INDEX_TEST_FUNC_EXT* = 0x81B6.GLenum GL_INDEX_TEST_REF_EXT* = 0x81B7.GLenum GL_INDEX_MATERIAL_EXT* = 0x81B8.GLenum GL_INDEX_MATERIAL_PARAMETER_EXT* = 0x81B9.GLenum GL_INDEX_MATERIAL_FACE_EXT* = 0x81BA.GLenum GL_YCRCB_422_SGIX* = 0x81BB.GLenum GL_YCRCB_444_SGIX* = 0x81BC.GLenum GL_WRAP_BORDER_SUN* = 0x81D4.GLenum GL_UNPACK_CONSTANT_DATA_SUNX* = 0x81D5.GLenum GL_TEXTURE_CONSTANT_DATA_SUNX* = 0x81D6.GLenum GL_TRIANGLE_LIST_SUN* = 0x81D7.GLenum GL_REPLACEMENT_CODE_SUN* = 0x81D8.GLenum GL_GLOBAL_ALPHA_SUN* = 0x81D9.GLenum GL_GLOBAL_ALPHA_FACTOR_SUN* = 0x81DA.GLenum GL_TEXTURE_COLOR_WRITEMASK_SGIS* = 0x81EF.GLenum GL_EYE_DISTANCE_TO_POINT_SGIS* = 0x81F0.GLenum GL_OBJECT_DISTANCE_TO_POINT_SGIS* = 0x81F1.GLenum GL_EYE_DISTANCE_TO_LINE_SGIS* = 0x81F2.GLenum GL_OBJECT_DISTANCE_TO_LINE_SGIS* = 0x81F3.GLenum GL_EYE_POINT_SGIS* = 0x81F4.GLenum GL_OBJECT_POINT_SGIS* = 0x81F5.GLenum GL_EYE_LINE_SGIS* = 0x81F6.GLenum GL_OBJECT_LINE_SGIS* = 0x81F7.GLenum GL_LIGHT_MODEL_COLOR_CONTROL* = 0x81F8.GLenum GL_LIGHT_MODEL_COLOR_CONTROL_EXT* = 0x81F8.GLenum GL_SINGLE_COLOR* = 0x81F9.GLenum GL_SINGLE_COLOR_EXT* = 0x81F9.GLenum GL_SEPARATE_SPECULAR_COLOR* = 0x81FA.GLenum GL_SEPARATE_SPECULAR_COLOR_EXT* = 0x81FA.GLenum GL_SHARED_TEXTURE_PALETTE_EXT* = 0x81FB.GLenum GL_TEXT_FRAGMENT_SHADER_ATI* = 0x8200.GLenum GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING* = 0x8210.GLenum GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT* = 0x8210.GLenum GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE* = 0x8211.GLenum GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT* = 0x8211.GLenum GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE* = 0x8212.GLenum GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE* = 0x8213.GLenum GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE* = 0x8214.GLenum GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE* = 0x8215.GLenum GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE* = 0x8216.GLenum GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE* = 0x8217.GLenum GL_FRAMEBUFFER_DEFAULT* = 0x8218.GLenum GL_FRAMEBUFFER_UNDEFINED* = 0x8219.GLenum GL_FRAMEBUFFER_UNDEFINED_OES* = 0x8219.GLenum GL_DEPTH_STENCIL_ATTACHMENT* = 0x821A.GLenum GL_MAJOR_VERSION* = 0x821B.GLenum GL_MINOR_VERSION* = 0x821C.GLenum GL_NUM_EXTENSIONS* = 0x821D.GLenum GL_CONTEXT_FLAGS* = 0x821E.GLenum GL_BUFFER_IMMUTABLE_STORAGE* = 0x821F.GLenum GL_BUFFER_IMMUTABLE_STORAGE_EXT* = 0x821F.GLenum GL_BUFFER_STORAGE_FLAGS* = 0x8220.GLenum GL_BUFFER_STORAGE_FLAGS_EXT* = 0x8220.GLenum GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED* = 0x8221.GLenum GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES* = 0x8221.GLenum GL_INDEX* = 0x8222.GLenum GL_COMPRESSED_RED* = 0x8225.GLenum GL_COMPRESSED_RG* = 0x8226.GLenum GL_RG* = 0x8227.GLenum GL_RG_EXT* = 0x8227.GLenum GL_RG_INTEGER* = 0x8228.GLenum GL_R8* = 0x8229.GLenum GL_R8_EXT* = 0x8229.GLenum GL_R16* = 0x822A.GLenum GL_R16_EXT* = 0x822A.GLenum GL_RG8* = 0x822B.GLenum GL_RG8_EXT* = 0x822B.GLenum GL_RG16* = 0x822C.GLenum GL_RG16_EXT* = 0x822C.GLenum GL_R16F* = 0x822D.GLenum GL_R16F_EXT* = 0x822D.GLenum GL_R32F* = 0x822E.GLenum GL_R32F_EXT* = 0x822E.GLenum GL_RG16F* = 0x822F.GLenum GL_RG16F_EXT* = 0x822F.GLenum GL_RG32F* = 0x8230.GLenum GL_RG32F_EXT* = 0x8230.GLenum GL_R8I* = 0x8231.GLenum GL_R8UI* = 0x8232.GLenum GL_R16I* = 0x8233.GLenum GL_R16UI* = 0x8234.GLenum GL_R32I* = 0x8235.GLenum GL_R32UI* = 0x8236.GLenum GL_RG8I* = 0x8237.GLenum GL_RG8UI* = 0x8238.GLenum GL_RG16I* = 0x8239.GLenum GL_RG16UI* = 0x823A.GLenum GL_RG32I* = 0x823B.GLenum GL_RG32UI* = 0x823C.GLenum GL_SYNC_CL_EVENT_ARB* = 0x8240.GLenum GL_SYNC_CL_EVENT_COMPLETE_ARB* = 0x8241.GLenum GL_DEBUG_OUTPUT_SYNCHRONOUS* = 0x8242.GLenum GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB* = 0x8242.GLenum GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR* = 0x8242.GLenum GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH* = 0x8243.GLenum GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB* = 0x8243.GLenum GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR* = 0x8243.GLenum GL_DEBUG_CALLBACK_FUNCTION* = 0x8244.GLenum GL_DEBUG_CALLBACK_FUNCTION_ARB* = 0x8244.GLenum GL_DEBUG_CALLBACK_FUNCTION_KHR* = 0x8244.GLenum GL_DEBUG_CALLBACK_USER_PARAM* = 0x8245.GLenum GL_DEBUG_CALLBACK_USER_PARAM_ARB* = 0x8245.GLenum GL_DEBUG_CALLBACK_USER_PARAM_KHR* = 0x8245.GLenum GL_DEBUG_SOURCE_API* = 0x8246.GLenum GL_DEBUG_SOURCE_API_ARB* = 0x8246.GLenum GL_DEBUG_SOURCE_API_KHR* = 0x8246.GLenum GL_DEBUG_SOURCE_WINDOW_SYSTEM* = 0x8247.GLenum GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB* = 0x8247.GLenum GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR* = 0x8247.GLenum GL_DEBUG_SOURCE_SHADER_COMPILER* = 0x8248.GLenum GL_DEBUG_SOURCE_SHADER_COMPILER_ARB* = 0x8248.GLenum GL_DEBUG_SOURCE_SHADER_COMPILER_KHR* = 0x8248.GLenum GL_DEBUG_SOURCE_THIRD_PARTY* = 0x8249.GLenum GL_DEBUG_SOURCE_THIRD_PARTY_ARB* = 0x8249.GLenum GL_DEBUG_SOURCE_THIRD_PARTY_KHR* = 0x8249.GLenum GL_DEBUG_SOURCE_APPLICATION* = 0x824A.GLenum GL_DEBUG_SOURCE_APPLICATION_ARB* = 0x824A.GLenum GL_DEBUG_SOURCE_APPLICATION_KHR* = 0x824A.GLenum GL_DEBUG_SOURCE_OTHER* = 0x824B.GLenum GL_DEBUG_SOURCE_OTHER_ARB* = 0x824B.GLenum GL_DEBUG_SOURCE_OTHER_KHR* = 0x824B.GLenum GL_DEBUG_TYPE_ERROR* = 0x824C.GLenum GL_DEBUG_TYPE_ERROR_ARB* = 0x824C.GLenum GL_DEBUG_TYPE_ERROR_KHR* = 0x824C.GLenum GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR* = 0x824D.GLenum GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB* = 0x824D.GLenum GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR* = 0x824D.GLenum GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR* = 0x824E.GLenum GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB* = 0x824E.GLenum GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR* = 0x824E.GLenum GL_DEBUG_TYPE_PORTABILITY* = 0x824F.GLenum GL_DEBUG_TYPE_PORTABILITY_ARB* = 0x824F.GLenum GL_DEBUG_TYPE_PORTABILITY_KHR* = 0x824F.GLenum GL_DEBUG_TYPE_PERFORMANCE* = 0x8250.GLenum GL_DEBUG_TYPE_PERFORMANCE_ARB* = 0x8250.GLenum GL_DEBUG_TYPE_PERFORMANCE_KHR* = 0x8250.GLenum GL_DEBUG_TYPE_OTHER* = 0x8251.GLenum GL_DEBUG_TYPE_OTHER_ARB* = 0x8251.GLenum GL_DEBUG_TYPE_OTHER_KHR* = 0x8251.GLenum GL_LOSE_CONTEXT_ON_RESET* = 0x8252.GLenum GL_LOSE_CONTEXT_ON_RESET_ARB* = 0x8252.GLenum GL_LOSE_CONTEXT_ON_RESET_EXT* = 0x8252.GLenum GL_LOSE_CONTEXT_ON_RESET_KHR* = 0x8252.GLenum GL_GUILTY_CONTEXT_RESET* = 0x8253.GLenum GL_GUILTY_CONTEXT_RESET_ARB* = 0x8253.GLenum GL_GUILTY_CONTEXT_RESET_EXT* = 0x8253.GLenum GL_GUILTY_CONTEXT_RESET_KHR* = 0x8253.GLenum GL_INNOCENT_CONTEXT_RESET* = 0x8254.GLenum GL_INNOCENT_CONTEXT_RESET_ARB* = 0x8254.GLenum GL_INNOCENT_CONTEXT_RESET_EXT* = 0x8254.GLenum GL_INNOCENT_CONTEXT_RESET_KHR* = 0x8254.GLenum GL_UNKNOWN_CONTEXT_RESET* = 0x8255.GLenum GL_UNKNOWN_CONTEXT_RESET_ARB* = 0x8255.GLenum GL_UNKNOWN_CONTEXT_RESET_EXT* = 0x8255.GLenum GL_UNKNOWN_CONTEXT_RESET_KHR* = 0x8255.GLenum GL_RESET_NOTIFICATION_STRATEGY* = 0x8256.GLenum GL_RESET_NOTIFICATION_STRATEGY_ARB* = 0x8256.GLenum GL_RESET_NOTIFICATION_STRATEGY_EXT* = 0x8256.GLenum GL_RESET_NOTIFICATION_STRATEGY_KHR* = 0x8256.GLenum GL_PROGRAM_BINARY_RETRIEVABLE_HINT* = 0x8257.GLenum GL_PROGRAM_SEPARABLE* = 0x8258.GLenum GL_PROGRAM_SEPARABLE_EXT* = 0x8258.GLenum GL_ACTIVE_PROGRAM* = 0x8259.GLenum GL_PROGRAM_PIPELINE_BINDING* = 0x825A.GLenum GL_PROGRAM_PIPELINE_BINDING_EXT* = 0x825A.GLenum GL_MAX_VIEWPORTS* = 0x825B.GLenum GL_MAX_VIEWPORTS_NV* = 0x825B.GLenum GL_MAX_VIEWPORTS_OES* = 0x825B.GLenum GL_VIEWPORT_SUBPIXEL_BITS* = 0x825C.GLenum GL_VIEWPORT_SUBPIXEL_BITS_EXT* = 0x825C.GLenum GL_VIEWPORT_SUBPIXEL_BITS_NV* = 0x825C.GLenum GL_VIEWPORT_SUBPIXEL_BITS_OES* = 0x825C.GLenum GL_VIEWPORT_BOUNDS_RANGE* = 0x825D.GLenum GL_VIEWPORT_BOUNDS_RANGE_EXT* = 0x825D.GLenum GL_VIEWPORT_BOUNDS_RANGE_NV* = 0x825D.GLenum GL_VIEWPORT_BOUNDS_RANGE_OES* = 0x825D.GLenum GL_LAYER_PROVOKING_VERTEX* = 0x825E.GLenum GL_LAYER_PROVOKING_VERTEX_EXT* = 0x825E.GLenum GL_LAYER_PROVOKING_VERTEX_OES* = 0x825E.GLenum GL_VIEWPORT_INDEX_PROVOKING_VERTEX* = 0x825F.GLenum GL_VIEWPORT_INDEX_PROVOKING_VERTEX_EXT* = 0x825F.GLenum GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV* = 0x825F.GLenum GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES* = 0x825F.GLenum GL_UNDEFINED_VERTEX* = 0x8260.GLenum GL_UNDEFINED_VERTEX_EXT* = 0x8260.GLenum GL_UNDEFINED_VERTEX_OES* = 0x8260.GLenum GL_NO_RESET_NOTIFICATION* = 0x8261.GLenum GL_NO_RESET_NOTIFICATION_ARB* = 0x8261.GLenum GL_NO_RESET_NOTIFICATION_EXT* = 0x8261.GLenum GL_NO_RESET_NOTIFICATION_KHR* = 0x8261.GLenum GL_MAX_COMPUTE_SHARED_MEMORY_SIZE* = 0x8262.GLenum GL_MAX_COMPUTE_UNIFORM_COMPONENTS* = 0x8263.GLenum GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS* = 0x8264.GLenum GL_MAX_COMPUTE_ATOMIC_COUNTERS* = 0x8265.GLenum GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS* = 0x8266.GLenum GL_COMPUTE_WORK_GROUP_SIZE* = 0x8267.GLenum GL_DEBUG_TYPE_MARKER* = 0x8268.GLenum GL_DEBUG_TYPE_MARKER_KHR* = 0x8268.GLenum GL_DEBUG_TYPE_PUSH_GROUP* = 0x8269.GLenum GL_DEBUG_TYPE_PUSH_GROUP_KHR* = 0x8269.GLenum GL_DEBUG_TYPE_POP_GROUP* = 0x826A.GLenum GL_DEBUG_TYPE_POP_GROUP_KHR* = 0x826A.GLenum GL_DEBUG_SEVERITY_NOTIFICATION* = 0x826B.GLenum GL_DEBUG_SEVERITY_NOTIFICATION_KHR* = 0x826B.GLenum GL_MAX_DEBUG_GROUP_STACK_DEPTH* = 0x826C.GLenum GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR* = 0x826C.GLenum GL_DEBUG_GROUP_STACK_DEPTH* = 0x826D.GLenum GL_DEBUG_GROUP_STACK_DEPTH_KHR* = 0x826D.GLenum GL_MAX_UNIFORM_LOCATIONS* = 0x826E.GLenum GL_INTERNALFORMAT_SUPPORTED* = 0x826F.GLenum GL_INTERNALFORMAT_PREFERRED* = 0x8270.GLenum GL_INTERNALFORMAT_RED_SIZE* = 0x8271.GLenum GL_INTERNALFORMAT_GREEN_SIZE* = 0x8272.GLenum GL_INTERNALFORMAT_BLUE_SIZE* = 0x8273.GLenum GL_INTERNALFORMAT_ALPHA_SIZE* = 0x8274.GLenum GL_INTERNALFORMAT_DEPTH_SIZE* = 0x8275.GLenum GL_INTERNALFORMAT_STENCIL_SIZE* = 0x8276.GLenum GL_INTERNALFORMAT_SHARED_SIZE* = 0x8277.GLenum GL_INTERNALFORMAT_RED_TYPE* = 0x8278.GLenum GL_INTERNALFORMAT_GREEN_TYPE* = 0x8279.GLenum GL_INTERNALFORMAT_BLUE_TYPE* = 0x827A.GLenum GL_INTERNALFORMAT_ALPHA_TYPE* = 0x827B.GLenum GL_INTERNALFORMAT_DEPTH_TYPE* = 0x827C.GLenum GL_INTERNALFORMAT_STENCIL_TYPE* = 0x827D.GLenum GL_MAX_WIDTH* = 0x827E.GLenum GL_MAX_HEIGHT* = 0x827F.GLenum GL_MAX_DEPTH* = 0x8280.GLenum GL_MAX_LAYERS* = 0x8281.GLenum GL_MAX_COMBINED_DIMENSIONS* = 0x8282.GLenum GL_COLOR_COMPONENTS* = 0x8283.GLenum GL_DEPTH_COMPONENTS* = 0x8284.GLenum GL_STENCIL_COMPONENTS* = 0x8285.GLenum GL_COLOR_RENDERABLE* = 0x8286.GLenum GL_DEPTH_RENDERABLE* = 0x8287.GLenum GL_STENCIL_RENDERABLE* = 0x8288.GLenum GL_FRAMEBUFFER_RENDERABLE* = 0x8289.GLenum GL_FRAMEBUFFER_RENDERABLE_LAYERED* = 0x828A.GLenum GL_FRAMEBUFFER_BLEND* = 0x828B.GLenum GL_READ_PIXELS* = 0x828C.GLenum GL_READ_PIXELS_FORMAT* = 0x828D.GLenum GL_READ_PIXELS_TYPE* = 0x828E.GLenum GL_TEXTURE_IMAGE_FORMAT* = 0x828F.GLenum GL_TEXTURE_IMAGE_TYPE* = 0x8290.GLenum GL_GET_TEXTURE_IMAGE_FORMAT* = 0x8291.GLenum GL_GET_TEXTURE_IMAGE_TYPE* = 0x8292.GLenum GL_MIPMAP* = 0x8293.GLenum GL_MANUAL_GENERATE_MIPMAP* = 0x8294.GLenum GL_AUTO_GENERATE_MIPMAP* = 0x8295.GLenum ## Should be deprecated GL_COLOR_ENCODING* = 0x8296.GLenum GL_SRGB_READ* = 0x8297.GLenum GL_SRGB_WRITE* = 0x8298.GLenum GL_SRGB_DECODE_ARB* = 0x8299.GLenum GL_FILTER* = 0x829A.GLenum GL_VERTEX_TEXTURE* = 0x829B.GLenum GL_TESS_CONTROL_TEXTURE* = 0x829C.GLenum GL_TESS_EVALUATION_TEXTURE* = 0x829D.GLenum GL_GEOMETRY_TEXTURE* = 0x829E.GLenum GL_FRAGMENT_TEXTURE* = 0x829F.GLenum GL_COMPUTE_TEXTURE* = 0x82A0.GLenum GL_TEXTURE_SHADOW* = 0x82A1.GLenum GL_TEXTURE_GATHER* = 0x82A2.GLenum GL_TEXTURE_GATHER_SHADOW* = 0x82A3.GLenum GL_SHADER_IMAGE_LOAD* = 0x82A4.GLenum GL_SHADER_IMAGE_STORE* = 0x82A5.GLenum GL_SHADER_IMAGE_ATOMIC* = 0x82A6.GLenum GL_IMAGE_TEXEL_SIZE* = 0x82A7.GLenum GL_IMAGE_COMPATIBILITY_CLASS* = 0x82A8.GLenum GL_IMAGE_PIXEL_FORMAT* = 0x82A9.GLenum GL_IMAGE_PIXEL_TYPE* = 0x82AA.GLenum GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST* = 0x82AC.GLenum GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST* = 0x82AD.GLenum GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE* = 0x82AE.GLenum GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE* = 0x82AF.GLenum GL_TEXTURE_COMPRESSED_BLOCK_WIDTH* = 0x82B1.GLenum GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT* = 0x82B2.GLenum GL_TEXTURE_COMPRESSED_BLOCK_SIZE* = 0x82B3.GLenum GL_CLEAR_BUFFER* = 0x82B4.GLenum GL_TEXTURE_VIEW* = 0x82B5.GLenum GL_VIEW_COMPATIBILITY_CLASS* = 0x82B6.GLenum GL_FULL_SUPPORT* = 0x82B7.GLenum GL_CAVEAT_SUPPORT* = 0x82B8.GLenum GL_IMAGE_CLASS_4_X_32* = 0x82B9.GLenum GL_IMAGE_CLASS_2_X_32* = 0x82BA.GLenum GL_IMAGE_CLASS_1_X_32* = 0x82BB.GLenum GL_IMAGE_CLASS_4_X_16* = 0x82BC.GLenum GL_IMAGE_CLASS_2_X_16* = 0x82BD.GLenum GL_IMAGE_CLASS_1_X_16* = 0x82BE.GLenum GL_IMAGE_CLASS_4_X_8* = 0x82BF.GLenum GL_IMAGE_CLASS_2_X_8* = 0x82C0.GLenum GL_IMAGE_CLASS_1_X_8* = 0x82C1.GLenum GL_IMAGE_CLASS_11_11_10* = 0x82C2.GLenum GL_IMAGE_CLASS_10_10_10_2* = 0x82C3.GLenum GL_VIEW_CLASS_128_BITS* = 0x82C4.GLenum GL_VIEW_CLASS_96_BITS* = 0x82C5.GLenum GL_VIEW_CLASS_64_BITS* = 0x82C6.GLenum GL_VIEW_CLASS_48_BITS* = 0x82C7.GLenum GL_VIEW_CLASS_32_BITS* = 0x82C8.GLenum GL_VIEW_CLASS_24_BITS* = 0x82C9.GLenum GL_VIEW_CLASS_16_BITS* = 0x82CA.GLenum GL_VIEW_CLASS_8_BITS* = 0x82CB.GLenum GL_VIEW_CLASS_S3TC_DXT1_RGB* = 0x82CC.GLenum GL_VIEW_CLASS_S3TC_DXT1_RGBA* = 0x82CD.GLenum GL_VIEW_CLASS_S3TC_DXT3_RGBA* = 0x82CE.GLenum GL_VIEW_CLASS_S3TC_DXT5_RGBA* = 0x82CF.GLenum GL_VIEW_CLASS_RGTC1_RED* = 0x82D0.GLenum GL_VIEW_CLASS_RGTC2_RG* = 0x82D1.GLenum GL_VIEW_CLASS_BPTC_UNORM* = 0x82D2.GLenum GL_VIEW_CLASS_BPTC_FLOAT* = 0x82D3.GLenum GL_VERTEX_ATTRIB_BINDING* = 0x82D4.GLenum GL_VERTEX_ATTRIB_RELATIVE_OFFSET* = 0x82D5.GLenum GL_VERTEX_BINDING_DIVISOR* = 0x82D6.GLenum GL_VERTEX_BINDING_OFFSET* = 0x82D7.GLenum GL_VERTEX_BINDING_STRIDE* = 0x82D8.GLenum GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET* = 0x82D9.GLenum GL_MAX_VERTEX_ATTRIB_BINDINGS* = 0x82DA.GLenum GL_TEXTURE_VIEW_MIN_LEVEL* = 0x82DB.GLenum GL_TEXTURE_VIEW_MIN_LEVEL_EXT* = 0x82DB.GLenum GL_TEXTURE_VIEW_MIN_LEVEL_OES* = 0x82DB.GLenum GL_TEXTURE_VIEW_NUM_LEVELS* = 0x82DC.GLenum GL_TEXTURE_VIEW_NUM_LEVELS_EXT* = 0x82DC.GLenum GL_TEXTURE_VIEW_NUM_LEVELS_OES* = 0x82DC.GLenum GL_TEXTURE_VIEW_MIN_LAYER* = 0x82DD.GLenum GL_TEXTURE_VIEW_MIN_LAYER_EXT* = 0x82DD.GLenum GL_TEXTURE_VIEW_MIN_LAYER_OES* = 0x82DD.GLenum GL_TEXTURE_VIEW_NUM_LAYERS* = 0x82DE.GLenum GL_TEXTURE_VIEW_NUM_LAYERS_EXT* = 0x82DE.GLenum GL_TEXTURE_VIEW_NUM_LAYERS_OES* = 0x82DE.GLenum GL_TEXTURE_IMMUTABLE_LEVELS* = 0x82DF.GLenum GL_BUFFER* = 0x82E0.GLenum GL_BUFFER_KHR* = 0x82E0.GLenum GL_SHADER* = 0x82E1.GLenum GL_SHADER_KHR* = 0x82E1.GLenum GL_PROGRAM* = 0x82E2.GLenum GL_PROGRAM_KHR* = 0x82E2.GLenum GL_QUERY* = 0x82E3.GLenum GL_QUERY_KHR* = 0x82E3.GLenum GL_PROGRAM_PIPELINE* = 0x82E4.GLenum GL_PROGRAM_PIPELINE_KHR* = 0x82E4.GLenum GL_MAX_VERTEX_ATTRIB_STRIDE* = 0x82E5.GLenum GL_SAMPLER* = 0x82E6.GLenum GL_SAMPLER_KHR* = 0x82E6.GLenum GL_DISPLAY_LIST* = 0x82E7.GLenum GL_MAX_LABEL_LENGTH* = 0x82E8.GLenum GL_MAX_LABEL_LENGTH_KHR* = 0x82E8.GLenum GL_NUM_SHADING_LANGUAGE_VERSIONS* = 0x82E9.GLenum GL_QUERY_TARGET* = 0x82EA.GLenum GL_TRANSFORM_FEEDBACK_OVERFLOW* = 0x82EC.GLenum GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB* = 0x82EC.GLenum GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW* = 0x82ED.GLenum GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB* = 0x82ED.GLenum GL_VERTICES_SUBMITTED* = 0x82EE.GLenum GL_VERTICES_SUBMITTED_ARB* = 0x82EE.GLenum GL_PRIMITIVES_SUBMITTED* = 0x82EF.GLenum GL_PRIMITIVES_SUBMITTED_ARB* = 0x82EF.GLenum GL_VERTEX_SHADER_INVOCATIONS* = 0x82F0.GLenum GL_VERTEX_SHADER_INVOCATIONS_ARB* = 0x82F0.GLenum GL_TESS_CONTROL_SHADER_PATCHES* = 0x82F1.GLenum GL_TESS_CONTROL_SHADER_PATCHES_ARB* = 0x82F1.GLenum GL_TESS_EVALUATION_SHADER_INVOCATIONS* = 0x82F2.GLenum GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB* = 0x82F2.GLenum GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED* = 0x82F3.GLenum GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB* = 0x82F3.GLenum GL_FRAGMENT_SHADER_INVOCATIONS* = 0x82F4.GLenum GL_FRAGMENT_SHADER_INVOCATIONS_ARB* = 0x82F4.GLenum GL_COMPUTE_SHADER_INVOCATIONS* = 0x82F5.GLenum GL_COMPUTE_SHADER_INVOCATIONS_ARB* = 0x82F5.GLenum GL_CLIPPING_INPUT_PRIMITIVES* = 0x82F6.GLenum GL_CLIPPING_INPUT_PRIMITIVES_ARB* = 0x82F6.GLenum GL_CLIPPING_OUTPUT_PRIMITIVES* = 0x82F7.GLenum GL_CLIPPING_OUTPUT_PRIMITIVES_ARB* = 0x82F7.GLenum GL_SPARSE_BUFFER_PAGE_SIZE_ARB* = 0x82F8.GLenum GL_MAX_CULL_DISTANCES* = 0x82F9.GLenum GL_MAX_CULL_DISTANCES_EXT* = 0x82F9.GLenum GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES* = 0x82FA.GLenum GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT* = 0x82FA.GLenum GL_CONTEXT_RELEASE_BEHAVIOR* = 0x82FB.GLenum GL_CONTEXT_RELEASE_BEHAVIOR_KHR* = 0x82FB.GLenum GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH* = 0x82FC.GLenum GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR* = 0x82FC.GLenum GL_ROBUST_GPU_TIMEOUT_MS_KHR* = 0x82FD.GLenum ## Reserved for future GL_DEPTH_PASS_INSTRUMENT_SGIX* = 0x8310.GLenum GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX* = 0x8311.GLenum GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX* = 0x8312.GLenum GL_FRAGMENTS_INSTRUMENT_SGIX* = 0x8313.GLenum GL_FRAGMENTS_INSTRUMENT_COUNTERS_SGIX* = 0x8314.GLenum GL_FRAGMENTS_INSTRUMENT_MAX_SGIX* = 0x8315.GLenum GL_CONVOLUTION_HINT_SGIX* = 0x8316.GLenum GL_YCRCB_SGIX* = 0x8318.GLenum GL_YCRCBA_SGIX* = 0x8319.GLenum GL_UNPACK_COMPRESSED_SIZE_SGIX* = 0x831A.GLenum GL_PACK_MAX_COMPRESSED_SIZE_SGIX* = 0x831B.GLenum GL_PACK_COMPRESSED_SIZE_SGIX* = 0x831C.GLenum GL_SLIM8U_SGIX* = 0x831D.GLenum GL_SLIM10U_SGIX* = 0x831E.GLenum GL_SLIM12S_SGIX* = 0x831F.GLenum GL_ALPHA_MIN_SGIX* = 0x8320.GLenum GL_ALPHA_MAX_SGIX* = 0x8321.GLenum GL_SCALEBIAS_HINT_SGIX* = 0x8322.GLenum GL_ASYNC_MARKER_SGIX* = 0x8329.GLenum GL_PIXEL_TEX_GEN_MODE_SGIX* = 0x832B.GLenum GL_ASYNC_HISTOGRAM_SGIX* = 0x832C.GLenum GL_MAX_ASYNC_HISTOGRAM_SGIX* = 0x832D.GLenum GL_PIXEL_TRANSFORM_2D_EXT* = 0x8330.GLenum GL_PIXEL_MAG_FILTER_EXT* = 0x8331.GLenum GL_PIXEL_MIN_FILTER_EXT* = 0x8332.GLenum GL_PIXEL_CUBIC_WEIGHT_EXT* = 0x8333.GLenum GL_CUBIC_EXT* = 0x8334.GLenum GL_AVERAGE_EXT* = 0x8335.GLenum GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT* = 0x8336.GLenum GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT* = 0x8337.GLenum GL_PIXEL_TRANSFORM_2D_MATRIX_EXT* = 0x8338.GLenum GL_FRAGMENT_MATERIAL_EXT* = 0x8349.GLenum GL_FRAGMENT_NORMAL_EXT* = 0x834A.GLenum GL_FRAGMENT_COLOR_EXT* = 0x834C.GLenum GL_ATTENUATION_EXT* = 0x834D.GLenum GL_SHADOW_ATTENUATION_EXT* = 0x834E.GLenum GL_TEXTURE_APPLICATION_MODE_EXT* = 0x834F.GLenum GL_TEXTURE_LIGHT_EXT* = 0x8350.GLenum GL_TEXTURE_MATERIAL_FACE_EXT* = 0x8351.GLenum GL_TEXTURE_MATERIAL_PARAMETER_EXT* = 0x8352.GLenum GL_PIXEL_TEXTURE_SGIS* = 0x8353.GLenum GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS* = 0x8354.GLenum GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS* = 0x8355.GLenum GL_PIXEL_GROUP_COLOR_SGIS* = 0x8356.GLenum GL_LINE_QUALITY_HINT_SGIX* = 0x835B.GLenum GL_ASYNC_TEX_IMAGE_SGIX* = 0x835C.GLenum GL_ASYNC_DRAW_PIXELS_SGIX* = 0x835D.GLenum GL_ASYNC_READ_PIXELS_SGIX* = 0x835E.GLenum GL_MAX_ASYNC_TEX_IMAGE_SGIX* = 0x835F.GLenum GL_MAX_ASYNC_DRAW_PIXELS_SGIX* = 0x8360.GLenum GL_MAX_ASYNC_READ_PIXELS_SGIX* = 0x8361.GLenum GL_UNSIGNED_BYTE_2_3_3_REV* = 0x8362.GLenum GL_UNSIGNED_BYTE_2_3_3_REV_EXT* = 0x8362.GLenum GL_UNSIGNED_SHORT_5_6_5* = 0x8363.GLenum GL_UNSIGNED_SHORT_5_6_5_EXT* = 0x8363.GLenum GL_UNSIGNED_SHORT_5_6_5_REV* = 0x8364.GLenum GL_UNSIGNED_SHORT_5_6_5_REV_EXT* = 0x8364.GLenum GL_UNSIGNED_SHORT_4_4_4_4_REV* = 0x8365.GLenum GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT* = 0x8365.GLenum GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG* = 0x8365.GLenum GL_UNSIGNED_SHORT_1_5_5_5_REV* = 0x8366.GLenum GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT* = 0x8366.GLenum GL_UNSIGNED_INT_8_8_8_8_REV* = 0x8367.GLenum GL_UNSIGNED_INT_8_8_8_8_REV_EXT* = 0x8367.GLenum GL_UNSIGNED_INT_2_10_10_10_REV* = 0x8368.GLenum GL_UNSIGNED_INT_2_10_10_10_REV_EXT* = 0x8368.GLenum GL_TEXTURE_MAX_CLAMP_S_SGIX* = 0x8369.GLenum GL_TEXTURE_MAX_CLAMP_T_SGIX* = 0x836A.GLenum GL_TEXTURE_MAX_CLAMP_R_SGIX* = 0x836B.GLenum GL_MIRRORED_REPEAT* = 0x8370.GLenum GL_MIRRORED_REPEAT_ARB* = 0x8370.GLenum GL_MIRRORED_REPEAT_IBM* = 0x8370.GLenum GL_MIRRORED_REPEAT_OES* = 0x8370.GLenum GL_RGB_S3TC* = 0x83A0.GLenum GL_RGB4_S3TC* = 0x83A1.GLenum GL_RGBA_S3TC* = 0x83A2.GLenum GL_RGBA4_S3TC* = 0x83A3.GLenum GL_RGBA_DXT5_S3TC* = 0x83A4.GLenum GL_RGBA4_DXT5_S3TC* = 0x83A5.GLenum GL_VERTEX_PRECLIP_SGIX* = 0x83EE.GLenum GL_VERTEX_PRECLIP_HINT_SGIX* = 0x83EF.GLenum GL_COMPRESSED_RGB_S3TC_DXT1_EXT* = 0x83F0.GLenum GL_COMPRESSED_RGBA_S3TC_DXT1_EXT* = 0x83F1.GLenum GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE* = 0x83F2.GLenum GL_COMPRESSED_RGBA_S3TC_DXT3_EXT* = 0x83F2.GLenum GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE* = 0x83F3.GLenum GL_COMPRESSED_RGBA_S3TC_DXT5_EXT* = 0x83F3.GLenum GL_PARALLEL_ARRAYS_INTEL* = 0x83F4.GLenum GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL* = 0x83F5.GLenum GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL* = 0x83F6.GLenum GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL* = 0x83F7.GLenum GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL* = 0x83F8.GLenum GL_PERFQUERY_DONOT_FLUSH_INTEL* = 0x83F9.GLenum GL_PERFQUERY_FLUSH_INTEL* = 0x83FA.GLenum GL_PERFQUERY_WAIT_INTEL* = 0x83FB.GLenum GL_BLACKHOLE_RENDER_INTEL* = 0x83FC.GLenum GL_CONSERVATIVE_RASTERIZATION_INTEL* = 0x83FE.GLenum GL_TEXTURE_MEMORY_LAYOUT_INTEL* = 0x83FF.GLenum GL_FRAGMENT_LIGHTING_SGIX* = 0x8400.GLenum GL_FRAGMENT_COLOR_MATERIAL_SGIX* = 0x8401.GLenum GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX* = 0x8402.GLenum GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX* = 0x8403.GLenum GL_MAX_FRAGMENT_LIGHTS_SGIX* = 0x8404.GLenum GL_MAX_ACTIVE_LIGHTS_SGIX* = 0x8405.GLenum GL_CURRENT_RASTER_NORMAL_SGIX* = 0x8406.GLenum GL_LIGHT_ENV_MODE_SGIX* = 0x8407.GLenum GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX* = 0x8408.GLenum GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX* = 0x8409.GLenum GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX* = 0x840A.GLenum GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX* = 0x840B.GLenum GL_FRAGMENT_LIGHT0_SGIX* = 0x840C.GLenum GL_FRAGMENT_LIGHT1_SGIX* = 0x840D.GLenum GL_FRAGMENT_LIGHT2_SGIX* = 0x840E.GLenum GL_FRAGMENT_LIGHT3_SGIX* = 0x840F.GLenum GL_FRAGMENT_LIGHT4_SGIX* = 0x8410.GLenum GL_FRAGMENT_LIGHT5_SGIX* = 0x8411.GLenum GL_FRAGMENT_LIGHT6_SGIX* = 0x8412.GLenum GL_FRAGMENT_LIGHT7_SGIX* = 0x8413.GLenum GL_PACK_RESAMPLE_SGIX* = 0x842E.GLenum ## Formerly 0x842C in SGI specfile GL_UNPACK_RESAMPLE_SGIX* = 0x842F.GLenum ## Formerly 0x842D in SGI specfile GL_RESAMPLE_DECIMATE_SGIX* = 0x8430.GLenum ## Formerly 0x8430 in SGI specfile GL_RESAMPLE_REPLICATE_SGIX* = 0x8433.GLenum ## Formerly 0x842E in SGI specfile GL_RESAMPLE_ZERO_FILL_SGIX* = 0x8434.GLenum ## Formerly 0x842F in SGI specfile GL_TANGENT_ARRAY_EXT* = 0x8439.GLenum GL_BINORMAL_ARRAY_EXT* = 0x843A.GLenum GL_CURRENT_TANGENT_EXT* = 0x843B.GLenum GL_CURRENT_BINORMAL_EXT* = 0x843C.GLenum GL_TANGENT_ARRAY_TYPE_EXT* = 0x843E.GLenum GL_TANGENT_ARRAY_STRIDE_EXT* = 0x843F.GLenum GL_BINORMAL_ARRAY_TYPE_EXT* = 0x8440.GLenum GL_BINORMAL_ARRAY_STRIDE_EXT* = 0x8441.GLenum GL_TANGENT_ARRAY_POINTER_EXT* = 0x8442.GLenum GL_BINORMAL_ARRAY_POINTER_EXT* = 0x8443.GLenum GL_MAP1_TANGENT_EXT* = 0x8444.GLenum GL_MAP2_TANGENT_EXT* = 0x8445.GLenum GL_MAP1_BINORMAL_EXT* = 0x8446.GLenum GL_MAP2_BINORMAL_EXT* = 0x8447.GLenum GL_NEAREST_CLIPMAP_NEAREST_SGIX* = 0x844D.GLenum GL_NEAREST_CLIPMAP_LINEAR_SGIX* = 0x844E.GLenum GL_LINEAR_CLIPMAP_NEAREST_SGIX* = 0x844F.GLenum GL_FOG_COORDINATE_SOURCE* = 0x8450.GLenum GL_FOG_COORDINATE_SOURCE_EXT* = 0x8450.GLenum GL_FOG_COORD_SRC* = 0x8450.GLenum GL_FOG_COORDINATE* = 0x8451.GLenum GL_FOG_COORD* = 0x8451.GLenum GL_FOG_COORDINATE_EXT* = 0x8451.GLenum GL_FRAGMENT_DEPTH* = 0x8452.GLenum GL_FRAGMENT_DEPTH_EXT* = 0x8452.GLenum GL_CURRENT_FOG_COORDINATE* = 0x8453.GLenum GL_CURRENT_FOG_COORD* = 0x8453.GLenum GL_CURRENT_FOG_COORDINATE_EXT* = 0x8453.GLenum GL_FOG_COORDINATE_ARRAY_TYPE* = 0x8454.GLenum GL_FOG_COORDINATE_ARRAY_TYPE_EXT* = 0x8454.GLenum GL_FOG_COORD_ARRAY_TYPE* = 0x8454.GLenum GL_FOG_COORDINATE_ARRAY_STRIDE* = 0x8455.GLenum GL_FOG_COORDINATE_ARRAY_STRIDE_EXT* = 0x8455.GLenum GL_FOG_COORD_ARRAY_STRIDE* = 0x8455.GLenum GL_FOG_COORDINATE_ARRAY_POINTER* = 0x8456.GLenum GL_FOG_COORDINATE_ARRAY_POINTER_EXT* = 0x8456.GLenum GL_FOG_COORD_ARRAY_POINTER* = 0x8456.GLenum GL_FOG_COORDINATE_ARRAY* = 0x8457.GLenum GL_FOG_COORDINATE_ARRAY_EXT* = 0x8457.GLenum GL_FOG_COORD_ARRAY* = 0x8457.GLenum GL_COLOR_SUM* = 0x8458.GLenum GL_COLOR_SUM_ARB* = 0x8458.GLenum GL_COLOR_SUM_EXT* = 0x8458.GLenum GL_CURRENT_SECONDARY_COLOR* = 0x8459.GLenum GL_CURRENT_SECONDARY_COLOR_EXT* = 0x8459.GLenum GL_SECONDARY_COLOR_ARRAY_SIZE* = 0x845A.GLenum GL_SECONDARY_COLOR_ARRAY_SIZE_EXT* = 0x845A.GLenum GL_SECONDARY_COLOR_ARRAY_TYPE* = 0x845B.GLenum GL_SECONDARY_COLOR_ARRAY_TYPE_EXT* = 0x845B.GLenum GL_SECONDARY_COLOR_ARRAY_STRIDE* = 0x845C.GLenum GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT* = 0x845C.GLenum GL_SECONDARY_COLOR_ARRAY_POINTER* = 0x845D.GLenum GL_SECONDARY_COLOR_ARRAY_POINTER_EXT* = 0x845D.GLenum GL_SECONDARY_COLOR_ARRAY* = 0x845E.GLenum GL_SECONDARY_COLOR_ARRAY_EXT* = 0x845E.GLenum GL_CURRENT_RASTER_SECONDARY_COLOR* = 0x845F.GLenum GL_ALIASED_POINT_SIZE_RANGE* = 0x846D.GLenum GL_ALIASED_LINE_WIDTH_RANGE* = 0x846E.GLenum GL_SCREEN_COORDINATES_REND* = 0x8490.GLenum GL_INVERTED_SCREEN_W_REND* = 0x8491.GLenum GL_TEXTURE0* = 0x84C0.GLenum GL_TEXTURE0_ARB* = 0x84C0.GLenum GL_TEXTURE1* = 0x84C1.GLenum GL_TEXTURE1_ARB* = 0x84C1.GLenum GL_TEXTURE2* = 0x84C2.GLenum GL_TEXTURE2_ARB* = 0x84C2.GLenum GL_TEXTURE3* = 0x84C3.GLenum GL_TEXTURE3_ARB* = 0x84C3.GLenum GL_TEXTURE4* = 0x84C4.GLenum GL_TEXTURE4_ARB* = 0x84C4.GLenum GL_TEXTURE5* = 0x84C5.GLenum GL_TEXTURE5_ARB* = 0x84C5.GLenum GL_TEXTURE6* = 0x84C6.GLenum GL_TEXTURE6_ARB* = 0x84C6.GLenum GL_TEXTURE7* = 0x84C7.GLenum GL_TEXTURE7_ARB* = 0x84C7.GLenum GL_TEXTURE8* = 0x84C8.GLenum GL_TEXTURE8_ARB* = 0x84C8.GLenum GL_TEXTURE9* = 0x84C9.GLenum GL_TEXTURE9_ARB* = 0x84C9.GLenum GL_TEXTURE10* = 0x84CA.GLenum GL_TEXTURE10_ARB* = 0x84CA.GLenum GL_TEXTURE11* = 0x84CB.GLenum GL_TEXTURE11_ARB* = 0x84CB.GLenum GL_TEXTURE12* = 0x84CC.GLenum GL_TEXTURE12_ARB* = 0x84CC.GLenum GL_TEXTURE13* = 0x84CD.GLenum GL_TEXTURE13_ARB* = 0x84CD.GLenum GL_TEXTURE14* = 0x84CE.GLenum GL_TEXTURE14_ARB* = 0x84CE.GLenum GL_TEXTURE15* = 0x84CF.GLenum GL_TEXTURE15_ARB* = 0x84CF.GLenum GL_TEXTURE16* = 0x84D0.GLenum GL_TEXTURE16_ARB* = 0x84D0.GLenum GL_TEXTURE17* = 0x84D1.GLenum GL_TEXTURE17_ARB* = 0x84D1.GLenum GL_TEXTURE18* = 0x84D2.GLenum GL_TEXTURE18_ARB* = 0x84D2.GLenum GL_TEXTURE19* = 0x84D3.GLenum GL_TEXTURE19_ARB* = 0x84D3.GLenum GL_TEXTURE20* = 0x84D4.GLenum GL_TEXTURE20_ARB* = 0x84D4.GLenum GL_TEXTURE21* = 0x84D5.GLenum GL_TEXTURE21_ARB* = 0x84D5.GLenum GL_TEXTURE22* = 0x84D6.GLenum GL_TEXTURE22_ARB* = 0x84D6.GLenum GL_TEXTURE23* = 0x84D7.GLenum GL_TEXTURE23_ARB* = 0x84D7.GLenum GL_TEXTURE24* = 0x84D8.GLenum GL_TEXTURE24_ARB* = 0x84D8.GLenum GL_TEXTURE25* = 0x84D9.GLenum GL_TEXTURE25_ARB* = 0x84D9.GLenum GL_TEXTURE26* = 0x84DA.GLenum GL_TEXTURE26_ARB* = 0x84DA.GLenum GL_TEXTURE27* = 0x84DB.GLenum GL_TEXTURE27_ARB* = 0x84DB.GLenum GL_TEXTURE28* = 0x84DC.GLenum GL_TEXTURE28_ARB* = 0x84DC.GLenum GL_TEXTURE29* = 0x84DD.GLenum GL_TEXTURE29_ARB* = 0x84DD.GLenum GL_TEXTURE30* = 0x84DE.GLenum GL_TEXTURE30_ARB* = 0x84DE.GLenum GL_TEXTURE31* = 0x84DF.GLenum GL_TEXTURE31_ARB* = 0x84DF.GLenum GL_ACTIVE_TEXTURE* = 0x84E0.GLenum GL_ACTIVE_TEXTURE_ARB* = 0x84E0.GLenum GL_CLIENT_ACTIVE_TEXTURE* = 0x84E1.GLenum GL_CLIENT_ACTIVE_TEXTURE_ARB* = 0x84E1.GLenum GL_MAX_TEXTURE_UNITS* = 0x84E2.GLenum GL_MAX_TEXTURE_UNITS_ARB* = 0x84E2.GLenum GL_TRANSPOSE_MODELVIEW_MATRIX* = 0x84E3.GLenum GL_TRANSPOSE_MODELVIEW_MATRIX_ARB* = 0x84E3.GLenum GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV* = 0x84E3.GLenum GL_TRANSPOSE_PROJECTION_MATRIX* = 0x84E4.GLenum GL_TRANSPOSE_PROJECTION_MATRIX_ARB* = 0x84E4.GLenum GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV* = 0x84E4.GLenum GL_TRANSPOSE_TEXTURE_MATRIX* = 0x84E5.GLenum GL_TRANSPOSE_TEXTURE_MATRIX_ARB* = 0x84E5.GLenum GL_TRANSPOSE_COLOR_MATRIX* = 0x84E6.GLenum GL_TRANSPOSE_COLOR_MATRIX_ARB* = 0x84E6.GLenum GL_SUBTRACT* = 0x84E7.GLenum GL_SUBTRACT_ARB* = 0x84E7.GLenum GL_MAX_RENDERBUFFER_SIZE* = 0x84E8.GLenum GL_MAX_RENDERBUFFER_SIZE_EXT* = 0x84E8.GLenum GL_MAX_RENDERBUFFER_SIZE_OES* = 0x84E8.GLenum GL_COMPRESSED_ALPHA* = 0x84E9.GLenum GL_COMPRESSED_ALPHA_ARB* = 0x84E9.GLenum GL_COMPRESSED_LUMINANCE* = 0x84EA.GLenum GL_COMPRESSED_LUMINANCE_ARB* = 0x84EA.GLenum GL_COMPRESSED_LUMINANCE_ALPHA* = 0x84EB.GLenum GL_COMPRESSED_LUMINANCE_ALPHA_ARB* = 0x84EB.GLenum GL_COMPRESSED_INTENSITY* = 0x84EC.GLenum GL_COMPRESSED_INTENSITY_ARB* = 0x84EC.GLenum GL_COMPRESSED_RGB* = 0x84ED.GLenum GL_COMPRESSED_RGB_ARB* = 0x84ED.GLenum GL_COMPRESSED_RGBA* = 0x84EE.GLenum GL_COMPRESSED_RGBA_ARB* = 0x84EE.GLenum GL_TEXTURE_COMPRESSION_HINT* = 0x84EF.GLenum GL_TEXTURE_COMPRESSION_HINT_ARB* = 0x84EF.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER* = 0x84F0.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER* = 0x84F1.GLenum GL_ALL_COMPLETED_NV* = 0x84F2.GLenum GL_FENCE_STATUS_NV* = 0x84F3.GLenum GL_FENCE_CONDITION_NV* = 0x84F4.GLenum GL_TEXTURE_RECTANGLE* = 0x84F5.GLenum GL_TEXTURE_RECTANGLE_ARB* = 0x84F5.GLenum GL_TEXTURE_RECTANGLE_NV* = 0x84F5.GLenum GL_TEXTURE_BINDING_RECTANGLE* = 0x84F6.GLenum GL_TEXTURE_BINDING_RECTANGLE_ARB* = 0x84F6.GLenum GL_TEXTURE_BINDING_RECTANGLE_NV* = 0x84F6.GLenum GL_PROXY_TEXTURE_RECTANGLE* = 0x84F7.GLenum GL_PROXY_TEXTURE_RECTANGLE_ARB* = 0x84F7.GLenum GL_PROXY_TEXTURE_RECTANGLE_NV* = 0x84F7.GLenum GL_MAX_RECTANGLE_TEXTURE_SIZE* = 0x84F8.GLenum GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB* = 0x84F8.GLenum GL_MAX_RECTANGLE_TEXTURE_SIZE_NV* = 0x84F8.GLenum GL_DEPTH_STENCIL* = 0x84F9.GLenum GL_DEPTH_STENCIL_EXT* = 0x84F9.GLenum GL_DEPTH_STENCIL_NV* = 0x84F9.GLenum GL_DEPTH_STENCIL_OES* = 0x84F9.GLenum GL_UNSIGNED_INT_24_8* = 0x84FA.GLenum GL_UNSIGNED_INT_24_8_EXT* = 0x84FA.GLenum GL_UNSIGNED_INT_24_8_NV* = 0x84FA.GLenum GL_UNSIGNED_INT_24_8_OES* = 0x84FA.GLenum GL_MAX_TEXTURE_LOD_BIAS* = 0x84FD.GLenum GL_MAX_TEXTURE_LOD_BIAS_EXT* = 0x84FD.GLenum GL_TEXTURE_MAX_ANISOTROPY* = 0x84FE.GLenum GL_TEXTURE_MAX_ANISOTROPY_EXT* = 0x84FE.GLenum GL_MAX_TEXTURE_MAX_ANISOTROPY* = 0x84FF.GLenum GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT* = 0x84FF.GLenum GL_TEXTURE_FILTER_CONTROL* = 0x8500.GLenum GL_TEXTURE_FILTER_CONTROL_EXT* = 0x8500.GLenum GL_TEXTURE_LOD_BIAS* = 0x8501.GLenum GL_TEXTURE_LOD_BIAS_EXT* = 0x8501.GLenum GL_MODELVIEW1_STACK_DEPTH_EXT* = 0x8502.GLenum GL_COMBINE4_NV* = 0x8503.GLenum GL_MAX_SHININESS_NV* = 0x8504.GLenum GL_MAX_SPOT_EXPONENT_NV* = 0x8505.GLenum GL_MODELVIEW1_MATRIX_EXT* = 0x8506.GLenum GL_INCR_WRAP* = 0x8507.GLenum GL_INCR_WRAP_EXT* = 0x8507.GLenum GL_INCR_WRAP_OES* = 0x8507.GLenum GL_DECR_WRAP* = 0x8508.GLenum GL_DECR_WRAP_EXT* = 0x8508.GLenum GL_DECR_WRAP_OES* = 0x8508.GLenum GL_VERTEX_WEIGHTING_EXT* = 0x8509.GLenum GL_MODELVIEW1_ARB* = 0x850A.GLenum GL_MODELVIEW1_EXT* = 0x850A.GLenum GL_CURRENT_VERTEX_WEIGHT_EXT* = 0x850B.GLenum GL_VERTEX_WEIGHT_ARRAY_EXT* = 0x850C.GLenum GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT* = 0x850D.GLenum GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT* = 0x850E.GLenum GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT* = 0x850F.GLenum GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT* = 0x8510.GLenum GL_NORMAL_MAP* = 0x8511.GLenum GL_NORMAL_MAP_ARB* = 0x8511.GLenum GL_NORMAL_MAP_EXT* = 0x8511.GLenum GL_NORMAL_MAP_NV* = 0x8511.GLenum GL_NORMAL_MAP_OES* = 0x8511.GLenum GL_REFLECTION_MAP* = 0x8512.GLenum GL_REFLECTION_MAP_ARB* = 0x8512.GLenum GL_REFLECTION_MAP_EXT* = 0x8512.GLenum GL_REFLECTION_MAP_NV* = 0x8512.GLenum GL_REFLECTION_MAP_OES* = 0x8512.GLenum GL_TEXTURE_CUBE_MAP* = 0x8513.GLenum GL_TEXTURE_CUBE_MAP_ARB* = 0x8513.GLenum GL_TEXTURE_CUBE_MAP_EXT* = 0x8513.GLenum GL_TEXTURE_CUBE_MAP_OES* = 0x8513.GLenum GL_TEXTURE_BINDING_CUBE_MAP* = 0x8514.GLenum GL_TEXTURE_BINDING_CUBE_MAP_ARB* = 0x8514.GLenum GL_TEXTURE_BINDING_CUBE_MAP_EXT* = 0x8514.GLenum GL_TEXTURE_BINDING_CUBE_MAP_OES* = 0x8514.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_X* = 0x8515.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB* = 0x8515.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT* = 0x8515.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_X_OES* = 0x8515.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_X* = 0x8516.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB* = 0x8516.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT* = 0x8516.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_X_OES* = 0x8516.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Y* = 0x8517.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB* = 0x8517.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT* = 0x8517.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Y_OES* = 0x8517.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y* = 0x8518.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB* = 0x8518.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT* = 0x8518.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_OES* = 0x8518.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Z* = 0x8519.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB* = 0x8519.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT* = 0x8519.GLenum GL_TEXTURE_CUBE_MAP_POSITIVE_Z_OES* = 0x8519.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z* = 0x851A.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB* = 0x851A.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT* = 0x851A.GLenum GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_OES* = 0x851A.GLenum GL_PROXY_TEXTURE_CUBE_MAP* = 0x851B.GLenum GL_PROXY_TEXTURE_CUBE_MAP_ARB* = 0x851B.GLenum GL_PROXY_TEXTURE_CUBE_MAP_EXT* = 0x851B.GLenum GL_MAX_CUBE_MAP_TEXTURE_SIZE* = 0x851C.GLenum GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB* = 0x851C.GLenum GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT* = 0x851C.GLenum GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES* = 0x851C.GLenum GL_VERTEX_ARRAY_RANGE_APPLE* = 0x851D.GLenum GL_VERTEX_ARRAY_RANGE_NV* = 0x851D.GLenum GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE* = 0x851E.GLenum GL_VERTEX_ARRAY_RANGE_LENGTH_NV* = 0x851E.GLenum GL_VERTEX_ARRAY_RANGE_VALID_NV* = 0x851F.GLenum GL_VERTEX_ARRAY_STORAGE_HINT_APPLE* = 0x851F.GLenum GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV* = 0x8520.GLenum GL_VERTEX_ARRAY_RANGE_POINTER_APPLE* = 0x8521.GLenum GL_VERTEX_ARRAY_RANGE_POINTER_NV* = 0x8521.GLenum GL_REGISTER_COMBINERS_NV* = 0x8522.GLenum GL_VARIABLE_A_NV* = 0x8523.GLenum GL_VARIABLE_B_NV* = 0x8524.GLenum GL_VARIABLE_C_NV* = 0x8525.GLenum GL_VARIABLE_D_NV* = 0x8526.GLenum GL_VARIABLE_E_NV* = 0x8527.GLenum GL_VARIABLE_F_NV* = 0x8528.GLenum GL_VARIABLE_G_NV* = 0x8529.GLenum GL_CONSTANT_COLOR0_NV* = 0x852A.GLenum GL_CONSTANT_COLOR1_NV* = 0x852B.GLenum GL_PRIMARY_COLOR_NV* = 0x852C.GLenum GL_SECONDARY_COLOR_NV* = 0x852D.GLenum GL_SPARE0_NV* = 0x852E.GLenum GL_SPARE1_NV* = 0x852F.GLenum GL_DISCARD_NV* = 0x8530.GLenum GL_E_TIMES_F_NV* = 0x8531.GLenum GL_SPARE0_PLUS_SECONDARY_COLOR_NV* = 0x8532.GLenum GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV* = 0x8533.GLenum GL_MULTISAMPLE_FILTER_HINT_NV* = 0x8534.GLenum GL_PER_STAGE_CONSTANTS_NV* = 0x8535.GLenum GL_UNSIGNED_IDENTITY_NV* = 0x8536.GLenum GL_UNSIGNED_INVERT_NV* = 0x8537.GLenum GL_EXPAND_NORMAL_NV* = 0x8538.GLenum GL_EXPAND_NEGATE_NV* = 0x8539.GLenum GL_HALF_BIAS_NORMAL_NV* = 0x853A.GLenum GL_HALF_BIAS_NEGATE_NV* = 0x853B.GLenum GL_SIGNED_IDENTITY_NV* = 0x853C.GLenum GL_SIGNED_NEGATE_NV* = 0x853D.GLenum GL_SCALE_BY_TWO_NV* = 0x853E.GLenum GL_SCALE_BY_FOUR_NV* = 0x853F.GLenum GL_SCALE_BY_ONE_HALF_NV* = 0x8540.GLenum GL_BIAS_BY_NEGATIVE_ONE_HALF_NV* = 0x8541.GLenum GL_COMBINER_INPUT_NV* = 0x8542.GLenum GL_COMBINER_MAPPING_NV* = 0x8543.GLenum GL_COMBINER_COMPONENT_USAGE_NV* = 0x8544.GLenum GL_COMBINER_AB_DOT_PRODUCT_NV* = 0x8545.GLenum GL_COMBINER_CD_DOT_PRODUCT_NV* = 0x8546.GLenum GL_COMBINER_MUX_SUM_NV* = 0x8547.GLenum GL_COMBINER_SCALE_NV* = 0x8548.GLenum GL_COMBINER_BIAS_NV* = 0x8549.GLenum GL_COMBINER_AB_OUTPUT_NV* = 0x854A.GLenum GL_COMBINER_CD_OUTPUT_NV* = 0x854B.GLenum GL_COMBINER_SUM_OUTPUT_NV* = 0x854C.GLenum GL_MAX_GENERAL_COMBINERS_NV* = 0x854D.GLenum GL_NUM_GENERAL_COMBINERS_NV* = 0x854E.GLenum GL_COLOR_SUM_CLAMP_NV* = 0x854F.GLenum GL_COMBINER0_NV* = 0x8550.GLenum GL_COMBINER1_NV* = 0x8551.GLenum GL_COMBINER2_NV* = 0x8552.GLenum GL_COMBINER3_NV* = 0x8553.GLenum GL_COMBINER4_NV* = 0x8554.GLenum GL_COMBINER5_NV* = 0x8555.GLenum GL_COMBINER6_NV* = 0x8556.GLenum GL_COMBINER7_NV* = 0x8557.GLenum GL_PRIMITIVE_RESTART_NV* = 0x8558.GLenum GL_PRIMITIVE_RESTART_INDEX_NV* = 0x8559.GLenum GL_FOG_DISTANCE_MODE_NV* = 0x855A.GLenum GL_EYE_RADIAL_NV* = 0x855B.GLenum GL_EYE_PLANE_ABSOLUTE_NV* = 0x855C.GLenum GL_EMBOSS_LIGHT_NV* = 0x855D.GLenum GL_EMBOSS_CONSTANT_NV* = 0x855E.GLenum GL_EMBOSS_MAP_NV* = 0x855F.GLenum GL_RED_MIN_CLAMP_INGR* = 0x8560.GLenum GL_GREEN_MIN_CLAMP_INGR* = 0x8561.GLenum GL_BLUE_MIN_CLAMP_INGR* = 0x8562.GLenum GL_ALPHA_MIN_CLAMP_INGR* = 0x8563.GLenum GL_RED_MAX_CLAMP_INGR* = 0x8564.GLenum GL_GREEN_MAX_CLAMP_INGR* = 0x8565.GLenum GL_BLUE_MAX_CLAMP_INGR* = 0x8566.GLenum GL_ALPHA_MAX_CLAMP_INGR* = 0x8567.GLenum GL_INTERLACE_READ_INGR* = 0x8568.GLenum GL_COMBINE* = 0x8570.GLenum GL_COMBINE_ARB* = 0x8570.GLenum GL_COMBINE_EXT* = 0x8570.GLenum GL_COMBINE_RGB* = 0x8571.GLenum GL_COMBINE_RGB_ARB* = 0x8571.GLenum GL_COMBINE_RGB_EXT* = 0x8571.GLenum GL_COMBINE_ALPHA* = 0x8572.GLenum GL_COMBINE_ALPHA_ARB* = 0x8572.GLenum GL_COMBINE_ALPHA_EXT* = 0x8572.GLenum GL_RGB_SCALE* = 0x8573.GLenum GL_RGB_SCALE_ARB* = 0x8573.GLenum GL_RGB_SCALE_EXT* = 0x8573.GLenum GL_ADD_SIGNED* = 0x8574.GLenum GL_ADD_SIGNED_ARB* = 0x8574.GLenum GL_ADD_SIGNED_EXT* = 0x8574.GLenum GL_INTERPOLATE* = 0x8575.GLenum GL_INTERPOLATE_ARB* = 0x8575.GLenum GL_INTERPOLATE_EXT* = 0x8575.GLenum GL_CONSTANT* = 0x8576.GLenum GL_CONSTANT_ARB* = 0x8576.GLenum GL_CONSTANT_EXT* = 0x8576.GLenum GL_CONSTANT_NV* = 0x8576.GLenum GL_PRIMARY_COLOR* = 0x8577.GLenum GL_PRIMARY_COLOR_ARB* = 0x8577.GLenum GL_PRIMARY_COLOR_EXT* = 0x8577.GLenum GL_PREVIOUS* = 0x8578.GLenum GL_PREVIOUS_ARB* = 0x8578.GLenum GL_PREVIOUS_EXT* = 0x8578.GLenum GL_SOURCE0_RGB* = 0x8580.GLenum GL_SOURCE0_RGB_ARB* = 0x8580.GLenum GL_SOURCE0_RGB_EXT* = 0x8580.GLenum GL_SRC0_RGB* = 0x8580.GLenum GL_SOURCE1_RGB* = 0x8581.GLenum GL_SOURCE1_RGB_ARB* = 0x8581.GLenum GL_SOURCE1_RGB_EXT* = 0x8581.GLenum GL_SRC1_RGB* = 0x8581.GLenum GL_SOURCE2_RGB* = 0x8582.GLenum GL_SOURCE2_RGB_ARB* = 0x8582.GLenum GL_SOURCE2_RGB_EXT* = 0x8582.GLenum GL_SRC2_RGB* = 0x8582.GLenum GL_SOURCE3_RGB_NV* = 0x8583.GLenum GL_SOURCE0_ALPHA* = 0x8588.GLenum GL_SOURCE0_ALPHA_ARB* = 0x8588.GLenum GL_SOURCE0_ALPHA_EXT* = 0x8588.GLenum GL_SRC0_ALPHA* = 0x8588.GLenum GL_SOURCE1_ALPHA* = 0x8589.GLenum GL_SOURCE1_ALPHA_ARB* = 0x8589.GLenum GL_SOURCE1_ALPHA_EXT* = 0x8589.GLenum GL_SRC1_ALPHA* = 0x8589.GLenum GL_SRC1_ALPHA_EXT* = 0x8589.GLenum GL_SOURCE2_ALPHA* = 0x858A.GLenum GL_SOURCE2_ALPHA_ARB* = 0x858A.GLenum GL_SOURCE2_ALPHA_EXT* = 0x858A.GLenum GL_SRC2_ALPHA* = 0x858A.GLenum GL_SOURCE3_ALPHA_NV* = 0x858B.GLenum GL_OPERAND0_RGB* = 0x8590.GLenum GL_OPERAND0_RGB_ARB* = 0x8590.GLenum GL_OPERAND0_RGB_EXT* = 0x8590.GLenum GL_OPERAND1_RGB* = 0x8591.GLenum GL_OPERAND1_RGB_ARB* = 0x8591.GLenum GL_OPERAND1_RGB_EXT* = 0x8591.GLenum GL_OPERAND2_RGB* = 0x8592.GLenum GL_OPERAND2_RGB_ARB* = 0x8592.GLenum GL_OPERAND2_RGB_EXT* = 0x8592.GLenum GL_OPERAND3_RGB_NV* = 0x8593.GLenum GL_OPERAND0_ALPHA* = 0x8598.GLenum GL_OPERAND0_ALPHA_ARB* = 0x8598.GLenum GL_OPERAND0_ALPHA_EXT* = 0x8598.GLenum GL_OPERAND1_ALPHA* = 0x8599.GLenum GL_OPERAND1_ALPHA_ARB* = 0x8599.GLenum GL_OPERAND1_ALPHA_EXT* = 0x8599.GLenum GL_OPERAND2_ALPHA* = 0x859A.GLenum GL_OPERAND2_ALPHA_ARB* = 0x859A.GLenum GL_OPERAND2_ALPHA_EXT* = 0x859A.GLenum GL_OPERAND3_ALPHA_NV* = 0x859B.GLenum GL_PACK_SUBSAMPLE_RATE_SGIX* = 0x85A0.GLenum GL_UNPACK_SUBSAMPLE_RATE_SGIX* = 0x85A1.GLenum GL_PIXEL_SUBSAMPLE_4444_SGIX* = 0x85A2.GLenum GL_PIXEL_SUBSAMPLE_2424_SGIX* = 0x85A3.GLenum GL_PIXEL_SUBSAMPLE_4242_SGIX* = 0x85A4.GLenum GL_PERTURB_EXT* = 0x85AE.GLenum GL_TEXTURE_NORMAL_EXT* = 0x85AF.GLenum GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE* = 0x85B0.GLenum GL_TRANSFORM_HINT_APPLE* = 0x85B1.GLenum GL_UNPACK_CLIENT_STORAGE_APPLE* = 0x85B2.GLenum GL_BUFFER_OBJECT_APPLE* = 0x85B3.GLenum GL_STORAGE_CLIENT_APPLE* = 0x85B4.GLenum GL_VERTEX_ARRAY_BINDING* = 0x85B5.GLenum GL_VERTEX_ARRAY_BINDING_APPLE* = 0x85B5.GLenum GL_VERTEX_ARRAY_BINDING_OES* = 0x85B5.GLenum GL_TEXTURE_RANGE_LENGTH_APPLE* = 0x85B7.GLenum GL_TEXTURE_RANGE_POINTER_APPLE* = 0x85B8.GLenum GL_YCBCR_422_APPLE* = 0x85B9.GLenum GL_UNSIGNED_SHORT_8_8_APPLE* = 0x85BA.GLenum GL_UNSIGNED_SHORT_8_8_MESA* = 0x85BA.GLenum GL_UNSIGNED_SHORT_8_8_REV_APPLE* = 0x85BB.GLenum GL_UNSIGNED_SHORT_8_8_REV_MESA* = 0x85BB.GLenum GL_TEXTURE_STORAGE_HINT_APPLE* = 0x85BC.GLenum GL_STORAGE_PRIVATE_APPLE* = 0x85BD.GLenum GL_STORAGE_CACHED_APPLE* = 0x85BE.GLenum GL_STORAGE_SHARED_APPLE* = 0x85BF.GLenum GL_REPLACEMENT_CODE_ARRAY_SUN* = 0x85C0.GLenum GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN* = 0x85C1.GLenum GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN* = 0x85C2.GLenum GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN* = 0x85C3.GLenum GL_R1UI_V3F_SUN* = 0x85C4.GLenum GL_R1UI_C4UB_V3F_SUN* = 0x85C5.GLenum GL_R1UI_C3F_V3F_SUN* = 0x85C6.GLenum GL_R1UI_N3F_V3F_SUN* = 0x85C7.GLenum GL_R1UI_C4F_N3F_V3F_SUN* = 0x85C8.GLenum GL_R1UI_T2F_V3F_SUN* = 0x85C9.GLenum GL_R1UI_T2F_N3F_V3F_SUN* = 0x85CA.GLenum GL_R1UI_T2F_C4F_N3F_V3F_SUN* = 0x85CB.GLenum GL_SLICE_ACCUM_SUN* = 0x85CC.GLenum GL_QUAD_MESH_SUN* = 0x8614.GLenum GL_TRIANGLE_MESH_SUN* = 0x8615.GLenum GL_VERTEX_PROGRAM_ARB* = 0x8620.GLenum GL_VERTEX_PROGRAM_NV* = 0x8620.GLenum GL_VERTEX_STATE_PROGRAM_NV* = 0x8621.GLenum GL_VERTEX_ATTRIB_ARRAY_ENABLED* = 0x8622.GLenum GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB* = 0x8622.GLenum GL_ATTRIB_ARRAY_SIZE_NV* = 0x8623.GLenum GL_VERTEX_ATTRIB_ARRAY_SIZE* = 0x8623.GLenum GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB* = 0x8623.GLenum GL_ATTRIB_ARRAY_STRIDE_NV* = 0x8624.GLenum GL_VERTEX_ATTRIB_ARRAY_STRIDE* = 0x8624.GLenum GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB* = 0x8624.GLenum GL_ATTRIB_ARRAY_TYPE_NV* = 0x8625.GLenum GL_VERTEX_ATTRIB_ARRAY_TYPE* = 0x8625.GLenum GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB* = 0x8625.GLenum GL_CURRENT_ATTRIB_NV* = 0x8626.GLenum GL_CURRENT_VERTEX_ATTRIB* = 0x8626.GLenum GL_CURRENT_VERTEX_ATTRIB_ARB* = 0x8626.GLenum GL_PROGRAM_LENGTH_ARB* = 0x8627.GLenum GL_PROGRAM_LENGTH_NV* = 0x8627.GLenum GL_PROGRAM_STRING_ARB* = 0x8628.GLenum GL_PROGRAM_STRING_NV* = 0x8628.GLenum GL_MODELVIEW_PROJECTION_NV* = 0x8629.GLenum GL_IDENTITY_NV* = 0x862A.GLenum GL_INVERSE_NV* = 0x862B.GLenum GL_TRANSPOSE_NV* = 0x862C.GLenum GL_INVERSE_TRANSPOSE_NV* = 0x862D.GLenum GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB* = 0x862E.GLenum GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV* = 0x862E.GLenum GL_MAX_PROGRAM_MATRICES_ARB* = 0x862F.GLenum GL_MAX_TRACK_MATRICES_NV* = 0x862F.GLenum GL_MATRIX0_NV* = 0x8630.GLenum GL_MATRIX1_NV* = 0x8631.GLenum GL_MATRIX2_NV* = 0x8632.GLenum GL_MATRIX3_NV* = 0x8633.GLenum GL_MATRIX4_NV* = 0x8634.GLenum GL_MATRIX5_NV* = 0x8635.GLenum GL_MATRIX6_NV* = 0x8636.GLenum GL_MATRIX7_NV* = 0x8637.GLenum GL_CURRENT_MATRIX_STACK_DEPTH_ARB* = 0x8640.GLenum GL_CURRENT_MATRIX_STACK_DEPTH_NV* = 0x8640.GLenum GL_CURRENT_MATRIX_ARB* = 0x8641.GLenum GL_CURRENT_MATRIX_NV* = 0x8641.GLenum GL_VERTEX_PROGRAM_POINT_SIZE* = 0x8642.GLenum GL_VERTEX_PROGRAM_POINT_SIZE_ARB* = 0x8642.GLenum GL_VERTEX_PROGRAM_POINT_SIZE_NV* = 0x8642.GLenum GL_PROGRAM_POINT_SIZE* = 0x8642.GLenum GL_PROGRAM_POINT_SIZE_ARB* = 0x8642.GLenum GL_PROGRAM_POINT_SIZE_EXT* = 0x8642.GLenum GL_VERTEX_PROGRAM_TWO_SIDE* = 0x8643.GLenum GL_VERTEX_PROGRAM_TWO_SIDE_ARB* = 0x8643.GLenum GL_VERTEX_PROGRAM_TWO_SIDE_NV* = 0x8643.GLenum GL_PROGRAM_PARAMETER_NV* = 0x8644.GLenum GL_ATTRIB_ARRAY_POINTER_NV* = 0x8645.GLenum GL_VERTEX_ATTRIB_ARRAY_POINTER* = 0x8645.GLenum GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB* = 0x8645.GLenum GL_PROGRAM_TARGET_NV* = 0x8646.GLenum GL_PROGRAM_RESIDENT_NV* = 0x8647.GLenum GL_TRACK_MATRIX_NV* = 0x8648.GLenum GL_TRACK_MATRIX_TRANSFORM_NV* = 0x8649.GLenum GL_VERTEX_PROGRAM_BINDING_NV* = 0x864A.GLenum GL_PROGRAM_ERROR_POSITION_ARB* = 0x864B.GLenum GL_PROGRAM_ERROR_POSITION_NV* = 0x864B.GLenum GL_OFFSET_TEXTURE_RECTANGLE_NV* = 0x864C.GLenum GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV* = 0x864D.GLenum GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV* = 0x864E.GLenum GL_DEPTH_CLAMP* = 0x864F.GLenum GL_DEPTH_CLAMP_NV* = 0x864F.GLenum GL_DEPTH_CLAMP_EXT* = 0x864F.GLenum GL_VERTEX_ATTRIB_ARRAY0_NV* = 0x8650.GLenum GL_VERTEX_ATTRIB_ARRAY1_NV* = 0x8651.GLenum GL_VERTEX_ATTRIB_ARRAY2_NV* = 0x8652.GLenum GL_VERTEX_ATTRIB_ARRAY3_NV* = 0x8653.GLenum GL_VERTEX_ATTRIB_ARRAY4_NV* = 0x8654.GLenum GL_VERTEX_ATTRIB_ARRAY5_NV* = 0x8655.GLenum GL_VERTEX_ATTRIB_ARRAY6_NV* = 0x8656.GLenum GL_VERTEX_ATTRIB_ARRAY7_NV* = 0x8657.GLenum GL_VERTEX_ATTRIB_ARRAY8_NV* = 0x8658.GLenum GL_VERTEX_ATTRIB_ARRAY9_NV* = 0x8659.GLenum GL_VERTEX_ATTRIB_ARRAY10_NV* = 0x865A.GLenum GL_VERTEX_ATTRIB_ARRAY11_NV* = 0x865B.GLenum GL_VERTEX_ATTRIB_ARRAY12_NV* = 0x865C.GLenum GL_VERTEX_ATTRIB_ARRAY13_NV* = 0x865D.GLenum GL_VERTEX_ATTRIB_ARRAY14_NV* = 0x865E.GLenum GL_VERTEX_ATTRIB_ARRAY15_NV* = 0x865F.GLenum GL_MAP1_VERTEX_ATTRIB0_4_NV* = 0x8660.GLenum GL_MAP1_VERTEX_ATTRIB1_4_NV* = 0x8661.GLenum GL_MAP1_VERTEX_ATTRIB2_4_NV* = 0x8662.GLenum GL_MAP1_VERTEX_ATTRIB3_4_NV* = 0x8663.GLenum GL_MAP1_VERTEX_ATTRIB4_4_NV* = 0x8664.GLenum GL_MAP1_VERTEX_ATTRIB5_4_NV* = 0x8665.GLenum GL_MAP1_VERTEX_ATTRIB6_4_NV* = 0x8666.GLenum GL_MAP1_VERTEX_ATTRIB7_4_NV* = 0x8667.GLenum GL_MAP1_VERTEX_ATTRIB8_4_NV* = 0x8668.GLenum GL_MAP1_VERTEX_ATTRIB9_4_NV* = 0x8669.GLenum GL_MAP1_VERTEX_ATTRIB10_4_NV* = 0x866A.GLenum GL_MAP1_VERTEX_ATTRIB11_4_NV* = 0x866B.GLenum GL_MAP1_VERTEX_ATTRIB12_4_NV* = 0x866C.GLenum GL_MAP1_VERTEX_ATTRIB13_4_NV* = 0x866D.GLenum GL_MAP1_VERTEX_ATTRIB14_4_NV* = 0x866E.GLenum GL_MAP1_VERTEX_ATTRIB15_4_NV* = 0x866F.GLenum GL_MAP2_VERTEX_ATTRIB0_4_NV* = 0x8670.GLenum GL_MAP2_VERTEX_ATTRIB1_4_NV* = 0x8671.GLenum GL_MAP2_VERTEX_ATTRIB2_4_NV* = 0x8672.GLenum GL_MAP2_VERTEX_ATTRIB3_4_NV* = 0x8673.GLenum GL_MAP2_VERTEX_ATTRIB4_4_NV* = 0x8674.GLenum GL_MAP2_VERTEX_ATTRIB5_4_NV* = 0x8675.GLenum GL_MAP2_VERTEX_ATTRIB6_4_NV* = 0x8676.GLenum GL_MAP2_VERTEX_ATTRIB7_4_NV* = 0x8677.GLenum GL_PROGRAM_BINDING_ARB* = 0x8677.GLenum ## NOT an alias. Accidental reuse of GL_MAP2_VERTEX_ATTRIB7_4_NV GL_MAP2_VERTEX_ATTRIB8_4_NV* = 0x8678.GLenum GL_MAP2_VERTEX_ATTRIB9_4_NV* = 0x8679.GLenum GL_MAP2_VERTEX_ATTRIB10_4_NV* = 0x867A.GLenum GL_MAP2_VERTEX_ATTRIB11_4_NV* = 0x867B.GLenum GL_MAP2_VERTEX_ATTRIB12_4_NV* = 0x867C.GLenum GL_MAP2_VERTEX_ATTRIB13_4_NV* = 0x867D.GLenum GL_MAP2_VERTEX_ATTRIB14_4_NV* = 0x867E.GLenum GL_MAP2_VERTEX_ATTRIB15_4_NV* = 0x867F.GLenum GL_TEXTURE_COMPRESSED_IMAGE_SIZE* = 0x86A0.GLenum GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB* = 0x86A0.GLenum GL_TEXTURE_COMPRESSED* = 0x86A1.GLenum GL_TEXTURE_COMPRESSED_ARB* = 0x86A1.GLenum GL_NUM_COMPRESSED_TEXTURE_FORMATS* = 0x86A2.GLenum GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB* = 0x86A2.GLenum GL_COMPRESSED_TEXTURE_FORMATS* = 0x86A3.GLenum GL_COMPRESSED_TEXTURE_FORMATS_ARB* = 0x86A3.GLenum GL_MAX_VERTEX_UNITS_ARB* = 0x86A4.GLenum GL_MAX_VERTEX_UNITS_OES* = 0x86A4.GLenum GL_ACTIVE_VERTEX_UNITS_ARB* = 0x86A5.GLenum GL_WEIGHT_SUM_UNITY_ARB* = 0x86A6.GLenum GL_VERTEX_BLEND_ARB* = 0x86A7.GLenum GL_CURRENT_WEIGHT_ARB* = 0x86A8.GLenum GL_WEIGHT_ARRAY_TYPE_ARB* = 0x86A9.GLenum GL_WEIGHT_ARRAY_TYPE_OES* = 0x86A9.GLenum GL_WEIGHT_ARRAY_STRIDE_ARB* = 0x86AA.GLenum GL_WEIGHT_ARRAY_STRIDE_OES* = 0x86AA.GLenum GL_WEIGHT_ARRAY_SIZE_ARB* = 0x86AB.GLenum GL_WEIGHT_ARRAY_SIZE_OES* = 0x86AB.GLenum GL_WEIGHT_ARRAY_POINTER_ARB* = 0x86AC.GLenum GL_WEIGHT_ARRAY_POINTER_OES* = 0x86AC.GLenum GL_WEIGHT_ARRAY_ARB* = 0x86AD.GLenum GL_WEIGHT_ARRAY_OES* = 0x86AD.GLenum GL_DOT3_RGB* = 0x86AE.GLenum GL_DOT3_RGB_ARB* = 0x86AE.GLenum GL_DOT3_RGBA* = 0x86AF.GLenum GL_DOT3_RGBA_ARB* = 0x86AF.GLenum GL_DOT3_RGBA_IMG* = 0x86AF.GLenum GL_COMPRESSED_RGB_FXT1_3DFX* = 0x86B0.GLenum GL_COMPRESSED_RGBA_FXT1_3DFX* = 0x86B1.GLenum GL_MULTISAMPLE_3DFX* = 0x86B2.GLenum GL_SAMPLE_BUFFERS_3DFX* = 0x86B3.GLenum GL_SAMPLES_3DFX* = 0x86B4.GLenum GL_EVAL_2D_NV* = 0x86C0.GLenum GL_EVAL_TRIANGULAR_2D_NV* = 0x86C1.GLenum GL_MAP_TESSELLATION_NV* = 0x86C2.GLenum GL_MAP_ATTRIB_U_ORDER_NV* = 0x86C3.GLenum GL_MAP_ATTRIB_V_ORDER_NV* = 0x86C4.GLenum GL_EVAL_FRACTIONAL_TESSELLATION_NV* = 0x86C5.GLenum GL_EVAL_VERTEX_ATTRIB0_NV* = 0x86C6.GLenum GL_EVAL_VERTEX_ATTRIB1_NV* = 0x86C7.GLenum GL_EVAL_VERTEX_ATTRIB2_NV* = 0x86C8.GLenum GL_EVAL_VERTEX_ATTRIB3_NV* = 0x86C9.GLenum GL_EVAL_VERTEX_ATTRIB4_NV* = 0x86CA.GLenum GL_EVAL_VERTEX_ATTRIB5_NV* = 0x86CB.GLenum GL_EVAL_VERTEX_ATTRIB6_NV* = 0x86CC.GLenum GL_EVAL_VERTEX_ATTRIB7_NV* = 0x86CD.GLenum GL_EVAL_VERTEX_ATTRIB8_NV* = 0x86CE.GLenum GL_EVAL_VERTEX_ATTRIB9_NV* = 0x86CF.GLenum GL_EVAL_VERTEX_ATTRIB10_NV* = 0x86D0.GLenum GL_EVAL_VERTEX_ATTRIB11_NV* = 0x86D1.GLenum GL_EVAL_VERTEX_ATTRIB12_NV* = 0x86D2.GLenum GL_EVAL_VERTEX_ATTRIB13_NV* = 0x86D3.GLenum GL_EVAL_VERTEX_ATTRIB14_NV* = 0x86D4.GLenum GL_EVAL_VERTEX_ATTRIB15_NV* = 0x86D5.GLenum GL_MAX_MAP_TESSELLATION_NV* = 0x86D6.GLenum GL_MAX_RATIONAL_EVAL_ORDER_NV* = 0x86D7.GLenum GL_MAX_PROGRAM_PATCH_ATTRIBS_NV* = 0x86D8.GLenum GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV* = 0x86D9.GLenum GL_UNSIGNED_INT_S8_S8_8_8_NV* = 0x86DA.GLenum GL_UNSIGNED_INT_8_8_S8_S8_REV_NV* = 0x86DB.GLenum GL_DSDT_MAG_INTENSITY_NV* = 0x86DC.GLenum GL_SHADER_CONSISTENT_NV* = 0x86DD.GLenum GL_TEXTURE_SHADER_NV* = 0x86DE.GLenum GL_SHADER_OPERATION_NV* = 0x86DF.GLenum GL_CULL_MODES_NV* = 0x86E0.GLenum GL_OFFSET_TEXTURE_MATRIX_NV* = 0x86E1.GLenum GL_OFFSET_TEXTURE_2D_MATRIX_NV* = 0x86E1.GLenum GL_OFFSET_TEXTURE_SCALE_NV* = 0x86E2.GLenum GL_OFFSET_TEXTURE_2D_SCALE_NV* = 0x86E2.GLenum GL_OFFSET_TEXTURE_BIAS_NV* = 0x86E3.GLenum GL_OFFSET_TEXTURE_2D_BIAS_NV* = 0x86E3.GLenum GL_PREVIOUS_TEXTURE_INPUT_NV* = 0x86E4.GLenum GL_CONST_EYE_NV* = 0x86E5.GLenum GL_PASS_THROUGH_NV* = 0x86E6.GLenum GL_CULL_FRAGMENT_NV* = 0x86E7.GLenum GL_OFFSET_TEXTURE_2D_NV* = 0x86E8.GLenum GL_DEPENDENT_AR_TEXTURE_2D_NV* = 0x86E9.GLenum GL_DEPENDENT_GB_TEXTURE_2D_NV* = 0x86EA.GLenum GL_SURFACE_STATE_NV* = 0x86EB.GLenum GL_DOT_PRODUCT_NV* = 0x86EC.GLenum GL_DOT_PRODUCT_DEPTH_REPLACE_NV* = 0x86ED.GLenum GL_DOT_PRODUCT_TEXTURE_2D_NV* = 0x86EE.GLenum GL_DOT_PRODUCT_TEXTURE_3D_NV* = 0x86EF.GLenum GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV* = 0x86F0.GLenum GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV* = 0x86F1.GLenum GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV* = 0x86F2.GLenum GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV* = 0x86F3.GLenum GL_HILO_NV* = 0x86F4.GLenum GL_DSDT_NV* = 0x86F5.GLenum GL_DSDT_MAG_NV* = 0x86F6.GLenum GL_DSDT_MAG_VIB_NV* = 0x86F7.GLenum GL_HILO16_NV* = 0x86F8.GLenum GL_SIGNED_HILO_NV* = 0x86F9.GLenum GL_SIGNED_HILO16_NV* = 0x86FA.GLenum GL_SIGNED_RGBA_NV* = 0x86FB.GLenum GL_SIGNED_RGBA8_NV* = 0x86FC.GLenum GL_SURFACE_REGISTERED_NV* = 0x86FD.GLenum GL_SIGNED_RGB_NV* = 0x86FE.GLenum GL_SIGNED_RGB8_NV* = 0x86FF.GLenum GL_SURFACE_MAPPED_NV* = 0x8700.GLenum GL_SIGNED_LUMINANCE_NV* = 0x8701.GLenum GL_SIGNED_LUMINANCE8_NV* = 0x8702.GLenum GL_SIGNED_LUMINANCE_ALPHA_NV* = 0x8703.GLenum GL_SIGNED_LUMINANCE8_ALPHA8_NV* = 0x8704.GLenum GL_SIGNED_ALPHA_NV* = 0x8705.GLenum GL_SIGNED_ALPHA8_NV* = 0x8706.GLenum GL_SIGNED_INTENSITY_NV* = 0x8707.GLenum GL_SIGNED_INTENSITY8_NV* = 0x8708.GLenum GL_DSDT8_NV* = 0x8709.GLenum GL_DSDT8_MAG8_NV* = 0x870A.GLenum GL_DSDT8_MAG8_INTENSITY8_NV* = 0x870B.GLenum GL_SIGNED_RGB_UNSIGNED_ALPHA_NV* = 0x870C.GLenum GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV* = 0x870D.GLenum GL_HI_SCALE_NV* = 0x870E.GLenum GL_LO_SCALE_NV* = 0x870F.GLenum GL_DS_SCALE_NV* = 0x8710.GLenum GL_DT_SCALE_NV* = 0x8711.GLenum GL_MAGNITUDE_SCALE_NV* = 0x8712.GLenum GL_VIBRANCE_SCALE_NV* = 0x8713.GLenum GL_HI_BIAS_NV* = 0x8714.GLenum GL_LO_BIAS_NV* = 0x8715.GLenum GL_DS_BIAS_NV* = 0x8716.GLenum GL_DT_BIAS_NV* = 0x8717.GLenum GL_MAGNITUDE_BIAS_NV* = 0x8718.GLenum GL_VIBRANCE_BIAS_NV* = 0x8719.GLenum GL_TEXTURE_BORDER_VALUES_NV* = 0x871A.GLenum GL_TEXTURE_HI_SIZE_NV* = 0x871B.GLenum GL_TEXTURE_LO_SIZE_NV* = 0x871C.GLenum GL_TEXTURE_DS_SIZE_NV* = 0x871D.GLenum GL_TEXTURE_DT_SIZE_NV* = 0x871E.GLenum GL_TEXTURE_MAG_SIZE_NV* = 0x871F.GLenum GL_MODELVIEW2_ARB* = 0x8722.GLenum GL_MODELVIEW3_ARB* = 0x8723.GLenum GL_MODELVIEW4_ARB* = 0x8724.GLenum GL_MODELVIEW5_ARB* = 0x8725.GLenum GL_MODELVIEW6_ARB* = 0x8726.GLenum GL_MODELVIEW7_ARB* = 0x8727.GLenum GL_MODELVIEW8_ARB* = 0x8728.GLenum GL_MODELVIEW9_ARB* = 0x8729.GLenum GL_MODELVIEW10_ARB* = 0x872A.GLenum GL_MODELVIEW11_ARB* = 0x872B.GLenum GL_MODELVIEW12_ARB* = 0x872C.GLenum GL_MODELVIEW13_ARB* = 0x872D.GLenum GL_MODELVIEW14_ARB* = 0x872E.GLenum GL_MODELVIEW15_ARB* = 0x872F.GLenum GL_MODELVIEW16_ARB* = 0x8730.GLenum GL_MODELVIEW17_ARB* = 0x8731.GLenum GL_MODELVIEW18_ARB* = 0x8732.GLenum GL_MODELVIEW19_ARB* = 0x8733.GLenum GL_MODELVIEW20_ARB* = 0x8734.GLenum GL_MODELVIEW21_ARB* = 0x8735.GLenum GL_MODELVIEW22_ARB* = 0x8736.GLenum GL_MODELVIEW23_ARB* = 0x8737.GLenum GL_MODELVIEW24_ARB* = 0x8738.GLenum GL_MODELVIEW25_ARB* = 0x8739.GLenum GL_MODELVIEW26_ARB* = 0x873A.GLenum GL_MODELVIEW27_ARB* = 0x873B.GLenum GL_MODELVIEW28_ARB* = 0x873C.GLenum GL_MODELVIEW29_ARB* = 0x873D.GLenum GL_MODELVIEW30_ARB* = 0x873E.GLenum GL_MODELVIEW31_ARB* = 0x873F.GLenum GL_DOT3_RGB_EXT* = 0x8740.GLenum GL_Z400_BINARY_AMD* = 0x8740.GLenum ## NOT an alias. Accidental reuse of GL_DOT3_RGB_EXT GL_DOT3_RGBA_EXT* = 0x8741.GLenum GL_PROGRAM_BINARY_LENGTH_OES* = 0x8741.GLenum ## NOT an alias. Accidental reuse of GL_DOT3_RGBA_EXT GL_PROGRAM_BINARY_LENGTH* = 0x8741.GLenum GL_MIRROR_CLAMP_ATI* = 0x8742.GLenum GL_MIRROR_CLAMP_EXT* = 0x8742.GLenum GL_MIRROR_CLAMP_TO_EDGE* = 0x8743.GLenum GL_MIRROR_CLAMP_TO_EDGE_ATI* = 0x8743.GLenum GL_MIRROR_CLAMP_TO_EDGE_EXT* = 0x8743.GLenum GL_MODULATE_ADD_ATI* = 0x8744.GLenum GL_MODULATE_SIGNED_ADD_ATI* = 0x8745.GLenum GL_MODULATE_SUBTRACT_ATI* = 0x8746.GLenum GL_SET_AMD* = 0x874A.GLenum GL_REPLACE_VALUE_AMD* = 0x874B.GLenum GL_STENCIL_OP_VALUE_AMD* = 0x874C.GLenum GL_STENCIL_BACK_OP_VALUE_AMD* = 0x874D.GLenum GL_VERTEX_ATTRIB_ARRAY_LONG* = 0x874E.GLenum GL_OCCLUSION_QUERY_EVENT_MASK_AMD* = 0x874F.GLenum GL_DEPTH_STENCIL_MESA* = 0x8750.GLenum GL_UNSIGNED_INT_24_8_MESA* = 0x8751.GLenum GL_UNSIGNED_INT_8_24_REV_MESA* = 0x8752.GLenum GL_UNSIGNED_SHORT_15_1_MESA* = 0x8753.GLenum GL_UNSIGNED_SHORT_1_15_REV_MESA* = 0x8754.GLenum GL_TRACE_MASK_MESA* = 0x8755.GLenum GL_TRACE_NAME_MESA* = 0x8756.GLenum GL_YCBCR_MESA* = 0x8757.GLenum GL_PACK_INVERT_MESA* = 0x8758.GLenum GL_DEBUG_OBJECT_MESA* = 0x8759.GLenum ## NOT an alias. Accidental reuse of GL_TEXTURE_1D_STACK_MESAX GL_TEXTURE_1D_STACK_MESAX* = 0x8759.GLenum GL_DEBUG_PRINT_MESA* = 0x875A.GLenum ## NOT an alias. Accidental reuse of GL_TEXTURE_2D_STACK_MESAX GL_TEXTURE_2D_STACK_MESAX* = 0x875A.GLenum GL_DEBUG_ASSERT_MESA* = 0x875B.GLenum ## NOT an alias. Accidental reuse of GL_PROXY_TEXTURE_1D_STACK_MESAX GL_PROXY_TEXTURE_1D_STACK_MESAX* = 0x875B.GLenum GL_PROXY_TEXTURE_2D_STACK_MESAX* = 0x875C.GLenum GL_TEXTURE_1D_STACK_BINDING_MESAX* = 0x875D.GLenum GL_TEXTURE_2D_STACK_BINDING_MESAX* = 0x875E.GLenum GL_PROGRAM_BINARY_FORMAT_MESA* = 0x875F.GLenum GL_STATIC_ATI* = 0x8760.GLenum GL_DYNAMIC_ATI* = 0x8761.GLenum GL_PRESERVE_ATI* = 0x8762.GLenum GL_DISCARD_ATI* = 0x8763.GLenum GL_BUFFER_SIZE* = 0x8764.GLenum GL_BUFFER_SIZE_ARB* = 0x8764.GLenum GL_OBJECT_BUFFER_SIZE_ATI* = 0x8764.GLenum GL_BUFFER_USAGE* = 0x8765.GLenum GL_BUFFER_USAGE_ARB* = 0x8765.GLenum GL_OBJECT_BUFFER_USAGE_ATI* = 0x8765.GLenum GL_ARRAY_OBJECT_BUFFER_ATI* = 0x8766.GLenum GL_ARRAY_OBJECT_OFFSET_ATI* = 0x8767.GLenum GL_ELEMENT_ARRAY_ATI* = 0x8768.GLenum GL_ELEMENT_ARRAY_TYPE_ATI* = 0x8769.GLenum GL_ELEMENT_ARRAY_POINTER_ATI* = 0x876A.GLenum GL_MAX_VERTEX_STREAMS_ATI* = 0x876B.GLenum GL_VERTEX_STREAM0_ATI* = 0x876C.GLenum GL_VERTEX_STREAM1_ATI* = 0x876D.GLenum GL_VERTEX_STREAM2_ATI* = 0x876E.GLenum GL_VERTEX_STREAM3_ATI* = 0x876F.GLenum GL_VERTEX_STREAM4_ATI* = 0x8770.GLenum GL_VERTEX_STREAM5_ATI* = 0x8771.GLenum GL_VERTEX_STREAM6_ATI* = 0x8772.GLenum GL_VERTEX_STREAM7_ATI* = 0x8773.GLenum GL_VERTEX_SOURCE_ATI* = 0x8774.GLenum GL_BUMP_ROT_MATRIX_ATI* = 0x8775.GLenum GL_BUMP_ROT_MATRIX_SIZE_ATI* = 0x8776.GLenum GL_BUMP_NUM_TEX_UNITS_ATI* = 0x8777.GLenum GL_BUMP_TEX_UNITS_ATI* = 0x8778.GLenum GL_DUDV_ATI* = 0x8779.GLenum GL_DU8DV8_ATI* = 0x877A.GLenum GL_BUMP_ENVMAP_ATI* = 0x877B.GLenum GL_BUMP_TARGET_ATI* = 0x877C.GLenum GL_VERTEX_SHADER_EXT* = 0x8780.GLenum GL_VERTEX_SHADER_BINDING_EXT* = 0x8781.GLenum GL_OP_INDEX_EXT* = 0x8782.GLenum GL_OP_NEGATE_EXT* = 0x8783.GLenum GL_OP_DOT3_EXT* = 0x8784.GLenum GL_OP_DOT4_EXT* = 0x8785.GLenum GL_OP_MUL_EXT* = 0x8786.GLenum GL_OP_ADD_EXT* = 0x8787.GLenum GL_OP_MADD_EXT* = 0x8788.GLenum GL_OP_FRAC_EXT* = 0x8789.GLenum GL_OP_MAX_EXT* = 0x878A.GLenum GL_OP_MIN_EXT* = 0x878B.GLenum GL_OP_SET_GE_EXT* = 0x878C.GLenum GL_OP_SET_LT_EXT* = 0x878D.GLenum GL_OP_CLAMP_EXT* = 0x878E.GLenum GL_OP_FLOOR_EXT* = 0x878F.GLenum GL_OP_ROUND_EXT* = 0x8790.GLenum GL_OP_EXP_BASE_2_EXT* = 0x8791.GLenum GL_OP_LOG_BASE_2_EXT* = 0x8792.GLenum GL_OP_POWER_EXT* = 0x8793.GLenum GL_OP_RECIP_EXT* = 0x8794.GLenum GL_OP_RECIP_SQRT_EXT* = 0x8795.GLenum GL_OP_SUB_EXT* = 0x8796.GLenum GL_OP_CROSS_PRODUCT_EXT* = 0x8797.GLenum GL_OP_MULTIPLY_MATRIX_EXT* = 0x8798.GLenum GL_OP_MOV_EXT* = 0x8799.GLenum GL_OUTPUT_VERTEX_EXT* = 0x879A.GLenum GL_OUTPUT_COLOR0_EXT* = 0x879B.GLenum GL_OUTPUT_COLOR1_EXT* = 0x879C.GLenum GL_OUTPUT_TEXTURE_COORD0_EXT* = 0x879D.GLenum GL_OUTPUT_TEXTURE_COORD1_EXT* = 0x879E.GLenum GL_OUTPUT_TEXTURE_COORD2_EXT* = 0x879F.GLenum GL_OUTPUT_TEXTURE_COORD3_EXT* = 0x87A0.GLenum GL_OUTPUT_TEXTURE_COORD4_EXT* = 0x87A1.GLenum GL_OUTPUT_TEXTURE_COORD5_EXT* = 0x87A2.GLenum GL_OUTPUT_TEXTURE_COORD6_EXT* = 0x87A3.GLenum GL_OUTPUT_TEXTURE_COORD7_EXT* = 0x87A4.GLenum GL_OUTPUT_TEXTURE_COORD8_EXT* = 0x87A5.GLenum GL_OUTPUT_TEXTURE_COORD9_EXT* = 0x87A6.GLenum GL_OUTPUT_TEXTURE_COORD10_EXT* = 0x87A7.GLenum GL_OUTPUT_TEXTURE_COORD11_EXT* = 0x87A8.GLenum GL_OUTPUT_TEXTURE_COORD12_EXT* = 0x87A9.GLenum GL_OUTPUT_TEXTURE_COORD13_EXT* = 0x87AA.GLenum GL_OUTPUT_TEXTURE_COORD14_EXT* = 0x87AB.GLenum GL_OUTPUT_TEXTURE_COORD15_EXT* = 0x87AC.GLenum GL_OUTPUT_TEXTURE_COORD16_EXT* = 0x87AD.GLenum GL_OUTPUT_TEXTURE_COORD17_EXT* = 0x87AE.GLenum GL_OUTPUT_TEXTURE_COORD18_EXT* = 0x87AF.GLenum GL_OUTPUT_TEXTURE_COORD19_EXT* = 0x87B0.GLenum GL_OUTPUT_TEXTURE_COORD20_EXT* = 0x87B1.GLenum GL_OUTPUT_TEXTURE_COORD21_EXT* = 0x87B2.GLenum GL_OUTPUT_TEXTURE_COORD22_EXT* = 0x87B3.GLenum GL_OUTPUT_TEXTURE_COORD23_EXT* = 0x87B4.GLenum GL_OUTPUT_TEXTURE_COORD24_EXT* = 0x87B5.GLenum GL_OUTPUT_TEXTURE_COORD25_EXT* = 0x87B6.GLenum GL_OUTPUT_TEXTURE_COORD26_EXT* = 0x87B7.GLenum GL_OUTPUT_TEXTURE_COORD27_EXT* = 0x87B8.GLenum GL_OUTPUT_TEXTURE_COORD28_EXT* = 0x87B9.GLenum GL_OUTPUT_TEXTURE_COORD29_EXT* = 0x87BA.GLenum GL_OUTPUT_TEXTURE_COORD30_EXT* = 0x87BB.GLenum GL_OUTPUT_TEXTURE_COORD31_EXT* = 0x87BC.GLenum GL_OUTPUT_FOG_EXT* = 0x87BD.GLenum GL_SCALAR_EXT* = 0x87BE.GLenum GL_VECTOR_EXT* = 0x87BF.GLenum GL_MATRIX_EXT* = 0x87C0.GLenum GL_VARIANT_EXT* = 0x87C1.GLenum GL_INVARIANT_EXT* = 0x87C2.GLenum GL_LOCAL_CONSTANT_EXT* = 0x87C3.GLenum GL_LOCAL_EXT* = 0x87C4.GLenum GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT* = 0x87C5.GLenum GL_MAX_VERTEX_SHADER_VARIANTS_EXT* = 0x87C6.GLenum GL_MAX_VERTEX_SHADER_INVARIANTS_EXT* = 0x87C7.GLenum GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT* = 0x87C8.GLenum GL_MAX_VERTEX_SHADER_LOCALS_EXT* = 0x87C9.GLenum GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT* = 0x87CA.GLenum GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT* = 0x87CB.GLenum GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT* = 0x87CC.GLenum GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT* = 0x87CD.GLenum GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT* = 0x87CE.GLenum GL_VERTEX_SHADER_INSTRUCTIONS_EXT* = 0x87CF.GLenum GL_VERTEX_SHADER_VARIANTS_EXT* = 0x87D0.GLenum GL_VERTEX_SHADER_INVARIANTS_EXT* = 0x87D1.GLenum GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT* = 0x87D2.GLenum GL_VERTEX_SHADER_LOCALS_EXT* = 0x87D3.GLenum GL_VERTEX_SHADER_OPTIMIZED_EXT* = 0x87D4.GLenum GL_X_EXT* = 0x87D5.GLenum GL_Y_EXT* = 0x87D6.GLenum GL_Z_EXT* = 0x87D7.GLenum GL_W_EXT* = 0x87D8.GLenum GL_NEGATIVE_X_EXT* = 0x87D9.GLenum GL_NEGATIVE_Y_EXT* = 0x87DA.GLenum GL_NEGATIVE_Z_EXT* = 0x87DB.GLenum GL_NEGATIVE_W_EXT* = 0x87DC.GLenum GL_ZERO_EXT* = 0x87DD.GLenum GL_ONE_EXT* = 0x87DE.GLenum GL_NEGATIVE_ONE_EXT* = 0x87DF.GLenum GL_NORMALIZED_RANGE_EXT* = 0x87E0.GLenum GL_FULL_RANGE_EXT* = 0x87E1.GLenum GL_CURRENT_VERTEX_EXT* = 0x87E2.GLenum GL_MVP_MATRIX_EXT* = 0x87E3.GLenum GL_VARIANT_VALUE_EXT* = 0x87E4.GLenum GL_VARIANT_DATATYPE_EXT* = 0x87E5.GLenum GL_VARIANT_ARRAY_STRIDE_EXT* = 0x87E6.GLenum GL_VARIANT_ARRAY_TYPE_EXT* = 0x87E7.GLenum GL_VARIANT_ARRAY_EXT* = 0x87E8.GLenum GL_VARIANT_ARRAY_POINTER_EXT* = 0x87E9.GLenum GL_INVARIANT_VALUE_EXT* = 0x87EA.GLenum GL_INVARIANT_DATATYPE_EXT* = 0x87EB.GLenum GL_LOCAL_CONSTANT_VALUE_EXT* = 0x87EC.GLenum GL_LOCAL_CONSTANT_DATATYPE_EXT* = 0x87ED.GLenum GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD* = 0x87EE.GLenum GL_PN_TRIANGLES_ATI* = 0x87F0.GLenum GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI* = 0x87F1.GLenum GL_PN_TRIANGLES_POINT_MODE_ATI* = 0x87F2.GLenum GL_PN_TRIANGLES_NORMAL_MODE_ATI* = 0x87F3.GLenum GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI* = 0x87F4.GLenum GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI* = 0x87F5.GLenum GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI* = 0x87F6.GLenum GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI* = 0x87F7.GLenum GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI* = 0x87F8.GLenum GL_3DC_X_AMD* = 0x87F9.GLenum GL_3DC_XY_AMD* = 0x87FA.GLenum GL_VBO_FREE_MEMORY_ATI* = 0x87FB.GLenum GL_TEXTURE_FREE_MEMORY_ATI* = 0x87FC.GLenum GL_RENDERBUFFER_FREE_MEMORY_ATI* = 0x87FD.GLenum GL_NUM_PROGRAM_BINARY_FORMATS* = 0x87FE.GLenum GL_NUM_PROGRAM_BINARY_FORMATS_OES* = 0x87FE.GLenum GL_PROGRAM_BINARY_FORMATS* = 0x87FF.GLenum GL_PROGRAM_BINARY_FORMATS_OES* = 0x87FF.GLenum GL_STENCIL_BACK_FUNC* = 0x8800.GLenum GL_STENCIL_BACK_FUNC_ATI* = 0x8800.GLenum GL_STENCIL_BACK_FAIL* = 0x8801.GLenum GL_STENCIL_BACK_FAIL_ATI* = 0x8801.GLenum GL_STENCIL_BACK_PASS_DEPTH_FAIL* = 0x8802.GLenum GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI* = 0x8802.GLenum GL_STENCIL_BACK_PASS_DEPTH_PASS* = 0x8803.GLenum GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI* = 0x8803.GLenum GL_FRAGMENT_PROGRAM_ARB* = 0x8804.GLenum GL_PROGRAM_ALU_INSTRUCTIONS_ARB* = 0x8805.GLenum GL_PROGRAM_TEX_INSTRUCTIONS_ARB* = 0x8806.GLenum GL_PROGRAM_TEX_INDIRECTIONS_ARB* = 0x8807.GLenum GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB* = 0x8808.GLenum GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB* = 0x8809.GLenum GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB* = 0x880A.GLenum GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB* = 0x880B.GLenum GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB* = 0x880C.GLenum GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB* = 0x880D.GLenum GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB* = 0x880E.GLenum GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB* = 0x880F.GLenum GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB* = 0x8810.GLenum GL_RGBA32F* = 0x8814.GLenum GL_RGBA32F_ARB* = 0x8814.GLenum GL_RGBA32F_EXT* = 0x8814.GLenum GL_RGBA_FLOAT32_APPLE* = 0x8814.GLenum GL_RGBA_FLOAT32_ATI* = 0x8814.GLenum GL_RGB32F* = 0x8815.GLenum GL_RGB32F_ARB* = 0x8815.GLenum GL_RGB32F_EXT* = 0x8815.GLenum GL_RGB_FLOAT32_APPLE* = 0x8815.GLenum GL_RGB_FLOAT32_ATI* = 0x8815.GLenum GL_ALPHA32F_ARB* = 0x8816.GLenum GL_ALPHA32F_EXT* = 0x8816.GLenum GL_ALPHA_FLOAT32_APPLE* = 0x8816.GLenum GL_ALPHA_FLOAT32_ATI* = 0x8816.GLenum GL_INTENSITY32F_ARB* = 0x8817.GLenum GL_INTENSITY_FLOAT32_APPLE* = 0x8817.GLenum GL_INTENSITY_FLOAT32_ATI* = 0x8817.GLenum GL_LUMINANCE32F_ARB* = 0x8818.GLenum GL_LUMINANCE32F_EXT* = 0x8818.GLenum GL_LUMINANCE_FLOAT32_APPLE* = 0x8818.GLenum GL_LUMINANCE_FLOAT32_ATI* = 0x8818.GLenum GL_LUMINANCE_ALPHA32F_ARB* = 0x8819.GLenum GL_LUMINANCE_ALPHA32F_EXT* = 0x8819.GLenum GL_LUMINANCE_ALPHA_FLOAT32_APPLE* = 0x8819.GLenum GL_LUMINANCE_ALPHA_FLOAT32_ATI* = 0x8819.GLenum GL_RGBA16F* = 0x881A.GLenum GL_RGBA16F_ARB* = 0x881A.GLenum GL_RGBA16F_EXT* = 0x881A.GLenum GL_RGBA_FLOAT16_APPLE* = 0x881A.GLenum GL_RGBA_FLOAT16_ATI* = 0x881A.GLenum GL_RGB16F* = 0x881B.GLenum GL_RGB16F_ARB* = 0x881B.GLenum GL_RGB16F_EXT* = 0x881B.GLenum GL_RGB_FLOAT16_APPLE* = 0x881B.GLenum GL_RGB_FLOAT16_ATI* = 0x881B.GLenum GL_ALPHA16F_ARB* = 0x881C.GLenum GL_ALPHA16F_EXT* = 0x881C.GLenum GL_ALPHA_FLOAT16_APPLE* = 0x881C.GLenum GL_ALPHA_FLOAT16_ATI* = 0x881C.GLenum GL_INTENSITY16F_ARB* = 0x881D.GLenum GL_INTENSITY_FLOAT16_APPLE* = 0x881D.GLenum GL_INTENSITY_FLOAT16_ATI* = 0x881D.GLenum GL_LUMINANCE16F_ARB* = 0x881E.GLenum GL_LUMINANCE16F_EXT* = 0x881E.GLenum GL_LUMINANCE_FLOAT16_APPLE* = 0x881E.GLenum GL_LUMINANCE_FLOAT16_ATI* = 0x881E.GLenum GL_LUMINANCE_ALPHA16F_ARB* = 0x881F.GLenum GL_LUMINANCE_ALPHA16F_EXT* = 0x881F.GLenum GL_LUMINANCE_ALPHA_FLOAT16_APPLE* = 0x881F.GLenum GL_LUMINANCE_ALPHA_FLOAT16_ATI* = 0x881F.GLenum GL_RGBA_FLOAT_MODE_ARB* = 0x8820.GLenum GL_RGBA_FLOAT_MODE_ATI* = 0x8820.GLenum GL_WRITEONLY_RENDERING_QCOM* = 0x8823.GLenum GL_MAX_DRAW_BUFFERS* = 0x8824.GLenum GL_MAX_DRAW_BUFFERS_ARB* = 0x8824.GLenum GL_MAX_DRAW_BUFFERS_ATI* = 0x8824.GLenum GL_MAX_DRAW_BUFFERS_EXT* = 0x8824.GLenum GL_MAX_DRAW_BUFFERS_NV* = 0x8824.GLenum GL_DRAW_BUFFER0* = 0x8825.GLenum GL_DRAW_BUFFER0_ARB* = 0x8825.GLenum GL_DRAW_BUFFER0_ATI* = 0x8825.GLenum GL_DRAW_BUFFER0_EXT* = 0x8825.GLenum GL_DRAW_BUFFER0_NV* = 0x8825.GLenum GL_DRAW_BUFFER1* = 0x8826.GLenum GL_DRAW_BUFFER1_ARB* = 0x8826.GLenum GL_DRAW_BUFFER1_ATI* = 0x8826.GLenum GL_DRAW_BUFFER1_EXT* = 0x8826.GLenum GL_DRAW_BUFFER1_NV* = 0x8826.GLenum GL_DRAW_BUFFER2* = 0x8827.GLenum GL_DRAW_BUFFER2_ARB* = 0x8827.GLenum GL_DRAW_BUFFER2_ATI* = 0x8827.GLenum GL_DRAW_BUFFER2_EXT* = 0x8827.GLenum GL_DRAW_BUFFER2_NV* = 0x8827.GLenum GL_DRAW_BUFFER3* = 0x8828.GLenum GL_DRAW_BUFFER3_ARB* = 0x8828.GLenum GL_DRAW_BUFFER3_ATI* = 0x8828.GLenum GL_DRAW_BUFFER3_EXT* = 0x8828.GLenum GL_DRAW_BUFFER3_NV* = 0x8828.GLenum GL_DRAW_BUFFER4* = 0x8829.GLenum GL_DRAW_BUFFER4_ARB* = 0x8829.GLenum GL_DRAW_BUFFER4_ATI* = 0x8829.GLenum GL_DRAW_BUFFER4_EXT* = 0x8829.GLenum GL_DRAW_BUFFER4_NV* = 0x8829.GLenum GL_DRAW_BUFFER5* = 0x882A.GLenum GL_DRAW_BUFFER5_ARB* = 0x882A.GLenum GL_DRAW_BUFFER5_ATI* = 0x882A.GLenum GL_DRAW_BUFFER5_EXT* = 0x882A.GLenum GL_DRAW_BUFFER5_NV* = 0x882A.GLenum GL_DRAW_BUFFER6* = 0x882B.GLenum GL_DRAW_BUFFER6_ARB* = 0x882B.GLenum GL_DRAW_BUFFER6_ATI* = 0x882B.GLenum GL_DRAW_BUFFER6_EXT* = 0x882B.GLenum GL_DRAW_BUFFER6_NV* = 0x882B.GLenum GL_DRAW_BUFFER7* = 0x882C.GLenum GL_DRAW_BUFFER7_ARB* = 0x882C.GLenum GL_DRAW_BUFFER7_ATI* = 0x882C.GLenum GL_DRAW_BUFFER7_EXT* = 0x882C.GLenum GL_DRAW_BUFFER7_NV* = 0x882C.GLenum GL_DRAW_BUFFER8* = 0x882D.GLenum GL_DRAW_BUFFER8_ARB* = 0x882D.GLenum GL_DRAW_BUFFER8_ATI* = 0x882D.GLenum GL_DRAW_BUFFER8_EXT* = 0x882D.GLenum GL_DRAW_BUFFER8_NV* = 0x882D.GLenum GL_DRAW_BUFFER9* = 0x882E.GLenum GL_DRAW_BUFFER9_ARB* = 0x882E.GLenum GL_DRAW_BUFFER9_ATI* = 0x882E.GLenum GL_DRAW_BUFFER9_EXT* = 0x882E.GLenum GL_DRAW_BUFFER9_NV* = 0x882E.GLenum GL_DRAW_BUFFER10* = 0x882F.GLenum GL_DRAW_BUFFER10_ARB* = 0x882F.GLenum GL_DRAW_BUFFER10_ATI* = 0x882F.GLenum GL_DRAW_BUFFER10_EXT* = 0x882F.GLenum GL_DRAW_BUFFER10_NV* = 0x882F.GLenum GL_DRAW_BUFFER11* = 0x8830.GLenum GL_DRAW_BUFFER11_ARB* = 0x8830.GLenum GL_DRAW_BUFFER11_ATI* = 0x8830.GLenum GL_DRAW_BUFFER11_EXT* = 0x8830.GLenum GL_DRAW_BUFFER11_NV* = 0x8830.GLenum GL_DRAW_BUFFER12* = 0x8831.GLenum GL_DRAW_BUFFER12_ARB* = 0x8831.GLenum GL_DRAW_BUFFER12_ATI* = 0x8831.GLenum GL_DRAW_BUFFER12_EXT* = 0x8831.GLenum GL_DRAW_BUFFER12_NV* = 0x8831.GLenum GL_DRAW_BUFFER13* = 0x8832.GLenum GL_DRAW_BUFFER13_ARB* = 0x8832.GLenum GL_DRAW_BUFFER13_ATI* = 0x8832.GLenum GL_DRAW_BUFFER13_EXT* = 0x8832.GLenum GL_DRAW_BUFFER13_NV* = 0x8832.GLenum GL_DRAW_BUFFER14* = 0x8833.GLenum GL_DRAW_BUFFER14_ARB* = 0x8833.GLenum GL_DRAW_BUFFER14_ATI* = 0x8833.GLenum GL_DRAW_BUFFER14_EXT* = 0x8833.GLenum GL_DRAW_BUFFER14_NV* = 0x8833.GLenum GL_DRAW_BUFFER15* = 0x8834.GLenum GL_DRAW_BUFFER15_ARB* = 0x8834.GLenum GL_DRAW_BUFFER15_ATI* = 0x8834.GLenum GL_DRAW_BUFFER15_EXT* = 0x8834.GLenum GL_DRAW_BUFFER15_NV* = 0x8834.GLenum GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI* = 0x8835.GLenum GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI* = 0x8837.GLenum ## Defined by Mesa but not ATI GL_BLEND_EQUATION_ALPHA* = 0x883D.GLenum GL_BLEND_EQUATION_ALPHA_EXT* = 0x883D.GLenum GL_BLEND_EQUATION_ALPHA_OES* = 0x883D.GLenum GL_SUBSAMPLE_DISTANCE_AMD* = 0x883F.GLenum GL_MATRIX_PALETTE_ARB* = 0x8840.GLenum GL_MATRIX_PALETTE_OES* = 0x8840.GLenum GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB* = 0x8841.GLenum GL_MAX_PALETTE_MATRICES_ARB* = 0x8842.GLenum GL_MAX_PALETTE_MATRICES_OES* = 0x8842.GLenum GL_CURRENT_PALETTE_MATRIX_ARB* = 0x8843.GLenum GL_CURRENT_PALETTE_MATRIX_OES* = 0x8843.GLenum GL_MATRIX_INDEX_ARRAY_ARB* = 0x8844.GLenum GL_MATRIX_INDEX_ARRAY_OES* = 0x8844.GLenum GL_CURRENT_MATRIX_INDEX_ARB* = 0x8845.GLenum GL_MATRIX_INDEX_ARRAY_SIZE_ARB* = 0x8846.GLenum GL_MATRIX_INDEX_ARRAY_SIZE_OES* = 0x8846.GLenum GL_MATRIX_INDEX_ARRAY_TYPE_ARB* = 0x8847.GLenum GL_MATRIX_INDEX_ARRAY_TYPE_OES* = 0x8847.GLenum GL_MATRIX_INDEX_ARRAY_STRIDE_ARB* = 0x8848.GLenum GL_MATRIX_INDEX_ARRAY_STRIDE_OES* = 0x8848.GLenum GL_MATRIX_INDEX_ARRAY_POINTER_ARB* = 0x8849.GLenum GL_MATRIX_INDEX_ARRAY_POINTER_OES* = 0x8849.GLenum GL_TEXTURE_DEPTH_SIZE* = 0x884A.GLenum GL_TEXTURE_DEPTH_SIZE_ARB* = 0x884A.GLenum GL_DEPTH_TEXTURE_MODE* = 0x884B.GLenum GL_DEPTH_TEXTURE_MODE_ARB* = 0x884B.GLenum GL_TEXTURE_COMPARE_MODE* = 0x884C.GLenum GL_TEXTURE_COMPARE_MODE_ARB* = 0x884C.GLenum GL_TEXTURE_COMPARE_MODE_EXT* = 0x884C.GLenum GL_TEXTURE_COMPARE_FUNC* = 0x884D.GLenum GL_TEXTURE_COMPARE_FUNC_ARB* = 0x884D.GLenum GL_TEXTURE_COMPARE_FUNC_EXT* = 0x884D.GLenum GL_COMPARE_R_TO_TEXTURE* = 0x884E.GLenum GL_COMPARE_R_TO_TEXTURE_ARB* = 0x884E.GLenum GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT* = 0x884E.GLenum GL_COMPARE_REF_TO_TEXTURE* = 0x884E.GLenum GL_COMPARE_REF_TO_TEXTURE_EXT* = 0x884E.GLenum GL_TEXTURE_CUBE_MAP_SEAMLESS* = 0x884F.GLenum GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV* = 0x8850.GLenum GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV* = 0x8851.GLenum GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV* = 0x8852.GLenum GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV* = 0x8853.GLenum GL_OFFSET_HILO_TEXTURE_2D_NV* = 0x8854.GLenum GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV* = 0x8855.GLenum GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV* = 0x8856.GLenum GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV* = 0x8857.GLenum GL_DEPENDENT_HILO_TEXTURE_2D_NV* = 0x8858.GLenum GL_DEPENDENT_RGB_TEXTURE_3D_NV* = 0x8859.GLenum GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV* = 0x885A.GLenum GL_DOT_PRODUCT_PASS_THROUGH_NV* = 0x885B.GLenum GL_DOT_PRODUCT_TEXTURE_1D_NV* = 0x885C.GLenum GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV* = 0x885D.GLenum GL_HILO8_NV* = 0x885E.GLenum GL_SIGNED_HILO8_NV* = 0x885F.GLenum GL_FORCE_BLUE_TO_ONE_NV* = 0x8860.GLenum GL_POINT_SPRITE* = 0x8861.GLenum GL_POINT_SPRITE_ARB* = 0x8861.GLenum GL_POINT_SPRITE_NV* = 0x8861.GLenum GL_POINT_SPRITE_OES* = 0x8861.GLenum GL_COORD_REPLACE* = 0x8862.GLenum GL_COORD_REPLACE_ARB* = 0x8862.GLenum GL_COORD_REPLACE_NV* = 0x8862.GLenum GL_COORD_REPLACE_OES* = 0x8862.GLenum GL_POINT_SPRITE_R_MODE_NV* = 0x8863.GLenum GL_PIXEL_COUNTER_BITS_NV* = 0x8864.GLenum GL_QUERY_COUNTER_BITS* = 0x8864.GLenum GL_QUERY_COUNTER_BITS_ARB* = 0x8864.GLenum GL_QUERY_COUNTER_BITS_EXT* = 0x8864.GLenum GL_CURRENT_OCCLUSION_QUERY_ID_NV* = 0x8865.GLenum GL_CURRENT_QUERY* = 0x8865.GLenum GL_CURRENT_QUERY_ARB* = 0x8865.GLenum GL_CURRENT_QUERY_EXT* = 0x8865.GLenum GL_PIXEL_COUNT_NV* = 0x8866.GLenum GL_QUERY_RESULT* = 0x8866.GLenum GL_QUERY_RESULT_ARB* = 0x8866.GLenum GL_QUERY_RESULT_EXT* = 0x8866.GLenum GL_PIXEL_COUNT_AVAILABLE_NV* = 0x8867.GLenum GL_QUERY_RESULT_AVAILABLE* = 0x8867.GLenum GL_QUERY_RESULT_AVAILABLE_ARB* = 0x8867.GLenum GL_QUERY_RESULT_AVAILABLE_EXT* = 0x8867.GLenum GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV* = 0x8868.GLenum GL_MAX_VERTEX_ATTRIBS* = 0x8869.GLenum GL_MAX_VERTEX_ATTRIBS_ARB* = 0x8869.GLenum GL_VERTEX_ATTRIB_ARRAY_NORMALIZED* = 0x886A.GLenum GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB* = 0x886A.GLenum GL_MAX_TESS_CONTROL_INPUT_COMPONENTS* = 0x886C.GLenum GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT* = 0x886C.GLenum GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES* = 0x886C.GLenum GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS* = 0x886D.GLenum GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT* = 0x886D.GLenum GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES* = 0x886D.GLenum GL_DEPTH_STENCIL_TO_RGBA_NV* = 0x886E.GLenum GL_DEPTH_STENCIL_TO_BGRA_NV* = 0x886F.GLenum GL_FRAGMENT_PROGRAM_NV* = 0x8870.GLenum GL_MAX_TEXTURE_COORDS* = 0x8871.GLenum GL_MAX_TEXTURE_COORDS_ARB* = 0x8871.GLenum GL_MAX_TEXTURE_COORDS_NV* = 0x8871.GLenum GL_MAX_TEXTURE_IMAGE_UNITS* = 0x8872.GLenum GL_MAX_TEXTURE_IMAGE_UNITS_ARB* = 0x8872.GLenum GL_MAX_TEXTURE_IMAGE_UNITS_NV* = 0x8872.GLenum GL_FRAGMENT_PROGRAM_BINDING_NV* = 0x8873.GLenum GL_PROGRAM_ERROR_STRING_ARB* = 0x8874.GLenum GL_PROGRAM_ERROR_STRING_NV* = 0x8874.GLenum GL_PROGRAM_FORMAT_ASCII_ARB* = 0x8875.GLenum GL_PROGRAM_FORMAT_ARB* = 0x8876.GLenum GL_WRITE_PIXEL_DATA_RANGE_NV* = 0x8878.GLenum GL_READ_PIXEL_DATA_RANGE_NV* = 0x8879.GLenum GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV* = 0x887A.GLenum GL_READ_PIXEL_DATA_RANGE_LENGTH_NV* = 0x887B.GLenum GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV* = 0x887C.GLenum GL_READ_PIXEL_DATA_RANGE_POINTER_NV* = 0x887D.GLenum GL_GEOMETRY_SHADER_INVOCATIONS* = 0x887F.GLenum GL_GEOMETRY_SHADER_INVOCATIONS_EXT* = 0x887F.GLenum GL_GEOMETRY_SHADER_INVOCATIONS_OES* = 0x887F.GLenum GL_FLOAT_R_NV* = 0x8880.GLenum GL_FLOAT_RG_NV* = 0x8881.GLenum GL_FLOAT_RGB_NV* = 0x8882.GLenum GL_FLOAT_RGBA_NV* = 0x8883.GLenum GL_FLOAT_R16_NV* = 0x8884.GLenum GL_FLOAT_R32_NV* = 0x8885.GLenum GL_FLOAT_RG16_NV* = 0x8886.GLenum GL_FLOAT_RG32_NV* = 0x8887.GLenum GL_FLOAT_RGB16_NV* = 0x8888.GLenum GL_FLOAT_RGB32_NV* = 0x8889.GLenum GL_FLOAT_RGBA16_NV* = 0x888A.GLenum GL_FLOAT_RGBA32_NV* = 0x888B.GLenum GL_TEXTURE_FLOAT_COMPONENTS_NV* = 0x888C.GLenum GL_FLOAT_CLEAR_COLOR_VALUE_NV* = 0x888D.GLenum GL_FLOAT_RGBA_MODE_NV* = 0x888E.GLenum GL_TEXTURE_UNSIGNED_REMAP_MODE_NV* = 0x888F.GLenum GL_DEPTH_BOUNDS_TEST_EXT* = 0x8890.GLenum GL_DEPTH_BOUNDS_EXT* = 0x8891.GLenum GL_ARRAY_BUFFER* = 0x8892.GLenum GL_ARRAY_BUFFER_ARB* = 0x8892.GLenum GL_ELEMENT_ARRAY_BUFFER* = 0x8893.GLenum GL_ELEMENT_ARRAY_BUFFER_ARB* = 0x8893.GLenum GL_ARRAY_BUFFER_BINDING* = 0x8894.GLenum GL_ARRAY_BUFFER_BINDING_ARB* = 0x8894.GLenum GL_ELEMENT_ARRAY_BUFFER_BINDING* = 0x8895.GLenum GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB* = 0x8895.GLenum GL_VERTEX_ARRAY_BUFFER_BINDING* = 0x8896.GLenum GL_VERTEX_ARRAY_BUFFER_BINDING_ARB* = 0x8896.GLenum GL_NORMAL_ARRAY_BUFFER_BINDING* = 0x8897.GLenum GL_NORMAL_ARRAY_BUFFER_BINDING_ARB* = 0x8897.GLenum GL_COLOR_ARRAY_BUFFER_BINDING* = 0x8898.GLenum GL_COLOR_ARRAY_BUFFER_BINDING_ARB* = 0x8898.GLenum GL_INDEX_ARRAY_BUFFER_BINDING* = 0x8899.GLenum GL_INDEX_ARRAY_BUFFER_BINDING_ARB* = 0x8899.GLenum GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING* = 0x889A.GLenum GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB* = 0x889A.GLenum GL_EDGE_FLAG_ARRAY_BUFFER_BINDING* = 0x889B.GLenum GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB* = 0x889B.GLenum GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING* = 0x889C.GLenum GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB* = 0x889C.GLenum GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB* = 0x889D.GLenum GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING* = 0x889D.GLenum GL_FOG_COORD_ARRAY_BUFFER_BINDING* = 0x889D.GLenum GL_WEIGHT_ARRAY_BUFFER_BINDING* = 0x889E.GLenum GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB* = 0x889E.GLenum GL_WEIGHT_ARRAY_BUFFER_BINDING_OES* = 0x889E.GLenum GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING* = 0x889F.GLenum GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB* = 0x889F.GLenum GL_PROGRAM_INSTRUCTIONS_ARB* = 0x88A0.GLenum GL_MAX_PROGRAM_INSTRUCTIONS_ARB* = 0x88A1.GLenum GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB* = 0x88A2.GLenum GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB* = 0x88A3.GLenum GL_PROGRAM_TEMPORARIES_ARB* = 0x88A4.GLenum GL_MAX_PROGRAM_TEMPORARIES_ARB* = 0x88A5.GLenum GL_PROGRAM_NATIVE_TEMPORARIES_ARB* = 0x88A6.GLenum GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB* = 0x88A7.GLenum GL_PROGRAM_PARAMETERS_ARB* = 0x88A8.GLenum GL_MAX_PROGRAM_PARAMETERS_ARB* = 0x88A9.GLenum GL_PROGRAM_NATIVE_PARAMETERS_ARB* = 0x88AA.GLenum GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB* = 0x88AB.GLenum GL_PROGRAM_ATTRIBS_ARB* = 0x88AC.GLenum GL_MAX_PROGRAM_ATTRIBS_ARB* = 0x88AD.GLenum GL_PROGRAM_NATIVE_ATTRIBS_ARB* = 0x88AE.GLenum GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB* = 0x88AF.GLenum GL_PROGRAM_ADDRESS_REGISTERS_ARB* = 0x88B0.GLenum GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB* = 0x88B1.GLenum GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB* = 0x88B2.GLenum GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB* = 0x88B3.GLenum GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB* = 0x88B4.GLenum GL_MAX_PROGRAM_ENV_PARAMETERS_ARB* = 0x88B5.GLenum GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB* = 0x88B6.GLenum GL_TRANSPOSE_CURRENT_MATRIX_ARB* = 0x88B7.GLenum GL_READ_ONLY* = 0x88B8.GLenum GL_READ_ONLY_ARB* = 0x88B8.GLenum GL_WRITE_ONLY* = 0x88B9.GLenum GL_WRITE_ONLY_ARB* = 0x88B9.GLenum GL_WRITE_ONLY_OES* = 0x88B9.GLenum GL_READ_WRITE* = 0x88BA.GLenum GL_READ_WRITE_ARB* = 0x88BA.GLenum GL_BUFFER_ACCESS* = 0x88BB.GLenum GL_BUFFER_ACCESS_ARB* = 0x88BB.GLenum GL_BUFFER_ACCESS_OES* = 0x88BB.GLenum GL_BUFFER_MAPPED* = 0x88BC.GLenum GL_BUFFER_MAPPED_ARB* = 0x88BC.GLenum GL_BUFFER_MAPPED_OES* = 0x88BC.GLenum GL_BUFFER_MAP_POINTER* = 0x88BD.GLenum GL_BUFFER_MAP_POINTER_ARB* = 0x88BD.GLenum GL_BUFFER_MAP_POINTER_OES* = 0x88BD.GLenum GL_WRITE_DISCARD_NV* = 0x88BE.GLenum GL_TIME_ELAPSED* = 0x88BF.GLenum GL_TIME_ELAPSED_EXT* = 0x88BF.GLenum GL_MATRIX0_ARB* = 0x88C0.GLenum GL_MATRIX1_ARB* = 0x88C1.GLenum GL_MATRIX2_ARB* = 0x88C2.GLenum GL_MATRIX3_ARB* = 0x88C3.GLenum GL_MATRIX4_ARB* = 0x88C4.GLenum GL_MATRIX5_ARB* = 0x88C5.GLenum GL_MATRIX6_ARB* = 0x88C6.GLenum GL_MATRIX7_ARB* = 0x88C7.GLenum GL_MATRIX8_ARB* = 0x88C8.GLenum GL_MATRIX9_ARB* = 0x88C9.GLenum GL_MATRIX10_ARB* = 0x88CA.GLenum GL_MATRIX11_ARB* = 0x88CB.GLenum GL_MATRIX12_ARB* = 0x88CC.GLenum GL_MATRIX13_ARB* = 0x88CD.GLenum GL_MATRIX14_ARB* = 0x88CE.GLenum GL_MATRIX15_ARB* = 0x88CF.GLenum GL_MATRIX16_ARB* = 0x88D0.GLenum GL_MATRIX17_ARB* = 0x88D1.GLenum GL_MATRIX18_ARB* = 0x88D2.GLenum GL_MATRIX19_ARB* = 0x88D3.GLenum GL_MATRIX20_ARB* = 0x88D4.GLenum GL_MATRIX21_ARB* = 0x88D5.GLenum GL_MATRIX22_ARB* = 0x88D6.GLenum GL_MATRIX23_ARB* = 0x88D7.GLenum GL_MATRIX24_ARB* = 0x88D8.GLenum GL_MATRIX25_ARB* = 0x88D9.GLenum GL_MATRIX26_ARB* = 0x88DA.GLenum GL_MATRIX27_ARB* = 0x88DB.GLenum GL_MATRIX28_ARB* = 0x88DC.GLenum GL_MATRIX29_ARB* = 0x88DD.GLenum GL_MATRIX30_ARB* = 0x88DE.GLenum GL_MATRIX31_ARB* = 0x88DF.GLenum GL_STREAM_DRAW* = 0x88E0.GLenum GL_STREAM_DRAW_ARB* = 0x88E0.GLenum GL_STREAM_READ* = 0x88E1.GLenum GL_STREAM_READ_ARB* = 0x88E1.GLenum GL_STREAM_COPY* = 0x88E2.GLenum GL_STREAM_COPY_ARB* = 0x88E2.GLenum GL_STATIC_DRAW* = 0x88E4.GLenum GL_STATIC_DRAW_ARB* = 0x88E4.GLenum GL_STATIC_READ* = 0x88E5.GLenum GL_STATIC_READ_ARB* = 0x88E5.GLenum GL_STATIC_COPY* = 0x88E6.GLenum GL_STATIC_COPY_ARB* = 0x88E6.GLenum GL_DYNAMIC_DRAW* = 0x88E8.GLenum GL_DYNAMIC_DRAW_ARB* = 0x88E8.GLenum GL_DYNAMIC_READ* = 0x88E9.GLenum GL_DYNAMIC_READ_ARB* = 0x88E9.GLenum GL_DYNAMIC_COPY* = 0x88EA.GLenum GL_DYNAMIC_COPY_ARB* = 0x88EA.GLenum GL_PIXEL_PACK_BUFFER* = 0x88EB.GLenum GL_PIXEL_PACK_BUFFER_ARB* = 0x88EB.GLenum GL_PIXEL_PACK_BUFFER_EXT* = 0x88EB.GLenum GL_PIXEL_PACK_BUFFER_NV* = 0x88EB.GLenum GL_PIXEL_UNPACK_BUFFER* = 0x88EC.GLenum GL_PIXEL_UNPACK_BUFFER_ARB* = 0x88EC.GLenum GL_PIXEL_UNPACK_BUFFER_EXT* = 0x88EC.GLenum GL_PIXEL_UNPACK_BUFFER_NV* = 0x88EC.GLenum GL_PIXEL_PACK_BUFFER_BINDING* = 0x88ED.GLenum GL_PIXEL_PACK_BUFFER_BINDING_ARB* = 0x88ED.GLenum GL_PIXEL_PACK_BUFFER_BINDING_EXT* = 0x88ED.GLenum GL_PIXEL_PACK_BUFFER_BINDING_NV* = 0x88ED.GLenum GL_ETC1_SRGB8_NV* = 0x88EE.GLenum GL_PIXEL_UNPACK_BUFFER_BINDING* = 0x88EF.GLenum GL_PIXEL_UNPACK_BUFFER_BINDING_ARB* = 0x88EF.GLenum GL_PIXEL_UNPACK_BUFFER_BINDING_EXT* = 0x88EF.GLenum GL_PIXEL_UNPACK_BUFFER_BINDING_NV* = 0x88EF.GLenum GL_DEPTH24_STENCIL8* = 0x88F0.GLenum GL_DEPTH24_STENCIL8_EXT* = 0x88F0.GLenum GL_DEPTH24_STENCIL8_OES* = 0x88F0.GLenum GL_TEXTURE_STENCIL_SIZE* = 0x88F1.GLenum GL_TEXTURE_STENCIL_SIZE_EXT* = 0x88F1.GLenum GL_STENCIL_TAG_BITS_EXT* = 0x88F2.GLenum GL_STENCIL_CLEAR_TAG_VALUE_EXT* = 0x88F3.GLenum GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV* = 0x88F4.GLenum GL_MAX_PROGRAM_CALL_DEPTH_NV* = 0x88F5.GLenum GL_MAX_PROGRAM_IF_DEPTH_NV* = 0x88F6.GLenum GL_MAX_PROGRAM_LOOP_DEPTH_NV* = 0x88F7.GLenum GL_MAX_PROGRAM_LOOP_COUNT_NV* = 0x88F8.GLenum GL_SRC1_COLOR* = 0x88F9.GLenum GL_SRC1_COLOR_EXT* = 0x88F9.GLenum GL_ONE_MINUS_SRC1_COLOR* = 0x88FA.GLenum GL_ONE_MINUS_SRC1_COLOR_EXT* = 0x88FA.GLenum GL_ONE_MINUS_SRC1_ALPHA* = 0x88FB.GLenum GL_ONE_MINUS_SRC1_ALPHA_EXT* = 0x88FB.GLenum GL_MAX_DUAL_SOURCE_DRAW_BUFFERS* = 0x88FC.GLenum GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT* = 0x88FC.GLenum GL_VERTEX_ATTRIB_ARRAY_INTEGER* = 0x88FD.GLenum GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT* = 0x88FD.GLenum GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV* = 0x88FD.GLenum GL_VERTEX_ATTRIB_ARRAY_DIVISOR* = 0x88FE.GLenum GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE* = 0x88FE.GLenum GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB* = 0x88FE.GLenum GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT* = 0x88FE.GLenum GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV* = 0x88FE.GLenum GL_MAX_ARRAY_TEXTURE_LAYERS* = 0x88FF.GLenum GL_MAX_ARRAY_TEXTURE_LAYERS_EXT* = 0x88FF.GLenum GL_MIN_PROGRAM_TEXEL_OFFSET* = 0x8904.GLenum GL_MIN_PROGRAM_TEXEL_OFFSET_EXT* = 0x8904.GLenum GL_MIN_PROGRAM_TEXEL_OFFSET_NV* = 0x8904.GLenum GL_MAX_PROGRAM_TEXEL_OFFSET* = 0x8905.GLenum GL_MAX_PROGRAM_TEXEL_OFFSET_EXT* = 0x8905.GLenum GL_MAX_PROGRAM_TEXEL_OFFSET_NV* = 0x8905.GLenum GL_PROGRAM_ATTRIB_COMPONENTS_NV* = 0x8906.GLenum GL_PROGRAM_RESULT_COMPONENTS_NV* = 0x8907.GLenum GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV* = 0x8908.GLenum GL_MAX_PROGRAM_RESULT_COMPONENTS_NV* = 0x8909.GLenum GL_STENCIL_TEST_TWO_SIDE_EXT* = 0x8910.GLenum GL_ACTIVE_STENCIL_FACE_EXT* = 0x8911.GLenum GL_MIRROR_CLAMP_TO_BORDER_EXT* = 0x8912.GLenum GL_SAMPLES_PASSED* = 0x8914.GLenum GL_SAMPLES_PASSED_ARB* = 0x8914.GLenum GL_GEOMETRY_VERTICES_OUT* = 0x8916.GLenum GL_GEOMETRY_LINKED_VERTICES_OUT_EXT* = 0x8916.GLenum GL_GEOMETRY_LINKED_VERTICES_OUT_OES* = 0x8916.GLenum GL_GEOMETRY_INPUT_TYPE* = 0x8917.GLenum GL_GEOMETRY_LINKED_INPUT_TYPE_EXT* = 0x8917.GLenum GL_GEOMETRY_LINKED_INPUT_TYPE_OES* = 0x8917.GLenum GL_GEOMETRY_OUTPUT_TYPE* = 0x8918.GLenum GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT* = 0x8918.GLenum GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES* = 0x8918.GLenum GL_SAMPLER_BINDING* = 0x8919.GLenum GL_CLAMP_VERTEX_COLOR* = 0x891A.GLenum GL_CLAMP_VERTEX_COLOR_ARB* = 0x891A.GLenum GL_CLAMP_FRAGMENT_COLOR* = 0x891B.GLenum GL_CLAMP_FRAGMENT_COLOR_ARB* = 0x891B.GLenum GL_CLAMP_READ_COLOR* = 0x891C.GLenum GL_CLAMP_READ_COLOR_ARB* = 0x891C.GLenum GL_FIXED_ONLY* = 0x891D.GLenum GL_FIXED_ONLY_ARB* = 0x891D.GLenum GL_TESS_CONTROL_PROGRAM_NV* = 0x891E.GLenum GL_TESS_EVALUATION_PROGRAM_NV* = 0x891F.GLenum GL_FRAGMENT_SHADER_ATI* = 0x8920.GLenum GL_REG_0_ATI* = 0x8921.GLenum GL_REG_1_ATI* = 0x8922.GLenum GL_REG_2_ATI* = 0x8923.GLenum GL_REG_3_ATI* = 0x8924.GLenum GL_REG_4_ATI* = 0x8925.GLenum GL_REG_5_ATI* = 0x8926.GLenum GL_REG_6_ATI* = 0x8927.GLenum GL_REG_7_ATI* = 0x8928.GLenum GL_REG_8_ATI* = 0x8929.GLenum GL_REG_9_ATI* = 0x892A.GLenum GL_REG_10_ATI* = 0x892B.GLenum GL_REG_11_ATI* = 0x892C.GLenum GL_REG_12_ATI* = 0x892D.GLenum GL_REG_13_ATI* = 0x892E.GLenum GL_REG_14_ATI* = 0x892F.GLenum GL_REG_15_ATI* = 0x8930.GLenum GL_REG_16_ATI* = 0x8931.GLenum GL_REG_17_ATI* = 0x8932.GLenum GL_REG_18_ATI* = 0x8933.GLenum GL_REG_19_ATI* = 0x8934.GLenum GL_REG_20_ATI* = 0x8935.GLenum GL_REG_21_ATI* = 0x8936.GLenum GL_REG_22_ATI* = 0x8937.GLenum GL_REG_23_ATI* = 0x8938.GLenum GL_REG_24_ATI* = 0x8939.GLenum GL_REG_25_ATI* = 0x893A.GLenum GL_REG_26_ATI* = 0x893B.GLenum GL_REG_27_ATI* = 0x893C.GLenum GL_REG_28_ATI* = 0x893D.GLenum GL_REG_29_ATI* = 0x893E.GLenum GL_REG_30_ATI* = 0x893F.GLenum GL_REG_31_ATI* = 0x8940.GLenum GL_CON_0_ATI* = 0x8941.GLenum GL_CON_1_ATI* = 0x8942.GLenum GL_CON_2_ATI* = 0x8943.GLenum GL_CON_3_ATI* = 0x8944.GLenum GL_CON_4_ATI* = 0x8945.GLenum GL_CON_5_ATI* = 0x8946.GLenum GL_CON_6_ATI* = 0x8947.GLenum GL_CON_7_ATI* = 0x8948.GLenum GL_CON_8_ATI* = 0x8949.GLenum GL_CON_9_ATI* = 0x894A.GLenum GL_CON_10_ATI* = 0x894B.GLenum GL_CON_11_ATI* = 0x894C.GLenum GL_CON_12_ATI* = 0x894D.GLenum GL_CON_13_ATI* = 0x894E.GLenum GL_CON_14_ATI* = 0x894F.GLenum GL_CON_15_ATI* = 0x8950.GLenum GL_CON_16_ATI* = 0x8951.GLenum GL_CON_17_ATI* = 0x8952.GLenum GL_CON_18_ATI* = 0x8953.GLenum GL_CON_19_ATI* = 0x8954.GLenum GL_CON_20_ATI* = 0x8955.GLenum GL_CON_21_ATI* = 0x8956.GLenum GL_CON_22_ATI* = 0x8957.GLenum GL_CON_23_ATI* = 0x8958.GLenum GL_CON_24_ATI* = 0x8959.GLenum GL_CON_25_ATI* = 0x895A.GLenum GL_CON_26_ATI* = 0x895B.GLenum GL_CON_27_ATI* = 0x895C.GLenum GL_CON_28_ATI* = 0x895D.GLenum GL_CON_29_ATI* = 0x895E.GLenum GL_CON_30_ATI* = 0x895F.GLenum GL_CON_31_ATI* = 0x8960.GLenum GL_MOV_ATI* = 0x8961.GLenum GL_ADD_ATI* = 0x8963.GLenum GL_MUL_ATI* = 0x8964.GLenum GL_SUB_ATI* = 0x8965.GLenum GL_DOT3_ATI* = 0x8966.GLenum GL_DOT4_ATI* = 0x8967.GLenum GL_MAD_ATI* = 0x8968.GLenum GL_LERP_ATI* = 0x8969.GLenum GL_CND_ATI* = 0x896A.GLenum GL_CND0_ATI* = 0x896B.GLenum GL_DOT2_ADD_ATI* = 0x896C.GLenum GL_SECONDARY_INTERPOLATOR_ATI* = 0x896D.GLenum GL_NUM_FRAGMENT_REGISTERS_ATI* = 0x896E.GLenum GL_NUM_FRAGMENT_CONSTANTS_ATI* = 0x896F.GLenum GL_NUM_PASSES_ATI* = 0x8970.GLenum GL_NUM_INSTRUCTIONS_PER_PASS_ATI* = 0x8971.GLenum GL_NUM_INSTRUCTIONS_TOTAL_ATI* = 0x8972.GLenum GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI* = 0x8973.GLenum GL_NUM_LOOPBACK_COMPONENTS_ATI* = 0x8974.GLenum GL_COLOR_ALPHA_PAIRING_ATI* = 0x8975.GLenum GL_SWIZZLE_STR_ATI* = 0x8976.GLenum GL_SWIZZLE_STQ_ATI* = 0x8977.GLenum GL_SWIZZLE_STR_DR_ATI* = 0x8978.GLenum GL_SWIZZLE_STQ_DQ_ATI* = 0x8979.GLenum GL_SWIZZLE_STRQ_ATI* = 0x897A.GLenum GL_SWIZZLE_STRQ_DQ_ATI* = 0x897B.GLenum GL_INTERLACE_OML* = 0x8980.GLenum GL_INTERLACE_READ_OML* = 0x8981.GLenum GL_FORMAT_SUBSAMPLE_24_24_OML* = 0x8982.GLenum GL_FORMAT_SUBSAMPLE_244_244_OML* = 0x8983.GLenum GL_PACK_RESAMPLE_OML* = 0x8984.GLenum GL_UNPACK_RESAMPLE_OML* = 0x8985.GLenum GL_RESAMPLE_REPLICATE_OML* = 0x8986.GLenum GL_RESAMPLE_ZERO_FILL_OML* = 0x8987.GLenum GL_RESAMPLE_AVERAGE_OML* = 0x8988.GLenum GL_RESAMPLE_DECIMATE_OML* = 0x8989.GLenum GL_POINT_SIZE_ARRAY_TYPE_OES* = 0x898A.GLenum GL_POINT_SIZE_ARRAY_STRIDE_OES* = 0x898B.GLenum GL_POINT_SIZE_ARRAY_POINTER_OES* = 0x898C.GLenum GL_MODELVIEW_MATRIX_FLOAT_AS_INT_BITS_OES* = 0x898D.GLenum GL_PROJECTION_MATRIX_FLOAT_AS_INT_BITS_OES* = 0x898E.GLenum GL_TEXTURE_MATRIX_FLOAT_AS_INT_BITS_OES* = 0x898F.GLenum GL_VERTEX_ATTRIB_MAP1_APPLE* = 0x8A00.GLenum GL_VERTEX_ATTRIB_MAP2_APPLE* = 0x8A01.GLenum GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE* = 0x8A02.GLenum GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE* = 0x8A03.GLenum GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE* = 0x8A04.GLenum GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE* = 0x8A05.GLenum GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE* = 0x8A06.GLenum GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE* = 0x8A07.GLenum GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE* = 0x8A08.GLenum GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE* = 0x8A09.GLenum GL_DRAW_PIXELS_APPLE* = 0x8A0A.GLenum GL_FENCE_APPLE* = 0x8A0B.GLenum GL_ELEMENT_ARRAY_APPLE* = 0x8A0C.GLenum GL_ELEMENT_ARRAY_TYPE_APPLE* = 0x8A0D.GLenum GL_ELEMENT_ARRAY_POINTER_APPLE* = 0x8A0E.GLenum GL_COLOR_FLOAT_APPLE* = 0x8A0F.GLenum GL_UNIFORM_BUFFER* = 0x8A11.GLenum GL_BUFFER_SERIALIZED_MODIFY_APPLE* = 0x8A12.GLenum GL_BUFFER_FLUSHING_UNMAP_APPLE* = 0x8A13.GLenum GL_AUX_DEPTH_STENCIL_APPLE* = 0x8A14.GLenum GL_PACK_ROW_BYTES_APPLE* = 0x8A15.GLenum GL_UNPACK_ROW_BYTES_APPLE* = 0x8A16.GLenum GL_RELEASED_APPLE* = 0x8A19.GLenum GL_VOLATILE_APPLE* = 0x8A1A.GLenum GL_RETAINED_APPLE* = 0x8A1B.GLenum GL_UNDEFINED_APPLE* = 0x8A1C.GLenum GL_PURGEABLE_APPLE* = 0x8A1D.GLenum GL_RGB_422_APPLE* = 0x8A1F.GLenum GL_UNIFORM_BUFFER_BINDING* = 0x8A28.GLenum GL_UNIFORM_BUFFER_START* = 0x8A29.GLenum GL_UNIFORM_BUFFER_SIZE* = 0x8A2A.GLenum GL_MAX_VERTEX_UNIFORM_BLOCKS* = 0x8A2B.GLenum GL_MAX_GEOMETRY_UNIFORM_BLOCKS* = 0x8A2C.GLenum GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT* = 0x8A2C.GLenum GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES* = 0x8A2C.GLenum GL_MAX_FRAGMENT_UNIFORM_BLOCKS* = 0x8A2D.GLenum GL_MAX_COMBINED_UNIFORM_BLOCKS* = 0x8A2E.GLenum GL_MAX_UNIFORM_BUFFER_BINDINGS* = 0x8A2F.GLenum GL_MAX_UNIFORM_BLOCK_SIZE* = 0x8A30.GLenum GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS* = 0x8A31.GLenum GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS* = 0x8A32.GLenum GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT* = 0x8A32.GLenum GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES* = 0x8A32.GLenum GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS* = 0x8A33.GLenum GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT* = 0x8A34.GLenum GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH* = 0x8A35.GLenum GL_ACTIVE_UNIFORM_BLOCKS* = 0x8A36.GLenum GL_UNIFORM_TYPE* = 0x8A37.GLenum GL_UNIFORM_SIZE* = 0x8A38.GLenum GL_UNIFORM_NAME_LENGTH* = 0x8A39.GLenum GL_UNIFORM_BLOCK_INDEX* = 0x8A3A.GLenum GL_UNIFORM_OFFSET* = 0x8A3B.GLenum GL_UNIFORM_ARRAY_STRIDE* = 0x8A3C.GLenum GL_UNIFORM_MATRIX_STRIDE* = 0x8A3D.GLenum GL_UNIFORM_IS_ROW_MAJOR* = 0x8A3E.GLenum GL_UNIFORM_BLOCK_BINDING* = 0x8A3F.GLenum GL_UNIFORM_BLOCK_DATA_SIZE* = 0x8A40.GLenum GL_UNIFORM_BLOCK_NAME_LENGTH* = 0x8A41.GLenum GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS* = 0x8A42.GLenum GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES* = 0x8A43.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER* = 0x8A44.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER* = 0x8A45.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER* = 0x8A46.GLenum GL_TEXTURE_SRGB_DECODE_EXT* = 0x8A48.GLenum GL_DECODE_EXT* = 0x8A49.GLenum GL_SKIP_DECODE_EXT* = 0x8A4A.GLenum GL_PROGRAM_PIPELINE_OBJECT_EXT* = 0x8A4F.GLenum GL_RGB_RAW_422_APPLE* = 0x8A51.GLenum GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT* = 0x8A52.GLenum GL_SYNC_OBJECT_APPLE* = 0x8A53.GLenum GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT* = 0x8A54.GLenum GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT* = 0x8A55.GLenum GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT* = 0x8A56.GLenum GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT* = 0x8A57.GLenum GL_FRAGMENT_SHADER* = 0x8B30.GLenum GL_FRAGMENT_SHADER_ARB* = 0x8B30.GLenum GL_VERTEX_SHADER* = 0x8B31.GLenum GL_VERTEX_SHADER_ARB* = 0x8B31.GLenum GL_PROGRAM_OBJECT_ARB* = 0x8B40.GLenum GL_PROGRAM_OBJECT_EXT* = 0x8B40.GLenum GL_SHADER_OBJECT_ARB* = 0x8B48.GLenum GL_SHADER_OBJECT_EXT* = 0x8B48.GLenum GL_MAX_FRAGMENT_UNIFORM_COMPONENTS* = 0x8B49.GLenum GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB* = 0x8B49.GLenum GL_MAX_VERTEX_UNIFORM_COMPONENTS* = 0x8B4A.GLenum GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB* = 0x8B4A.GLenum GL_MAX_VARYING_FLOATS* = 0x8B4B.GLenum GL_MAX_VARYING_COMPONENTS* = 0x8B4B.GLenum GL_MAX_VARYING_COMPONENTS_EXT* = 0x8B4B.GLenum GL_MAX_VARYING_FLOATS_ARB* = 0x8B4B.GLenum GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS* = 0x8B4C.GLenum GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB* = 0x8B4C.GLenum GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS* = 0x8B4D.GLenum GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB* = 0x8B4D.GLenum GL_OBJECT_TYPE_ARB* = 0x8B4E.GLenum GL_SHADER_TYPE* = 0x8B4F.GLenum GL_OBJECT_SUBTYPE_ARB* = 0x8B4F.GLenum GL_FLOAT_VEC2* = 0x8B50.GLenum GL_FLOAT_VEC2_ARB* = 0x8B50.GLenum GL_FLOAT_VEC3* = 0x8B51.GLenum GL_FLOAT_VEC3_ARB* = 0x8B51.GLenum GL_FLOAT_VEC4* = 0x8B52.GLenum GL_FLOAT_VEC4_ARB* = 0x8B52.GLenum GL_INT_VEC2* = 0x8B53.GLenum GL_INT_VEC2_ARB* = 0x8B53.GLenum GL_INT_VEC3* = 0x8B54.GLenum GL_INT_VEC3_ARB* = 0x8B54.GLenum GL_INT_VEC4* = 0x8B55.GLenum GL_INT_VEC4_ARB* = 0x8B55.GLenum GL_BOOL* = 0x8B56.GLenum GL_BOOL_ARB* = 0x8B56.GLenum GL_BOOL_VEC2* = 0x8B57.GLenum GL_BOOL_VEC2_ARB* = 0x8B57.GLenum GL_BOOL_VEC3* = 0x8B58.GLenum GL_BOOL_VEC3_ARB* = 0x8B58.GLenum GL_BOOL_VEC4* = 0x8B59.GLenum GL_BOOL_VEC4_ARB* = 0x8B59.GLenum GL_FLOAT_MAT2* = 0x8B5A.GLenum GL_FLOAT_MAT2_ARB* = 0x8B5A.GLenum GL_FLOAT_MAT3* = 0x8B5B.GLenum GL_FLOAT_MAT3_ARB* = 0x8B5B.GLenum GL_FLOAT_MAT4* = 0x8B5C.GLenum GL_FLOAT_MAT4_ARB* = 0x8B5C.GLenum GL_SAMPLER_1D* = 0x8B5D.GLenum GL_SAMPLER_1D_ARB* = 0x8B5D.GLenum GL_SAMPLER_2D* = 0x8B5E.GLenum GL_SAMPLER_2D_ARB* = 0x8B5E.GLenum GL_SAMPLER_3D* = 0x8B5F.GLenum GL_SAMPLER_3D_ARB* = 0x8B5F.GLenum GL_SAMPLER_3D_OES* = 0x8B5F.GLenum GL_SAMPLER_CUBE* = 0x8B60.GLenum GL_SAMPLER_CUBE_ARB* = 0x8B60.GLenum GL_SAMPLER_1D_SHADOW* = 0x8B61.GLenum GL_SAMPLER_1D_SHADOW_ARB* = 0x8B61.GLenum GL_SAMPLER_2D_SHADOW* = 0x8B62.GLenum GL_SAMPLER_2D_SHADOW_ARB* = 0x8B62.GLenum GL_SAMPLER_2D_SHADOW_EXT* = 0x8B62.GLenum GL_SAMPLER_2D_RECT* = 0x8B63.GLenum GL_SAMPLER_2D_RECT_ARB* = 0x8B63.GLenum GL_SAMPLER_2D_RECT_SHADOW* = 0x8B64.GLenum GL_SAMPLER_2D_RECT_SHADOW_ARB* = 0x8B64.GLenum GL_FLOAT_MAT2x3* = 0x8B65.GLenum GL_FLOAT_MAT2x3_NV* = 0x8B65.GLenum GL_FLOAT_MAT2x4* = 0x8B66.GLenum GL_FLOAT_MAT2x4_NV* = 0x8B66.GLenum GL_FLOAT_MAT3x2* = 0x8B67.GLenum GL_FLOAT_MAT3x2_NV* = 0x8B67.GLenum GL_FLOAT_MAT3x4* = 0x8B68.GLenum GL_FLOAT_MAT3x4_NV* = 0x8B68.GLenum GL_FLOAT_MAT4x2* = 0x8B69.GLenum GL_FLOAT_MAT4x2_NV* = 0x8B69.GLenum GL_FLOAT_MAT4x3* = 0x8B6A.GLenum GL_FLOAT_MAT4x3_NV* = 0x8B6A.GLenum GL_DELETE_STATUS* = 0x8B80.GLenum GL_OBJECT_DELETE_STATUS_ARB* = 0x8B80.GLenum GL_COMPILE_STATUS* = 0x8B81.GLenum GL_OBJECT_COMPILE_STATUS_ARB* = 0x8B81.GLenum GL_LINK_STATUS* = 0x8B82.GLenum GL_OBJECT_LINK_STATUS_ARB* = 0x8B82.GLenum GL_VALIDATE_STATUS* = 0x8B83.GLenum GL_OBJECT_VALIDATE_STATUS_ARB* = 0x8B83.GLenum GL_INFO_LOG_LENGTH* = 0x8B84.GLenum GL_OBJECT_INFO_LOG_LENGTH_ARB* = 0x8B84.GLenum GL_ATTACHED_SHADERS* = 0x8B85.GLenum GL_OBJECT_ATTACHED_OBJECTS_ARB* = 0x8B85.GLenum GL_ACTIVE_UNIFORMS* = 0x8B86.GLenum GL_OBJECT_ACTIVE_UNIFORMS_ARB* = 0x8B86.GLenum GL_ACTIVE_UNIFORM_MAX_LENGTH* = 0x8B87.GLenum GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB* = 0x8B87.GLenum GL_SHADER_SOURCE_LENGTH* = 0x8B88.GLenum GL_OBJECT_SHADER_SOURCE_LENGTH_ARB* = 0x8B88.GLenum GL_ACTIVE_ATTRIBUTES* = 0x8B89.GLenum GL_OBJECT_ACTIVE_ATTRIBUTES_ARB* = 0x8B89.GLenum GL_ACTIVE_ATTRIBUTE_MAX_LENGTH* = 0x8B8A.GLenum GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB* = 0x8B8A.GLenum GL_FRAGMENT_SHADER_DERIVATIVE_HINT* = 0x8B8B.GLenum GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB* = 0x8B8B.GLenum GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES* = 0x8B8B.GLenum GL_SHADING_LANGUAGE_VERSION* = 0x8B8C.GLenum GL_SHADING_LANGUAGE_VERSION_ARB* = 0x8B8C.GLenum GL_CURRENT_PROGRAM* = 0x8B8D.GLenum GL_PALETTE4_RGB8_OES* = 0x8B90.GLenum GL_PALETTE4_RGBA8_OES* = 0x8B91.GLenum GL_PALETTE4_R5_G6_B5_OES* = 0x8B92.GLenum GL_PALETTE4_RGBA4_OES* = 0x8B93.GLenum GL_PALETTE4_RGB5_A1_OES* = 0x8B94.GLenum GL_PALETTE8_RGB8_OES* = 0x8B95.GLenum GL_PALETTE8_RGBA8_OES* = 0x8B96.GLenum GL_PALETTE8_R5_G6_B5_OES* = 0x8B97.GLenum GL_PALETTE8_RGBA4_OES* = 0x8B98.GLenum GL_PALETTE8_RGB5_A1_OES* = 0x8B99.GLenum GL_IMPLEMENTATION_COLOR_READ_TYPE* = 0x8B9A.GLenum GL_IMPLEMENTATION_COLOR_READ_TYPE_OES* = 0x8B9A.GLenum GL_IMPLEMENTATION_COLOR_READ_FORMAT* = 0x8B9B.GLenum GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES* = 0x8B9B.GLenum GL_POINT_SIZE_ARRAY_OES* = 0x8B9C.GLenum GL_TEXTURE_CROP_RECT_OES* = 0x8B9D.GLenum GL_MATRIX_INDEX_ARRAY_BUFFER_BINDING_OES* = 0x8B9E.GLenum GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES* = 0x8B9F.GLenum GL_FRAGMENT_PROGRAM_POSITION_MESA* = 0x8BB0.GLenum GL_FRAGMENT_PROGRAM_CALLBACK_MESA* = 0x8BB1.GLenum GL_FRAGMENT_PROGRAM_CALLBACK_FUNC_MESA* = 0x8BB2.GLenum GL_FRAGMENT_PROGRAM_CALLBACK_DATA_MESA* = 0x8BB3.GLenum GL_VERTEX_PROGRAM_POSITION_MESA* = 0x8BB4.GLenum GL_VERTEX_PROGRAM_CALLBACK_MESA* = 0x8BB5.GLenum GL_VERTEX_PROGRAM_CALLBACK_FUNC_MESA* = 0x8BB6.GLenum GL_VERTEX_PROGRAM_CALLBACK_DATA_MESA* = 0x8BB7.GLenum GL_TILE_RASTER_ORDER_FIXED_MESA* = 0x8BB8.GLenum GL_TILE_RASTER_ORDER_INCREASING_X_MESA* = 0x8BB9.GLenum GL_TILE_RASTER_ORDER_INCREASING_Y_MESA* = 0x8BBA.GLenum GL_FRAMEBUFFER_FLIP_Y_MESA* = 0x8BBB.GLenum GL_FRAMEBUFFER_FLIP_X_MESA* = 0x8BBC.GLenum GL_FRAMEBUFFER_SWAP_XY_MESA* = 0x8BBD.GLenum GL_COUNTER_TYPE_AMD* = 0x8BC0.GLenum GL_COUNTER_RANGE_AMD* = 0x8BC1.GLenum GL_UNSIGNED_INT64_AMD* = 0x8BC2.GLenum GL_PERCENTAGE_AMD* = 0x8BC3.GLenum GL_PERFMON_RESULT_AVAILABLE_AMD* = 0x8BC4.GLenum GL_PERFMON_RESULT_SIZE_AMD* = 0x8BC5.GLenum GL_PERFMON_RESULT_AMD* = 0x8BC6.GLenum GL_TEXTURE_WIDTH_QCOM* = 0x8BD2.GLenum GL_TEXTURE_HEIGHT_QCOM* = 0x8BD3.GLenum GL_TEXTURE_DEPTH_QCOM* = 0x8BD4.GLenum GL_TEXTURE_INTERNAL_FORMAT_QCOM* = 0x8BD5.GLenum GL_TEXTURE_FORMAT_QCOM* = 0x8BD6.GLenum GL_TEXTURE_TYPE_QCOM* = 0x8BD7.GLenum GL_TEXTURE_IMAGE_VALID_QCOM* = 0x8BD8.GLenum GL_TEXTURE_NUM_LEVELS_QCOM* = 0x8BD9.GLenum GL_TEXTURE_TARGET_QCOM* = 0x8BDA.GLenum GL_TEXTURE_OBJECT_VALID_QCOM* = 0x8BDB.GLenum GL_STATE_RESTORE* = 0x8BDC.GLenum GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT* = 0x8BE7.GLenum GL_TEXTURE_PROTECTED_EXT* = 0x8BFA.GLenum GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM* = 0x8BFB.GLenum GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM* = 0x8BFC.GLenum GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM* = 0x8BFD.GLenum GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM* = 0x8BFE.GLenum GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM* = 0x8BFF.GLenum GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG* = 0x8C00.GLenum GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG* = 0x8C01.GLenum GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG* = 0x8C02.GLenum GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG* = 0x8C03.GLenum GL_MODULATE_COLOR_IMG* = 0x8C04.GLenum GL_RECIP_ADD_SIGNED_ALPHA_IMG* = 0x8C05.GLenum GL_TEXTURE_ALPHA_MODULATE_IMG* = 0x8C06.GLenum GL_FACTOR_ALPHA_MODULATE_IMG* = 0x8C07.GLenum GL_FRAGMENT_ALPHA_MODULATE_IMG* = 0x8C08.GLenum GL_ADD_BLEND_IMG* = 0x8C09.GLenum GL_SGX_BINARY_IMG* = 0x8C0A.GLenum GL_TEXTURE_RED_TYPE* = 0x8C10.GLenum GL_TEXTURE_RED_TYPE_ARB* = 0x8C10.GLenum GL_TEXTURE_GREEN_TYPE* = 0x8C11.GLenum GL_TEXTURE_GREEN_TYPE_ARB* = 0x8C11.GLenum GL_TEXTURE_BLUE_TYPE* = 0x8C12.GLenum GL_TEXTURE_BLUE_TYPE_ARB* = 0x8C12.GLenum GL_TEXTURE_ALPHA_TYPE* = 0x8C13.GLenum GL_TEXTURE_ALPHA_TYPE_ARB* = 0x8C13.GLenum GL_TEXTURE_LUMINANCE_TYPE* = 0x8C14.GLenum GL_TEXTURE_LUMINANCE_TYPE_ARB* = 0x8C14.GLenum GL_TEXTURE_INTENSITY_TYPE* = 0x8C15.GLenum GL_TEXTURE_INTENSITY_TYPE_ARB* = 0x8C15.GLenum GL_TEXTURE_DEPTH_TYPE* = 0x8C16.GLenum GL_TEXTURE_DEPTH_TYPE_ARB* = 0x8C16.GLenum GL_UNSIGNED_NORMALIZED* = 0x8C17.GLenum GL_UNSIGNED_NORMALIZED_ARB* = 0x8C17.GLenum GL_UNSIGNED_NORMALIZED_EXT* = 0x8C17.GLenum GL_TEXTURE_1D_ARRAY* = 0x8C18.GLenum GL_TEXTURE_1D_ARRAY_EXT* = 0x8C18.GLenum GL_PROXY_TEXTURE_1D_ARRAY* = 0x8C19.GLenum GL_PROXY_TEXTURE_1D_ARRAY_EXT* = 0x8C19.GLenum GL_TEXTURE_2D_ARRAY* = 0x8C1A.GLenum GL_TEXTURE_2D_ARRAY_EXT* = 0x8C1A.GLenum GL_PROXY_TEXTURE_2D_ARRAY* = 0x8C1B.GLenum GL_PROXY_TEXTURE_2D_ARRAY_EXT* = 0x8C1B.GLenum GL_TEXTURE_BINDING_1D_ARRAY* = 0x8C1C.GLenum GL_TEXTURE_BINDING_1D_ARRAY_EXT* = 0x8C1C.GLenum GL_TEXTURE_BINDING_2D_ARRAY* = 0x8C1D.GLenum GL_TEXTURE_BINDING_2D_ARRAY_EXT* = 0x8C1D.GLenum GL_GEOMETRY_PROGRAM_NV* = 0x8C26.GLenum GL_MAX_PROGRAM_OUTPUT_VERTICES_NV* = 0x8C27.GLenum GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV* = 0x8C28.GLenum GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS* = 0x8C29.GLenum GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB* = 0x8C29.GLenum GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT* = 0x8C29.GLenum GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES* = 0x8C29.GLenum GL_TEXTURE_BUFFER* = 0x8C2A.GLenum GL_TEXTURE_BUFFER_ARB* = 0x8C2A.GLenum GL_TEXTURE_BUFFER_EXT* = 0x8C2A.GLenum GL_TEXTURE_BUFFER_OES* = 0x8C2A.GLenum GL_TEXTURE_BUFFER_BINDING* = 0x8C2A.GLenum ## Equivalent to GL_TEXTURE_BUFFER_ARB query, but named more consistently GL_TEXTURE_BUFFER_BINDING_EXT* = 0x8C2A.GLenum GL_TEXTURE_BUFFER_BINDING_OES* = 0x8C2A.GLenum GL_MAX_TEXTURE_BUFFER_SIZE* = 0x8C2B.GLenum GL_MAX_TEXTURE_BUFFER_SIZE_ARB* = 0x8C2B.GLenum GL_MAX_TEXTURE_BUFFER_SIZE_EXT* = 0x8C2B.GLenum GL_MAX_TEXTURE_BUFFER_SIZE_OES* = 0x8C2B.GLenum GL_TEXTURE_BINDING_BUFFER* = 0x8C2C.GLenum GL_TEXTURE_BINDING_BUFFER_ARB* = 0x8C2C.GLenum GL_TEXTURE_BINDING_BUFFER_EXT* = 0x8C2C.GLenum GL_TEXTURE_BINDING_BUFFER_OES* = 0x8C2C.GLenum GL_TEXTURE_BUFFER_DATA_STORE_BINDING* = 0x8C2D.GLenum GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB* = 0x8C2D.GLenum GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT* = 0x8C2D.GLenum GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES* = 0x8C2D.GLenum GL_TEXTURE_BUFFER_FORMAT_ARB* = 0x8C2E.GLenum GL_TEXTURE_BUFFER_FORMAT_EXT* = 0x8C2E.GLenum GL_ANY_SAMPLES_PASSED* = 0x8C2F.GLenum GL_ANY_SAMPLES_PASSED_EXT* = 0x8C2F.GLenum GL_SAMPLE_SHADING* = 0x8C36.GLenum GL_SAMPLE_SHADING_ARB* = 0x8C36.GLenum GL_SAMPLE_SHADING_OES* = 0x8C36.GLenum GL_MIN_SAMPLE_SHADING_VALUE* = 0x8C37.GLenum GL_MIN_SAMPLE_SHADING_VALUE_ARB* = 0x8C37.GLenum GL_MIN_SAMPLE_SHADING_VALUE_OES* = 0x8C37.GLenum GL_R11F_G11F_B10F* = 0x8C3A.GLenum GL_R11F_G11F_B10F_APPLE* = 0x8C3A.GLenum GL_R11F_G11F_B10F_EXT* = 0x8C3A.GLenum GL_UNSIGNED_INT_10F_11F_11F_REV* = 0x8C3B.GLenum GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE* = 0x8C3B.GLenum GL_UNSIGNED_INT_10F_11F_11F_REV_EXT* = 0x8C3B.GLenum GL_RGBA_SIGNED_COMPONENTS_EXT* = 0x8C3C.GLenum GL_RGB9_E5* = 0x8C3D.GLenum GL_RGB9_E5_APPLE* = 0x8C3D.GLenum GL_RGB9_E5_EXT* = 0x8C3D.GLenum GL_UNSIGNED_INT_5_9_9_9_REV* = 0x8C3E.GLenum GL_UNSIGNED_INT_5_9_9_9_REV_APPLE* = 0x8C3E.GLenum GL_UNSIGNED_INT_5_9_9_9_REV_EXT* = 0x8C3E.GLenum GL_TEXTURE_SHARED_SIZE* = 0x8C3F.GLenum GL_TEXTURE_SHARED_SIZE_EXT* = 0x8C3F.GLenum GL_SRGB* = 0x8C40.GLenum GL_SRGB_EXT* = 0x8C40.GLenum GL_SRGB8* = 0x8C41.GLenum GL_SRGB8_EXT* = 0x8C41.GLenum GL_SRGB8_NV* = 0x8C41.GLenum GL_SRGB_ALPHA* = 0x8C42.GLenum GL_SRGB_ALPHA_EXT* = 0x8C42.GLenum GL_SRGB8_ALPHA8* = 0x8C43.GLenum GL_SRGB8_ALPHA8_EXT* = 0x8C43.GLenum GL_SLUMINANCE_ALPHA* = 0x8C44.GLenum GL_SLUMINANCE_ALPHA_EXT* = 0x8C44.GLenum GL_SLUMINANCE_ALPHA_NV* = 0x8C44.GLenum GL_SLUMINANCE8_ALPHA8* = 0x8C45.GLenum GL_SLUMINANCE8_ALPHA8_EXT* = 0x8C45.GLenum GL_SLUMINANCE8_ALPHA8_NV* = 0x8C45.GLenum GL_SLUMINANCE* = 0x8C46.GLenum GL_SLUMINANCE_EXT* = 0x8C46.GLenum GL_SLUMINANCE_NV* = 0x8C46.GLenum GL_SLUMINANCE8* = 0x8C47.GLenum GL_SLUMINANCE8_EXT* = 0x8C47.GLenum GL_SLUMINANCE8_NV* = 0x8C47.GLenum GL_COMPRESSED_SRGB* = 0x8C48.GLenum GL_COMPRESSED_SRGB_EXT* = 0x8C48.GLenum GL_COMPRESSED_SRGB_ALPHA* = 0x8C49.GLenum GL_COMPRESSED_SRGB_ALPHA_EXT* = 0x8C49.GLenum GL_COMPRESSED_SLUMINANCE* = 0x8C4A.GLenum GL_COMPRESSED_SLUMINANCE_EXT* = 0x8C4A.GLenum GL_COMPRESSED_SLUMINANCE_ALPHA* = 0x8C4B.GLenum GL_COMPRESSED_SLUMINANCE_ALPHA_EXT* = 0x8C4B.GLenum GL_COMPRESSED_SRGB_S3TC_DXT1_EXT* = 0x8C4C.GLenum GL_COMPRESSED_SRGB_S3TC_DXT1_NV* = 0x8C4C.GLenum GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT* = 0x8C4D.GLenum GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV* = 0x8C4D.GLenum GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT* = 0x8C4E.GLenum GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV* = 0x8C4E.GLenum GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT* = 0x8C4F.GLenum GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV* = 0x8C4F.GLenum GL_COMPRESSED_LUMINANCE_LATC1_EXT* = 0x8C70.GLenum GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT* = 0x8C71.GLenum GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT* = 0x8C72.GLenum GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT* = 0x8C73.GLenum GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV* = 0x8C74.GLenum GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV* = 0x8C75.GLenum GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH* = 0x8C76.GLenum GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT* = 0x8C76.GLenum GL_BACK_PRIMARY_COLOR_NV* = 0x8C77.GLenum GL_BACK_SECONDARY_COLOR_NV* = 0x8C78.GLenum GL_TEXTURE_COORD_NV* = 0x8C79.GLenum GL_CLIP_DISTANCE_NV* = 0x8C7A.GLenum GL_VERTEX_ID_NV* = 0x8C7B.GLenum GL_PRIMITIVE_ID_NV* = 0x8C7C.GLenum GL_GENERIC_ATTRIB_NV* = 0x8C7D.GLenum GL_TRANSFORM_FEEDBACK_ATTRIBS_NV* = 0x8C7E.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_MODE* = 0x8C7F.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT* = 0x8C7F.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV* = 0x8C7F.GLenum GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS* = 0x8C80.GLenum GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT* = 0x8C80.GLenum GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV* = 0x8C80.GLenum GL_ACTIVE_VARYINGS_NV* = 0x8C81.GLenum GL_ACTIVE_VARYING_MAX_LENGTH_NV* = 0x8C82.GLenum GL_TRANSFORM_FEEDBACK_VARYINGS* = 0x8C83.GLenum GL_TRANSFORM_FEEDBACK_VARYINGS_EXT* = 0x8C83.GLenum GL_TRANSFORM_FEEDBACK_VARYINGS_NV* = 0x8C83.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_START* = 0x8C84.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT* = 0x8C84.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_START_NV* = 0x8C84.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_SIZE* = 0x8C85.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT* = 0x8C85.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV* = 0x8C85.GLenum GL_TRANSFORM_FEEDBACK_RECORD_NV* = 0x8C86.GLenum GL_PRIMITIVES_GENERATED* = 0x8C87.GLenum GL_PRIMITIVES_GENERATED_EXT* = 0x8C87.GLenum GL_PRIMITIVES_GENERATED_NV* = 0x8C87.GLenum GL_PRIMITIVES_GENERATED_OES* = 0x8C87.GLenum GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN* = 0x8C88.GLenum GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT* = 0x8C88.GLenum GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV* = 0x8C88.GLenum GL_RASTERIZER_DISCARD* = 0x8C89.GLenum GL_RASTERIZER_DISCARD_EXT* = 0x8C89.GLenum GL_RASTERIZER_DISCARD_NV* = 0x8C89.GLenum GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS* = 0x8C8A.GLenum GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT* = 0x8C8A.GLenum GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV* = 0x8C8A.GLenum GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS* = 0x8C8B.GLenum GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT* = 0x8C8B.GLenum GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV* = 0x8C8B.GLenum GL_INTERLEAVED_ATTRIBS* = 0x8C8C.GLenum GL_INTERLEAVED_ATTRIBS_EXT* = 0x8C8C.GLenum GL_INTERLEAVED_ATTRIBS_NV* = 0x8C8C.GLenum GL_SEPARATE_ATTRIBS* = 0x8C8D.GLenum GL_SEPARATE_ATTRIBS_EXT* = 0x8C8D.GLenum GL_SEPARATE_ATTRIBS_NV* = 0x8C8D.GLenum GL_TRANSFORM_FEEDBACK_BUFFER* = 0x8C8E.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_EXT* = 0x8C8E.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_NV* = 0x8C8E.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_BINDING* = 0x8C8F.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT* = 0x8C8F.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV* = 0x8C8F.GLenum GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM* = 0x8C90.GLenum GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM* = 0x8C91.GLenum GL_ATC_RGB_AMD* = 0x8C92.GLenum GL_ATC_RGBA_EXPLICIT_ALPHA_AMD* = 0x8C93.GLenum GL_POINT_SPRITE_COORD_ORIGIN* = 0x8CA0.GLenum GL_LOWER_LEFT* = 0x8CA1.GLenum GL_LOWER_LEFT_EXT* = 0x8CA1.GLenum GL_UPPER_LEFT* = 0x8CA2.GLenum GL_UPPER_LEFT_EXT* = 0x8CA2.GLenum GL_STENCIL_BACK_REF* = 0x8CA3.GLenum GL_STENCIL_BACK_VALUE_MASK* = 0x8CA4.GLenum GL_STENCIL_BACK_WRITEMASK* = 0x8CA5.GLenum GL_DRAW_FRAMEBUFFER_BINDING* = 0x8CA6.GLenum GL_DRAW_FRAMEBUFFER_BINDING_ANGLE* = 0x8CA6.GLenum GL_DRAW_FRAMEBUFFER_BINDING_APPLE* = 0x8CA6.GLenum GL_DRAW_FRAMEBUFFER_BINDING_EXT* = 0x8CA6.GLenum GL_DRAW_FRAMEBUFFER_BINDING_NV* = 0x8CA6.GLenum GL_FRAMEBUFFER_BINDING* = 0x8CA6.GLenum GL_FRAMEBUFFER_BINDING_ANGLE* = 0x8CA6.GLenum GL_FRAMEBUFFER_BINDING_EXT* = 0x8CA6.GLenum GL_FRAMEBUFFER_BINDING_OES* = 0x8CA6.GLenum GL_RENDERBUFFER_BINDING* = 0x8CA7.GLenum GL_RENDERBUFFER_BINDING_ANGLE* = 0x8CA7.GLenum GL_RENDERBUFFER_BINDING_EXT* = 0x8CA7.GLenum GL_RENDERBUFFER_BINDING_OES* = 0x8CA7.GLenum GL_READ_FRAMEBUFFER* = 0x8CA8.GLenum GL_READ_FRAMEBUFFER_ANGLE* = 0x8CA8.GLenum GL_READ_FRAMEBUFFER_APPLE* = 0x8CA8.GLenum GL_READ_FRAMEBUFFER_EXT* = 0x8CA8.GLenum GL_READ_FRAMEBUFFER_NV* = 0x8CA8.GLenum GL_DRAW_FRAMEBUFFER* = 0x8CA9.GLenum GL_DRAW_FRAMEBUFFER_ANGLE* = 0x8CA9.GLenum GL_DRAW_FRAMEBUFFER_APPLE* = 0x8CA9.GLenum GL_DRAW_FRAMEBUFFER_EXT* = 0x8CA9.GLenum GL_DRAW_FRAMEBUFFER_NV* = 0x8CA9.GLenum GL_READ_FRAMEBUFFER_BINDING* = 0x8CAA.GLenum GL_READ_FRAMEBUFFER_BINDING_ANGLE* = 0x8CAA.GLenum GL_READ_FRAMEBUFFER_BINDING_APPLE* = 0x8CAA.GLenum GL_READ_FRAMEBUFFER_BINDING_EXT* = 0x8CAA.GLenum GL_READ_FRAMEBUFFER_BINDING_NV* = 0x8CAA.GLenum GL_RENDERBUFFER_COVERAGE_SAMPLES_NV* = 0x8CAB.GLenum GL_RENDERBUFFER_SAMPLES* = 0x8CAB.GLenum GL_RENDERBUFFER_SAMPLES_ANGLE* = 0x8CAB.GLenum GL_RENDERBUFFER_SAMPLES_APPLE* = 0x8CAB.GLenum GL_RENDERBUFFER_SAMPLES_EXT* = 0x8CAB.GLenum GL_RENDERBUFFER_SAMPLES_NV* = 0x8CAB.GLenum GL_DEPTH_COMPONENT32F* = 0x8CAC.GLenum GL_DEPTH32F_STENCIL8* = 0x8CAD.GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE* = 0x8CD0.GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT* = 0x8CD0.GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_OES* = 0x8CD0.GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME* = 0x8CD1.GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT* = 0x8CD1.GLenum GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_OES* = 0x8CD1.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL* = 0x8CD2.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT* = 0x8CD2.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_OES* = 0x8CD2.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE* = 0x8CD3.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT* = 0x8CD3.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_OES* = 0x8CD3.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT* = 0x8CD4.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES* = 0x8CD4.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER* = 0x8CD4.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT* = 0x8CD4.GLenum GL_FRAMEBUFFER_COMPLETE* = 0x8CD5.GLenum GL_FRAMEBUFFER_COMPLETE_EXT* = 0x8CD5.GLenum GL_FRAMEBUFFER_COMPLETE_OES* = 0x8CD5.GLenum GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT* = 0x8CD6.GLenum GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT* = 0x8CD6.GLenum GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_OES* = 0x8CD6.GLenum GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT* = 0x8CD7.GLenum GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT* = 0x8CD7.GLenum GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_OES* = 0x8CD7.GLenum GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS* = 0x8CD9.GLenum GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT* = 0x8CD9.GLenum GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_OES* = 0x8CD9.GLenum GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT* = 0x8CDA.GLenum GL_FRAMEBUFFER_INCOMPLETE_FORMATS_OES* = 0x8CDA.GLenum GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER* = 0x8CDB.GLenum GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT* = 0x8CDB.GLenum GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_OES* = 0x8CDB.GLenum GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER* = 0x8CDC.GLenum GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT* = 0x8CDC.GLenum GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_OES* = 0x8CDC.GLenum GL_FRAMEBUFFER_UNSUPPORTED* = 0x8CDD.GLenum GL_FRAMEBUFFER_UNSUPPORTED_EXT* = 0x8CDD.GLenum GL_FRAMEBUFFER_UNSUPPORTED_OES* = 0x8CDD.GLenum GL_MAX_COLOR_ATTACHMENTS* = 0x8CDF.GLenum GL_MAX_COLOR_ATTACHMENTS_EXT* = 0x8CDF.GLenum GL_MAX_COLOR_ATTACHMENTS_NV* = 0x8CDF.GLenum GL_COLOR_ATTACHMENT0* = 0x8CE0.GLenum GL_COLOR_ATTACHMENT0_EXT* = 0x8CE0.GLenum GL_COLOR_ATTACHMENT0_NV* = 0x8CE0.GLenum GL_COLOR_ATTACHMENT0_OES* = 0x8CE0.GLenum GL_COLOR_ATTACHMENT1* = 0x8CE1.GLenum GL_COLOR_ATTACHMENT1_EXT* = 0x8CE1.GLenum GL_COLOR_ATTACHMENT1_NV* = 0x8CE1.GLenum GL_COLOR_ATTACHMENT2* = 0x8CE2.GLenum GL_COLOR_ATTACHMENT2_EXT* = 0x8CE2.GLenum GL_COLOR_ATTACHMENT2_NV* = 0x8CE2.GLenum GL_COLOR_ATTACHMENT3* = 0x8CE3.GLenum GL_COLOR_ATTACHMENT3_EXT* = 0x8CE3.GLenum GL_COLOR_ATTACHMENT3_NV* = 0x8CE3.GLenum GL_COLOR_ATTACHMENT4* = 0x8CE4.GLenum GL_COLOR_ATTACHMENT4_EXT* = 0x8CE4.GLenum GL_COLOR_ATTACHMENT4_NV* = 0x8CE4.GLenum GL_COLOR_ATTACHMENT5* = 0x8CE5.GLenum GL_COLOR_ATTACHMENT5_EXT* = 0x8CE5.GLenum GL_COLOR_ATTACHMENT5_NV* = 0x8CE5.GLenum GL_COLOR_ATTACHMENT6* = 0x8CE6.GLenum GL_COLOR_ATTACHMENT6_EXT* = 0x8CE6.GLenum GL_COLOR_ATTACHMENT6_NV* = 0x8CE6.GLenum GL_COLOR_ATTACHMENT7* = 0x8CE7.GLenum GL_COLOR_ATTACHMENT7_EXT* = 0x8CE7.GLenum GL_COLOR_ATTACHMENT7_NV* = 0x8CE7.GLenum GL_COLOR_ATTACHMENT8* = 0x8CE8.GLenum GL_COLOR_ATTACHMENT8_EXT* = 0x8CE8.GLenum GL_COLOR_ATTACHMENT8_NV* = 0x8CE8.GLenum GL_COLOR_ATTACHMENT9* = 0x8CE9.GLenum GL_COLOR_ATTACHMENT9_EXT* = 0x8CE9.GLenum GL_COLOR_ATTACHMENT9_NV* = 0x8CE9.GLenum GL_COLOR_ATTACHMENT10* = 0x8CEA.GLenum GL_COLOR_ATTACHMENT10_EXT* = 0x8CEA.GLenum GL_COLOR_ATTACHMENT10_NV* = 0x8CEA.GLenum GL_COLOR_ATTACHMENT11* = 0x8CEB.GLenum GL_COLOR_ATTACHMENT11_EXT* = 0x8CEB.GLenum GL_COLOR_ATTACHMENT11_NV* = 0x8CEB.GLenum GL_COLOR_ATTACHMENT12* = 0x8CEC.GLenum GL_COLOR_ATTACHMENT12_EXT* = 0x8CEC.GLenum GL_COLOR_ATTACHMENT12_NV* = 0x8CEC.GLenum GL_COLOR_ATTACHMENT13* = 0x8CED.GLenum GL_COLOR_ATTACHMENT13_EXT* = 0x8CED.GLenum GL_COLOR_ATTACHMENT13_NV* = 0x8CED.GLenum GL_COLOR_ATTACHMENT14* = 0x8CEE.GLenum GL_COLOR_ATTACHMENT14_EXT* = 0x8CEE.GLenum GL_COLOR_ATTACHMENT14_NV* = 0x8CEE.GLenum GL_COLOR_ATTACHMENT15* = 0x8CEF.GLenum GL_COLOR_ATTACHMENT15_EXT* = 0x8CEF.GLenum GL_COLOR_ATTACHMENT15_NV* = 0x8CEF.GLenum GL_COLOR_ATTACHMENT16* = 0x8CF0.GLenum GL_COLOR_ATTACHMENT17* = 0x8CF1.GLenum GL_COLOR_ATTACHMENT18* = 0x8CF2.GLenum GL_COLOR_ATTACHMENT19* = 0x8CF3.GLenum GL_COLOR_ATTACHMENT20* = 0x8CF4.GLenum GL_COLOR_ATTACHMENT21* = 0x8CF5.GLenum GL_COLOR_ATTACHMENT22* = 0x8CF6.GLenum GL_COLOR_ATTACHMENT23* = 0x8CF7.GLenum GL_COLOR_ATTACHMENT24* = 0x8CF8.GLenum GL_COLOR_ATTACHMENT25* = 0x8CF9.GLenum GL_COLOR_ATTACHMENT26* = 0x8CFA.GLenum GL_COLOR_ATTACHMENT27* = 0x8CFB.GLenum GL_COLOR_ATTACHMENT28* = 0x8CFC.GLenum GL_COLOR_ATTACHMENT29* = 0x8CFD.GLenum GL_COLOR_ATTACHMENT30* = 0x8CFE.GLenum GL_COLOR_ATTACHMENT31* = 0x8CFF.GLenum GL_DEPTH_ATTACHMENT* = 0x8D00.GLenum GL_DEPTH_ATTACHMENT_EXT* = 0x8D00.GLenum GL_DEPTH_ATTACHMENT_OES* = 0x8D00.GLenum GL_STENCIL_ATTACHMENT* = 0x8D20.GLenum GL_STENCIL_ATTACHMENT_EXT* = 0x8D20.GLenum GL_STENCIL_ATTACHMENT_OES* = 0x8D20.GLenum GL_FRAMEBUFFER* = 0x8D40.GLenum GL_FRAMEBUFFER_EXT* = 0x8D40.GLenum GL_FRAMEBUFFER_OES* = 0x8D40.GLenum GL_RENDERBUFFER* = 0x8D41.GLenum GL_RENDERBUFFER_EXT* = 0x8D41.GLenum GL_RENDERBUFFER_OES* = 0x8D41.GLenum GL_RENDERBUFFER_WIDTH* = 0x8D42.GLenum GL_RENDERBUFFER_WIDTH_EXT* = 0x8D42.GLenum GL_RENDERBUFFER_WIDTH_OES* = 0x8D42.GLenum GL_RENDERBUFFER_HEIGHT* = 0x8D43.GLenum GL_RENDERBUFFER_HEIGHT_EXT* = 0x8D43.GLenum GL_RENDERBUFFER_HEIGHT_OES* = 0x8D43.GLenum GL_RENDERBUFFER_INTERNAL_FORMAT* = 0x8D44.GLenum GL_RENDERBUFFER_INTERNAL_FORMAT_EXT* = 0x8D44.GLenum GL_RENDERBUFFER_INTERNAL_FORMAT_OES* = 0x8D44.GLenum GL_STENCIL_INDEX1* = 0x8D46.GLenum GL_STENCIL_INDEX1_EXT* = 0x8D46.GLenum GL_STENCIL_INDEX1_OES* = 0x8D46.GLenum GL_STENCIL_INDEX4* = 0x8D47.GLenum GL_STENCIL_INDEX4_EXT* = 0x8D47.GLenum GL_STENCIL_INDEX4_OES* = 0x8D47.GLenum GL_STENCIL_INDEX8* = 0x8D48.GLenum GL_STENCIL_INDEX8_EXT* = 0x8D48.GLenum GL_STENCIL_INDEX8_OES* = 0x8D48.GLenum GL_STENCIL_INDEX16* = 0x8D49.GLenum GL_STENCIL_INDEX16_EXT* = 0x8D49.GLenum GL_RENDERBUFFER_RED_SIZE* = 0x8D50.GLenum GL_RENDERBUFFER_RED_SIZE_EXT* = 0x8D50.GLenum GL_RENDERBUFFER_RED_SIZE_OES* = 0x8D50.GLenum GL_RENDERBUFFER_GREEN_SIZE* = 0x8D51.GLenum GL_RENDERBUFFER_GREEN_SIZE_EXT* = 0x8D51.GLenum GL_RENDERBUFFER_GREEN_SIZE_OES* = 0x8D51.GLenum GL_RENDERBUFFER_BLUE_SIZE* = 0x8D52.GLenum GL_RENDERBUFFER_BLUE_SIZE_EXT* = 0x8D52.GLenum GL_RENDERBUFFER_BLUE_SIZE_OES* = 0x8D52.GLenum GL_RENDERBUFFER_ALPHA_SIZE* = 0x8D53.GLenum GL_RENDERBUFFER_ALPHA_SIZE_EXT* = 0x8D53.GLenum GL_RENDERBUFFER_ALPHA_SIZE_OES* = 0x8D53.GLenum GL_RENDERBUFFER_DEPTH_SIZE* = 0x8D54.GLenum GL_RENDERBUFFER_DEPTH_SIZE_EXT* = 0x8D54.GLenum GL_RENDERBUFFER_DEPTH_SIZE_OES* = 0x8D54.GLenum GL_RENDERBUFFER_STENCIL_SIZE* = 0x8D55.GLenum GL_RENDERBUFFER_STENCIL_SIZE_EXT* = 0x8D55.GLenum GL_RENDERBUFFER_STENCIL_SIZE_OES* = 0x8D55.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE* = 0x8D56.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE* = 0x8D56.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE* = 0x8D56.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT* = 0x8D56.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV* = 0x8D56.GLenum GL_MAX_SAMPLES* = 0x8D57.GLenum GL_MAX_SAMPLES_ANGLE* = 0x8D57.GLenum GL_MAX_SAMPLES_APPLE* = 0x8D57.GLenum GL_MAX_SAMPLES_EXT* = 0x8D57.GLenum GL_MAX_SAMPLES_NV* = 0x8D57.GLenum GL_TEXTURE_GEN_STR_OES* = 0x8D60.GLenum GL_HALF_FLOAT_OES* = 0x8D61.GLenum GL_RGB565_OES* = 0x8D62.GLenum GL_RGB565* = 0x8D62.GLenum GL_ETC1_RGB8_OES* = 0x8D64.GLenum GL_TEXTURE_EXTERNAL_OES* = 0x8D65.GLenum GL_SAMPLER_EXTERNAL_OES* = 0x8D66.GLenum GL_TEXTURE_BINDING_EXTERNAL_OES* = 0x8D67.GLenum GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES* = 0x8D68.GLenum GL_PRIMITIVE_RESTART_FIXED_INDEX* = 0x8D69.GLenum GL_ANY_SAMPLES_PASSED_CONSERVATIVE* = 0x8D6A.GLenum GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT* = 0x8D6A.GLenum GL_MAX_ELEMENT_INDEX* = 0x8D6B.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT* = 0x8D6C.GLenum GL_RGBA32UI* = 0x8D70.GLenum GL_RGBA32UI_EXT* = 0x8D70.GLenum GL_RGB32UI* = 0x8D71.GLenum GL_RGB32UI_EXT* = 0x8D71.GLenum GL_ALPHA32UI_EXT* = 0x8D72.GLenum GL_INTENSITY32UI_EXT* = 0x8D73.GLenum GL_LUMINANCE32UI_EXT* = 0x8D74.GLenum GL_LUMINANCE_ALPHA32UI_EXT* = 0x8D75.GLenum GL_RGBA16UI* = 0x8D76.GLenum GL_RGBA16UI_EXT* = 0x8D76.GLenum GL_RGB16UI* = 0x8D77.GLenum GL_RGB16UI_EXT* = 0x8D77.GLenum GL_ALPHA16UI_EXT* = 0x8D78.GLenum GL_INTENSITY16UI_EXT* = 0x8D79.GLenum GL_LUMINANCE16UI_EXT* = 0x8D7A.GLenum GL_LUMINANCE_ALPHA16UI_EXT* = 0x8D7B.GLenum GL_RGBA8UI* = 0x8D7C.GLenum GL_RGBA8UI_EXT* = 0x8D7C.GLenum GL_RGB8UI* = 0x8D7D.GLenum GL_RGB8UI_EXT* = 0x8D7D.GLenum GL_ALPHA8UI_EXT* = 0x8D7E.GLenum GL_INTENSITY8UI_EXT* = 0x8D7F.GLenum GL_LUMINANCE8UI_EXT* = 0x8D80.GLenum GL_LUMINANCE_ALPHA8UI_EXT* = 0x8D81.GLenum GL_RGBA32I* = 0x8D82.GLenum GL_RGBA32I_EXT* = 0x8D82.GLenum GL_RGB32I* = 0x8D83.GLenum GL_RGB32I_EXT* = 0x8D83.GLenum GL_ALPHA32I_EXT* = 0x8D84.GLenum GL_INTENSITY32I_EXT* = 0x8D85.GLenum GL_LUMINANCE32I_EXT* = 0x8D86.GLenum GL_LUMINANCE_ALPHA32I_EXT* = 0x8D87.GLenum GL_RGBA16I* = 0x8D88.GLenum GL_RGBA16I_EXT* = 0x8D88.GLenum GL_RGB16I* = 0x8D89.GLenum GL_RGB16I_EXT* = 0x8D89.GLenum GL_ALPHA16I_EXT* = 0x8D8A.GLenum GL_INTENSITY16I_EXT* = 0x8D8B.GLenum GL_LUMINANCE16I_EXT* = 0x8D8C.GLenum GL_LUMINANCE_ALPHA16I_EXT* = 0x8D8D.GLenum GL_RGBA8I* = 0x8D8E.GLenum GL_RGBA8I_EXT* = 0x8D8E.GLenum GL_RGB8I* = 0x8D8F.GLenum GL_RGB8I_EXT* = 0x8D8F.GLenum GL_ALPHA8I_EXT* = 0x8D90.GLenum GL_INTENSITY8I_EXT* = 0x8D91.GLenum GL_LUMINANCE8I_EXT* = 0x8D92.GLenum GL_LUMINANCE_ALPHA8I_EXT* = 0x8D93.GLenum GL_RED_INTEGER* = 0x8D94.GLenum GL_RED_INTEGER_EXT* = 0x8D94.GLenum GL_GREEN_INTEGER* = 0x8D95.GLenum GL_GREEN_INTEGER_EXT* = 0x8D95.GLenum GL_BLUE_INTEGER* = 0x8D96.GLenum GL_BLUE_INTEGER_EXT* = 0x8D96.GLenum GL_ALPHA_INTEGER* = 0x8D97.GLenum GL_ALPHA_INTEGER_EXT* = 0x8D97.GLenum GL_RGB_INTEGER* = 0x8D98.GLenum GL_RGB_INTEGER_EXT* = 0x8D98.GLenum GL_RGBA_INTEGER* = 0x8D99.GLenum GL_RGBA_INTEGER_EXT* = 0x8D99.GLenum GL_BGR_INTEGER* = 0x8D9A.GLenum GL_BGR_INTEGER_EXT* = 0x8D9A.GLenum GL_BGRA_INTEGER* = 0x8D9B.GLenum GL_BGRA_INTEGER_EXT* = 0x8D9B.GLenum GL_LUMINANCE_INTEGER_EXT* = 0x8D9C.GLenum GL_LUMINANCE_ALPHA_INTEGER_EXT* = 0x8D9D.GLenum GL_RGBA_INTEGER_MODE_EXT* = 0x8D9E.GLenum GL_INT_2_10_10_10_REV* = 0x8D9F.GLenum GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV* = 0x8DA0.GLenum GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV* = 0x8DA1.GLenum GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV* = 0x8DA2.GLenum GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV* = 0x8DA3.GLenum GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV* = 0x8DA4.GLenum GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV* = 0x8DA5.GLenum GL_MAX_PROGRAM_GENERIC_RESULTS_NV* = 0x8DA6.GLenum GL_FRAMEBUFFER_ATTACHMENT_LAYERED* = 0x8DA7.GLenum GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB* = 0x8DA7.GLenum GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT* = 0x8DA7.GLenum GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES* = 0x8DA7.GLenum GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS* = 0x8DA8.GLenum GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB* = 0x8DA8.GLenum GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT* = 0x8DA8.GLenum GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES* = 0x8DA8.GLenum GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB* = 0x8DA9.GLenum GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT* = 0x8DA9.GLenum GL_LAYER_NV* = 0x8DAA.GLenum GL_DEPTH_COMPONENT32F_NV* = 0x8DAB.GLenum GL_DEPTH32F_STENCIL8_NV* = 0x8DAC.GLenum GL_FLOAT_32_UNSIGNED_INT_24_8_REV* = 0x8DAD.GLenum GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV* = 0x8DAD.GLenum GL_SHADER_INCLUDE_ARB* = 0x8DAE.GLenum GL_DEPTH_BUFFER_FLOAT_MODE_NV* = 0x8DAF.GLenum GL_FRAMEBUFFER_SRGB* = 0x8DB9.GLenum GL_FRAMEBUFFER_SRGB_EXT* = 0x8DB9.GLenum GL_FRAMEBUFFER_SRGB_CAPABLE_EXT* = 0x8DBA.GLenum GL_COMPRESSED_RED_RGTC1* = 0x8DBB.GLenum GL_COMPRESSED_RED_RGTC1_EXT* = 0x8DBB.GLenum GL_COMPRESSED_SIGNED_RED_RGTC1* = 0x8DBC.GLenum GL_COMPRESSED_SIGNED_RED_RGTC1_EXT* = 0x8DBC.GLenum GL_COMPRESSED_RED_GREEN_RGTC2_EXT* = 0x8DBD.GLenum GL_COMPRESSED_RG_RGTC2* = 0x8DBD.GLenum GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT* = 0x8DBE.GLenum GL_COMPRESSED_SIGNED_RG_RGTC2* = 0x8DBE.GLenum GL_SAMPLER_1D_ARRAY* = 0x8DC0.GLenum GL_SAMPLER_1D_ARRAY_EXT* = 0x8DC0.GLenum GL_SAMPLER_2D_ARRAY* = 0x8DC1.GLenum GL_SAMPLER_2D_ARRAY_EXT* = 0x8DC1.GLenum GL_SAMPLER_BUFFER* = 0x8DC2.GLenum GL_SAMPLER_BUFFER_EXT* = 0x8DC2.GLenum GL_SAMPLER_BUFFER_OES* = 0x8DC2.GLenum GL_SAMPLER_1D_ARRAY_SHADOW* = 0x8DC3.GLenum GL_SAMPLER_1D_ARRAY_SHADOW_EXT* = 0x8DC3.GLenum GL_SAMPLER_2D_ARRAY_SHADOW* = 0x8DC4.GLenum GL_SAMPLER_2D_ARRAY_SHADOW_EXT* = 0x8DC4.GLenum GL_SAMPLER_2D_ARRAY_SHADOW_NV* = 0x8DC4.GLenum GL_SAMPLER_CUBE_SHADOW* = 0x8DC5.GLenum GL_SAMPLER_CUBE_SHADOW_EXT* = 0x8DC5.GLenum GL_SAMPLER_CUBE_SHADOW_NV* = 0x8DC5.GLenum GL_UNSIGNED_INT_VEC2* = 0x8DC6.GLenum GL_UNSIGNED_INT_VEC2_EXT* = 0x8DC6.GLenum GL_UNSIGNED_INT_VEC3* = 0x8DC7.GLenum GL_UNSIGNED_INT_VEC3_EXT* = 0x8DC7.GLenum GL_UNSIGNED_INT_VEC4* = 0x8DC8.GLenum GL_UNSIGNED_INT_VEC4_EXT* = 0x8DC8.GLenum GL_INT_SAMPLER_1D* = 0x8DC9.GLenum GL_INT_SAMPLER_1D_EXT* = 0x8DC9.GLenum GL_INT_SAMPLER_2D* = 0x8DCA.GLenum GL_INT_SAMPLER_2D_EXT* = 0x8DCA.GLenum GL_INT_SAMPLER_3D* = 0x8DCB.GLenum GL_INT_SAMPLER_3D_EXT* = 0x8DCB.GLenum GL_INT_SAMPLER_CUBE* = 0x8DCC.GLenum GL_INT_SAMPLER_CUBE_EXT* = 0x8DCC.GLenum GL_INT_SAMPLER_2D_RECT* = 0x8DCD.GLenum GL_INT_SAMPLER_2D_RECT_EXT* = 0x8DCD.GLenum GL_INT_SAMPLER_1D_ARRAY* = 0x8DCE.GLenum GL_INT_SAMPLER_1D_ARRAY_EXT* = 0x8DCE.GLenum GL_INT_SAMPLER_2D_ARRAY* = 0x8DCF.GLenum GL_INT_SAMPLER_2D_ARRAY_EXT* = 0x8DCF.GLenum GL_INT_SAMPLER_BUFFER* = 0x8DD0.GLenum GL_INT_SAMPLER_BUFFER_EXT* = 0x8DD0.GLenum GL_INT_SAMPLER_BUFFER_OES* = 0x8DD0.GLenum GL_UNSIGNED_INT_SAMPLER_1D* = 0x8DD1.GLenum GL_UNSIGNED_INT_SAMPLER_1D_EXT* = 0x8DD1.GLenum GL_UNSIGNED_INT_SAMPLER_2D* = 0x8DD2.GLenum GL_UNSIGNED_INT_SAMPLER_2D_EXT* = 0x8DD2.GLenum GL_UNSIGNED_INT_SAMPLER_3D* = 0x8DD3.GLenum GL_UNSIGNED_INT_SAMPLER_3D_EXT* = 0x8DD3.GLenum GL_UNSIGNED_INT_SAMPLER_CUBE* = 0x8DD4.GLenum GL_UNSIGNED_INT_SAMPLER_CUBE_EXT* = 0x8DD4.GLenum GL_UNSIGNED_INT_SAMPLER_2D_RECT* = 0x8DD5.GLenum GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT* = 0x8DD5.GLenum GL_UNSIGNED_INT_SAMPLER_1D_ARRAY* = 0x8DD6.GLenum GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT* = 0x8DD6.GLenum GL_UNSIGNED_INT_SAMPLER_2D_ARRAY* = 0x8DD7.GLenum GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT* = 0x8DD7.GLenum GL_UNSIGNED_INT_SAMPLER_BUFFER* = 0x8DD8.GLenum GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT* = 0x8DD8.GLenum GL_UNSIGNED_INT_SAMPLER_BUFFER_OES* = 0x8DD8.GLenum GL_GEOMETRY_SHADER* = 0x8DD9.GLenum GL_GEOMETRY_SHADER_ARB* = 0x8DD9.GLenum GL_GEOMETRY_SHADER_EXT* = 0x8DD9.GLenum GL_GEOMETRY_SHADER_OES* = 0x8DD9.GLenum GL_GEOMETRY_VERTICES_OUT_ARB* = 0x8DDA.GLenum GL_GEOMETRY_VERTICES_OUT_EXT* = 0x8DDA.GLenum GL_GEOMETRY_INPUT_TYPE_ARB* = 0x8DDB.GLenum GL_GEOMETRY_INPUT_TYPE_EXT* = 0x8DDB.GLenum GL_GEOMETRY_OUTPUT_TYPE_ARB* = 0x8DDC.GLenum GL_GEOMETRY_OUTPUT_TYPE_EXT* = 0x8DDC.GLenum GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB* = 0x8DDD.GLenum GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT* = 0x8DDD.GLenum GL_MAX_VERTEX_VARYING_COMPONENTS_ARB* = 0x8DDE.GLenum GL_MAX_VERTEX_VARYING_COMPONENTS_EXT* = 0x8DDE.GLenum GL_MAX_GEOMETRY_UNIFORM_COMPONENTS* = 0x8DDF.GLenum GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB* = 0x8DDF.GLenum GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT* = 0x8DDF.GLenum GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES* = 0x8DDF.GLenum GL_MAX_GEOMETRY_OUTPUT_VERTICES* = 0x8DE0.GLenum GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB* = 0x8DE0.GLenum GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT* = 0x8DE0.GLenum GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES* = 0x8DE0.GLenum GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS* = 0x8DE1.GLenum GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB* = 0x8DE1.GLenum GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT* = 0x8DE1.GLenum GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES* = 0x8DE1.GLenum GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT* = 0x8DE2.GLenum GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT* = 0x8DE3.GLenum GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT* = 0x8DE4.GLenum GL_ACTIVE_SUBROUTINES* = 0x8DE5.GLenum GL_ACTIVE_SUBROUTINE_UNIFORMS* = 0x8DE6.GLenum GL_MAX_SUBROUTINES* = 0x8DE7.GLenum GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS* = 0x8DE8.GLenum GL_NAMED_STRING_LENGTH_ARB* = 0x8DE9.GLenum GL_NAMED_STRING_TYPE_ARB* = 0x8DEA.GLenum GL_MAX_BINDABLE_UNIFORM_SIZE_EXT* = 0x8DED.GLenum GL_UNIFORM_BUFFER_EXT* = 0x8DEE.GLenum GL_UNIFORM_BUFFER_BINDING_EXT* = 0x8DEF.GLenum GL_LOW_FLOAT* = 0x8DF0.GLenum GL_MEDIUM_FLOAT* = 0x8DF1.GLenum GL_HIGH_FLOAT* = 0x8DF2.GLenum GL_LOW_INT* = 0x8DF3.GLenum GL_MEDIUM_INT* = 0x8DF4.GLenum GL_HIGH_INT* = 0x8DF5.GLenum GL_UNSIGNED_INT_10_10_10_2_OES* = 0x8DF6.GLenum GL_INT_10_10_10_2_OES* = 0x8DF7.GLenum GL_SHADER_BINARY_FORMATS* = 0x8DF8.GLenum GL_NUM_SHADER_BINARY_FORMATS* = 0x8DF9.GLenum GL_SHADER_COMPILER* = 0x8DFA.GLenum GL_MAX_VERTEX_UNIFORM_VECTORS* = 0x8DFB.GLenum GL_MAX_VARYING_VECTORS* = 0x8DFC.GLenum GL_MAX_FRAGMENT_UNIFORM_VECTORS* = 0x8DFD.GLenum GL_RENDERBUFFER_COLOR_SAMPLES_NV* = 0x8E10.GLenum GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV* = 0x8E11.GLenum GL_MULTISAMPLE_COVERAGE_MODES_NV* = 0x8E12.GLenum GL_QUERY_WAIT* = 0x8E13.GLenum GL_QUERY_WAIT_NV* = 0x8E13.GLenum GL_QUERY_NO_WAIT* = 0x8E14.GLenum GL_QUERY_NO_WAIT_NV* = 0x8E14.GLenum GL_QUERY_BY_REGION_WAIT* = 0x8E15.GLenum GL_QUERY_BY_REGION_WAIT_NV* = 0x8E15.GLenum GL_QUERY_BY_REGION_NO_WAIT* = 0x8E16.GLenum GL_QUERY_BY_REGION_NO_WAIT_NV* = 0x8E16.GLenum GL_QUERY_WAIT_INVERTED* = 0x8E17.GLenum GL_QUERY_NO_WAIT_INVERTED* = 0x8E18.GLenum GL_QUERY_BY_REGION_WAIT_INVERTED* = 0x8E19.GLenum GL_QUERY_BY_REGION_NO_WAIT_INVERTED* = 0x8E1A.GLenum GL_POLYGON_OFFSET_CLAMP* = 0x8E1B.GLenum GL_POLYGON_OFFSET_CLAMP_EXT* = 0x8E1B.GLenum GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS* = 0x8E1E.GLenum GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT* = 0x8E1E.GLenum GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES* = 0x8E1E.GLenum GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS* = 0x8E1F.GLenum GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT* = 0x8E1F.GLenum GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES* = 0x8E1F.GLenum GL_COLOR_SAMPLES_NV* = 0x8E20.GLenum GL_TRANSFORM_FEEDBACK* = 0x8E22.GLenum GL_TRANSFORM_FEEDBACK_NV* = 0x8E22.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED* = 0x8E23.GLenum GL_TRANSFORM_FEEDBACK_PAUSED* = 0x8E23.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV* = 0x8E23.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE* = 0x8E24.GLenum GL_TRANSFORM_FEEDBACK_ACTIVE* = 0x8E24.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV* = 0x8E24.GLenum GL_TRANSFORM_FEEDBACK_BINDING* = 0x8E25.GLenum GL_TRANSFORM_FEEDBACK_BINDING_NV* = 0x8E25.GLenum GL_FRAME_NV* = 0x8E26.GLenum GL_FIELDS_NV* = 0x8E27.GLenum GL_CURRENT_TIME_NV* = 0x8E28.GLenum GL_TIMESTAMP* = 0x8E28.GLenum GL_TIMESTAMP_EXT* = 0x8E28.GLenum GL_NUM_FILL_STREAMS_NV* = 0x8E29.GLenum GL_PRESENT_TIME_NV* = 0x8E2A.GLenum GL_PRESENT_DURATION_NV* = 0x8E2B.GLenum GL_DEPTH_COMPONENT16_NONLINEAR_NV* = 0x8E2C.GLenum GL_PROGRAM_MATRIX_EXT* = 0x8E2D.GLenum GL_TRANSPOSE_PROGRAM_MATRIX_EXT* = 0x8E2E.GLenum GL_PROGRAM_MATRIX_STACK_DEPTH_EXT* = 0x8E2F.GLenum GL_TEXTURE_SWIZZLE_R* = 0x8E42.GLenum GL_TEXTURE_SWIZZLE_R_EXT* = 0x8E42.GLenum GL_TEXTURE_SWIZZLE_G* = 0x8E43.GLenum GL_TEXTURE_SWIZZLE_G_EXT* = 0x8E43.GLenum GL_TEXTURE_SWIZZLE_B* = 0x8E44.GLenum GL_TEXTURE_SWIZZLE_B_EXT* = 0x8E44.GLenum GL_TEXTURE_SWIZZLE_A* = 0x8E45.GLenum GL_TEXTURE_SWIZZLE_A_EXT* = 0x8E45.GLenum GL_TEXTURE_SWIZZLE_RGBA* = 0x8E46.GLenum GL_TEXTURE_SWIZZLE_RGBA_EXT* = 0x8E46.GLenum GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS* = 0x8E47.GLenum GL_ACTIVE_SUBROUTINE_MAX_LENGTH* = 0x8E48.GLenum GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH* = 0x8E49.GLenum GL_NUM_COMPATIBLE_SUBROUTINES* = 0x8E4A.GLenum GL_COMPATIBLE_SUBROUTINES* = 0x8E4B.GLenum GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION* = 0x8E4C.GLenum GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT* = 0x8E4C.GLenum GL_FIRST_VERTEX_CONVENTION* = 0x8E4D.GLenum GL_FIRST_VERTEX_CONVENTION_EXT* = 0x8E4D.GLenum GL_FIRST_VERTEX_CONVENTION_OES* = 0x8E4D.GLenum GL_LAST_VERTEX_CONVENTION* = 0x8E4E.GLenum GL_LAST_VERTEX_CONVENTION_EXT* = 0x8E4E.GLenum GL_LAST_VERTEX_CONVENTION_OES* = 0x8E4E.GLenum GL_PROVOKING_VERTEX* = 0x8E4F.GLenum GL_PROVOKING_VERTEX_EXT* = 0x8E4F.GLenum GL_SAMPLE_POSITION* = 0x8E50.GLenum GL_SAMPLE_POSITION_NV* = 0x8E50.GLenum GL_SAMPLE_LOCATION_ARB* = 0x8E50.GLenum GL_SAMPLE_LOCATION_NV* = 0x8E50.GLenum GL_SAMPLE_MASK* = 0x8E51.GLenum GL_SAMPLE_MASK_NV* = 0x8E51.GLenum GL_SAMPLE_MASK_VALUE* = 0x8E52.GLenum GL_SAMPLE_MASK_VALUE_NV* = 0x8E52.GLenum GL_TEXTURE_BINDING_RENDERBUFFER_NV* = 0x8E53.GLenum GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV* = 0x8E54.GLenum GL_TEXTURE_RENDERBUFFER_NV* = 0x8E55.GLenum GL_SAMPLER_RENDERBUFFER_NV* = 0x8E56.GLenum GL_INT_SAMPLER_RENDERBUFFER_NV* = 0x8E57.GLenum GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV* = 0x8E58.GLenum GL_MAX_SAMPLE_MASK_WORDS* = 0x8E59.GLenum GL_MAX_SAMPLE_MASK_WORDS_NV* = 0x8E59.GLenum GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV* = 0x8E5A.GLenum GL_MAX_GEOMETRY_SHADER_INVOCATIONS* = 0x8E5A.GLenum GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT* = 0x8E5A.GLenum GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES* = 0x8E5A.GLenum GL_MIN_FRAGMENT_INTERPOLATION_OFFSET* = 0x8E5B.GLenum GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES* = 0x8E5B.GLenum GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV* = 0x8E5B.GLenum GL_MAX_FRAGMENT_INTERPOLATION_OFFSET* = 0x8E5C.GLenum GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES* = 0x8E5C.GLenum GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV* = 0x8E5C.GLenum GL_FRAGMENT_INTERPOLATION_OFFSET_BITS* = 0x8E5D.GLenum GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES* = 0x8E5D.GLenum GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV* = 0x8E5D.GLenum GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET* = 0x8E5E.GLenum GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB* = 0x8E5E.GLenum GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV* = 0x8E5E.GLenum GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET* = 0x8E5F.GLenum GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB* = 0x8E5F.GLenum GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV* = 0x8E5F.GLenum GL_MAX_MESH_UNIFORM_BLOCKS_NV* = 0x8E60.GLenum GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV* = 0x8E61.GLenum GL_MAX_MESH_IMAGE_UNIFORMS_NV* = 0x8E62.GLenum GL_MAX_MESH_UNIFORM_COMPONENTS_NV* = 0x8E63.GLenum GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV* = 0x8E64.GLenum GL_MAX_MESH_ATOMIC_COUNTERS_NV* = 0x8E65.GLenum GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV* = 0x8E66.GLenum GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV* = 0x8E67.GLenum GL_MAX_TASK_UNIFORM_BLOCKS_NV* = 0x8E68.GLenum GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV* = 0x8E69.GLenum GL_MAX_TASK_IMAGE_UNIFORMS_NV* = 0x8E6A.GLenum GL_MAX_TASK_UNIFORM_COMPONENTS_NV* = 0x8E6B.GLenum GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV* = 0x8E6C.GLenum GL_MAX_TASK_ATOMIC_COUNTERS_NV* = 0x8E6D.GLenum GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV* = 0x8E6E.GLenum GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV* = 0x8E6F.GLenum GL_MAX_TRANSFORM_FEEDBACK_BUFFERS* = 0x8E70.GLenum GL_MAX_VERTEX_STREAMS* = 0x8E71.GLenum GL_PATCH_VERTICES* = 0x8E72.GLenum GL_PATCH_VERTICES_EXT* = 0x8E72.GLenum GL_PATCH_VERTICES_OES* = 0x8E72.GLenum GL_PATCH_DEFAULT_INNER_LEVEL* = 0x8E73.GLenum GL_PATCH_DEFAULT_INNER_LEVEL_EXT* = 0x8E73.GLenum GL_PATCH_DEFAULT_OUTER_LEVEL* = 0x8E74.GLenum GL_PATCH_DEFAULT_OUTER_LEVEL_EXT* = 0x8E74.GLenum GL_TESS_CONTROL_OUTPUT_VERTICES* = 0x8E75.GLenum GL_TESS_CONTROL_OUTPUT_VERTICES_EXT* = 0x8E75.GLenum GL_TESS_CONTROL_OUTPUT_VERTICES_OES* = 0x8E75.GLenum GL_TESS_GEN_MODE* = 0x8E76.GLenum GL_TESS_GEN_MODE_EXT* = 0x8E76.GLenum GL_TESS_GEN_MODE_OES* = 0x8E76.GLenum GL_TESS_GEN_SPACING* = 0x8E77.GLenum GL_TESS_GEN_SPACING_EXT* = 0x8E77.GLenum GL_TESS_GEN_SPACING_OES* = 0x8E77.GLenum GL_TESS_GEN_VERTEX_ORDER* = 0x8E78.GLenum GL_TESS_GEN_VERTEX_ORDER_EXT* = 0x8E78.GLenum GL_TESS_GEN_VERTEX_ORDER_OES* = 0x8E78.GLenum GL_TESS_GEN_POINT_MODE* = 0x8E79.GLenum GL_TESS_GEN_POINT_MODE_EXT* = 0x8E79.GLenum GL_TESS_GEN_POINT_MODE_OES* = 0x8E79.GLenum GL_ISOLINES* = 0x8E7A.GLenum GL_ISOLINES_EXT* = 0x8E7A.GLenum GL_ISOLINES_OES* = 0x8E7A.GLenum GL_FRACTIONAL_ODD* = 0x8E7B.GLenum GL_FRACTIONAL_ODD_EXT* = 0x8E7B.GLenum GL_FRACTIONAL_ODD_OES* = 0x8E7B.GLenum GL_FRACTIONAL_EVEN* = 0x8E7C.GLenum GL_FRACTIONAL_EVEN_EXT* = 0x8E7C.GLenum GL_FRACTIONAL_EVEN_OES* = 0x8E7C.GLenum GL_MAX_PATCH_VERTICES* = 0x8E7D.GLenum GL_MAX_PATCH_VERTICES_EXT* = 0x8E7D.GLenum GL_MAX_PATCH_VERTICES_OES* = 0x8E7D.GLenum GL_MAX_TESS_GEN_LEVEL* = 0x8E7E.GLenum GL_MAX_TESS_GEN_LEVEL_EXT* = 0x8E7E.GLenum GL_MAX_TESS_GEN_LEVEL_OES* = 0x8E7E.GLenum GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS* = 0x8E7F.GLenum GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT* = 0x8E7F.GLenum GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES* = 0x8E7F.GLenum GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS* = 0x8E80.GLenum GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT* = 0x8E80.GLenum GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES* = 0x8E80.GLenum GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS* = 0x8E81.GLenum GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT* = 0x8E81.GLenum GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES* = 0x8E81.GLenum GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS* = 0x8E82.GLenum GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT* = 0x8E82.GLenum GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES* = 0x8E82.GLenum GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS* = 0x8E83.GLenum GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT* = 0x8E83.GLenum GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES* = 0x8E83.GLenum GL_MAX_TESS_PATCH_COMPONENTS* = 0x8E84.GLenum GL_MAX_TESS_PATCH_COMPONENTS_EXT* = 0x8E84.GLenum GL_MAX_TESS_PATCH_COMPONENTS_OES* = 0x8E84.GLenum GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS* = 0x8E85.GLenum GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT* = 0x8E85.GLenum GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES* = 0x8E85.GLenum GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS* = 0x8E86.GLenum GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT* = 0x8E86.GLenum GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES* = 0x8E86.GLenum GL_TESS_EVALUATION_SHADER* = 0x8E87.GLenum GL_TESS_EVALUATION_SHADER_EXT* = 0x8E87.GLenum GL_TESS_EVALUATION_SHADER_OES* = 0x8E87.GLenum GL_TESS_CONTROL_SHADER* = 0x8E88.GLenum GL_TESS_CONTROL_SHADER_EXT* = 0x8E88.GLenum GL_TESS_CONTROL_SHADER_OES* = 0x8E88.GLenum GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS* = 0x8E89.GLenum GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT* = 0x8E89.GLenum GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES* = 0x8E89.GLenum GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS* = 0x8E8A.GLenum GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT* = 0x8E8A.GLenum GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES* = 0x8E8A.GLenum GL_COMPRESSED_RGBA_BPTC_UNORM* = 0x8E8C.GLenum GL_COMPRESSED_RGBA_BPTC_UNORM_ARB* = 0x8E8C.GLenum GL_COMPRESSED_RGBA_BPTC_UNORM_EXT* = 0x8E8C.GLenum GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM* = 0x8E8D.GLenum GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB* = 0x8E8D.GLenum GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT* = 0x8E8D.GLenum GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT* = 0x8E8E.GLenum GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB* = 0x8E8E.GLenum GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT* = 0x8E8E.GLenum GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT* = 0x8E8F.GLenum GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB* = 0x8E8F.GLenum GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT* = 0x8E8F.GLenum GL_COVERAGE_COMPONENT_NV* = 0x8ED0.GLenum GL_COVERAGE_COMPONENT4_NV* = 0x8ED1.GLenum GL_COVERAGE_ATTACHMENT_NV* = 0x8ED2.GLenum GL_COVERAGE_BUFFERS_NV* = 0x8ED3.GLenum GL_COVERAGE_SAMPLES_NV* = 0x8ED4.GLenum GL_COVERAGE_ALL_FRAGMENTS_NV* = 0x8ED5.GLenum GL_COVERAGE_EDGE_FRAGMENTS_NV* = 0x8ED6.GLenum GL_COVERAGE_AUTOMATIC_NV* = 0x8ED7.GLenum GL_INCLUSIVE_EXT* = 0x8F10.GLenum GL_EXCLUSIVE_EXT* = 0x8F11.GLenum GL_WINDOW_RECTANGLE_EXT* = 0x8F12.GLenum GL_WINDOW_RECTANGLE_MODE_EXT* = 0x8F13.GLenum GL_MAX_WINDOW_RECTANGLES_EXT* = 0x8F14.GLenum GL_NUM_WINDOW_RECTANGLES_EXT* = 0x8F15.GLenum GL_BUFFER_GPU_ADDRESS_NV* = 0x8F1D.GLenum GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV* = 0x8F1E.GLenum GL_ELEMENT_ARRAY_UNIFIED_NV* = 0x8F1F.GLenum GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV* = 0x8F20.GLenum GL_VERTEX_ARRAY_ADDRESS_NV* = 0x8F21.GLenum GL_NORMAL_ARRAY_ADDRESS_NV* = 0x8F22.GLenum GL_COLOR_ARRAY_ADDRESS_NV* = 0x8F23.GLenum GL_INDEX_ARRAY_ADDRESS_NV* = 0x8F24.GLenum GL_TEXTURE_COORD_ARRAY_ADDRESS_NV* = 0x8F25.GLenum GL_EDGE_FLAG_ARRAY_ADDRESS_NV* = 0x8F26.GLenum GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV* = 0x8F27.GLenum GL_FOG_COORD_ARRAY_ADDRESS_NV* = 0x8F28.GLenum GL_ELEMENT_ARRAY_ADDRESS_NV* = 0x8F29.GLenum GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV* = 0x8F2A.GLenum GL_VERTEX_ARRAY_LENGTH_NV* = 0x8F2B.GLenum GL_NORMAL_ARRAY_LENGTH_NV* = 0x8F2C.GLenum GL_COLOR_ARRAY_LENGTH_NV* = 0x8F2D.GLenum GL_INDEX_ARRAY_LENGTH_NV* = 0x8F2E.GLenum GL_TEXTURE_COORD_ARRAY_LENGTH_NV* = 0x8F2F.GLenum GL_EDGE_FLAG_ARRAY_LENGTH_NV* = 0x8F30.GLenum GL_SECONDARY_COLOR_ARRAY_LENGTH_NV* = 0x8F31.GLenum GL_FOG_COORD_ARRAY_LENGTH_NV* = 0x8F32.GLenum GL_ELEMENT_ARRAY_LENGTH_NV* = 0x8F33.GLenum GL_GPU_ADDRESS_NV* = 0x8F34.GLenum GL_MAX_SHADER_BUFFER_ADDRESS_NV* = 0x8F35.GLenum GL_COPY_READ_BUFFER* = 0x8F36.GLenum GL_COPY_READ_BUFFER_NV* = 0x8F36.GLenum GL_COPY_READ_BUFFER_BINDING* = 0x8F36.GLenum GL_COPY_WRITE_BUFFER* = 0x8F37.GLenum GL_COPY_WRITE_BUFFER_NV* = 0x8F37.GLenum GL_COPY_WRITE_BUFFER_BINDING* = 0x8F37.GLenum GL_MAX_IMAGE_UNITS* = 0x8F38.GLenum GL_MAX_IMAGE_UNITS_EXT* = 0x8F38.GLenum GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS* = 0x8F39.GLenum GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT* = 0x8F39.GLenum GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES* = 0x8F39.GLenum GL_IMAGE_BINDING_NAME* = 0x8F3A.GLenum GL_IMAGE_BINDING_NAME_EXT* = 0x8F3A.GLenum GL_IMAGE_BINDING_LEVEL* = 0x8F3B.GLenum GL_IMAGE_BINDING_LEVEL_EXT* = 0x8F3B.GLenum GL_IMAGE_BINDING_LAYERED* = 0x8F3C.GLenum GL_IMAGE_BINDING_LAYERED_EXT* = 0x8F3C.GLenum GL_IMAGE_BINDING_LAYER* = 0x8F3D.GLenum GL_IMAGE_BINDING_LAYER_EXT* = 0x8F3D.GLenum GL_IMAGE_BINDING_ACCESS* = 0x8F3E.GLenum GL_IMAGE_BINDING_ACCESS_EXT* = 0x8F3E.GLenum GL_DRAW_INDIRECT_BUFFER* = 0x8F3F.GLenum GL_DRAW_INDIRECT_UNIFIED_NV* = 0x8F40.GLenum GL_DRAW_INDIRECT_ADDRESS_NV* = 0x8F41.GLenum GL_DRAW_INDIRECT_LENGTH_NV* = 0x8F42.GLenum GL_DRAW_INDIRECT_BUFFER_BINDING* = 0x8F43.GLenum GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV* = 0x8F44.GLenum GL_MAX_PROGRAM_SUBROUTINE_NUM_NV* = 0x8F45.GLenum GL_DOUBLE_MAT2* = 0x8F46.GLenum GL_DOUBLE_MAT2_EXT* = 0x8F46.GLenum GL_DOUBLE_MAT3* = 0x8F47.GLenum GL_DOUBLE_MAT3_EXT* = 0x8F47.GLenum GL_DOUBLE_MAT4* = 0x8F48.GLenum GL_DOUBLE_MAT4_EXT* = 0x8F48.GLenum GL_DOUBLE_MAT2x3* = 0x8F49.GLenum GL_DOUBLE_MAT2x3_EXT* = 0x8F49.GLenum GL_DOUBLE_MAT2x4* = 0x8F4A.GLenum GL_DOUBLE_MAT2x4_EXT* = 0x8F4A.GLenum GL_DOUBLE_MAT3x2* = 0x8F4B.GLenum GL_DOUBLE_MAT3x2_EXT* = 0x8F4B.GLenum GL_DOUBLE_MAT3x4* = 0x8F4C.GLenum GL_DOUBLE_MAT3x4_EXT* = 0x8F4C.GLenum GL_DOUBLE_MAT4x2* = 0x8F4D.GLenum GL_DOUBLE_MAT4x2_EXT* = 0x8F4D.GLenum GL_DOUBLE_MAT4x3* = 0x8F4E.GLenum GL_DOUBLE_MAT4x3_EXT* = 0x8F4E.GLenum GL_VERTEX_BINDING_BUFFER* = 0x8F4F.GLenum GL_MALI_SHADER_BINARY_ARM* = 0x8F60.GLenum GL_MALI_PROGRAM_BINARY_ARM* = 0x8F61.GLenum GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT* = 0x8F63.GLenum GL_SHADER_PIXEL_LOCAL_STORAGE_EXT* = 0x8F64.GLenum GL_FETCH_PER_SAMPLE_ARM* = 0x8F65.GLenum GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM* = 0x8F66.GLenum GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT* = 0x8F67.GLenum GL_TEXTURE_ASTC_DECODE_PRECISION_EXT* = 0x8F69.GLenum GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM* = 0x8F6A.GLenum GL_RED_SNORM* = 0x8F90.GLenum GL_RG_SNORM* = 0x8F91.GLenum GL_RGB_SNORM* = 0x8F92.GLenum GL_RGBA_SNORM* = 0x8F93.GLenum GL_R8_SNORM* = 0x8F94.GLenum GL_RG8_SNORM* = 0x8F95.GLenum GL_RGB8_SNORM* = 0x8F96.GLenum GL_RGBA8_SNORM* = 0x8F97.GLenum GL_R16_SNORM* = 0x8F98.GLenum GL_R16_SNORM_EXT* = 0x8F98.GLenum GL_RG16_SNORM* = 0x8F99.GLenum GL_RG16_SNORM_EXT* = 0x8F99.GLenum GL_RGB16_SNORM* = 0x8F9A.GLenum GL_RGB16_SNORM_EXT* = 0x8F9A.GLenum GL_RGBA16_SNORM* = 0x8F9B.GLenum GL_RGBA16_SNORM_EXT* = 0x8F9B.GLenum GL_SIGNED_NORMALIZED* = 0x8F9C.GLenum GL_PRIMITIVE_RESTART* = 0x8F9D.GLenum GL_PRIMITIVE_RESTART_INDEX* = 0x8F9E.GLenum GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB* = 0x8F9F.GLenum GL_PERFMON_GLOBAL_MODE_QCOM* = 0x8FA0.GLenum GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM* = 0x8FA1.GLenum GL_BINNING_CONTROL_HINT_QCOM* = 0x8FB0.GLenum GL_CPU_OPTIMIZED_QCOM* = 0x8FB1.GLenum GL_GPU_OPTIMIZED_QCOM* = 0x8FB2.GLenum GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM* = 0x8FB3.GLenum GL_GPU_DISJOINT_EXT* = 0x8FBB.GLenum GL_SR8_EXT* = 0x8FBD.GLenum GL_SRG8_EXT* = 0x8FBE.GLenum GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT* = 0x8FBF.GLenum GL_SHADER_BINARY_VIV* = 0x8FC4.GLenum GL_INT8_NV* = 0x8FE0.GLenum GL_INT8_VEC2_NV* = 0x8FE1.GLenum GL_INT8_VEC3_NV* = 0x8FE2.GLenum GL_INT8_VEC4_NV* = 0x8FE3.GLenum GL_INT16_NV* = 0x8FE4.GLenum GL_INT16_VEC2_NV* = 0x8FE5.GLenum GL_INT16_VEC3_NV* = 0x8FE6.GLenum GL_INT16_VEC4_NV* = 0x8FE7.GLenum GL_INT64_VEC2_ARB* = 0x8FE9.GLenum GL_INT64_VEC2_NV* = 0x8FE9.GLenum GL_INT64_VEC3_ARB* = 0x8FEA.GLenum GL_INT64_VEC3_NV* = 0x8FEA.GLenum GL_INT64_VEC4_ARB* = 0x8FEB.GLenum GL_INT64_VEC4_NV* = 0x8FEB.GLenum GL_UNSIGNED_INT8_NV* = 0x8FEC.GLenum GL_UNSIGNED_INT8_VEC2_NV* = 0x8FED.GLenum GL_UNSIGNED_INT8_VEC3_NV* = 0x8FEE.GLenum GL_UNSIGNED_INT8_VEC4_NV* = 0x8FEF.GLenum GL_UNSIGNED_INT16_NV* = 0x8FF0.GLenum GL_UNSIGNED_INT16_VEC2_NV* = 0x8FF1.GLenum GL_UNSIGNED_INT16_VEC3_NV* = 0x8FF2.GLenum GL_UNSIGNED_INT16_VEC4_NV* = 0x8FF3.GLenum GL_UNSIGNED_INT64_VEC2_ARB* = 0x8FF5.GLenum GL_UNSIGNED_INT64_VEC2_NV* = 0x8FF5.GLenum GL_UNSIGNED_INT64_VEC3_ARB* = 0x8FF6.GLenum GL_UNSIGNED_INT64_VEC3_NV* = 0x8FF6.GLenum GL_UNSIGNED_INT64_VEC4_ARB* = 0x8FF7.GLenum GL_UNSIGNED_INT64_VEC4_NV* = 0x8FF7.GLenum GL_FLOAT16_NV* = 0x8FF8.GLenum GL_FLOAT16_VEC2_NV* = 0x8FF9.GLenum GL_FLOAT16_VEC3_NV* = 0x8FFA.GLenum GL_FLOAT16_VEC4_NV* = 0x8FFB.GLenum GL_DOUBLE_VEC2* = 0x8FFC.GLenum GL_DOUBLE_VEC2_EXT* = 0x8FFC.GLenum GL_DOUBLE_VEC3* = 0x8FFD.GLenum GL_DOUBLE_VEC3_EXT* = 0x8FFD.GLenum GL_DOUBLE_VEC4* = 0x8FFE.GLenum GL_DOUBLE_VEC4_EXT* = 0x8FFE.GLenum GL_SAMPLER_BUFFER_AMD* = 0x9001.GLenum GL_INT_SAMPLER_BUFFER_AMD* = 0x9002.GLenum GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD* = 0x9003.GLenum GL_TESSELLATION_MODE_AMD* = 0x9004.GLenum GL_TESSELLATION_FACTOR_AMD* = 0x9005.GLenum GL_DISCRETE_AMD* = 0x9006.GLenum GL_CONTINUOUS_AMD* = 0x9007.GLenum GL_TEXTURE_CUBE_MAP_ARRAY* = 0x9009.GLenum GL_TEXTURE_CUBE_MAP_ARRAY_ARB* = 0x9009.GLenum GL_TEXTURE_CUBE_MAP_ARRAY_EXT* = 0x9009.GLenum GL_TEXTURE_CUBE_MAP_ARRAY_OES* = 0x9009.GLenum GL_TEXTURE_BINDING_CUBE_MAP_ARRAY* = 0x900A.GLenum GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB* = 0x900A.GLenum GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT* = 0x900A.GLenum GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES* = 0x900A.GLenum GL_PROXY_TEXTURE_CUBE_MAP_ARRAY* = 0x900B.GLenum GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB* = 0x900B.GLenum GL_SAMPLER_CUBE_MAP_ARRAY* = 0x900C.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_ARB* = 0x900C.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_EXT* = 0x900C.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_OES* = 0x900C.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW* = 0x900D.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB* = 0x900D.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT* = 0x900D.GLenum GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES* = 0x900D.GLenum GL_INT_SAMPLER_CUBE_MAP_ARRAY* = 0x900E.GLenum GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB* = 0x900E.GLenum GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT* = 0x900E.GLenum GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES* = 0x900E.GLenum GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY* = 0x900F.GLenum GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB* = 0x900F.GLenum GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT* = 0x900F.GLenum GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES* = 0x900F.GLenum GL_ALPHA_SNORM* = 0x9010.GLenum GL_LUMINANCE_SNORM* = 0x9011.GLenum GL_LUMINANCE_ALPHA_SNORM* = 0x9012.GLenum GL_INTENSITY_SNORM* = 0x9013.GLenum GL_ALPHA8_SNORM* = 0x9014.GLenum GL_LUMINANCE8_SNORM* = 0x9015.GLenum GL_LUMINANCE8_ALPHA8_SNORM* = 0x9016.GLenum GL_INTENSITY8_SNORM* = 0x9017.GLenum GL_ALPHA16_SNORM* = 0x9018.GLenum GL_LUMINANCE16_SNORM* = 0x9019.GLenum GL_LUMINANCE16_ALPHA16_SNORM* = 0x901A.GLenum GL_INTENSITY16_SNORM* = 0x901B.GLenum GL_FACTOR_MIN_AMD* = 0x901C.GLenum GL_FACTOR_MAX_AMD* = 0x901D.GLenum GL_DEPTH_CLAMP_NEAR_AMD* = 0x901E.GLenum GL_DEPTH_CLAMP_FAR_AMD* = 0x901F.GLenum GL_VIDEO_BUFFER_NV* = 0x9020.GLenum GL_VIDEO_BUFFER_BINDING_NV* = 0x9021.GLenum GL_FIELD_UPPER_NV* = 0x9022.GLenum GL_FIELD_LOWER_NV* = 0x9023.GLenum GL_NUM_VIDEO_CAPTURE_STREAMS_NV* = 0x9024.GLenum GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV* = 0x9025.GLenum GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV* = 0x9026.GLenum GL_LAST_VIDEO_CAPTURE_STATUS_NV* = 0x9027.GLenum GL_VIDEO_BUFFER_PITCH_NV* = 0x9028.GLenum GL_VIDEO_COLOR_CONVERSION_MATRIX_NV* = 0x9029.GLenum GL_VIDEO_COLOR_CONVERSION_MAX_NV* = 0x902A.GLenum GL_VIDEO_COLOR_CONVERSION_MIN_NV* = 0x902B.GLenum GL_VIDEO_COLOR_CONVERSION_OFFSET_NV* = 0x902C.GLenum GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV* = 0x902D.GLenum GL_PARTIAL_SUCCESS_NV* = 0x902E.GLenum GL_SUCCESS_NV* = 0x902F.GLenum GL_FAILURE_NV* = 0x9030.GLenum GL_YCBYCR8_422_NV* = 0x9031.GLenum GL_YCBAYCR8A_4224_NV* = 0x9032.GLenum GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV* = 0x9033.GLenum GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV* = 0x9034.GLenum GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV* = 0x9035.GLenum GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV* = 0x9036.GLenum GL_Z4Y12Z4CB12Z4CR12_444_NV* = 0x9037.GLenum GL_VIDEO_CAPTURE_FRAME_WIDTH_NV* = 0x9038.GLenum GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV* = 0x9039.GLenum GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV* = 0x903A.GLenum GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV* = 0x903B.GLenum GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV* = 0x903C.GLenum GL_TEXTURE_COVERAGE_SAMPLES_NV* = 0x9045.GLenum GL_TEXTURE_COLOR_SAMPLES_NV* = 0x9046.GLenum GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX* = 0x9047.GLenum GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX* = 0x9048.GLenum GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX* = 0x9049.GLenum GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX* = 0x904A.GLenum GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX* = 0x904B.GLenum GL_IMAGE_1D* = 0x904C.GLenum GL_IMAGE_1D_EXT* = 0x904C.GLenum GL_IMAGE_2D* = 0x904D.GLenum GL_IMAGE_2D_EXT* = 0x904D.GLenum GL_IMAGE_3D* = 0x904E.GLenum GL_IMAGE_3D_EXT* = 0x904E.GLenum GL_IMAGE_2D_RECT* = 0x904F.GLenum GL_IMAGE_2D_RECT_EXT* = 0x904F.GLenum GL_IMAGE_CUBE* = 0x9050.GLenum GL_IMAGE_CUBE_EXT* = 0x9050.GLenum GL_IMAGE_BUFFER* = 0x9051.GLenum GL_IMAGE_BUFFER_EXT* = 0x9051.GLenum GL_IMAGE_BUFFER_OES* = 0x9051.GLenum GL_IMAGE_1D_ARRAY* = 0x9052.GLenum GL_IMAGE_1D_ARRAY_EXT* = 0x9052.GLenum GL_IMAGE_2D_ARRAY* = 0x9053.GLenum GL_IMAGE_2D_ARRAY_EXT* = 0x9053.GLenum GL_IMAGE_CUBE_MAP_ARRAY* = 0x9054.GLenum GL_IMAGE_CUBE_MAP_ARRAY_EXT* = 0x9054.GLenum GL_IMAGE_CUBE_MAP_ARRAY_OES* = 0x9054.GLenum GL_IMAGE_2D_MULTISAMPLE* = 0x9055.GLenum GL_IMAGE_2D_MULTISAMPLE_EXT* = 0x9055.GLenum GL_IMAGE_2D_MULTISAMPLE_ARRAY* = 0x9056.GLenum GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT* = 0x9056.GLenum GL_INT_IMAGE_1D* = 0x9057.GLenum GL_INT_IMAGE_1D_EXT* = 0x9057.GLenum GL_INT_IMAGE_2D* = 0x9058.GLenum GL_INT_IMAGE_2D_EXT* = 0x9058.GLenum GL_INT_IMAGE_3D* = 0x9059.GLenum GL_INT_IMAGE_3D_EXT* = 0x9059.GLenum GL_INT_IMAGE_2D_RECT* = 0x905A.GLenum GL_INT_IMAGE_2D_RECT_EXT* = 0x905A.GLenum GL_INT_IMAGE_CUBE* = 0x905B.GLenum GL_INT_IMAGE_CUBE_EXT* = 0x905B.GLenum GL_INT_IMAGE_BUFFER* = 0x905C.GLenum GL_INT_IMAGE_BUFFER_EXT* = 0x905C.GLenum GL_INT_IMAGE_BUFFER_OES* = 0x905C.GLenum GL_INT_IMAGE_1D_ARRAY* = 0x905D.GLenum GL_INT_IMAGE_1D_ARRAY_EXT* = 0x905D.GLenum GL_INT_IMAGE_2D_ARRAY* = 0x905E.GLenum GL_INT_IMAGE_2D_ARRAY_EXT* = 0x905E.GLenum GL_INT_IMAGE_CUBE_MAP_ARRAY* = 0x905F.GLenum GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT* = 0x905F.GLenum GL_INT_IMAGE_CUBE_MAP_ARRAY_OES* = 0x905F.GLenum GL_INT_IMAGE_2D_MULTISAMPLE* = 0x9060.GLenum GL_INT_IMAGE_2D_MULTISAMPLE_EXT* = 0x9060.GLenum GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY* = 0x9061.GLenum GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT* = 0x9061.GLenum GL_UNSIGNED_INT_IMAGE_1D* = 0x9062.GLenum GL_UNSIGNED_INT_IMAGE_1D_EXT* = 0x9062.GLenum GL_UNSIGNED_INT_IMAGE_2D* = 0x9063.GLenum GL_UNSIGNED_INT_IMAGE_2D_EXT* = 0x9063.GLenum GL_UNSIGNED_INT_IMAGE_3D* = 0x9064.GLenum GL_UNSIGNED_INT_IMAGE_3D_EXT* = 0x9064.GLenum GL_UNSIGNED_INT_IMAGE_2D_RECT* = 0x9065.GLenum GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT* = 0x9065.GLenum GL_UNSIGNED_INT_IMAGE_CUBE* = 0x9066.GLenum GL_UNSIGNED_INT_IMAGE_CUBE_EXT* = 0x9066.GLenum GL_UNSIGNED_INT_IMAGE_BUFFER* = 0x9067.GLenum GL_UNSIGNED_INT_IMAGE_BUFFER_EXT* = 0x9067.GLenum GL_UNSIGNED_INT_IMAGE_BUFFER_OES* = 0x9067.GLenum GL_UNSIGNED_INT_IMAGE_1D_ARRAY* = 0x9068.GLenum GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT* = 0x9068.GLenum GL_UNSIGNED_INT_IMAGE_2D_ARRAY* = 0x9069.GLenum GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT* = 0x9069.GLenum GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY* = 0x906A.GLenum GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT* = 0x906A.GLenum GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES* = 0x906A.GLenum GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE* = 0x906B.GLenum GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT* = 0x906B.GLenum GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY* = 0x906C.GLenum GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT* = 0x906C.GLenum GL_MAX_IMAGE_SAMPLES* = 0x906D.GLenum GL_MAX_IMAGE_SAMPLES_EXT* = 0x906D.GLenum GL_IMAGE_BINDING_FORMAT* = 0x906E.GLenum GL_IMAGE_BINDING_FORMAT_EXT* = 0x906E.GLenum GL_RGB10_A2UI* = 0x906F.GLenum GL_PATH_FORMAT_SVG_NV* = 0x9070.GLenum GL_PATH_FORMAT_PS_NV* = 0x9071.GLenum GL_STANDARD_FONT_NAME_NV* = 0x9072.GLenum GL_SYSTEM_FONT_NAME_NV* = 0x9073.GLenum GL_FILE_NAME_NV* = 0x9074.GLenum GL_PATH_STROKE_WIDTH_NV* = 0x9075.GLenum GL_PATH_END_CAPS_NV* = 0x9076.GLenum GL_PATH_INITIAL_END_CAP_NV* = 0x9077.GLenum GL_PATH_TERMINAL_END_CAP_NV* = 0x9078.GLenum GL_PATH_JOIN_STYLE_NV* = 0x9079.GLenum GL_PATH_MITER_LIMIT_NV* = 0x907A.GLenum GL_PATH_DASH_CAPS_NV* = 0x907B.GLenum GL_PATH_INITIAL_DASH_CAP_NV* = 0x907C.GLenum GL_PATH_TERMINAL_DASH_CAP_NV* = 0x907D.GLenum GL_PATH_DASH_OFFSET_NV* = 0x907E.GLenum GL_PATH_CLIENT_LENGTH_NV* = 0x907F.GLenum GL_PATH_FILL_MODE_NV* = 0x9080.GLenum GL_PATH_FILL_MASK_NV* = 0x9081.GLenum GL_PATH_FILL_COVER_MODE_NV* = 0x9082.GLenum GL_PATH_STROKE_COVER_MODE_NV* = 0x9083.GLenum GL_PATH_STROKE_MASK_NV* = 0x9084.GLenum GL_COUNT_UP_NV* = 0x9088.GLenum GL_COUNT_DOWN_NV* = 0x9089.GLenum GL_PATH_OBJECT_BOUNDING_BOX_NV* = 0x908A.GLenum GL_CONVEX_HULL_NV* = 0x908B.GLenum GL_BOUNDING_BOX_NV* = 0x908D.GLenum GL_TRANSLATE_X_NV* = 0x908E.GLenum GL_TRANSLATE_Y_NV* = 0x908F.GLenum GL_TRANSLATE_2D_NV* = 0x9090.GLenum GL_TRANSLATE_3D_NV* = 0x9091.GLenum GL_AFFINE_2D_NV* = 0x9092.GLenum GL_AFFINE_3D_NV* = 0x9094.GLenum GL_TRANSPOSE_AFFINE_2D_NV* = 0x9096.GLenum GL_TRANSPOSE_AFFINE_3D_NV* = 0x9098.GLenum GL_UTF8_NV* = 0x909A.GLenum GL_UTF16_NV* = 0x909B.GLenum GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV* = 0x909C.GLenum GL_PATH_COMMAND_COUNT_NV* = 0x909D.GLenum GL_PATH_COORD_COUNT_NV* = 0x909E.GLenum GL_PATH_DASH_ARRAY_COUNT_NV* = 0x909F.GLenum GL_PATH_COMPUTED_LENGTH_NV* = 0x90A0.GLenum GL_PATH_FILL_BOUNDING_BOX_NV* = 0x90A1.GLenum GL_PATH_STROKE_BOUNDING_BOX_NV* = 0x90A2.GLenum GL_SQUARE_NV* = 0x90A3.GLenum GL_ROUND_NV* = 0x90A4.GLenum GL_TRIANGULAR_NV* = 0x90A5.GLenum GL_BEVEL_NV* = 0x90A6.GLenum GL_MITER_REVERT_NV* = 0x90A7.GLenum GL_MITER_TRUNCATE_NV* = 0x90A8.GLenum GL_SKIP_MISSING_GLYPH_NV* = 0x90A9.GLenum GL_USE_MISSING_GLYPH_NV* = 0x90AA.GLenum GL_PATH_ERROR_POSITION_NV* = 0x90AB.GLenum GL_PATH_FOG_GEN_MODE_NV* = 0x90AC.GLenum GL_ACCUM_ADJACENT_PAIRS_NV* = 0x90AD.GLenum GL_ADJACENT_PAIRS_NV* = 0x90AE.GLenum GL_FIRST_TO_REST_NV* = 0x90AF.GLenum GL_PATH_GEN_MODE_NV* = 0x90B0.GLenum GL_PATH_GEN_COEFF_NV* = 0x90B1.GLenum GL_PATH_GEN_COLOR_FORMAT_NV* = 0x90B2.GLenum GL_PATH_GEN_COMPONENTS_NV* = 0x90B3.GLenum GL_PATH_DASH_OFFSET_RESET_NV* = 0x90B4.GLenum GL_MOVE_TO_RESETS_NV* = 0x90B5.GLenum GL_MOVE_TO_CONTINUES_NV* = 0x90B6.GLenum GL_PATH_STENCIL_FUNC_NV* = 0x90B7.GLenum GL_PATH_STENCIL_REF_NV* = 0x90B8.GLenum GL_PATH_STENCIL_VALUE_MASK_NV* = 0x90B9.GLenum GL_SCALED_RESOLVE_FASTEST_EXT* = 0x90BA.GLenum GL_SCALED_RESOLVE_NICEST_EXT* = 0x90BB.GLenum GL_MIN_MAP_BUFFER_ALIGNMENT* = 0x90BC.GLenum GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV* = 0x90BD.GLenum GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV* = 0x90BE.GLenum GL_PATH_COVER_DEPTH_FUNC_NV* = 0x90BF.GLenum GL_IMAGE_FORMAT_COMPATIBILITY_TYPE* = 0x90C7.GLenum GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE* = 0x90C8.GLenum GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS* = 0x90C9.GLenum GL_MAX_VERTEX_IMAGE_UNIFORMS* = 0x90CA.GLenum GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS* = 0x90CB.GLenum GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT* = 0x90CB.GLenum GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES* = 0x90CB.GLenum GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS* = 0x90CC.GLenum GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT* = 0x90CC.GLenum GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES* = 0x90CC.GLenum GL_MAX_GEOMETRY_IMAGE_UNIFORMS* = 0x90CD.GLenum GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT* = 0x90CD.GLenum GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES* = 0x90CD.GLenum GL_MAX_FRAGMENT_IMAGE_UNIFORMS* = 0x90CE.GLenum GL_MAX_COMBINED_IMAGE_UNIFORMS* = 0x90CF.GLenum GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV* = 0x90D0.GLenum GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV* = 0x90D1.GLenum GL_SHADER_STORAGE_BUFFER* = 0x90D2.GLenum GL_SHADER_STORAGE_BUFFER_BINDING* = 0x90D3.GLenum GL_SHADER_STORAGE_BUFFER_START* = 0x90D4.GLenum GL_SHADER_STORAGE_BUFFER_SIZE* = 0x90D5.GLenum GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS* = 0x90D6.GLenum GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS* = 0x90D7.GLenum GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT* = 0x90D7.GLenum GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES* = 0x90D7.GLenum GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS* = 0x90D8.GLenum GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT* = 0x90D8.GLenum GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES* = 0x90D8.GLenum GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS* = 0x90D9.GLenum GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT* = 0x90D9.GLenum GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES* = 0x90D9.GLenum GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS* = 0x90DA.GLenum GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS* = 0x90DB.GLenum GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS* = 0x90DC.GLenum GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS* = 0x90DD.GLenum GL_MAX_SHADER_STORAGE_BLOCK_SIZE* = 0x90DE.GLenum GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT* = 0x90DF.GLenum GL_SYNC_X11_FENCE_EXT* = 0x90E1.GLenum GL_DEPTH_STENCIL_TEXTURE_MODE* = 0x90EA.GLenum GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS* = 0x90EB.GLenum GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB* = 0x90EB.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER* = 0x90EC.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER* = 0x90ED.GLenum GL_DISPATCH_INDIRECT_BUFFER* = 0x90EE.GLenum GL_DISPATCH_INDIRECT_BUFFER_BINDING* = 0x90EF.GLenum GL_COLOR_ATTACHMENT_EXT* = 0x90F0.GLenum GL_MULTIVIEW_EXT* = 0x90F1.GLenum GL_MAX_MULTIVIEW_BUFFERS_EXT* = 0x90F2.GLenum GL_CONTEXT_ROBUST_ACCESS* = 0x90F3.GLenum GL_CONTEXT_ROBUST_ACCESS_EXT* = 0x90F3.GLenum GL_CONTEXT_ROBUST_ACCESS_KHR* = 0x90F3.GLenum GL_COMPUTE_PROGRAM_NV* = 0x90FB.GLenum GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV* = 0x90FC.GLenum GL_TEXTURE_2D_MULTISAMPLE* = 0x9100.GLenum GL_PROXY_TEXTURE_2D_MULTISAMPLE* = 0x9101.GLenum GL_TEXTURE_2D_MULTISAMPLE_ARRAY* = 0x9102.GLenum GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES* = 0x9102.GLenum GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY* = 0x9103.GLenum GL_TEXTURE_BINDING_2D_MULTISAMPLE* = 0x9104.GLenum GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY* = 0x9105.GLenum GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES* = 0x9105.GLenum GL_TEXTURE_SAMPLES* = 0x9106.GLenum GL_TEXTURE_FIXED_SAMPLE_LOCATIONS* = 0x9107.GLenum GL_SAMPLER_2D_MULTISAMPLE* = 0x9108.GLenum GL_INT_SAMPLER_2D_MULTISAMPLE* = 0x9109.GLenum GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE* = 0x910A.GLenum GL_SAMPLER_2D_MULTISAMPLE_ARRAY* = 0x910B.GLenum GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES* = 0x910B.GLenum GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY* = 0x910C.GLenum GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES* = 0x910C.GLenum GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY* = 0x910D.GLenum GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES* = 0x910D.GLenum GL_MAX_COLOR_TEXTURE_SAMPLES* = 0x910E.GLenum GL_MAX_DEPTH_TEXTURE_SAMPLES* = 0x910F.GLenum GL_MAX_INTEGER_SAMPLES* = 0x9110.GLenum GL_MAX_SERVER_WAIT_TIMEOUT* = 0x9111.GLenum GL_MAX_SERVER_WAIT_TIMEOUT_APPLE* = 0x9111.GLenum GL_OBJECT_TYPE* = 0x9112.GLenum GL_OBJECT_TYPE_APPLE* = 0x9112.GLenum GL_SYNC_CONDITION* = 0x9113.GLenum GL_SYNC_CONDITION_APPLE* = 0x9113.GLenum GL_SYNC_STATUS* = 0x9114.GLenum GL_SYNC_STATUS_APPLE* = 0x9114.GLenum GL_SYNC_FLAGS* = 0x9115.GLenum GL_SYNC_FLAGS_APPLE* = 0x9115.GLenum GL_SYNC_FENCE* = 0x9116.GLenum GL_SYNC_FENCE_APPLE* = 0x9116.GLenum GL_SYNC_GPU_COMMANDS_COMPLETE* = 0x9117.GLenum GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE* = 0x9117.GLenum GL_UNSIGNALED* = 0x9118.GLenum GL_UNSIGNALED_APPLE* = 0x9118.GLenum GL_SIGNALED* = 0x9119.GLenum GL_SIGNALED_APPLE* = 0x9119.GLenum GL_ALREADY_SIGNALED* = 0x911A.GLenum GL_ALREADY_SIGNALED_APPLE* = 0x911A.GLenum GL_TIMEOUT_EXPIRED* = 0x911B.GLenum GL_TIMEOUT_EXPIRED_APPLE* = 0x911B.GLenum GL_CONDITION_SATISFIED* = 0x911C.GLenum GL_CONDITION_SATISFIED_APPLE* = 0x911C.GLenum GL_WAIT_FAILED* = 0x911D.GLenum GL_WAIT_FAILED_APPLE* = 0x911D.GLenum GL_BUFFER_ACCESS_FLAGS* = 0x911F.GLenum GL_BUFFER_MAP_LENGTH* = 0x9120.GLenum GL_BUFFER_MAP_OFFSET* = 0x9121.GLenum GL_MAX_VERTEX_OUTPUT_COMPONENTS* = 0x9122.GLenum GL_MAX_GEOMETRY_INPUT_COMPONENTS* = 0x9123.GLenum GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT* = 0x9123.GLenum GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES* = 0x9123.GLenum GL_MAX_GEOMETRY_OUTPUT_COMPONENTS* = 0x9124.GLenum GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT* = 0x9124.GLenum GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES* = 0x9124.GLenum GL_MAX_FRAGMENT_INPUT_COMPONENTS* = 0x9125.GLenum GL_CONTEXT_PROFILE_MASK* = 0x9126.GLenum GL_UNPACK_COMPRESSED_BLOCK_WIDTH* = 0x9127.GLenum GL_UNPACK_COMPRESSED_BLOCK_HEIGHT* = 0x9128.GLenum GL_UNPACK_COMPRESSED_BLOCK_DEPTH* = 0x9129.GLenum GL_UNPACK_COMPRESSED_BLOCK_SIZE* = 0x912A.GLenum GL_PACK_COMPRESSED_BLOCK_WIDTH* = 0x912B.GLenum GL_PACK_COMPRESSED_BLOCK_HEIGHT* = 0x912C.GLenum GL_PACK_COMPRESSED_BLOCK_DEPTH* = 0x912D.GLenum GL_PACK_COMPRESSED_BLOCK_SIZE* = 0x912E.GLenum GL_TEXTURE_IMMUTABLE_FORMAT* = 0x912F.GLenum GL_TEXTURE_IMMUTABLE_FORMAT_EXT* = 0x912F.GLenum GL_SGX_PROGRAM_BINARY_IMG* = 0x9130.GLenum GL_RENDERBUFFER_SAMPLES_IMG* = 0x9133.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG* = 0x9134.GLenum GL_MAX_SAMPLES_IMG* = 0x9135.GLenum GL_TEXTURE_SAMPLES_IMG* = 0x9136.GLenum GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG* = 0x9137.GLenum GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG* = 0x9138.GLenum GL_CUBIC_IMG* = 0x9139.GLenum GL_CUBIC_MIPMAP_NEAREST_IMG* = 0x913A.GLenum GL_CUBIC_MIPMAP_LINEAR_IMG* = 0x913B.GLenum GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG* = 0x913C.GLenum GL_NUM_DOWNSAMPLE_SCALES_IMG* = 0x913D.GLenum GL_DOWNSAMPLE_SCALES_IMG* = 0x913E.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG* = 0x913F.GLenum GL_MAX_DEBUG_MESSAGE_LENGTH* = 0x9143.GLenum GL_MAX_DEBUG_MESSAGE_LENGTH_AMD* = 0x9143.GLenum GL_MAX_DEBUG_MESSAGE_LENGTH_ARB* = 0x9143.GLenum GL_MAX_DEBUG_MESSAGE_LENGTH_KHR* = 0x9143.GLenum GL_MAX_DEBUG_LOGGED_MESSAGES* = 0x9144.GLenum GL_MAX_DEBUG_LOGGED_MESSAGES_AMD* = 0x9144.GLenum GL_MAX_DEBUG_LOGGED_MESSAGES_ARB* = 0x9144.GLenum GL_MAX_DEBUG_LOGGED_MESSAGES_KHR* = 0x9144.GLenum GL_DEBUG_LOGGED_MESSAGES* = 0x9145.GLenum GL_DEBUG_LOGGED_MESSAGES_AMD* = 0x9145.GLenum GL_DEBUG_LOGGED_MESSAGES_ARB* = 0x9145.GLenum GL_DEBUG_LOGGED_MESSAGES_KHR* = 0x9145.GLenum GL_DEBUG_SEVERITY_HIGH* = 0x9146.GLenum GL_DEBUG_SEVERITY_HIGH_AMD* = 0x9146.GLenum GL_DEBUG_SEVERITY_HIGH_ARB* = 0x9146.GLenum GL_DEBUG_SEVERITY_HIGH_KHR* = 0x9146.GLenum GL_DEBUG_SEVERITY_MEDIUM* = 0x9147.GLenum GL_DEBUG_SEVERITY_MEDIUM_AMD* = 0x9147.GLenum GL_DEBUG_SEVERITY_MEDIUM_ARB* = 0x9147.GLenum GL_DEBUG_SEVERITY_MEDIUM_KHR* = 0x9147.GLenum GL_DEBUG_SEVERITY_LOW* = 0x9148.GLenum GL_DEBUG_SEVERITY_LOW_AMD* = 0x9148.GLenum GL_DEBUG_SEVERITY_LOW_ARB* = 0x9148.GLenum GL_DEBUG_SEVERITY_LOW_KHR* = 0x9148.GLenum GL_DEBUG_CATEGORY_API_ERROR_AMD* = 0x9149.GLenum GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD* = 0x914A.GLenum GL_DEBUG_CATEGORY_DEPRECATION_AMD* = 0x914B.GLenum GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD* = 0x914C.GLenum GL_DEBUG_CATEGORY_PERFORMANCE_AMD* = 0x914D.GLenum GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD* = 0x914E.GLenum GL_DEBUG_CATEGORY_APPLICATION_AMD* = 0x914F.GLenum GL_DEBUG_CATEGORY_OTHER_AMD* = 0x9150.GLenum GL_BUFFER_OBJECT_EXT* = 0x9151.GLenum GL_DATA_BUFFER_AMD* = 0x9151.GLenum GL_PERFORMANCE_MONITOR_AMD* = 0x9152.GLenum GL_QUERY_OBJECT_AMD* = 0x9153.GLenum GL_QUERY_OBJECT_EXT* = 0x9153.GLenum GL_VERTEX_ARRAY_OBJECT_AMD* = 0x9154.GLenum GL_VERTEX_ARRAY_OBJECT_EXT* = 0x9154.GLenum GL_SAMPLER_OBJECT_AMD* = 0x9155.GLenum GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD* = 0x9160.GLenum GL_QUERY_BUFFER* = 0x9192.GLenum GL_QUERY_BUFFER_AMD* = 0x9192.GLenum GL_QUERY_BUFFER_BINDING* = 0x9193.GLenum GL_QUERY_BUFFER_BINDING_AMD* = 0x9193.GLenum GL_QUERY_RESULT_NO_WAIT* = 0x9194.GLenum GL_QUERY_RESULT_NO_WAIT_AMD* = 0x9194.GLenum GL_VIRTUAL_PAGE_SIZE_X_ARB* = 0x9195.GLenum GL_VIRTUAL_PAGE_SIZE_X_EXT* = 0x9195.GLenum GL_VIRTUAL_PAGE_SIZE_X_AMD* = 0x9195.GLenum GL_VIRTUAL_PAGE_SIZE_Y_ARB* = 0x9196.GLenum GL_VIRTUAL_PAGE_SIZE_Y_EXT* = 0x9196.GLenum GL_VIRTUAL_PAGE_SIZE_Y_AMD* = 0x9196.GLenum GL_VIRTUAL_PAGE_SIZE_Z_ARB* = 0x9197.GLenum GL_VIRTUAL_PAGE_SIZE_Z_EXT* = 0x9197.GLenum GL_VIRTUAL_PAGE_SIZE_Z_AMD* = 0x9197.GLenum GL_MAX_SPARSE_TEXTURE_SIZE_ARB* = 0x9198.GLenum GL_MAX_SPARSE_TEXTURE_SIZE_EXT* = 0x9198.GLenum GL_MAX_SPARSE_TEXTURE_SIZE_AMD* = 0x9198.GLenum GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB* = 0x9199.GLenum GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT* = 0x9199.GLenum GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD* = 0x9199.GLenum GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS* = 0x919A.GLenum GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB* = 0x919A.GLenum GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT* = 0x919A.GLenum GL_MIN_SPARSE_LEVEL_AMD* = 0x919B.GLenum GL_MIN_LOD_WARNING_AMD* = 0x919C.GLenum GL_TEXTURE_BUFFER_OFFSET* = 0x919D.GLenum GL_TEXTURE_BUFFER_OFFSET_EXT* = 0x919D.GLenum GL_TEXTURE_BUFFER_OFFSET_OES* = 0x919D.GLenum GL_TEXTURE_BUFFER_SIZE* = 0x919E.GLenum GL_TEXTURE_BUFFER_SIZE_EXT* = 0x919E.GLenum GL_TEXTURE_BUFFER_SIZE_OES* = 0x919E.GLenum GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT* = 0x919F.GLenum GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT* = 0x919F.GLenum GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES* = 0x919F.GLenum GL_STREAM_RASTERIZATION_AMD* = 0x91A0.GLenum GL_VERTEX_ELEMENT_SWIZZLE_AMD* = 0x91A4.GLenum GL_VERTEX_ID_SWIZZLE_AMD* = 0x91A5.GLenum GL_TEXTURE_SPARSE_ARB* = 0x91A6.GLenum GL_TEXTURE_SPARSE_EXT* = 0x91A6.GLenum GL_VIRTUAL_PAGE_SIZE_INDEX_ARB* = 0x91A7.GLenum GL_VIRTUAL_PAGE_SIZE_INDEX_EXT* = 0x91A7.GLenum GL_NUM_VIRTUAL_PAGE_SIZES_ARB* = 0x91A8.GLenum GL_NUM_VIRTUAL_PAGE_SIZES_EXT* = 0x91A8.GLenum GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB* = 0x91A9.GLenum GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT* = 0x91A9.GLenum GL_NUM_SPARSE_LEVELS_ARB* = 0x91AA.GLenum GL_NUM_SPARSE_LEVELS_EXT* = 0x91AA.GLenum GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD* = 0x91AE.GLenum GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD* = 0x91AF.GLenum GL_MAX_SHADER_COMPILER_THREADS_KHR* = 0x91B0.GLenum GL_MAX_SHADER_COMPILER_THREADS_ARB* = 0x91B0.GLenum GL_COMPLETION_STATUS_KHR* = 0x91B1.GLenum GL_COMPLETION_STATUS_ARB* = 0x91B1.GLenum GL_RENDERBUFFER_STORAGE_SAMPLES_AMD* = 0x91B2.GLenum GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD* = 0x91B3.GLenum GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD* = 0x91B4.GLenum GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD* = 0x91B5.GLenum GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD* = 0x91B6.GLenum GL_SUPPORTED_MULTISAMPLE_MODES_AMD* = 0x91B7.GLenum GL_COMPUTE_SHADER* = 0x91B9.GLenum GL_MAX_COMPUTE_UNIFORM_BLOCKS* = 0x91BB.GLenum GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS* = 0x91BC.GLenum GL_MAX_COMPUTE_IMAGE_UNIFORMS* = 0x91BD.GLenum GL_MAX_COMPUTE_WORK_GROUP_COUNT* = 0x91BE.GLenum GL_MAX_COMPUTE_WORK_GROUP_SIZE* = 0x91BF.GLenum GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB* = 0x91BF.GLenum GL_FLOAT16_MAT2_AMD* = 0x91C5.GLenum GL_FLOAT16_MAT3_AMD* = 0x91C6.GLenum GL_FLOAT16_MAT4_AMD* = 0x91C7.GLenum GL_FLOAT16_MAT2x3_AMD* = 0x91C8.GLenum GL_FLOAT16_MAT2x4_AMD* = 0x91C9.GLenum GL_FLOAT16_MAT3x2_AMD* = 0x91CA.GLenum GL_FLOAT16_MAT3x4_AMD* = 0x91CB.GLenum GL_FLOAT16_MAT4x2_AMD* = 0x91CC.GLenum GL_FLOAT16_MAT4x3_AMD* = 0x91CD.GLenum GL_UNPACK_FLIP_Y_WEBGL* = 0x9240.GLenum GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL* = 0x9241.GLenum GL_CONTEXT_LOST_WEBGL* = 0x9242.GLenum GL_UNPACK_COLORSPACE_CONVERSION_WEBGL* = 0x9243.GLenum GL_BROWSER_DEFAULT_WEBGL* = 0x9244.GLenum GL_SHADER_BINARY_DMP* = 0x9250.GLenum GL_SMAPHS30_PROGRAM_BINARY_DMP* = 0x9251.GLenum GL_SMAPHS_PROGRAM_BINARY_DMP* = 0x9252.GLenum GL_DMP_PROGRAM_BINARY_DMP* = 0x9253.GLenum GL_GCCSO_SHADER_BINARY_FJ* = 0x9260.GLenum GL_COMPRESSED_R11_EAC* = 0x9270.GLenum GL_COMPRESSED_R11_EAC_OES* = 0x9270.GLenum GL_COMPRESSED_SIGNED_R11_EAC* = 0x9271.GLenum GL_COMPRESSED_SIGNED_R11_EAC_OES* = 0x9271.GLenum GL_COMPRESSED_RG11_EAC* = 0x9272.GLenum GL_COMPRESSED_RG11_EAC_OES* = 0x9272.GLenum GL_COMPRESSED_SIGNED_RG11_EAC* = 0x9273.GLenum GL_COMPRESSED_SIGNED_RG11_EAC_OES* = 0x9273.GLenum GL_COMPRESSED_RGB8_ETC2* = 0x9274.GLenum GL_COMPRESSED_RGB8_ETC2_OES* = 0x9274.GLenum GL_COMPRESSED_SRGB8_ETC2* = 0x9275.GLenum GL_COMPRESSED_SRGB8_ETC2_OES* = 0x9275.GLenum GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2* = 0x9276.GLenum GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2_OES* = 0x9276.GLenum GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2* = 0x9277.GLenum GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2_OES* = 0x9277.GLenum GL_COMPRESSED_RGBA8_ETC2_EAC* = 0x9278.GLenum GL_COMPRESSED_RGBA8_ETC2_EAC_OES* = 0x9278.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC* = 0x9279.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC_OES* = 0x9279.GLenum GL_BLEND_PREMULTIPLIED_SRC_NV* = 0x9280.GLenum GL_BLEND_OVERLAP_NV* = 0x9281.GLenum GL_UNCORRELATED_NV* = 0x9282.GLenum GL_DISJOINT_NV* = 0x9283.GLenum GL_CONJOINT_NV* = 0x9284.GLenum GL_BLEND_ADVANCED_COHERENT_KHR* = 0x9285.GLenum GL_BLEND_ADVANCED_COHERENT_NV* = 0x9285.GLenum GL_SRC_NV* = 0x9286.GLenum GL_DST_NV* = 0x9287.GLenum GL_SRC_OVER_NV* = 0x9288.GLenum GL_DST_OVER_NV* = 0x9289.GLenum GL_SRC_IN_NV* = 0x928A.GLenum GL_DST_IN_NV* = 0x928B.GLenum GL_SRC_OUT_NV* = 0x928C.GLenum GL_DST_OUT_NV* = 0x928D.GLenum GL_SRC_ATOP_NV* = 0x928E.GLenum GL_DST_ATOP_NV* = 0x928F.GLenum GL_PLUS_NV* = 0x9291.GLenum GL_PLUS_DARKER_NV* = 0x9292.GLenum GL_MULTIPLY* = 0x9294.GLenum GL_MULTIPLY_KHR* = 0x9294.GLenum GL_MULTIPLY_NV* = 0x9294.GLenum GL_SCREEN* = 0x9295.GLenum GL_SCREEN_KHR* = 0x9295.GLenum GL_SCREEN_NV* = 0x9295.GLenum GL_OVERLAY* = 0x9296.GLenum GL_OVERLAY_KHR* = 0x9296.GLenum GL_OVERLAY_NV* = 0x9296.GLenum GL_DARKEN* = 0x9297.GLenum GL_DARKEN_KHR* = 0x9297.GLenum GL_DARKEN_NV* = 0x9297.GLenum GL_LIGHTEN* = 0x9298.GLenum GL_LIGHTEN_KHR* = 0x9298.GLenum GL_LIGHTEN_NV* = 0x9298.GLenum GL_COLORDODGE* = 0x9299.GLenum GL_COLORDODGE_KHR* = 0x9299.GLenum GL_COLORDODGE_NV* = 0x9299.GLenum GL_COLORBURN* = 0x929A.GLenum GL_COLORBURN_KHR* = 0x929A.GLenum GL_COLORBURN_NV* = 0x929A.GLenum GL_HARDLIGHT* = 0x929B.GLenum GL_HARDLIGHT_KHR* = 0x929B.GLenum GL_HARDLIGHT_NV* = 0x929B.GLenum GL_SOFTLIGHT* = 0x929C.GLenum GL_SOFTLIGHT_KHR* = 0x929C.GLenum GL_SOFTLIGHT_NV* = 0x929C.GLenum GL_DIFFERENCE* = 0x929E.GLenum GL_DIFFERENCE_KHR* = 0x929E.GLenum GL_DIFFERENCE_NV* = 0x929E.GLenum GL_MINUS_NV* = 0x929F.GLenum GL_EXCLUSION* = 0x92A0.GLenum GL_EXCLUSION_KHR* = 0x92A0.GLenum GL_EXCLUSION_NV* = 0x92A0.GLenum GL_CONTRAST_NV* = 0x92A1.GLenum GL_INVERT_RGB_NV* = 0x92A3.GLenum GL_LINEARDODGE_NV* = 0x92A4.GLenum GL_LINEARBURN_NV* = 0x92A5.GLenum GL_VIVIDLIGHT_NV* = 0x92A6.GLenum GL_LINEARLIGHT_NV* = 0x92A7.GLenum GL_PINLIGHT_NV* = 0x92A8.GLenum GL_HARDMIX_NV* = 0x92A9.GLenum GL_HSL_HUE* = 0x92AD.GLenum GL_HSL_HUE_KHR* = 0x92AD.GLenum GL_HSL_HUE_NV* = 0x92AD.GLenum GL_HSL_SATURATION* = 0x92AE.GLenum GL_HSL_SATURATION_KHR* = 0x92AE.GLenum GL_HSL_SATURATION_NV* = 0x92AE.GLenum GL_HSL_COLOR* = 0x92AF.GLenum GL_HSL_COLOR_KHR* = 0x92AF.GLenum GL_HSL_COLOR_NV* = 0x92AF.GLenum GL_HSL_LUMINOSITY* = 0x92B0.GLenum GL_HSL_LUMINOSITY_KHR* = 0x92B0.GLenum GL_HSL_LUMINOSITY_NV* = 0x92B0.GLenum GL_PLUS_CLAMPED_NV* = 0x92B1.GLenum GL_PLUS_CLAMPED_ALPHA_NV* = 0x92B2.GLenum GL_MINUS_CLAMPED_NV* = 0x92B3.GLenum GL_INVERT_OVG_NV* = 0x92B4.GLenum GL_MAX_LGPU_GPUS_NVX* = 0x92BA.GLenum GL_MULTICAST_GPUS_NV* = 0x92BA.GLenum GL_PURGED_CONTEXT_RESET_NV* = 0x92BB.GLenum GL_PRIMITIVE_BOUNDING_BOX_ARB* = 0x92BE.GLenum GL_PRIMITIVE_BOUNDING_BOX* = 0x92BE.GLenum GL_PRIMITIVE_BOUNDING_BOX_EXT* = 0x92BE.GLenum GL_PRIMITIVE_BOUNDING_BOX_OES* = 0x92BE.GLenum GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV* = 0x92BF.GLenum GL_ATOMIC_COUNTER_BUFFER* = 0x92C0.GLenum GL_ATOMIC_COUNTER_BUFFER_BINDING* = 0x92C1.GLenum GL_ATOMIC_COUNTER_BUFFER_START* = 0x92C2.GLenum GL_ATOMIC_COUNTER_BUFFER_SIZE* = 0x92C3.GLenum GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE* = 0x92C4.GLenum GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS* = 0x92C5.GLenum GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES* = 0x92C6.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER* = 0x92C7.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER* = 0x92C8.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER* = 0x92C9.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER* = 0x92CA.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER* = 0x92CB.GLenum GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS* = 0x92CC.GLenum GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS* = 0x92CD.GLenum GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT* = 0x92CD.GLenum GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES* = 0x92CD.GLenum GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS* = 0x92CE.GLenum GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT* = 0x92CE.GLenum GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES* = 0x92CE.GLenum GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS* = 0x92CF.GLenum GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT* = 0x92CF.GLenum GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES* = 0x92CF.GLenum GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS* = 0x92D0.GLenum GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS* = 0x92D1.GLenum GL_MAX_VERTEX_ATOMIC_COUNTERS* = 0x92D2.GLenum GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS* = 0x92D3.GLenum GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT* = 0x92D3.GLenum GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES* = 0x92D3.GLenum GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS* = 0x92D4.GLenum GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT* = 0x92D4.GLenum GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES* = 0x92D4.GLenum GL_MAX_GEOMETRY_ATOMIC_COUNTERS* = 0x92D5.GLenum GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT* = 0x92D5.GLenum GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES* = 0x92D5.GLenum GL_MAX_FRAGMENT_ATOMIC_COUNTERS* = 0x92D6.GLenum GL_MAX_COMBINED_ATOMIC_COUNTERS* = 0x92D7.GLenum GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE* = 0x92D8.GLenum GL_ACTIVE_ATOMIC_COUNTER_BUFFERS* = 0x92D9.GLenum GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX* = 0x92DA.GLenum GL_UNSIGNED_INT_ATOMIC_COUNTER* = 0x92DB.GLenum GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS* = 0x92DC.GLenum GL_FRAGMENT_COVERAGE_TO_COLOR_NV* = 0x92DD.GLenum GL_FRAGMENT_COVERAGE_COLOR_NV* = 0x92DE.GLenum GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV* = 0x92DF.GLenum GL_DEBUG_OUTPUT* = 0x92E0.GLenum GL_DEBUG_OUTPUT_KHR* = 0x92E0.GLenum GL_UNIFORM* = 0x92E1.GLenum GL_UNIFORM_BLOCK* = 0x92E2.GLenum GL_PROGRAM_INPUT* = 0x92E3.GLenum GL_PROGRAM_OUTPUT* = 0x92E4.GLenum GL_BUFFER_VARIABLE* = 0x92E5.GLenum GL_SHADER_STORAGE_BLOCK* = 0x92E6.GLenum GL_IS_PER_PATCH* = 0x92E7.GLenum GL_IS_PER_PATCH_EXT* = 0x92E7.GLenum GL_IS_PER_PATCH_OES* = 0x92E7.GLenum GL_VERTEX_SUBROUTINE* = 0x92E8.GLenum GL_TESS_CONTROL_SUBROUTINE* = 0x92E9.GLenum GL_TESS_EVALUATION_SUBROUTINE* = 0x92EA.GLenum GL_GEOMETRY_SUBROUTINE* = 0x92EB.GLenum GL_FRAGMENT_SUBROUTINE* = 0x92EC.GLenum GL_COMPUTE_SUBROUTINE* = 0x92ED.GLenum GL_VERTEX_SUBROUTINE_UNIFORM* = 0x92EE.GLenum GL_TESS_CONTROL_SUBROUTINE_UNIFORM* = 0x92EF.GLenum GL_TESS_EVALUATION_SUBROUTINE_UNIFORM* = 0x92F0.GLenum GL_GEOMETRY_SUBROUTINE_UNIFORM* = 0x92F1.GLenum GL_FRAGMENT_SUBROUTINE_UNIFORM* = 0x92F2.GLenum GL_COMPUTE_SUBROUTINE_UNIFORM* = 0x92F3.GLenum GL_TRANSFORM_FEEDBACK_VARYING* = 0x92F4.GLenum GL_ACTIVE_RESOURCES* = 0x92F5.GLenum GL_MAX_NAME_LENGTH* = 0x92F6.GLenum GL_MAX_NUM_ACTIVE_VARIABLES* = 0x92F7.GLenum GL_MAX_NUM_COMPATIBLE_SUBROUTINES* = 0x92F8.GLenum GL_NAME_LENGTH* = 0x92F9.GLenum GL_TYPE* = 0x92FA.GLenum GL_ARRAY_SIZE* = 0x92FB.GLenum GL_OFFSET* = 0x92FC.GLenum GL_BLOCK_INDEX* = 0x92FD.GLenum GL_ARRAY_STRIDE* = 0x92FE.GLenum GL_MATRIX_STRIDE* = 0x92FF.GLenum GL_IS_ROW_MAJOR* = 0x9300.GLenum GL_ATOMIC_COUNTER_BUFFER_INDEX* = 0x9301.GLenum GL_BUFFER_BINDING* = 0x9302.GLenum GL_BUFFER_DATA_SIZE* = 0x9303.GLenum GL_NUM_ACTIVE_VARIABLES* = 0x9304.GLenum GL_ACTIVE_VARIABLES* = 0x9305.GLenum GL_REFERENCED_BY_VERTEX_SHADER* = 0x9306.GLenum GL_REFERENCED_BY_TESS_CONTROL_SHADER* = 0x9307.GLenum GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT* = 0x9307.GLenum GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES* = 0x9307.GLenum GL_REFERENCED_BY_TESS_EVALUATION_SHADER* = 0x9308.GLenum GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT* = 0x9308.GLenum GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES* = 0x9308.GLenum GL_REFERENCED_BY_GEOMETRY_SHADER* = 0x9309.GLenum GL_REFERENCED_BY_GEOMETRY_SHADER_EXT* = 0x9309.GLenum GL_REFERENCED_BY_GEOMETRY_SHADER_OES* = 0x9309.GLenum GL_REFERENCED_BY_FRAGMENT_SHADER* = 0x930A.GLenum GL_REFERENCED_BY_COMPUTE_SHADER* = 0x930B.GLenum GL_TOP_LEVEL_ARRAY_SIZE* = 0x930C.GLenum GL_TOP_LEVEL_ARRAY_STRIDE* = 0x930D.GLenum GL_LOCATION* = 0x930E.GLenum GL_LOCATION_INDEX* = 0x930F.GLenum GL_LOCATION_INDEX_EXT* = 0x930F.GLenum GL_FRAMEBUFFER_DEFAULT_WIDTH* = 0x9310.GLenum GL_FRAMEBUFFER_DEFAULT_HEIGHT* = 0x9311.GLenum GL_FRAMEBUFFER_DEFAULT_LAYERS* = 0x9312.GLenum GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT* = 0x9312.GLenum GL_FRAMEBUFFER_DEFAULT_LAYERS_OES* = 0x9312.GLenum GL_FRAMEBUFFER_DEFAULT_SAMPLES* = 0x9313.GLenum GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS* = 0x9314.GLenum GL_MAX_FRAMEBUFFER_WIDTH* = 0x9315.GLenum GL_MAX_FRAMEBUFFER_HEIGHT* = 0x9316.GLenum GL_MAX_FRAMEBUFFER_LAYERS* = 0x9317.GLenum GL_MAX_FRAMEBUFFER_LAYERS_EXT* = 0x9317.GLenum GL_MAX_FRAMEBUFFER_LAYERS_OES* = 0x9317.GLenum GL_MAX_FRAMEBUFFER_SAMPLES* = 0x9318.GLenum GL_RASTER_MULTISAMPLE_EXT* = 0x9327.GLenum GL_RASTER_SAMPLES_EXT* = 0x9328.GLenum GL_MAX_RASTER_SAMPLES_EXT* = 0x9329.GLenum GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT* = 0x932A.GLenum GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT* = 0x932B.GLenum GL_EFFECTIVE_RASTER_SAMPLES_EXT* = 0x932C.GLenum GL_DEPTH_SAMPLES_NV* = 0x932D.GLenum GL_STENCIL_SAMPLES_NV* = 0x932E.GLenum GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV* = 0x932F.GLenum GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV* = 0x9330.GLenum GL_COVERAGE_MODULATION_TABLE_NV* = 0x9331.GLenum GL_COVERAGE_MODULATION_NV* = 0x9332.GLenum GL_COVERAGE_MODULATION_TABLE_SIZE_NV* = 0x9333.GLenum GL_WARP_SIZE_NV* = 0x9339.GLenum GL_WARPS_PER_SM_NV* = 0x933A.GLenum GL_SM_COUNT_NV* = 0x933B.GLenum GL_FILL_RECTANGLE_NV* = 0x933C.GLenum GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB* = 0x933D.GLenum GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV* = 0x933D.GLenum GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB* = 0x933E.GLenum GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV* = 0x933E.GLenum GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB* = 0x933F.GLenum GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV* = 0x933F.GLenum GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB* = 0x9340.GLenum GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV* = 0x9340.GLenum GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB* = 0x9341.GLenum GL_PROGRAMMABLE_SAMPLE_LOCATION_NV* = 0x9341.GLenum GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB* = 0x9342.GLenum GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV* = 0x9342.GLenum GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB* = 0x9343.GLenum GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV* = 0x9343.GLenum GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB* = 0x9344.GLenum GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB* = 0x9345.GLenum GL_CONSERVATIVE_RASTERIZATION_NV* = 0x9346.GLenum GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV* = 0x9347.GLenum GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV* = 0x9348.GLenum GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV* = 0x9349.GLenum GL_LOCATION_COMPONENT* = 0x934A.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_INDEX* = 0x934B.GLenum GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE* = 0x934C.GLenum GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV* = 0x934D.GLenum GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV* = 0x934E.GLenum GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV* = 0x934F.GLenum GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV* = 0x9350.GLenum GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV* = 0x9351.GLenum GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV* = 0x9352.GLenum GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV* = 0x9353.GLenum GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV* = 0x9354.GLenum GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV* = 0x9355.GLenum GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV* = 0x9356.GLenum GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV* = 0x9357.GLenum GL_VIEWPORT_SWIZZLE_X_NV* = 0x9358.GLenum GL_VIEWPORT_SWIZZLE_Y_NV* = 0x9359.GLenum GL_VIEWPORT_SWIZZLE_Z_NV* = 0x935A.GLenum GL_VIEWPORT_SWIZZLE_W_NV* = 0x935B.GLenum GL_CLIP_ORIGIN* = 0x935C.GLenum GL_CLIP_ORIGIN_EXT* = 0x935C.GLenum GL_CLIP_DEPTH_MODE* = 0x935D.GLenum GL_CLIP_DEPTH_MODE_EXT* = 0x935D.GLenum GL_NEGATIVE_ONE_TO_ONE* = 0x935E.GLenum GL_NEGATIVE_ONE_TO_ONE_EXT* = 0x935E.GLenum GL_ZERO_TO_ONE* = 0x935F.GLenum GL_ZERO_TO_ONE_EXT* = 0x935F.GLenum GL_CLEAR_TEXTURE* = 0x9365.GLenum GL_TEXTURE_REDUCTION_MODE_ARB* = 0x9366.GLenum GL_TEXTURE_REDUCTION_MODE_EXT* = 0x9366.GLenum GL_WEIGHTED_AVERAGE_ARB* = 0x9367.GLenum GL_WEIGHTED_AVERAGE_EXT* = 0x9367.GLenum GL_FONT_GLYPHS_AVAILABLE_NV* = 0x9368.GLenum GL_FONT_TARGET_UNAVAILABLE_NV* = 0x9369.GLenum GL_FONT_UNAVAILABLE_NV* = 0x936A.GLenum GL_FONT_UNINTELLIGIBLE_NV* = 0x936B.GLenum GL_STANDARD_FONT_FORMAT_NV* = 0x936C.GLenum GL_FRAGMENT_INPUT_NV* = 0x936D.GLenum GL_UNIFORM_BUFFER_UNIFIED_NV* = 0x936E.GLenum GL_UNIFORM_BUFFER_ADDRESS_NV* = 0x936F.GLenum GL_UNIFORM_BUFFER_LENGTH_NV* = 0x9370.GLenum GL_MULTISAMPLES_NV* = 0x9371.GLenum GL_SUPERSAMPLE_SCALE_X_NV* = 0x9372.GLenum GL_SUPERSAMPLE_SCALE_Y_NV* = 0x9373.GLenum GL_CONFORMANT_NV* = 0x9374.GLenum GL_CONSERVATIVE_RASTER_DILATE_NV* = 0x9379.GLenum GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV* = 0x937A.GLenum GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV* = 0x937B.GLenum GL_VIEWPORT_POSITION_W_SCALE_NV* = 0x937C.GLenum GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV* = 0x937D.GLenum GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV* = 0x937E.GLenum GL_REPRESENTATIVE_FRAGMENT_TEST_NV* = 0x937F.GLenum GL_NUM_SAMPLE_COUNTS* = 0x9380.GLenum GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB* = 0x9381.GLenum GL_MULTISAMPLE_LINE_WIDTH_RANGE* = 0x9381.GLenum GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB* = 0x9382.GLenum GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY* = 0x9382.GLenum GL_VIEW_CLASS_EAC_R11* = 0x9383.GLenum GL_VIEW_CLASS_EAC_RG11* = 0x9384.GLenum GL_VIEW_CLASS_ETC2_RGB* = 0x9385.GLenum GL_VIEW_CLASS_ETC2_RGBA* = 0x9386.GLenum GL_VIEW_CLASS_ETC2_EAC_RGBA* = 0x9387.GLenum GL_VIEW_CLASS_ASTC_4x4_RGBA* = 0x9388.GLenum GL_VIEW_CLASS_ASTC_5x4_RGBA* = 0x9389.GLenum GL_VIEW_CLASS_ASTC_5x5_RGBA* = 0x938A.GLenum GL_VIEW_CLASS_ASTC_6x5_RGBA* = 0x938B.GLenum GL_VIEW_CLASS_ASTC_6x6_RGBA* = 0x938C.GLenum GL_VIEW_CLASS_ASTC_8x5_RGBA* = 0x938D.GLenum GL_VIEW_CLASS_ASTC_8x6_RGBA* = 0x938E.GLenum GL_VIEW_CLASS_ASTC_8x8_RGBA* = 0x938F.GLenum GL_VIEW_CLASS_ASTC_10x5_RGBA* = 0x9390.GLenum GL_VIEW_CLASS_ASTC_10x6_RGBA* = 0x9391.GLenum GL_VIEW_CLASS_ASTC_10x8_RGBA* = 0x9392.GLenum GL_VIEW_CLASS_ASTC_10x10_RGBA* = 0x9393.GLenum GL_VIEW_CLASS_ASTC_12x10_RGBA* = 0x9394.GLenum GL_VIEW_CLASS_ASTC_12x12_RGBA* = 0x9395.GLenum GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE* = 0x93A0.GLenum GL_BGRA8_EXT* = 0x93A1.GLenum GL_TEXTURE_USAGE_ANGLE* = 0x93A2.GLenum GL_FRAMEBUFFER_ATTACHMENT_ANGLE* = 0x93A3.GLenum GL_PACK_REVERSE_ROW_ORDER_ANGLE* = 0x93A4.GLenum GL_PROGRAM_BINARY_ANGLE* = 0x93A6.GLenum GL_COMPRESSED_RGBA_ASTC_4x4* = 0x93B0.GLenum GL_COMPRESSED_RGBA_ASTC_4x4_KHR* = 0x93B0.GLenum GL_COMPRESSED_RGBA_ASTC_5x4* = 0x93B1.GLenum GL_COMPRESSED_RGBA_ASTC_5x4_KHR* = 0x93B1.GLenum GL_COMPRESSED_RGBA_ASTC_5x5* = 0x93B2.GLenum GL_COMPRESSED_RGBA_ASTC_5x5_KHR* = 0x93B2.GLenum GL_COMPRESSED_RGBA_ASTC_6x5* = 0x93B3.GLenum GL_COMPRESSED_RGBA_ASTC_6x5_KHR* = 0x93B3.GLenum GL_COMPRESSED_RGBA_ASTC_6x6* = 0x93B4.GLenum GL_COMPRESSED_RGBA_ASTC_6x6_KHR* = 0x93B4.GLenum GL_COMPRESSED_RGBA_ASTC_8x5* = 0x93B5.GLenum GL_COMPRESSED_RGBA_ASTC_8x5_KHR* = 0x93B5.GLenum GL_COMPRESSED_RGBA_ASTC_8x6* = 0x93B6.GLenum GL_COMPRESSED_RGBA_ASTC_8x6_KHR* = 0x93B6.GLenum GL_COMPRESSED_RGBA_ASTC_8x8* = 0x93B7.GLenum GL_COMPRESSED_RGBA_ASTC_8x8_KHR* = 0x93B7.GLenum GL_COMPRESSED_RGBA_ASTC_10x5* = 0x93B8.GLenum GL_COMPRESSED_RGBA_ASTC_10x5_KHR* = 0x93B8.GLenum GL_COMPRESSED_RGBA_ASTC_10x6* = 0x93B9.GLenum GL_COMPRESSED_RGBA_ASTC_10x6_KHR* = 0x93B9.GLenum GL_COMPRESSED_RGBA_ASTC_10x8* = 0x93BA.GLenum GL_COMPRESSED_RGBA_ASTC_10x8_KHR* = 0x93BA.GLenum GL_COMPRESSED_RGBA_ASTC_10x10* = 0x93BB.GLenum GL_COMPRESSED_RGBA_ASTC_10x10_KHR* = 0x93BB.GLenum GL_COMPRESSED_RGBA_ASTC_12x10* = 0x93BC.GLenum GL_COMPRESSED_RGBA_ASTC_12x10_KHR* = 0x93BC.GLenum GL_COMPRESSED_RGBA_ASTC_12x12* = 0x93BD.GLenum GL_COMPRESSED_RGBA_ASTC_12x12_KHR* = 0x93BD.GLenum GL_COMPRESSED_RGBA_ASTC_3x3x3_OES* = 0x93C0.GLenum GL_COMPRESSED_RGBA_ASTC_4x3x3_OES* = 0x93C1.GLenum GL_COMPRESSED_RGBA_ASTC_4x4x3_OES* = 0x93C2.GLenum GL_COMPRESSED_RGBA_ASTC_4x4x4_OES* = 0x93C3.GLenum GL_COMPRESSED_RGBA_ASTC_5x4x4_OES* = 0x93C4.GLenum GL_COMPRESSED_RGBA_ASTC_5x5x4_OES* = 0x93C5.GLenum GL_COMPRESSED_RGBA_ASTC_5x5x5_OES* = 0x93C6.GLenum GL_COMPRESSED_RGBA_ASTC_6x5x5_OES* = 0x93C7.GLenum GL_COMPRESSED_RGBA_ASTC_6x6x5_OES* = 0x93C8.GLenum GL_COMPRESSED_RGBA_ASTC_6x6x6_OES* = 0x93C9.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4* = 0x93D0.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR* = 0x93D0.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4* = 0x93D1.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR* = 0x93D1.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5* = 0x93D2.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR* = 0x93D2.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5* = 0x93D3.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR* = 0x93D3.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6* = 0x93D4.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR* = 0x93D4.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5* = 0x93D5.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR* = 0x93D5.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6* = 0x93D6.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR* = 0x93D6.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8* = 0x93D7.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR* = 0x93D7.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5* = 0x93D8.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR* = 0x93D8.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6* = 0x93D9.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR* = 0x93D9.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8* = 0x93DA.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR* = 0x93DA.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10* = 0x93DB.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR* = 0x93DB.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10* = 0x93DC.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR* = 0x93DC.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12* = 0x93DD.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR* = 0x93DD.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES* = 0x93E0.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES* = 0x93E1.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES* = 0x93E2.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES* = 0x93E3.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES* = 0x93E4.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES* = 0x93E5.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES* = 0x93E6.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES* = 0x93E7.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES* = 0x93E8.GLenum GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES* = 0x93E9.GLenum GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG* = 0x93F0.GLenum GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG* = 0x93F1.GLenum GL_PERFQUERY_COUNTER_EVENT_INTEL* = 0x94F0.GLenum GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL* = 0x94F1.GLenum GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL* = 0x94F2.GLenum GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL* = 0x94F3.GLenum GL_PERFQUERY_COUNTER_RAW_INTEL* = 0x94F4.GLenum GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL* = 0x94F5.GLenum GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL* = 0x94F8.GLenum GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL* = 0x94F9.GLenum GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL* = 0x94FA.GLenum GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL* = 0x94FB.GLenum GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL* = 0x94FC.GLenum GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL* = 0x94FD.GLenum GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL* = 0x94FE.GLenum GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL* = 0x94FF.GLenum GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL* = 0x9500.GLenum GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT* = 0x9530.GLenum GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT* = 0x9531.GLenum GL_SUBGROUP_SIZE_KHR* = 0x9532.GLenum GL_SUBGROUP_SUPPORTED_STAGES_KHR* = 0x9533.GLenum GL_SUBGROUP_SUPPORTED_FEATURES_KHR* = 0x9534.GLenum GL_SUBGROUP_QUAD_ALL_STAGES_KHR* = 0x9535.GLenum GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV* = 0x9536.GLenum GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV* = 0x9537.GLenum GL_MAX_MESH_OUTPUT_VERTICES_NV* = 0x9538.GLenum GL_MAX_MESH_OUTPUT_PRIMITIVES_NV* = 0x9539.GLenum GL_MAX_TASK_OUTPUT_COUNT_NV* = 0x953A.GLenum GL_MAX_MESH_WORK_GROUP_SIZE_NV* = 0x953B.GLenum GL_MAX_TASK_WORK_GROUP_SIZE_NV* = 0x953C.GLenum GL_MAX_DRAW_MESH_TASKS_COUNT_NV* = 0x953D.GLenum GL_MESH_WORK_GROUP_SIZE_NV* = 0x953E.GLenum GL_TASK_WORK_GROUP_SIZE_NV* = 0x953F.GLenum GL_QUERY_RESOURCE_TYPE_VIDMEM_ALLOC_NV* = 0x9540.GLenum GL_QUERY_RESOURCE_MEMTYPE_VIDMEM_NV* = 0x9542.GLenum GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV* = 0x9543.GLenum GL_QUERY_RESOURCE_SYS_RESERVED_NV* = 0x9544.GLenum GL_QUERY_RESOURCE_TEXTURE_NV* = 0x9545.GLenum GL_QUERY_RESOURCE_RENDERBUFFER_NV* = 0x9546.GLenum GL_QUERY_RESOURCE_BUFFEROBJECT_NV* = 0x9547.GLenum GL_PER_GPU_STORAGE_NV* = 0x9548.GLenum GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV* = 0x9549.GLenum GL_UPLOAD_GPU_MASK_NVX* = 0x954A.GLenum GL_CONSERVATIVE_RASTER_MODE_NV* = 0x954D.GLenum GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV* = 0x954E.GLenum GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV* = 0x954F.GLenum GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV* = 0x9550.GLenum GL_SHADER_BINARY_FORMAT_SPIR_V* = 0x9551.GLenum GL_SHADER_BINARY_FORMAT_SPIR_V_ARB* = 0x9551.GLenum GL_SPIR_V_BINARY* = 0x9552.GLenum GL_SPIR_V_BINARY_ARB* = 0x9552.GLenum GL_SPIR_V_EXTENSIONS* = 0x9553.GLenum GL_NUM_SPIR_V_EXTENSIONS* = 0x9554.GLenum GL_SCISSOR_TEST_EXCLUSIVE_NV* = 0x9555.GLenum GL_SCISSOR_BOX_EXCLUSIVE_NV* = 0x9556.GLenum GL_MAX_MESH_VIEWS_NV* = 0x9557.GLenum GL_RENDER_GPU_MASK_NV* = 0x9558.GLenum GL_MESH_SHADER_NV* = 0x9559.GLenum GL_TASK_SHADER_NV* = 0x955A.GLenum GL_SHADING_RATE_IMAGE_BINDING_NV* = 0x955B.GLenum GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV* = 0x955C.GLenum GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV* = 0x955D.GLenum GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV* = 0x955E.GLenum GL_MAX_COARSE_FRAGMENT_SAMPLES_NV* = 0x955F.GLenum GL_SHADING_RATE_IMAGE_NV* = 0x9563.GLenum GL_SHADING_RATE_NO_INVOCATIONS_NV* = 0x9564.GLenum GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV* = 0x9565.GLenum GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV* = 0x9566.GLenum GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV* = 0x9567.GLenum GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV* = 0x9568.GLenum GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV* = 0x9569.GLenum GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV* = 0x956A.GLenum GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV* = 0x956B.GLenum GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV* = 0x956C.GLenum GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV* = 0x956D.GLenum GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV* = 0x956E.GLenum GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV* = 0x956F.GLenum GL_MESH_VERTICES_OUT_NV* = 0x9579.GLenum GL_MESH_PRIMITIVES_OUT_NV* = 0x957A.GLenum GL_MESH_OUTPUT_TYPE_NV* = 0x957B.GLenum GL_MESH_SUBROUTINE_NV* = 0x957C.GLenum GL_TASK_SUBROUTINE_NV* = 0x957D.GLenum GL_MESH_SUBROUTINE_UNIFORM_NV* = 0x957E.GLenum GL_TASK_SUBROUTINE_UNIFORM_NV* = 0x957F.GLenum GL_TEXTURE_TILING_EXT* = 0x9580.GLenum GL_DEDICATED_MEMORY_OBJECT_EXT* = 0x9581.GLenum GL_NUM_TILING_TYPES_EXT* = 0x9582.GLenum GL_TILING_TYPES_EXT* = 0x9583.GLenum GL_OPTIMAL_TILING_EXT* = 0x9584.GLenum GL_LINEAR_TILING_EXT* = 0x9585.GLenum GL_HANDLE_TYPE_OPAQUE_FD_EXT* = 0x9586.GLenum GL_HANDLE_TYPE_OPAQUE_WIN32_EXT* = 0x9587.GLenum GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT* = 0x9588.GLenum GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT* = 0x9589.GLenum GL_HANDLE_TYPE_D3D12_RESOURCE_EXT* = 0x958A.GLenum GL_HANDLE_TYPE_D3D11_IMAGE_EXT* = 0x958B.GLenum GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT* = 0x958C.GLenum GL_LAYOUT_GENERAL_EXT* = 0x958D.GLenum GL_LAYOUT_COLOR_ATTACHMENT_EXT* = 0x958E.GLenum GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT* = 0x958F.GLenum GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT* = 0x9590.GLenum GL_LAYOUT_SHADER_READ_ONLY_EXT* = 0x9591.GLenum GL_LAYOUT_TRANSFER_SRC_EXT* = 0x9592.GLenum GL_LAYOUT_TRANSFER_DST_EXT* = 0x9593.GLenum GL_HANDLE_TYPE_D3D12_FENCE_EXT* = 0x9594.GLenum GL_D3D12_FENCE_VALUE_EXT* = 0x9595.GLenum GL_TIMELINE_SEMAPHORE_VALUE_NV* = 0x9595.GLenum GL_NUM_DEVICE_UUIDS_EXT* = 0x9596.GLenum GL_DEVICE_UUID_EXT* = 0x9597.GLenum GL_DRIVER_UUID_EXT* = 0x9598.GLenum GL_DEVICE_LUID_EXT* = 0x9599.GLenum GL_DEVICE_NODE_MASK_EXT* = 0x959A.GLenum GL_PROTECTED_MEMORY_OBJECT_EXT* = 0x959B.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV* = 0x959C.GLenum GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV* = 0x959D.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV* = 0x959E.GLenum GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV* = 0x959F.GLenum GL_REFERENCED_BY_MESH_SHADER_NV* = 0x95A0.GLenum GL_REFERENCED_BY_TASK_SHADER_NV* = 0x95A1.GLenum GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV* = 0x95A2.GLenum GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV* = 0x95A3.GLenum GL_ATTACHED_MEMORY_OBJECT_NV* = 0x95A4.GLenum GL_ATTACHED_MEMORY_OFFSET_NV* = 0x95A5.GLenum GL_MEMORY_ATTACHABLE_ALIGNMENT_NV* = 0x95A6.GLenum GL_MEMORY_ATTACHABLE_SIZE_NV* = 0x95A7.GLenum GL_MEMORY_ATTACHABLE_NV* = 0x95A8.GLenum GL_DETACHED_MEMORY_INCARNATION_NV* = 0x95A9.GLenum GL_DETACHED_TEXTURES_NV* = 0x95AA.GLenum GL_DETACHED_BUFFERS_NV* = 0x95AB.GLenum GL_MAX_DETACHED_TEXTURES_NV* = 0x95AC.GLenum GL_MAX_DETACHED_BUFFERS_NV* = 0x95AD.GLenum GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV* = 0x95AE.GLenum GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV* = 0x95AF.GLenum GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV* = 0x95B0.GLenum GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV* = 0x95B1.GLenum GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV* = 0x95B2.GLenum GL_SEMAPHORE_TYPE_NV* = 0x95B3.GLenum GL_SEMAPHORE_TYPE_BINARY_NV* = 0x95B4.GLenum GL_SEMAPHORE_TYPE_TIMELINE_NV* = 0x95B5.GLenum GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV* = 0x95B6.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR* = 0x9630.GLenum GL_MAX_VIEWS_OVR* = 0x9631.GLenum GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR* = 0x9632.GLenum GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR* = 0x9633.GLenum GL_GS_SHADER_BINARY_MTK* = 0x9640.GLenum GL_GS_PROGRAM_BINARY_MTK* = 0x9641.GLenum GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT* = 0x9650.GLenum GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT* = 0x9651.GLenum GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT* = 0x9652.GLenum GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM* = 0x96A0.GLenum GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM* = 0x96A2.GLenum GL_VALIDATE_SHADER_BINARY_QCOM* = 0x96A3.GLenum GL_SHADING_RATE_QCOM* = 0x96A4.GLenum GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM* = 0x96A5.GLenum GL_SHADING_RATE_1X1_PIXELS_QCOM* = 0x96A6.GLenum GL_SHADING_RATE_1X2_PIXELS_QCOM* = 0x96A7.GLenum GL_SHADING_RATE_2X1_PIXELS_QCOM* = 0x96A8.GLenum GL_SHADING_RATE_2X2_PIXELS_QCOM* = 0x96A9.GLenum GL_SHADING_RATE_1X4_PIXELS_QCOM* = 0x96AA.GLenum GL_SHADING_RATE_4X1_PIXELS_QCOM* = 0x96AB.GLenum GL_SHADING_RATE_4X2_PIXELS_QCOM* = 0x96AC.GLenum GL_SHADING_RATE_2X4_PIXELS_QCOM* = 0x96AD.GLenum GL_SHADING_RATE_4X4_PIXELS_QCOM* = 0x96AE.GLenum GL_RASTER_POSITION_UNCLIPPED_IBM* = 0x19262.GLenum GL_CULL_VERTEX_IBM* = 103050.GLenum GL_ALL_STATIC_DATA_IBM* = 103060.GLenum GL_STATIC_VERTEX_ARRAY_IBM* = 103061.GLenum GL_VERTEX_ARRAY_LIST_IBM* = 103070.GLenum GL_NORMAL_ARRAY_LIST_IBM* = 103071.GLenum GL_COLOR_ARRAY_LIST_IBM* = 103072.GLenum GL_INDEX_ARRAY_LIST_IBM* = 103073.GLenum GL_TEXTURE_COORD_ARRAY_LIST_IBM* = 103074.GLenum GL_EDGE_FLAG_ARRAY_LIST_IBM* = 103075.GLenum GL_FOG_COORDINATE_ARRAY_LIST_IBM* = 103076.GLenum GL_SECONDARY_COLOR_ARRAY_LIST_IBM* = 103077.GLenum GL_VERTEX_ARRAY_LIST_STRIDE_IBM* = 103080.GLenum GL_NORMAL_ARRAY_LIST_STRIDE_IBM* = 103081.GLenum GL_COLOR_ARRAY_LIST_STRIDE_IBM* = 103082.GLenum GL_INDEX_ARRAY_LIST_STRIDE_IBM* = 103083.GLenum GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM* = 103084.GLenum GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM* = 103085.GLenum GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM* = 103086.GLenum GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM* = 103087.GLenum GL_PREFER_DOUBLEBUFFER_HINT_PGI* = 0x1A1F8.GLenum GL_CONSERVE_MEMORY_HINT_PGI* = 0x1A1FD.GLenum GL_RECLAIM_MEMORY_HINT_PGI* = 0x1A1FE.GLenum GL_NATIVE_GRAPHICS_HANDLE_PGI* = 0x1A202.GLenum GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI* = 0x1A203.GLenum GL_NATIVE_GRAPHICS_END_HINT_PGI* = 0x1A204.GLenum GL_ALWAYS_FAST_HINT_PGI* = 0x1A20C.GLenum GL_ALWAYS_SOFT_HINT_PGI* = 0x1A20D.GLenum GL_ALLOW_DRAW_OBJ_HINT_PGI* = 0x1A20E.GLenum GL_ALLOW_DRAW_WIN_HINT_PGI* = 0x1A20F.GLenum GL_ALLOW_DRAW_FRG_HINT_PGI* = 0x1A210.GLenum GL_ALLOW_DRAW_MEM_HINT_PGI* = 0x1A211.GLenum GL_STRICT_DEPTHFUNC_HINT_PGI* = 0x1A216.GLenum GL_STRICT_LIGHTING_HINT_PGI* = 0x1A217.GLenum GL_STRICT_SCISSOR_HINT_PGI* = 0x1A218.GLenum GL_FULL_STIPPLE_HINT_PGI* = 0x1A219.GLenum GL_CLIP_NEAR_HINT_PGI* = 0x1A220.GLenum GL_CLIP_FAR_HINT_PGI* = 0x1A221.GLenum GL_WIDE_LINE_HINT_PGI* = 0x1A222.GLenum GL_BACK_NORMALS_HINT_PGI* = 0x1A223.GLenum GL_VERTEX_DATA_HINT_PGI* = 0x1A22A.GLenum GL_VERTEX_CONSISTENT_HINT_PGI* = 0x1A22B.GLenum GL_MATERIAL_SIDE_HINT_PGI* = 0x1A22C.GLenum GL_MAX_VERTEX_HINT_PGI* = 0x1A22D.GLenum when defined(glStaticProcs) or defined(emscripten): # OpenGL 1_0 static procs proc glCullFace*(mode: GLenum): void {.stdcall, importc.} proc glFrontFace*(mode: GLenum): void {.stdcall, importc.} proc glHint*(target: GLenum, mode: GLenum): void {.stdcall, importc.} proc glLineWidth*(width: GLfloat): void {.stdcall, importc.} proc glPointSize*(size: GLfloat): void {.stdcall, importc.} proc glPolygonMode*(face: GLenum, mode: GLenum): void {.stdcall, importc.} proc glScissor*(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall, importc.} proc glTexParameterf*(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glTexParameterfv*(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glTexParameteri*(target: GLenum, pname: GLenum, param: GLint): void {.stdcall, importc.} proc glTexParameteriv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glTexImage1D*(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glTexImage2D*(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glDrawBuffer*(buf: GLenum): void {.stdcall, importc.} proc glClear*(mask: GLbitfield): void {.stdcall, importc.} proc glClearColor*(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall, importc.} proc glClearStencil*(s: GLint): void {.stdcall, importc.} proc glClearDepth*(depth: GLdouble): void {.stdcall, importc.} proc glStencilMask*(mask: GLuint): void {.stdcall, importc.} proc glColorMask*(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean): void {.stdcall, importc.} proc glDepthMask*(flag: GLboolean): void {.stdcall, importc.} proc glDisable*(cap: GLenum): void {.stdcall, importc.} proc glEnable*(cap: GLenum): void {.stdcall, importc.} proc glFinish*(): void {.stdcall, importc.} proc glFlush*(): void {.stdcall, importc.} proc glBlendFunc*(sfactor: GLenum, dfactor: GLenum): void {.stdcall, importc.} proc glLogicOp*(opcode: GLenum): void {.stdcall, importc.} proc glStencilFunc*(`func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall, importc.} proc glStencilOp*(fail: GLenum, zfail: GLenum, zpass: GLenum): void {.stdcall, importc.} proc glDepthFunc*(`func`: GLenum): void {.stdcall, importc.} proc glPixelStoref*(pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glPixelStorei*(pname: GLenum, param: GLint): void {.stdcall, importc.} proc glReadBuffer*(src: GLenum): void {.stdcall, importc.} proc glReadPixels*(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glGetBooleanv*(pname: GLenum, data: ptr GLboolean): void {.stdcall, importc.} proc glGetDoublev*(pname: GLenum, data: ptr GLdouble): void {.stdcall, importc.} proc glGetError*(): GLenum {.stdcall, importc.} proc glGetFloatv*(pname: GLenum, data: ptr GLfloat): void {.stdcall, importc.} proc glGetIntegerv*(pname: GLenum, data: ptr GLint): void {.stdcall, importc.} proc glGetString*(name: GLenum): ptr GLubyte {.stdcall, importc.} proc glGetTexImage*(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glGetTexParameterfv*(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetTexParameteriv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetTexLevelParameterfv*(target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetTexLevelParameteriv*(target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glIsEnabled*(cap: GLenum): GLboolean {.stdcall, importc.} proc glDepthRange*(n: GLdouble, f: GLdouble): void {.stdcall, importc.} proc glViewport*(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall, importc.} proc glNewList*(list: GLuint, mode: GLenum): void {.stdcall, importc.} proc glEndList*(): void {.stdcall, importc.} proc glCallList*(list: GLuint): void {.stdcall, importc.} proc glCallLists*(n: GLsizei, `type`: GLenum, lists: pointer): void {.stdcall, importc.} proc glDeleteLists*(list: GLuint, range: GLsizei): void {.stdcall, importc.} proc glGenLists*(range: GLsizei): GLuint {.stdcall, importc.} proc glListBase*(base: GLuint): void {.stdcall, importc.} proc glBegin*(mode: GLenum): void {.stdcall, importc.} proc glBitmap*(width: GLsizei, height: GLsizei, xorig: GLfloat, yorig: GLfloat, xmove: GLfloat, ymove: GLfloat, bitmap: ptr GLubyte): void {.stdcall, importc.} proc glColor3b*(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall, importc.} proc glColor3bv*(v: ptr GLbyte): void {.stdcall, importc.} proc glColor3d*(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall, importc.} proc glColor3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glColor3f*(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall, importc.} proc glColor3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glColor3i*(red: GLint, green: GLint, blue: GLint): void {.stdcall, importc.} proc glColor3iv*(v: ptr GLint): void {.stdcall, importc.} proc glColor3s*(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall, importc.} proc glColor3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glColor3ub*(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall, importc.} proc glColor3ubv*(v: ptr GLubyte): void {.stdcall, importc.} proc glColor3ui*(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall, importc.} proc glColor3uiv*(v: ptr GLuint): void {.stdcall, importc.} proc glColor3us*(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall, importc.} proc glColor3usv*(v: ptr GLushort): void {.stdcall, importc.} proc glColor4b*(red: GLbyte, green: GLbyte, blue: GLbyte, alpha: GLbyte): void {.stdcall, importc.} proc glColor4bv*(v: ptr GLbyte): void {.stdcall, importc.} proc glColor4d*(red: GLdouble, green: GLdouble, blue: GLdouble, alpha: GLdouble): void {.stdcall, importc.} proc glColor4dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glColor4f*(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall, importc.} proc glColor4fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glColor4i*(red: GLint, green: GLint, blue: GLint, alpha: GLint): void {.stdcall, importc.} proc glColor4iv*(v: ptr GLint): void {.stdcall, importc.} proc glColor4s*(red: GLshort, green: GLshort, blue: GLshort, alpha: GLshort): void {.stdcall, importc.} proc glColor4sv*(v: ptr GLshort): void {.stdcall, importc.} proc glColor4ub*(red: GLubyte, green: GLubyte, blue: GLubyte, alpha: GLubyte): void {.stdcall, importc.} proc glColor4ubv*(v: ptr GLubyte): void {.stdcall, importc.} proc glColor4ui*(red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint): void {.stdcall, importc.} proc glColor4uiv*(v: ptr GLuint): void {.stdcall, importc.} proc glColor4us*(red: GLushort, green: GLushort, blue: GLushort, alpha: GLushort): void {.stdcall, importc.} proc glColor4usv*(v: ptr GLushort): void {.stdcall, importc.} proc glEdgeFlag*(flag: GLboolean): void {.stdcall, importc.} proc glEdgeFlagv*(flag: ptr GLboolean): void {.stdcall, importc.} proc glEnd*(): void {.stdcall, importc.} proc glIndexd*(c: GLdouble): void {.stdcall, importc.} proc glIndexdv*(c: ptr GLdouble): void {.stdcall, importc.} proc glIndexf*(c: GLfloat): void {.stdcall, importc.} proc glIndexfv*(c: ptr GLfloat): void {.stdcall, importc.} proc glIndexi*(c: GLint): void {.stdcall, importc.} proc glIndexiv*(c: ptr GLint): void {.stdcall, importc.} proc glIndexs*(c: GLshort): void {.stdcall, importc.} proc glIndexsv*(c: ptr GLshort): void {.stdcall, importc.} proc glNormal3b*(nx: GLbyte, ny: GLbyte, nz: GLbyte): void {.stdcall, importc.} proc glNormal3bv*(v: ptr GLbyte): void {.stdcall, importc.} proc glNormal3d*(nx: GLdouble, ny: GLdouble, nz: GLdouble): void {.stdcall, importc.} proc glNormal3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glNormal3f*(nx: GLfloat, ny: GLfloat, nz: GLfloat): void {.stdcall, importc.} proc glNormal3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glNormal3i*(nx: GLint, ny: GLint, nz: GLint): void {.stdcall, importc.} proc glNormal3iv*(v: ptr GLint): void {.stdcall, importc.} proc glNormal3s*(nx: GLshort, ny: GLshort, nz: GLshort): void {.stdcall, importc.} proc glNormal3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glRasterPos2d*(x: GLdouble, y: GLdouble): void {.stdcall, importc.} proc glRasterPos2dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glRasterPos2f*(x: GLfloat, y: GLfloat): void {.stdcall, importc.} proc glRasterPos2fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glRasterPos2i*(x: GLint, y: GLint): void {.stdcall, importc.} proc glRasterPos2iv*(v: ptr GLint): void {.stdcall, importc.} proc glRasterPos2s*(x: GLshort, y: GLshort): void {.stdcall, importc.} proc glRasterPos2sv*(v: ptr GLshort): void {.stdcall, importc.} proc glRasterPos3d*(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glRasterPos3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glRasterPos3f*(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} proc glRasterPos3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glRasterPos3i*(x: GLint, y: GLint, z: GLint): void {.stdcall, importc.} proc glRasterPos3iv*(v: ptr GLint): void {.stdcall, importc.} proc glRasterPos3s*(x: GLshort, y: GLshort, z: GLshort): void {.stdcall, importc.} proc glRasterPos3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glRasterPos4d*(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall, importc.} proc glRasterPos4dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glRasterPos4f*(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall, importc.} proc glRasterPos4fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glRasterPos4i*(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall, importc.} proc glRasterPos4iv*(v: ptr GLint): void {.stdcall, importc.} proc glRasterPos4s*(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall, importc.} proc glRasterPos4sv*(v: ptr GLshort): void {.stdcall, importc.} proc glRectd*(x1: GLdouble, y1: GLdouble, x2: GLdouble, y2: GLdouble): void {.stdcall, importc.} proc glRectdv*(v1: ptr GLdouble, v2: ptr GLdouble): void {.stdcall, importc.} proc glRectf*(x1: GLfloat, y1: GLfloat, x2: GLfloat, y2: GLfloat): void {.stdcall, importc.} proc glRectfv*(v1: ptr GLfloat, v2: ptr GLfloat): void {.stdcall, importc.} proc glRecti*(x1: GLint, y1: GLint, x2: GLint, y2: GLint): void {.stdcall, importc.} proc glRectiv*(v1: ptr GLint, v2: ptr GLint): void {.stdcall, importc.} proc glRects*(x1: GLshort, y1: GLshort, x2: GLshort, y2: GLshort): void {.stdcall, importc.} proc glRectsv*(v1: ptr GLshort, v2: ptr GLshort): void {.stdcall, importc.} proc glTexCoord1d*(s: GLdouble): void {.stdcall, importc.} proc glTexCoord1dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glTexCoord1f*(s: GLfloat): void {.stdcall, importc.} proc glTexCoord1fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glTexCoord1i*(s: GLint): void {.stdcall, importc.} proc glTexCoord1iv*(v: ptr GLint): void {.stdcall, importc.} proc glTexCoord1s*(s: GLshort): void {.stdcall, importc.} proc glTexCoord1sv*(v: ptr GLshort): void {.stdcall, importc.} proc glTexCoord2d*(s: GLdouble, t: GLdouble): void {.stdcall, importc.} proc glTexCoord2dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glTexCoord2f*(s: GLfloat, t: GLfloat): void {.stdcall, importc.} proc glTexCoord2fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glTexCoord2i*(s: GLint, t: GLint): void {.stdcall, importc.} proc glTexCoord2iv*(v: ptr GLint): void {.stdcall, importc.} proc glTexCoord2s*(s: GLshort, t: GLshort): void {.stdcall, importc.} proc glTexCoord2sv*(v: ptr GLshort): void {.stdcall, importc.} proc glTexCoord3d*(s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall, importc.} proc glTexCoord3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glTexCoord3f*(s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall, importc.} proc glTexCoord3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glTexCoord3i*(s: GLint, t: GLint, r: GLint): void {.stdcall, importc.} proc glTexCoord3iv*(v: ptr GLint): void {.stdcall, importc.} proc glTexCoord3s*(s: GLshort, t: GLshort, r: GLshort): void {.stdcall, importc.} proc glTexCoord3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glTexCoord4d*(s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall, importc.} proc glTexCoord4dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glTexCoord4f*(s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall, importc.} proc glTexCoord4fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glTexCoord4i*(s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall, importc.} proc glTexCoord4iv*(v: ptr GLint): void {.stdcall, importc.} proc glTexCoord4s*(s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall, importc.} proc glTexCoord4sv*(v: ptr GLshort): void {.stdcall, importc.} proc glVertex2d*(x: GLdouble, y: GLdouble): void {.stdcall, importc.} proc glVertex2dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glVertex2f*(x: GLfloat, y: GLfloat): void {.stdcall, importc.} proc glVertex2fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glVertex2i*(x: GLint, y: GLint): void {.stdcall, importc.} proc glVertex2iv*(v: ptr GLint): void {.stdcall, importc.} proc glVertex2s*(x: GLshort, y: GLshort): void {.stdcall, importc.} proc glVertex2sv*(v: ptr GLshort): void {.stdcall, importc.} proc glVertex3d*(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glVertex3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glVertex3f*(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} proc glVertex3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glVertex3i*(x: GLint, y: GLint, z: GLint): void {.stdcall, importc.} proc glVertex3iv*(v: ptr GLint): void {.stdcall, importc.} proc glVertex3s*(x: GLshort, y: GLshort, z: GLshort): void {.stdcall, importc.} proc glVertex3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glVertex4d*(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall, importc.} proc glVertex4dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glVertex4f*(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall, importc.} proc glVertex4fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glVertex4i*(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall, importc.} proc glVertex4iv*(v: ptr GLint): void {.stdcall, importc.} proc glVertex4s*(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall, importc.} proc glVertex4sv*(v: ptr GLshort): void {.stdcall, importc.} proc glClipPlane*(plane: GLenum, equation: ptr GLdouble): void {.stdcall, importc.} proc glColorMaterial*(face: GLenum, mode: GLenum): void {.stdcall, importc.} proc glFogf*(pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glFogfv*(pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glFogi*(pname: GLenum, param: GLint): void {.stdcall, importc.} proc glFogiv*(pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glLightf*(light: GLenum, pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glLightfv*(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glLighti*(light: GLenum, pname: GLenum, param: GLint): void {.stdcall, importc.} proc glLightiv*(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glLightModelf*(pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glLightModelfv*(pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glLightModeli*(pname: GLenum, param: GLint): void {.stdcall, importc.} proc glLightModeliv*(pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glLineStipple*(factor: GLint, pattern: GLushort): void {.stdcall, importc.} proc glMaterialf*(face: GLenum, pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glMaterialfv*(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glMateriali*(face: GLenum, pname: GLenum, param: GLint): void {.stdcall, importc.} proc glMaterialiv*(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glPolygonStipple*(mask: ptr GLubyte): void {.stdcall, importc.} proc glShadeModel*(mode: GLenum): void {.stdcall, importc.} proc glTexEnvf*(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glTexEnvfv*(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glTexEnvi*(target: GLenum, pname: GLenum, param: GLint): void {.stdcall, importc.} proc glTexEnviv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glTexGend*(coord: GLenum, pname: GLenum, param: GLdouble): void {.stdcall, importc.} proc glTexGendv*(coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall, importc.} proc glTexGenf*(coord: GLenum, pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glTexGenfv*(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glTexGeni*(coord: GLenum, pname: GLenum, param: GLint): void {.stdcall, importc.} proc glTexGeniv*(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glFeedbackBuffer*(size: GLsizei, `type`: GLenum, buffer: ptr GLfloat): void {.stdcall, importc.} proc glSelectBuffer*(size: GLsizei, buffer: ptr GLuint): void {.stdcall, importc.} proc glRenderMode*(mode: GLenum): GLint {.stdcall, importc.} proc glInitNames*(): void {.stdcall, importc.} proc glLoadName*(name: GLuint): void {.stdcall, importc.} proc glPassThrough*(token: GLfloat): void {.stdcall, importc.} proc glPopName*(): void {.stdcall, importc.} proc glPushName*(name: GLuint): void {.stdcall, importc.} proc glClearAccum*(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall, importc.} proc glClearIndex*(c: GLfloat): void {.stdcall, importc.} proc glIndexMask*(mask: GLuint): void {.stdcall, importc.} proc glAccum*(op: GLenum, value: GLfloat): void {.stdcall, importc.} proc glPopAttrib*(): void {.stdcall, importc.} proc glPushAttrib*(mask: GLbitfield): void {.stdcall, importc.} proc glMap1d*(target: GLenum, u1: GLdouble, u2: GLdouble, stride: GLint, order: GLint, points: ptr GLdouble): void {.stdcall, importc.} proc glMap1f*(target: GLenum, u1: GLfloat, u2: GLfloat, stride: GLint, order: GLint, points: ptr GLfloat): void {.stdcall, importc.} proc glMap2d*(target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, points: ptr GLdouble): void {.stdcall, importc.} proc glMap2f*(target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, points: ptr GLfloat): void {.stdcall, importc.} proc glMapGrid1d*(un: GLint, u1: GLdouble, u2: GLdouble): void {.stdcall, importc.} proc glMapGrid1f*(un: GLint, u1: GLfloat, u2: GLfloat): void {.stdcall, importc.} proc glMapGrid2d*(un: GLint, u1: GLdouble, u2: GLdouble, vn: GLint, v1: GLdouble, v2: GLdouble): void {.stdcall, importc.} proc glMapGrid2f*(un: GLint, u1: GLfloat, u2: GLfloat, vn: GLint, v1: GLfloat, v2: GLfloat): void {.stdcall, importc.} proc glEvalCoord1d*(u: GLdouble): void {.stdcall, importc.} proc glEvalCoord1dv*(u: ptr GLdouble): void {.stdcall, importc.} proc glEvalCoord1f*(u: GLfloat): void {.stdcall, importc.} proc glEvalCoord1fv*(u: ptr GLfloat): void {.stdcall, importc.} proc glEvalCoord2d*(u: GLdouble, v: GLdouble): void {.stdcall, importc.} proc glEvalCoord2dv*(u: ptr GLdouble): void {.stdcall, importc.} proc glEvalCoord2f*(u: GLfloat, v: GLfloat): void {.stdcall, importc.} proc glEvalCoord2fv*(u: ptr GLfloat): void {.stdcall, importc.} proc glEvalMesh1*(mode: GLenum, i1: GLint, i2: GLint): void {.stdcall, importc.} proc glEvalPoint1*(i: GLint): void {.stdcall, importc.} proc glEvalMesh2*(mode: GLenum, i1: GLint, i2: GLint, j1: GLint, j2: GLint): void {.stdcall, importc.} proc glEvalPoint2*(i: GLint, j: GLint): void {.stdcall, importc.} proc glAlphaFunc*(`func`: GLenum, `ref`: GLfloat): void {.stdcall, importc.} proc glPixelZoom*(xfactor: GLfloat, yfactor: GLfloat): void {.stdcall, importc.} proc glPixelTransferf*(pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glPixelTransferi*(pname: GLenum, param: GLint): void {.stdcall, importc.} proc glPixelMapfv*(map: GLenum, mapsize: GLsizei, values: ptr GLfloat): void {.stdcall, importc.} proc glPixelMapuiv*(map: GLenum, mapsize: GLsizei, values: ptr GLuint): void {.stdcall, importc.} proc glPixelMapusv*(map: GLenum, mapsize: GLsizei, values: ptr GLushort): void {.stdcall, importc.} proc glCopyPixels*(x: GLint, y: GLint, width: GLsizei, height: GLsizei, `type`: GLenum): void {.stdcall, importc.} proc glDrawPixels*(width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glGetClipPlane*(plane: GLenum, equation: ptr GLdouble): void {.stdcall, importc.} proc glGetLightfv*(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetLightiv*(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetMapdv*(target: GLenum, query: GLenum, v: ptr GLdouble): void {.stdcall, importc.} proc glGetMapfv*(target: GLenum, query: GLenum, v: ptr GLfloat): void {.stdcall, importc.} proc glGetMapiv*(target: GLenum, query: GLenum, v: ptr GLint): void {.stdcall, importc.} proc glGetMaterialfv*(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetMaterialiv*(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetPixelMapfv*(map: GLenum, values: ptr GLfloat): void {.stdcall, importc.} proc glGetPixelMapuiv*(map: GLenum, values: ptr GLuint): void {.stdcall, importc.} proc glGetPixelMapusv*(map: GLenum, values: ptr GLushort): void {.stdcall, importc.} proc glGetPolygonStipple*(mask: ptr GLubyte): void {.stdcall, importc.} proc glGetTexEnvfv*(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetTexEnviv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetTexGendv*(coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall, importc.} proc glGetTexGenfv*(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetTexGeniv*(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glIsList*(list: GLuint): GLboolean {.stdcall, importc.} proc glFrustum*(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall, importc.} proc glLoadIdentity*(): void {.stdcall, importc.} proc glLoadMatrixf*(m: ptr GLfloat): void {.stdcall, importc.} proc glLoadMatrixd*(m: ptr GLdouble): void {.stdcall, importc.} proc glMatrixMode*(mode: GLenum): void {.stdcall, importc.} proc glMultMatrixf*(m: ptr GLfloat): void {.stdcall, importc.} proc glMultMatrixd*(m: ptr GLdouble): void {.stdcall, importc.} proc glOrtho*(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall, importc.} proc glPopMatrix*(): void {.stdcall, importc.} proc glPushMatrix*(): void {.stdcall, importc.} proc glRotated*(angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glRotatef*(angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} proc glScaled*(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glScalef*(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} proc glTranslated*(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glTranslatef*(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} # OpenGL 1_1 static procs proc glDrawArrays*(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall, importc.} proc glDrawElements*(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall, importc.} proc glGetPointerv*(pname: GLenum, params: ptr pointer): void {.stdcall, importc.} proc glPolygonOffset*(factor: GLfloat, units: GLfloat): void {.stdcall, importc.} proc glCopyTexImage1D*(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall, importc.} proc glCopyTexImage2D*(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall, importc.} proc glCopyTexSubImage1D*(target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall, importc.} proc glCopyTexSubImage2D*(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall, importc.} proc glTexSubImage1D*(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glTexSubImage2D*(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glBindTexture*(target: GLenum, texture: GLuint): void {.stdcall, importc.} proc glDeleteTextures*(n: GLsizei, textures: ptr GLuint): void {.stdcall, importc.} proc glGenTextures*(n: GLsizei, textures: ptr GLuint): void {.stdcall, importc.} proc glIsTexture*(texture: GLuint): GLboolean {.stdcall, importc.} proc glArrayElement*(i: GLint): void {.stdcall, importc.} proc glColorPointer*(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glDisableClientState*(array: GLenum): void {.stdcall, importc.} proc glEdgeFlagPointer*(stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glEnableClientState*(array: GLenum): void {.stdcall, importc.} proc glIndexPointer*(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glInterleavedArrays*(format: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glNormalPointer*(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glTexCoordPointer*(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glVertexPointer*(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glAreTexturesResident*(n: GLsizei, textures: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall, importc.} proc glPrioritizeTextures*(n: GLsizei, textures: ptr GLuint, priorities: ptr GLfloat): void {.stdcall, importc.} proc glIndexub*(c: GLubyte): void {.stdcall, importc.} proc glIndexubv*(c: ptr GLubyte): void {.stdcall, importc.} proc glPopClientAttrib*(): void {.stdcall, importc.} proc glPushClientAttrib*(mask: GLbitfield): void {.stdcall, importc.} # OpenGL 1_2 static procs proc glDrawRangeElements*(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall, importc.} proc glTexImage3D*(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glTexSubImage3D*(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall, importc.} proc glCopyTexSubImage3D*(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall, importc.} # OpenGL 1_3 static procs proc glActiveTexture*(texture: GLenum): void {.stdcall, importc.} proc glSampleCoverage*(value: GLfloat, invert: GLboolean): void {.stdcall, importc.} proc glCompressedTexImage3D*(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall, importc.} proc glCompressedTexImage2D*(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall, importc.} proc glCompressedTexImage1D*(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall, importc.} proc glCompressedTexSubImage3D*(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall, importc.} proc glCompressedTexSubImage2D*(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall, importc.} proc glCompressedTexSubImage1D*(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall, importc.} proc glGetCompressedTexImage*(target: GLenum, level: GLint, img: pointer): void {.stdcall, importc.} proc glClientActiveTexture*(texture: GLenum): void {.stdcall, importc.} proc glMultiTexCoord1d*(target: GLenum, s: GLdouble): void {.stdcall, importc.} proc glMultiTexCoord1dv*(target: GLenum, v: ptr GLdouble): void {.stdcall, importc.} proc glMultiTexCoord1f*(target: GLenum, s: GLfloat): void {.stdcall, importc.} proc glMultiTexCoord1fv*(target: GLenum, v: ptr GLfloat): void {.stdcall, importc.} proc glMultiTexCoord1i*(target: GLenum, s: GLint): void {.stdcall, importc.} proc glMultiTexCoord1iv*(target: GLenum, v: ptr GLint): void {.stdcall, importc.} proc glMultiTexCoord1s*(target: GLenum, s: GLshort): void {.stdcall, importc.} proc glMultiTexCoord1sv*(target: GLenum, v: ptr GLshort): void {.stdcall, importc.} proc glMultiTexCoord2d*(target: GLenum, s: GLdouble, t: GLdouble): void {.stdcall, importc.} proc glMultiTexCoord2dv*(target: GLenum, v: ptr GLdouble): void {.stdcall, importc.} proc glMultiTexCoord2f*(target: GLenum, s: GLfloat, t: GLfloat): void {.stdcall, importc.} proc glMultiTexCoord2fv*(target: GLenum, v: ptr GLfloat): void {.stdcall, importc.} proc glMultiTexCoord2i*(target: GLenum, s: GLint, t: GLint): void {.stdcall, importc.} proc glMultiTexCoord2iv*(target: GLenum, v: ptr GLint): void {.stdcall, importc.} proc glMultiTexCoord2s*(target: GLenum, s: GLshort, t: GLshort): void {.stdcall, importc.} proc glMultiTexCoord2sv*(target: GLenum, v: ptr GLshort): void {.stdcall, importc.} proc glMultiTexCoord3d*(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall, importc.} proc glMultiTexCoord3dv*(target: GLenum, v: ptr GLdouble): void {.stdcall, importc.} proc glMultiTexCoord3f*(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall, importc.} proc glMultiTexCoord3fv*(target: GLenum, v: ptr GLfloat): void {.stdcall, importc.} proc glMultiTexCoord3i*(target: GLenum, s: GLint, t: GLint, r: GLint): void {.stdcall, importc.} proc glMultiTexCoord3iv*(target: GLenum, v: ptr GLint): void {.stdcall, importc.} proc glMultiTexCoord3s*(target: GLenum, s: GLshort, t: GLshort, r: GLshort): void {.stdcall, importc.} proc glMultiTexCoord3sv*(target: GLenum, v: ptr GLshort): void {.stdcall, importc.} proc glMultiTexCoord4d*(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall, importc.} proc glMultiTexCoord4dv*(target: GLenum, v: ptr GLdouble): void {.stdcall, importc.} proc glMultiTexCoord4f*(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall, importc.} proc glMultiTexCoord4fv*(target: GLenum, v: ptr GLfloat): void {.stdcall, importc.} proc glMultiTexCoord4i*(target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall, importc.} proc glMultiTexCoord4iv*(target: GLenum, v: ptr GLint): void {.stdcall, importc.} proc glMultiTexCoord4s*(target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall, importc.} proc glMultiTexCoord4sv*(target: GLenum, v: ptr GLshort): void {.stdcall, importc.} proc glLoadTransposeMatrixf*(m: ptr GLfloat): void {.stdcall, importc.} proc glLoadTransposeMatrixd*(m: ptr GLdouble): void {.stdcall, importc.} proc glMultTransposeMatrixf*(m: ptr GLfloat): void {.stdcall, importc.} proc glMultTransposeMatrixd*(m: ptr GLdouble): void {.stdcall, importc.} # OpenGL 1_4 static procs proc glBlendFuncSeparate*(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall, importc.} proc glMultiDrawArrays*(mode: GLenum, first: ptr GLint, count: ptr GLsizei, drawcount: GLsizei): void {.stdcall, importc.} proc glMultiDrawElements*(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei): void {.stdcall, importc.} proc glPointParameterf*(pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glPointParameterfv*(pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glPointParameteri*(pname: GLenum, param: GLint): void {.stdcall, importc.} proc glPointParameteriv*(pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glFogCoordf*(coord: GLfloat): void {.stdcall, importc.} proc glFogCoordfv*(coord: ptr GLfloat): void {.stdcall, importc.} proc glFogCoordd*(coord: GLdouble): void {.stdcall, importc.} proc glFogCoorddv*(coord: ptr GLdouble): void {.stdcall, importc.} proc glFogCoordPointer*(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glSecondaryColor3b*(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall, importc.} proc glSecondaryColor3bv*(v: ptr GLbyte): void {.stdcall, importc.} proc glSecondaryColor3d*(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall, importc.} proc glSecondaryColor3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glSecondaryColor3f*(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall, importc.} proc glSecondaryColor3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glSecondaryColor3i*(red: GLint, green: GLint, blue: GLint): void {.stdcall, importc.} proc glSecondaryColor3iv*(v: ptr GLint): void {.stdcall, importc.} proc glSecondaryColor3s*(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall, importc.} proc glSecondaryColor3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glSecondaryColor3ub*(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall, importc.} proc glSecondaryColor3ubv*(v: ptr GLubyte): void {.stdcall, importc.} proc glSecondaryColor3ui*(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall, importc.} proc glSecondaryColor3uiv*(v: ptr GLuint): void {.stdcall, importc.} proc glSecondaryColor3us*(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall, importc.} proc glSecondaryColor3usv*(v: ptr GLushort): void {.stdcall, importc.} proc glSecondaryColorPointer*(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glWindowPos2d*(x: GLdouble, y: GLdouble): void {.stdcall, importc.} proc glWindowPos2dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glWindowPos2f*(x: GLfloat, y: GLfloat): void {.stdcall, importc.} proc glWindowPos2fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glWindowPos2i*(x: GLint, y: GLint): void {.stdcall, importc.} proc glWindowPos2iv*(v: ptr GLint): void {.stdcall, importc.} proc glWindowPos2s*(x: GLshort, y: GLshort): void {.stdcall, importc.} proc glWindowPos2sv*(v: ptr GLshort): void {.stdcall, importc.} proc glWindowPos3d*(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glWindowPos3dv*(v: ptr GLdouble): void {.stdcall, importc.} proc glWindowPos3f*(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} proc glWindowPos3fv*(v: ptr GLfloat): void {.stdcall, importc.} proc glWindowPos3i*(x: GLint, y: GLint, z: GLint): void {.stdcall, importc.} proc glWindowPos3iv*(v: ptr GLint): void {.stdcall, importc.} proc glWindowPos3s*(x: GLshort, y: GLshort, z: GLshort): void {.stdcall, importc.} proc glWindowPos3sv*(v: ptr GLshort): void {.stdcall, importc.} proc glBlendColor*(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall, importc.} proc glBlendEquation*(mode: GLenum): void {.stdcall, importc.} # OpenGL 1_5 static procs proc glGenQueries*(n: GLsizei, ids: ptr GLuint): void {.stdcall, importc.} proc glDeleteQueries*(n: GLsizei, ids: ptr GLuint): void {.stdcall, importc.} proc glIsQuery*(id: GLuint): GLboolean {.stdcall, importc.} proc glBeginQuery*(target: GLenum, id: GLuint): void {.stdcall, importc.} proc glEndQuery*(target: GLenum): void {.stdcall, importc.} proc glGetQueryiv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetQueryObjectiv*(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetQueryObjectuiv*(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall, importc.} proc glBindBuffer*(target: GLenum, buffer: GLuint): void {.stdcall, importc.} proc glDeleteBuffers*(n: GLsizei, buffers: ptr GLuint): void {.stdcall, importc.} proc glGenBuffers*(n: GLsizei, buffers: ptr GLuint): void {.stdcall, importc.} proc glIsBuffer*(buffer: GLuint): GLboolean {.stdcall, importc.} proc glBufferData*(target: GLenum, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall, importc.} proc glBufferSubData*(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall, importc.} proc glGetBufferSubData*(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall, importc.} proc glMapBuffer*(target: GLenum, access: GLenum): pointer {.stdcall, importc.} proc glUnmapBuffer*(target: GLenum): GLboolean {.stdcall, importc.} proc glGetBufferParameteriv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetBufferPointerv*(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall, importc.} # OpenGL 2_0 static procs proc glBlendEquationSeparate*(modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall, importc.} proc glDrawBuffers*(n: GLsizei, bufs: ptr GLenum): void {.stdcall, importc.} proc glStencilOpSeparate*(face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum): void {.stdcall, importc.} proc glStencilFuncSeparate*(face: GLenum, `func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall, importc.} proc glStencilMaskSeparate*(face: GLenum, mask: GLuint): void {.stdcall, importc.} proc glAttachShader*(program: GLuint, shader: GLuint): void {.stdcall, importc.} proc glBindAttribLocation*(program: GLuint, index: GLuint, name: cstring): void {.stdcall, importc.} proc glCompileShader*(shader: GLuint): void {.stdcall, importc.} proc glCreateProgram*(): GLuint {.stdcall, importc.} proc glCreateShader*(`type`: GLenum): GLuint {.stdcall, importc.} proc glDeleteProgram*(program: GLuint): void {.stdcall, importc.} proc glDeleteShader*(shader: GLuint): void {.stdcall, importc.} proc glDetachShader*(program: GLuint, shader: GLuint): void {.stdcall, importc.} proc glDisableVertexAttribArray*(index: GLuint): void {.stdcall, importc.} proc glEnableVertexAttribArray*(index: GLuint): void {.stdcall, importc.} proc glGetActiveAttrib*(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: cstring): void {.stdcall, importc.} proc glGetActiveUniform*(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: cstring): void {.stdcall, importc.} proc glGetAttachedShaders*(program: GLuint, maxCount: GLsizei, count: ptr GLsizei, shaders: ptr GLuint): void {.stdcall, importc.} proc glGetAttribLocation*(program: GLuint, name: cstring): GLint {.stdcall, importc.} proc glGetProgramiv*(program: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetProgramInfoLog*(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall, importc.} proc glGetShaderiv*(shader: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetShaderInfoLog*(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall, importc.} proc glGetShaderSource*(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, source: cstring): void {.stdcall, importc.} proc glGetUniformLocation*(program: GLuint, name: cstring): GLint {.stdcall, importc.} proc glGetUniformfv*(program: GLuint, location: GLint, params: ptr GLfloat): void {.stdcall, importc.} proc glGetUniformiv*(program: GLuint, location: GLint, params: ptr GLint): void {.stdcall, importc.} proc glGetVertexAttribdv*(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall, importc.} proc glGetVertexAttribfv*(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetVertexAttribiv*(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetVertexAttribPointerv*(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall, importc.} proc glIsProgram*(program: GLuint): GLboolean {.stdcall, importc.} proc glIsShader*(shader: GLuint): GLboolean {.stdcall, importc.} proc glLinkProgram*(program: GLuint): void {.stdcall, importc.} proc glShaderSource*(shader: GLuint, count: GLsizei, string: ptr cstring, length: ptr GLint): void {.stdcall, importc.} proc glUseProgram*(program: GLuint): void {.stdcall, importc.} proc glUniform1f*(location: GLint, v0: GLfloat): void {.stdcall, importc.} proc glUniform2f*(location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall, importc.} proc glUniform3f*(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall, importc.} proc glUniform4f*(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall, importc.} proc glUniform1i*(location: GLint, v0: GLint): void {.stdcall, importc.} proc glUniform2i*(location: GLint, v0: GLint, v1: GLint): void {.stdcall, importc.} proc glUniform3i*(location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall, importc.} proc glUniform4i*(location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall, importc.} proc glUniform1fv*(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall, importc.} proc glUniform2fv*(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall, importc.} proc glUniform3fv*(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall, importc.} proc glUniform4fv*(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall, importc.} proc glUniform1iv*(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall, importc.} proc glUniform2iv*(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall, importc.} proc glUniform3iv*(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall, importc.} proc glUniform4iv*(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall, importc.} proc glUniformMatrix2fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix3fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix4fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glValidateProgram*(program: GLuint): void {.stdcall, importc.} proc glVertexAttrib1d*(index: GLuint, x: GLdouble): void {.stdcall, importc.} proc glVertexAttrib1dv*(index: GLuint, v: ptr GLdouble): void {.stdcall, importc.} proc glVertexAttrib1f*(index: GLuint, x: GLfloat): void {.stdcall, importc.} proc glVertexAttrib1fv*(index: GLuint, v: ptr GLfloat): void {.stdcall, importc.} proc glVertexAttrib1s*(index: GLuint, x: GLshort): void {.stdcall, importc.} proc glVertexAttrib1sv*(index: GLuint, v: ptr GLshort): void {.stdcall, importc.} proc glVertexAttrib2d*(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall, importc.} proc glVertexAttrib2dv*(index: GLuint, v: ptr GLdouble): void {.stdcall, importc.} proc glVertexAttrib2f*(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall, importc.} proc glVertexAttrib2fv*(index: GLuint, v: ptr GLfloat): void {.stdcall, importc.} proc glVertexAttrib2s*(index: GLuint, x: GLshort, y: GLshort): void {.stdcall, importc.} proc glVertexAttrib2sv*(index: GLuint, v: ptr GLshort): void {.stdcall, importc.} proc glVertexAttrib3d*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall, importc.} proc glVertexAttrib3dv*(index: GLuint, v: ptr GLdouble): void {.stdcall, importc.} proc glVertexAttrib3f*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall, importc.} proc glVertexAttrib3fv*(index: GLuint, v: ptr GLfloat): void {.stdcall, importc.} proc glVertexAttrib3s*(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall, importc.} proc glVertexAttrib3sv*(index: GLuint, v: ptr GLshort): void {.stdcall, importc.} proc glVertexAttrib4Nbv*(index: GLuint, v: ptr GLbyte): void {.stdcall, importc.} proc glVertexAttrib4Niv*(index: GLuint, v: ptr GLint): void {.stdcall, importc.} proc glVertexAttrib4Nsv*(index: GLuint, v: ptr GLshort): void {.stdcall, importc.} proc glVertexAttrib4Nub*(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall, importc.} proc glVertexAttrib4Nubv*(index: GLuint, v: ptr GLubyte): void {.stdcall, importc.} proc glVertexAttrib4Nuiv*(index: GLuint, v: ptr GLuint): void {.stdcall, importc.} proc glVertexAttrib4Nusv*(index: GLuint, v: ptr GLushort): void {.stdcall, importc.} proc glVertexAttrib4bv*(index: GLuint, v: ptr GLbyte): void {.stdcall, importc.} proc glVertexAttrib4d*(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall, importc.} proc glVertexAttrib4dv*(index: GLuint, v: ptr GLdouble): void {.stdcall, importc.} proc glVertexAttrib4f*(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall, importc.} proc glVertexAttrib4fv*(index: GLuint, v: ptr GLfloat): void {.stdcall, importc.} proc glVertexAttrib4iv*(index: GLuint, v: ptr GLint): void {.stdcall, importc.} proc glVertexAttrib4s*(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall, importc.} proc glVertexAttrib4sv*(index: GLuint, v: ptr GLshort): void {.stdcall, importc.} proc glVertexAttrib4ubv*(index: GLuint, v: ptr GLubyte): void {.stdcall, importc.} proc glVertexAttrib4uiv*(index: GLuint, v: ptr GLuint): void {.stdcall, importc.} proc glVertexAttrib4usv*(index: GLuint, v: ptr GLushort): void {.stdcall, importc.} proc glVertexAttribPointer*(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} # OpenGL 2_1 static procs proc glUniformMatrix2x3fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix3x2fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix2x4fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix4x2fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix3x4fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} proc glUniformMatrix4x3fv*(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall, importc.} # OpenGL 3_0 static procs proc glColorMaski*(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall, importc.} proc glGetBooleani_v*(target: GLenum, index: GLuint, data: ptr GLboolean): void {.stdcall, importc.} proc glGetIntegeri_v*(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall, importc.} proc glEnablei*(target: GLenum, index: GLuint): void {.stdcall, importc.} proc glDisablei*(target: GLenum, index: GLuint): void {.stdcall, importc.} proc glIsEnabledi*(target: GLenum, index: GLuint): GLboolean {.stdcall, importc.} proc glBeginTransformFeedback*(primitiveMode: GLenum): void {.stdcall, importc.} proc glEndTransformFeedback*(): void {.stdcall, importc.} proc glBindBufferRange*(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall, importc.} proc glBindBufferBase*(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall, importc.} proc glTransformFeedbackVaryings*(program: GLuint, count: GLsizei, varyings: ptr cstring, bufferMode: GLenum): void {.stdcall, importc.} proc glGetTransformFeedbackVarying*(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall, importc.} proc glClampColor*(target: GLenum, clamp: GLenum): void {.stdcall, importc.} proc glBeginConditionalRender*(id: GLuint, mode: GLenum): void {.stdcall, importc.} proc glEndConditionalRender*(): void {.stdcall, importc.} proc glVertexAttribIPointer*(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall, importc.} proc glGetVertexAttribIiv*(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetVertexAttribIuiv*(index: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribI1i*(index: GLuint, x: GLint): void {.stdcall, importc.} proc glVertexAttribI2i*(index: GLuint, x: GLint, y: GLint): void {.stdcall, importc.} proc glVertexAttribI3i*(index: GLuint, x: GLint, y: GLint, z: GLint): void {.stdcall, importc.} proc glVertexAttribI4i*(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall, importc.} proc glVertexAttribI1ui*(index: GLuint, x: GLuint): void {.stdcall, importc.} proc glVertexAttribI2ui*(index: GLuint, x: GLuint, y: GLuint): void {.stdcall, importc.} proc glVertexAttribI3ui*(index: GLuint, x: GLuint, y: GLuint, z: GLuint): void {.stdcall, importc.} proc glVertexAttribI4ui*(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall, importc.} proc glVertexAttribI1iv*(index: GLuint, v: ptr GLint): void {.stdcall, importc.} proc glVertexAttribI2iv*(index: GLuint, v: ptr GLint): void {.stdcall, importc.} proc glVertexAttribI3iv*(index: GLuint, v: ptr GLint): void {.stdcall, importc.} proc glVertexAttribI4iv*(index: GLuint, v: ptr GLint): void {.stdcall, importc.} proc glVertexAttribI1uiv*(index: GLuint, v: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribI2uiv*(index: GLuint, v: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribI3uiv*(index: GLuint, v: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribI4uiv*(index: GLuint, v: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribI4bv*(index: GLuint, v: ptr GLbyte): void {.stdcall, importc.} proc glVertexAttribI4sv*(index: GLuint, v: ptr GLshort): void {.stdcall, importc.} proc glVertexAttribI4ubv*(index: GLuint, v: ptr GLubyte): void {.stdcall, importc.} proc glVertexAttribI4usv*(index: GLuint, v: ptr GLushort): void {.stdcall, importc.} proc glGetUniformuiv*(program: GLuint, location: GLint, params: ptr GLuint): void {.stdcall, importc.} proc glBindFragDataLocation*(program: GLuint, color: GLuint, name: cstring): void {.stdcall, importc.} proc glGetFragDataLocation*(program: GLuint, name: cstring): GLint {.stdcall, importc.} proc glUniform1ui*(location: GLint, v0: GLuint): void {.stdcall, importc.} proc glUniform2ui*(location: GLint, v0: GLuint, v1: GLuint): void {.stdcall, importc.} proc glUniform3ui*(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall, importc.} proc glUniform4ui*(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall, importc.} proc glUniform1uiv*(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall, importc.} proc glUniform2uiv*(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall, importc.} proc glUniform3uiv*(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall, importc.} proc glUniform4uiv*(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall, importc.} proc glTexParameterIiv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glTexParameterIuiv*(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall, importc.} proc glGetTexParameterIiv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetTexParameterIuiv*(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall, importc.} proc glClearBufferiv*(buffer: GLenum, drawbuffer: GLint, value: ptr GLint): void {.stdcall, importc.} proc glClearBufferuiv*(buffer: GLenum, drawbuffer: GLint, value: ptr GLuint): void {.stdcall, importc.} proc glClearBufferfv*(buffer: GLenum, drawbuffer: GLint, value: ptr GLfloat): void {.stdcall, importc.} proc glClearBufferfi*(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void {.stdcall, importc.} proc glGetStringi*(name: GLenum, index: GLuint): ptr GLubyte {.stdcall, importc.} proc glIsRenderbuffer*(renderbuffer: GLuint): GLboolean {.stdcall, importc.} proc glBindRenderbuffer*(target: GLenum, renderbuffer: GLuint): void {.stdcall, importc.} proc glDeleteRenderbuffers*(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall, importc.} proc glGenRenderbuffers*(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall, importc.} proc glRenderbufferStorage*(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall, importc.} proc glGetRenderbufferParameteriv*(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glIsFramebuffer*(framebuffer: GLuint): GLboolean {.stdcall, importc.} proc glBindFramebuffer*(target: GLenum, framebuffer: GLuint): void {.stdcall, importc.} proc glDeleteFramebuffers*(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall, importc.} proc glGenFramebuffers*(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall, importc.} proc glCheckFramebufferStatus*(target: GLenum): GLenum {.stdcall, importc.} proc glFramebufferTexture1D*(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall, importc.} proc glFramebufferTexture2D*(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall, importc.} proc glFramebufferTexture3D*(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall, importc.} proc glFramebufferRenderbuffer*(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall, importc.} proc glGetFramebufferAttachmentParameteriv*(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGenerateMipmap*(target: GLenum): void {.stdcall, importc.} proc glBlitFramebuffer*(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall, importc.} proc glRenderbufferStorageMultisample*(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall, importc.} proc glFramebufferTextureLayer*(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall, importc.} proc glMapBufferRange*(target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall, importc.} proc glFlushMappedBufferRange*(target: GLenum, offset: GLintptr, length: GLsizeiptr): void {.stdcall, importc.} proc glBindVertexArray*(array: GLuint): void {.stdcall, importc.} proc glDeleteVertexArrays*(n: GLsizei, arrays: ptr GLuint): void {.stdcall, importc.} proc glGenVertexArrays*(n: GLsizei, arrays: ptr GLuint): void {.stdcall, importc.} proc glIsVertexArray*(array: GLuint): GLboolean {.stdcall, importc.} # OpenGL 3_1 static procs proc glDrawArraysInstanced*(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei): void {.stdcall, importc.} proc glDrawElementsInstanced*(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei): void {.stdcall, importc.} proc glTexBuffer*(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall, importc.} proc glPrimitiveRestartIndex*(index: GLuint): void {.stdcall, importc.} proc glCopyBufferSubData*(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall, importc.} proc glGetUniformIndices*(program: GLuint, uniformCount: GLsizei, uniformNames: ptr cstring, uniformIndices: ptr GLuint): void {.stdcall, importc.} proc glGetActiveUniformsiv*(program: GLuint, uniformCount: GLsizei, uniformIndices: ptr GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetActiveUniformName*(program: GLuint, uniformIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformName: cstring): void {.stdcall, importc.} proc glGetUniformBlockIndex*(program: GLuint, uniformBlockName: cstring): GLuint {.stdcall, importc.} proc glGetActiveUniformBlockiv*(program: GLuint, uniformBlockIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetActiveUniformBlockName*(program: GLuint, uniformBlockIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformBlockName: cstring): void {.stdcall, importc.} proc glUniformBlockBinding*(program: GLuint, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint): void {.stdcall, importc.} # OpenGL 3_2 static procs proc glDrawElementsBaseVertex*(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall, importc.} proc glDrawRangeElementsBaseVertex*(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall, importc.} proc glDrawElementsInstancedBaseVertex*(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint): void {.stdcall, importc.} proc glMultiDrawElementsBaseVertex*(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei, basevertex: ptr GLint): void {.stdcall, importc.} proc glProvokingVertex*(mode: GLenum): void {.stdcall, importc.} proc glFenceSync*(condition: GLenum, flags: GLbitfield): GLsync {.stdcall, importc.} proc glIsSync*(sync: GLsync): GLboolean {.stdcall, importc.} proc glDeleteSync*(sync: GLsync): void {.stdcall, importc.} proc glClientWaitSync*(sync: GLsync, flags: GLbitfield, timeout: GLuint64): GLenum {.stdcall, importc.} proc glWaitSync*(sync: GLsync, flags: GLbitfield, timeout: GLuint64): void {.stdcall, importc.} proc glGetInteger64v*(pname: GLenum, data: ptr GLint64): void {.stdcall, importc.} proc glGetSynciv*(sync: GLsync, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall, importc.} proc glGetInteger64i_v*(target: GLenum, index: GLuint, data: ptr GLint64): void {.stdcall, importc.} proc glGetBufferParameteri64v*(target: GLenum, pname: GLenum, params: ptr GLint64): void {.stdcall, importc.} proc glFramebufferTexture*(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall, importc.} proc glTexImage2DMultisample*(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall, importc.} proc glTexImage3DMultisample*(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall, importc.} proc glGetMultisamplefv*(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall, importc.} proc glSampleMaski*(maskNumber: GLuint, mask: GLbitfield): void {.stdcall, importc.} # OpenGL 3_3 static procs proc glBindFragDataLocationIndexed*(program: GLuint, colorNumber: GLuint, index: GLuint, name: cstring): void {.stdcall, importc.} proc glGetFragDataIndex*(program: GLuint, name: cstring): GLint {.stdcall, importc.} proc glGenSamplers*(count: GLsizei, samplers: ptr GLuint): void {.stdcall, importc.} proc glDeleteSamplers*(count: GLsizei, samplers: ptr GLuint): void {.stdcall, importc.} proc glIsSampler*(sampler: GLuint): GLboolean {.stdcall, importc.} proc glBindSampler*(unit: GLuint, sampler: GLuint): void {.stdcall, importc.} proc glSamplerParameteri*(sampler: GLuint, pname: GLenum, param: GLint): void {.stdcall, importc.} proc glSamplerParameteriv*(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall, importc.} proc glSamplerParameterf*(sampler: GLuint, pname: GLenum, param: GLfloat): void {.stdcall, importc.} proc glSamplerParameterfv*(sampler: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall, importc.} proc glSamplerParameterIiv*(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall, importc.} proc glSamplerParameterIuiv*(sampler: GLuint, pname: GLenum, param: ptr GLuint): void {.stdcall, importc.} proc glGetSamplerParameteriv*(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetSamplerParameterIiv*(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall, importc.} proc glGetSamplerParameterfv*(sampler: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall, importc.} proc glGetSamplerParameterIuiv*(sampler: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall, importc.} proc glQueryCounter*(id: GLuint, target: GLenum): void {.stdcall, importc.} proc glGetQueryObjecti64v*(id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall, importc.} proc glGetQueryObjectui64v*(id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall, importc.} proc glVertexAttribDivisor*(index: GLuint, divisor: GLuint): void {.stdcall, importc.} proc glVertexAttribP1ui*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall, importc.} proc glVertexAttribP1uiv*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribP2ui*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall, importc.} proc glVertexAttribP2uiv*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribP3ui*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall, importc.} proc glVertexAttribP3uiv*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall, importc.} proc glVertexAttribP4ui*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall, importc.} proc glVertexAttribP4uiv*(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall, importc.} proc glInit*(): bool = true else: # Dynamic procs var glAccum*: proc(op: GLenum, value: GLfloat): void {.stdcall.} glAccumxOES*: proc(op: GLenum, value: GLfixed): void {.stdcall.} glActiveProgramEXT*: proc(program: GLuint): void {.stdcall.} glActiveShaderProgram*: proc(pipeline: GLuint, program: GLuint): void {.stdcall.} glActiveShaderProgramEXT*: proc(pipeline: GLuint, program: GLuint): void {.stdcall.} glActiveStencilFaceEXT*: proc(face: GLenum): void {.stdcall.} glActiveTexture*: proc(texture: GLenum): void {.stdcall.} glActiveTextureARB*: proc(texture: GLenum): void {.stdcall.} glActiveVaryingNV*: proc(program: GLuint, name: cstring): void {.stdcall.} glAlphaFragmentOp1ATI*: proc(op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint): void {.stdcall.} glAlphaFragmentOp2ATI*: proc(op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint): void {.stdcall.} glAlphaFragmentOp3ATI*: proc(op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint): void {.stdcall.} glAlphaFunc*: proc(`func`: GLenum, `ref`: GLfloat): void {.stdcall.} glAlphaFuncQCOM*: proc(`func`: GLenum, `ref`: GLclampf): void {.stdcall.} glAlphaFuncx*: proc(`func`: GLenum, `ref`: GLfixed): void {.stdcall.} glAlphaFuncxOES*: proc(`func`: GLenum, `ref`: GLfixed): void {.stdcall.} glAlphaToCoverageDitherControlNV*: proc(mode: GLenum): void {.stdcall.} glApplyFramebufferAttachmentCMAAINTEL*: proc(): void {.stdcall.} glApplyTextureEXT*: proc(mode: GLenum): void {.stdcall.} glAcquireKeyedMutexWin32EXT*: proc(memory: GLuint, key: GLuint64, timeout: GLuint): GLboolean {.stdcall.} glAreProgramsResidentNV*: proc(n: GLsizei, programs: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall.} glAreTexturesResident*: proc(n: GLsizei, textures: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall.} glAreTexturesResidentEXT*: proc(n: GLsizei, textures: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall.} glArrayElement*: proc(i: GLint): void {.stdcall.} glArrayElementEXT*: proc(i: GLint): void {.stdcall.} glArrayObjectATI*: proc(array: GLenum, size: GLint, `type`: GLenum, stride: GLsizei, buffer: GLuint, offset: GLuint): void {.stdcall.} glAsyncCopyBufferSubDataNVX*: proc(waitSemaphoreCount: GLsizei, waitSemaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64, readGpu: GLuint, writeGpuMask: GLbitfield, readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr, signalSemaphoreCount: GLsizei, signalSemaphoreArray: ptr GLuint, signalValueArray: ptr GLuint64): GLuint {.stdcall.} glAsyncCopyImageSubDataNVX*: proc(waitSemaphoreCount: GLsizei, waitSemaphoreArray: ptr GLuint, waitValueArray: ptr GLuint64, srcGpu: GLuint, dstGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei, signalSemaphoreCount: GLsizei, signalSemaphoreArray: ptr GLuint, signalValueArray: ptr GLuint64): GLuint {.stdcall.} glAsyncMarkerSGIX*: proc(marker: GLuint): void {.stdcall.} glAttachObjectARB*: proc(containerObj: GLhandleARB, obj: GLhandleARB): void {.stdcall.} glAttachShader*: proc(program: GLuint, shader: GLuint): void {.stdcall.} glBegin*: proc(mode: GLenum): void {.stdcall.} glBeginConditionalRender*: proc(id: GLuint, mode: GLenum): void {.stdcall.} glBeginConditionalRenderNV*: proc(id: GLuint, mode: GLenum): void {.stdcall.} glBeginConditionalRenderNVX*: proc(id: GLuint): void {.stdcall.} glBeginFragmentShaderATI*: proc(): void {.stdcall.} glBeginOcclusionQueryNV*: proc(id: GLuint): void {.stdcall.} glBeginPerfMonitorAMD*: proc(monitor: GLuint): void {.stdcall.} glBeginPerfQueryINTEL*: proc(queryHandle: GLuint): void {.stdcall.} glBeginQuery*: proc(target: GLenum, id: GLuint): void {.stdcall.} glBeginQueryARB*: proc(target: GLenum, id: GLuint): void {.stdcall.} glBeginQueryEXT*: proc(target: GLenum, id: GLuint): void {.stdcall.} glBeginQueryIndexed*: proc(target: GLenum, index: GLuint, id: GLuint): void {.stdcall.} glBeginTransformFeedback*: proc(primitiveMode: GLenum): void {.stdcall.} glBeginTransformFeedbackEXT*: proc(primitiveMode: GLenum): void {.stdcall.} glBeginTransformFeedbackNV*: proc(primitiveMode: GLenum): void {.stdcall.} glBeginVertexShaderEXT*: proc(): void {.stdcall.} glBeginVideoCaptureNV*: proc(video_capture_slot: GLuint): void {.stdcall.} glBindAttribLocation*: proc(program: GLuint, index: GLuint, name: cstring): void {.stdcall.} glBindAttribLocationARB*: proc(programObj: GLhandleARB, index: GLuint, name: ptr GLcharARB): void {.stdcall.} glBindBuffer*: proc(target: GLenum, buffer: GLuint): void {.stdcall.} glBindBufferARB*: proc(target: GLenum, buffer: GLuint): void {.stdcall.} glBindBufferBase*: proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.} glBindBufferBaseEXT*: proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.} glBindBufferBaseNV*: proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.} glBindBufferOffsetEXT*: proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr): void {.stdcall.} glBindBufferOffsetNV*: proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr): void {.stdcall.} glBindBufferRange*: proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glBindBufferRangeEXT*: proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glBindBufferRangeNV*: proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glBindBuffersBase*: proc(target: GLenum, first: GLuint, count: GLsizei, buffers: ptr GLuint): void {.stdcall.} glBindBuffersRange*: proc(target: GLenum, first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, sizes: ptr GLsizeiptr): void {.stdcall.} glBindFragDataLocation*: proc(program: GLuint, color: GLuint, name: cstring): void {.stdcall.} glBindFragDataLocationEXT*: proc(program: GLuint, color: GLuint, name: cstring): void {.stdcall.} glBindFragDataLocationIndexed*: proc(program: GLuint, colorNumber: GLuint, index: GLuint, name: cstring): void {.stdcall.} glBindFragDataLocationIndexedEXT*: proc(program: GLuint, colorNumber: GLuint, index: GLuint, name: cstring): void {.stdcall.} glBindFragmentShaderATI*: proc(id: GLuint): void {.stdcall.} glBindFramebuffer*: proc(target: GLenum, framebuffer: GLuint): void {.stdcall.} glBindFramebufferEXT*: proc(target: GLenum, framebuffer: GLuint): void {.stdcall.} glBindFramebufferOES*: proc(target: GLenum, framebuffer: GLuint): void {.stdcall.} glBindImageTexture*: proc(unit: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLenum): void {.stdcall.} glBindImageTextureEXT*: proc(index: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLint): void {.stdcall.} glBindImageTextures*: proc(first: GLuint, count: GLsizei, textures: ptr GLuint): void {.stdcall.} glBindLightParameterEXT*: proc(light: GLenum, value: GLenum): GLuint {.stdcall.} glBindMaterialParameterEXT*: proc(face: GLenum, value: GLenum): GLuint {.stdcall.} glBindMultiTextureEXT*: proc(texunit: GLenum, target: GLenum, texture: GLuint): void {.stdcall.} glBindParameterEXT*: proc(value: GLenum): GLuint {.stdcall.} glBindProgramARB*: proc(target: GLenum, program: GLuint): void {.stdcall.} glBindProgramNV*: proc(target: GLenum, id: GLuint): void {.stdcall.} glBindProgramPipeline*: proc(pipeline: GLuint): void {.stdcall.} glBindProgramPipelineEXT*: proc(pipeline: GLuint): void {.stdcall.} glBindRenderbuffer*: proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.} glBindRenderbufferEXT*: proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.} glBindRenderbufferOES*: proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.} glBindSampler*: proc(unit: GLuint, sampler: GLuint): void {.stdcall.} glBindSamplers*: proc(first: GLuint, count: GLsizei, samplers: ptr GLuint): void {.stdcall.} glBindShadingRateImageNV*: proc(texture: GLuint): void {.stdcall.} glBindTexGenParameterEXT*: proc(unit: GLenum, coord: GLenum, value: GLenum): GLuint {.stdcall.} glBindTexture*: proc(target: GLenum, texture: GLuint): void {.stdcall.} glBindTextureEXT*: proc(target: GLenum, texture: GLuint): void {.stdcall.} glBindTextureUnit*: proc(unit: GLuint, texture: GLuint): void {.stdcall.} glBindTextureUnitParameterEXT*: proc(unit: GLenum, value: GLenum): GLuint {.stdcall.} glBindTextures*: proc(first: GLuint, count: GLsizei, textures: ptr GLuint): void {.stdcall.} glBindTransformFeedback*: proc(target: GLenum, id: GLuint): void {.stdcall.} glBindTransformFeedbackNV*: proc(target: GLenum, id: GLuint): void {.stdcall.} glBindVertexArray*: proc(array: GLuint): void {.stdcall.} glBindVertexArrayAPPLE*: proc(array: GLuint): void {.stdcall.} glBindVertexArrayOES*: proc(array: GLuint): void {.stdcall.} glBindVertexBuffer*: proc(bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.} glBindVertexBuffers*: proc(first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, strides: ptr GLsizei): void {.stdcall.} glBindVertexShaderEXT*: proc(id: GLuint): void {.stdcall.} glBindVideoCaptureStreamBufferNV*: proc(video_capture_slot: GLuint, stream: GLuint, frame_region: GLenum, offset: GLintptrARB): void {.stdcall.} glBindVideoCaptureStreamTextureNV*: proc(video_capture_slot: GLuint, stream: GLuint, frame_region: GLenum, target: GLenum, texture: GLuint): void {.stdcall.} glBinormal3bEXT*: proc(bx: GLbyte, by: GLbyte, bz: GLbyte): void {.stdcall.} glBinormal3bvEXT*: proc(v: ptr GLbyte): void {.stdcall.} glBinormal3dEXT*: proc(bx: GLdouble, by: GLdouble, bz: GLdouble): void {.stdcall.} glBinormal3dvEXT*: proc(v: ptr GLdouble): void {.stdcall.} glBinormal3fEXT*: proc(bx: GLfloat, by: GLfloat, bz: GLfloat): void {.stdcall.} glBinormal3fvEXT*: proc(v: ptr GLfloat): void {.stdcall.} glBinormal3iEXT*: proc(bx: GLint, by: GLint, bz: GLint): void {.stdcall.} glBinormal3ivEXT*: proc(v: ptr GLint): void {.stdcall.} glBinormal3sEXT*: proc(bx: GLshort, by: GLshort, bz: GLshort): void {.stdcall.} glBinormal3svEXT*: proc(v: ptr GLshort): void {.stdcall.} glBinormalPointerEXT*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glBitmap*: proc(width: GLsizei, height: GLsizei, xorig: GLfloat, yorig: GLfloat, xmove: GLfloat, ymove: GLfloat, bitmap: ptr GLubyte): void {.stdcall.} glBitmapxOES*: proc(width: GLsizei, height: GLsizei, xorig: GLfixed, yorig: GLfixed, xmove: GLfixed, ymove: GLfixed, bitmap: ptr GLubyte): void {.stdcall.} glBlendBarrier*: proc(): void {.stdcall.} glBlendBarrierKHR*: proc(): void {.stdcall.} glBlendBarrierNV*: proc(): void {.stdcall.} glBlendColor*: proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.} glBlendColorEXT*: proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.} glBlendColorxOES*: proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.} glBlendEquation*: proc(mode: GLenum): void {.stdcall.} glBlendEquationEXT*: proc(mode: GLenum): void {.stdcall.} glBlendEquationIndexedAMD*: proc(buf: GLuint, mode: GLenum): void {.stdcall.} glBlendEquationOES*: proc(mode: GLenum): void {.stdcall.} glBlendEquationSeparate*: proc(modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparateEXT*: proc(modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparateIndexedAMD*: proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparateOES*: proc(modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparatei*: proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparateiARB*: proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparateiEXT*: proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationSeparateiOES*: proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.} glBlendEquationi*: proc(buf: GLuint, mode: GLenum): void {.stdcall.} glBlendEquationiARB*: proc(buf: GLuint, mode: GLenum): void {.stdcall.} glBlendEquationiEXT*: proc(buf: GLuint, mode: GLenum): void {.stdcall.} glBlendEquationiOES*: proc(buf: GLuint, mode: GLenum): void {.stdcall.} glBlendFunc*: proc(sfactor: GLenum, dfactor: GLenum): void {.stdcall.} glBlendFuncIndexedAMD*: proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.} glBlendFuncSeparate*: proc(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateEXT*: proc(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateINGR*: proc(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateIndexedAMD*: proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateOES*: proc(srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.} glBlendFuncSeparatei*: proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateiARB*: proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateiEXT*: proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.} glBlendFuncSeparateiOES*: proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.} glBlendFunci*: proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.} glBlendFunciARB*: proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.} glBlendFunciEXT*: proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.} glBlendFunciOES*: proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.} glBlendParameteriNV*: proc(pname: GLenum, value: GLint): void {.stdcall.} glBlitFramebuffer*: proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.} glBlitFramebufferANGLE*: proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.} glBlitFramebufferEXT*: proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.} glBlitFramebufferNV*: proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.} glBlitNamedFramebuffer*: proc(readFramebuffer: GLuint, drawFramebuffer: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.} glBufferAddressRangeNV*: proc(pname: GLenum, index: GLuint, address: GLuint64EXT, length: GLsizeiptr): void {.stdcall.} glBufferAttachMemoryNV*: proc(target: GLenum, memory: GLuint, offset: GLuint64): void {.stdcall.} glBufferData*: proc(target: GLenum, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.} glBufferDataARB*: proc(target: GLenum, size: GLsizeiptrARB, data: pointer, usage: GLenum): void {.stdcall.} glBufferPageCommitmentARB*: proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, commit: GLboolean): void {.stdcall.} glBufferPageCommitmentMemNV*: proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, memory: GLuint, memOffset: GLuint64, commit: GLboolean): void {.stdcall.} glBufferParameteriAPPLE*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glBufferStorage*: proc(target: GLenum, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.} glBufferStorageEXT*: proc(target: GLenum, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.} glBufferStorageExternalEXT*: proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, clientBuffer: pointer, flags: GLbitfield): void {.stdcall.} glBufferStorageMemEXT*: proc(target: GLenum, size: GLsizeiptr, memory: GLuint, offset: GLuint64): void {.stdcall.} glBufferSubData*: proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glBufferSubDataARB*: proc(target: GLenum, offset: GLintptrARB, size: GLsizeiptrARB, data: pointer): void {.stdcall.} glCallCommandListNV*: proc(list: GLuint): void {.stdcall.} glCallList*: proc(list: GLuint): void {.stdcall.} glCallLists*: proc(n: GLsizei, `type`: GLenum, lists: pointer): void {.stdcall.} glCheckFramebufferStatus*: proc(target: GLenum): GLenum {.stdcall.} glCheckFramebufferStatusEXT*: proc(target: GLenum): GLenum {.stdcall.} glCheckFramebufferStatusOES*: proc(target: GLenum): GLenum {.stdcall.} glCheckNamedFramebufferStatus*: proc(framebuffer: GLuint, target: GLenum): GLenum {.stdcall.} glCheckNamedFramebufferStatusEXT*: proc(framebuffer: GLuint, target: GLenum): GLenum {.stdcall.} glClampColor*: proc(target: GLenum, clamp: GLenum): void {.stdcall.} glClampColorARB*: proc(target: GLenum, clamp: GLenum): void {.stdcall.} glClear*: proc(mask: GLbitfield): void {.stdcall.} glClearAccum*: proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.} glClearAccumxOES*: proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.} glClearBufferData*: proc(target: GLenum, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearBufferSubData*: proc(target: GLenum, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearBufferfi*: proc(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void {.stdcall.} glClearBufferfv*: proc(buffer: GLenum, drawbuffer: GLint, value: ptr GLfloat): void {.stdcall.} glClearBufferiv*: proc(buffer: GLenum, drawbuffer: GLint, value: ptr GLint): void {.stdcall.} glClearBufferuiv*: proc(buffer: GLenum, drawbuffer: GLint, value: ptr GLuint): void {.stdcall.} glClearColor*: proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.} glClearColorIiEXT*: proc(red: GLint, green: GLint, blue: GLint, alpha: GLint): void {.stdcall.} glClearColorIuiEXT*: proc(red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint): void {.stdcall.} glClearColorx*: proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.} glClearColorxOES*: proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.} glClearDepth*: proc(depth: GLdouble): void {.stdcall.} glClearDepthdNV*: proc(depth: GLdouble): void {.stdcall.} glClearDepthf*: proc(d: GLfloat): void {.stdcall.} glClearDepthfOES*: proc(depth: GLclampf): void {.stdcall.} glClearDepthx*: proc(depth: GLfixed): void {.stdcall.} glClearDepthxOES*: proc(depth: GLfixed): void {.stdcall.} glClearIndex*: proc(c: GLfloat): void {.stdcall.} glClearNamedBufferData*: proc(buffer: GLuint, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearNamedBufferDataEXT*: proc(buffer: GLuint, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearNamedBufferSubData*: proc(buffer: GLuint, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearNamedBufferSubDataEXT*: proc(buffer: GLuint, internalformat: GLenum, offset: GLsizeiptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearNamedFramebufferfi*: proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void {.stdcall.} glClearNamedFramebufferfv*: proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLfloat): void {.stdcall.} glClearNamedFramebufferiv*: proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLint): void {.stdcall.} glClearNamedFramebufferuiv*: proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLuint): void {.stdcall.} glClearPixelLocalStorageuiEXT*: proc(offset: GLsizei, n: GLsizei, values: ptr GLuint): void {.stdcall.} glClearStencil*: proc(s: GLint): void {.stdcall.} glClearTexImage*: proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearTexImageEXT*: proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearTexSubImage*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClearTexSubImageEXT*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glClientActiveTexture*: proc(texture: GLenum): void {.stdcall.} glClientActiveTextureARB*: proc(texture: GLenum): void {.stdcall.} glClientActiveVertexStreamATI*: proc(stream: GLenum): void {.stdcall.} glClientAttribDefaultEXT*: proc(mask: GLbitfield): void {.stdcall.} glClientWaitSemaphoreui64NVX*: proc(fenceObjectCount: GLsizei, semaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64): void {.stdcall.} glClientWaitSync*: proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): GLenum {.stdcall.} glClientWaitSyncAPPLE*: proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): GLenum {.stdcall.} glClipControl*: proc(origin: GLenum, depth: GLenum): void {.stdcall.} glClipControlEXT*: proc(origin: GLenum, depth: GLenum): void {.stdcall.} glClipPlane*: proc(plane: GLenum, equation: ptr GLdouble): void {.stdcall.} glClipPlanef*: proc(p: GLenum, eqn: ptr GLfloat): void {.stdcall.} glClipPlanefIMG*: proc(p: GLenum, eqn: ptr GLfloat): void {.stdcall.} glClipPlanefOES*: proc(plane: GLenum, equation: ptr GLfloat): void {.stdcall.} glClipPlanex*: proc(plane: GLenum, equation: ptr GLfixed): void {.stdcall.} glClipPlanexIMG*: proc(p: GLenum, eqn: ptr GLfixed): void {.stdcall.} glClipPlanexOES*: proc(plane: GLenum, equation: ptr GLfixed): void {.stdcall.} glColor3b*: proc(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall.} glColor3bv*: proc(v: ptr GLbyte): void {.stdcall.} glColor3d*: proc(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall.} glColor3dv*: proc(v: ptr GLdouble): void {.stdcall.} glColor3f*: proc(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall.} glColor3fVertex3fSUN*: proc(r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glColor3fVertex3fvSUN*: proc(c: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glColor3fv*: proc(v: ptr GLfloat): void {.stdcall.} glColor3hNV*: proc(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV): void {.stdcall.} glColor3hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glColor3i*: proc(red: GLint, green: GLint, blue: GLint): void {.stdcall.} glColor3iv*: proc(v: ptr GLint): void {.stdcall.} glColor3s*: proc(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall.} glColor3sv*: proc(v: ptr GLshort): void {.stdcall.} glColor3ub*: proc(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall.} glColor3ubv*: proc(v: ptr GLubyte): void {.stdcall.} glColor3ui*: proc(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall.} glColor3uiv*: proc(v: ptr GLuint): void {.stdcall.} glColor3us*: proc(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall.} glColor3usv*: proc(v: ptr GLushort): void {.stdcall.} glColor3xOES*: proc(red: GLfixed, green: GLfixed, blue: GLfixed): void {.stdcall.} glColor3xvOES*: proc(components: ptr GLfixed): void {.stdcall.} glColor4b*: proc(red: GLbyte, green: GLbyte, blue: GLbyte, alpha: GLbyte): void {.stdcall.} glColor4bv*: proc(v: ptr GLbyte): void {.stdcall.} glColor4d*: proc(red: GLdouble, green: GLdouble, blue: GLdouble, alpha: GLdouble): void {.stdcall.} glColor4dv*: proc(v: ptr GLdouble): void {.stdcall.} glColor4f*: proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.} glColor4fNormal3fVertex3fSUN*: proc(r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glColor4fNormal3fVertex3fvSUN*: proc(c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glColor4fv*: proc(v: ptr GLfloat): void {.stdcall.} glColor4hNV*: proc(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV, alpha: GLhalfNV): void {.stdcall.} glColor4hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glColor4i*: proc(red: GLint, green: GLint, blue: GLint, alpha: GLint): void {.stdcall.} glColor4iv*: proc(v: ptr GLint): void {.stdcall.} glColor4s*: proc(red: GLshort, green: GLshort, blue: GLshort, alpha: GLshort): void {.stdcall.} glColor4sv*: proc(v: ptr GLshort): void {.stdcall.} glColor4ub*: proc(red: GLubyte, green: GLubyte, blue: GLubyte, alpha: GLubyte): void {.stdcall.} glColor4ubVertex2fSUN*: proc(r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat): void {.stdcall.} glColor4ubVertex2fvSUN*: proc(c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.} glColor4ubVertex3fSUN*: proc(r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glColor4ubVertex3fvSUN*: proc(c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.} glColor4ubv*: proc(v: ptr GLubyte): void {.stdcall.} glColor4ui*: proc(red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint): void {.stdcall.} glColor4uiv*: proc(v: ptr GLuint): void {.stdcall.} glColor4us*: proc(red: GLushort, green: GLushort, blue: GLushort, alpha: GLushort): void {.stdcall.} glColor4usv*: proc(v: ptr GLushort): void {.stdcall.} glColor4x*: proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.} glColor4xOES*: proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.} glColor4xvOES*: proc(components: ptr GLfixed): void {.stdcall.} glColorFormatNV*: proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.} glColorFragmentOp1ATI*: proc(op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint): void {.stdcall.} glColorFragmentOp2ATI*: proc(op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint): void {.stdcall.} glColorFragmentOp3ATI*: proc(op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint): void {.stdcall.} glColorMask*: proc(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean): void {.stdcall.} glColorMaskIndexedEXT*: proc(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall.} glColorMaski*: proc(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall.} glColorMaskiEXT*: proc(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall.} glColorMaskiOES*: proc(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall.} glColorMaterial*: proc(face: GLenum, mode: GLenum): void {.stdcall.} glColorP3ui*: proc(`type`: GLenum, color: GLuint): void {.stdcall.} glColorP3uiv*: proc(`type`: GLenum, color: ptr GLuint): void {.stdcall.} glColorP4ui*: proc(`type`: GLenum, color: GLuint): void {.stdcall.} glColorP4uiv*: proc(`type`: GLenum, color: ptr GLuint): void {.stdcall.} glColorPointer*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glColorPointerEXT*: proc(size: GLint, `type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.} glColorPointerListIBM*: proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glColorPointervINTEL*: proc(size: GLint, `type`: GLenum, pointer: ptr pointer): void {.stdcall.} glColorSubTable*: proc(target: GLenum, start: GLsizei, count: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glColorSubTableEXT*: proc(target: GLenum, start: GLsizei, count: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glColorTable*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.} glColorTableEXT*: proc(target: GLenum, internalFormat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.} glColorTableParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glColorTableParameterfvSGI*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glColorTableParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glColorTableParameterivSGI*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glColorTableSGI*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.} glCombinerInputNV*: proc(stage: GLenum, portion: GLenum, variable: GLenum, input: GLenum, mapping: GLenum, componentUsage: GLenum): void {.stdcall.} glCombinerOutputNV*: proc(stage: GLenum, portion: GLenum, abOutput: GLenum, cdOutput: GLenum, sumOutput: GLenum, scale: GLenum, bias: GLenum, abDotProduct: GLboolean, cdDotProduct: GLboolean, muxSum: GLboolean): void {.stdcall.} glCombinerParameterfNV*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glCombinerParameterfvNV*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glCombinerParameteriNV*: proc(pname: GLenum, param: GLint): void {.stdcall.} glCombinerParameterivNV*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glCombinerStageParameterfvNV*: proc(stage: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glCommandListSegmentsNV*: proc(list: GLuint, segments: GLuint): void {.stdcall.} glCompileCommandListNV*: proc(list: GLuint): void {.stdcall.} glCompileShader*: proc(shader: GLuint): void {.stdcall.} glCompileShaderARB*: proc(shaderObj: GLhandleARB): void {.stdcall.} glCompileShaderIncludeARB*: proc(shader: GLuint, count: GLsizei, path: ptr cstring, length: ptr GLint): void {.stdcall.} glCompressedMultiTexImage1DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedMultiTexImage2DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedMultiTexImage3DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedMultiTexSubImage1DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedMultiTexSubImage2DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedMultiTexSubImage3DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedTexImage1D*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexImage1DARB*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexImage2D*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexImage2DARB*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexImage3D*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexImage3DARB*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexImage3DOES*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage1D*: proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage1DARB*: proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage2D*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage2DARB*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage3D*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage3DARB*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTexSubImage3DOES*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTextureImage1DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedTextureImage2DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedTextureImage3DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedTextureSubImage1D*: proc(texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTextureSubImage1DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedTextureSubImage2D*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTextureSubImage2DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.} glCompressedTextureSubImage3D*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.} glCompressedTextureSubImage3DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.} glConservativeRasterParameterfNV*: proc(pname: GLenum, value: GLfloat): void {.stdcall.} glConservativeRasterParameteriNV*: proc(pname: GLenum, param: GLint): void {.stdcall.} glConvolutionFilter1D*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.} glConvolutionFilter1DEXT*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.} glConvolutionFilter2D*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.} glConvolutionFilter2DEXT*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.} glConvolutionParameterf*: proc(target: GLenum, pname: GLenum, params: GLfloat): void {.stdcall.} glConvolutionParameterfEXT*: proc(target: GLenum, pname: GLenum, params: GLfloat): void {.stdcall.} glConvolutionParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glConvolutionParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glConvolutionParameteri*: proc(target: GLenum, pname: GLenum, params: GLint): void {.stdcall.} glConvolutionParameteriEXT*: proc(target: GLenum, pname: GLenum, params: GLint): void {.stdcall.} glConvolutionParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glConvolutionParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glConvolutionParameterxOES*: proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glConvolutionParameterxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glCopyBufferSubData*: proc(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.} glCopyBufferSubDataNV*: proc(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.} glCopyColorSubTable*: proc(target: GLenum, start: GLsizei, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyColorSubTableEXT*: proc(target: GLenum, start: GLsizei, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyColorTable*: proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyColorTableSGI*: proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyConvolutionFilter1D*: proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyConvolutionFilter1DEXT*: proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyConvolutionFilter2D*: proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyConvolutionFilter2DEXT*: proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyImageSubData*: proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.} glCopyImageSubDataEXT*: proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.} glCopyImageSubDataNV*: proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glCopyImageSubDataOES*: proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.} glCopyMultiTexImage1DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.} glCopyMultiTexImage2DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.} glCopyMultiTexSubImage1DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyMultiTexSubImage2DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyMultiTexSubImage3DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyNamedBufferSubData*: proc(readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.} glCopyPathNV*: proc(resultPath: GLuint, srcPath: GLuint): void {.stdcall.} glCopyPixels*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, `type`: GLenum): void {.stdcall.} glCopyTexImage1D*: proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.} glCopyTexImage1DEXT*: proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.} glCopyTexImage2D*: proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.} glCopyTexImage2DEXT*: proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.} glCopyTexSubImage1D*: proc(target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyTexSubImage1DEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyTexSubImage2D*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTexSubImage2DEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTexSubImage3D*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTexSubImage3DEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTexSubImage3DOES*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTextureImage1DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.} glCopyTextureImage2DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.} glCopyTextureLevelsAPPLE*: proc(destinationTexture: GLuint, sourceTexture: GLuint, sourceBaseLevel: GLint, sourceLevelCount: GLsizei): void {.stdcall.} glCopyTextureSubImage1D*: proc(texture: GLuint, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyTextureSubImage1DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.} glCopyTextureSubImage2D*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTextureSubImage2DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTextureSubImage3D*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCopyTextureSubImage3DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glCoverFillPathInstancedNV*: proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glCoverFillPathNV*: proc(path: GLuint, coverMode: GLenum): void {.stdcall.} glCoverStrokePathInstancedNV*: proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glCoverStrokePathNV*: proc(path: GLuint, coverMode: GLenum): void {.stdcall.} glCoverageMaskNV*: proc(mask: GLboolean): void {.stdcall.} glCoverageModulationNV*: proc(components: GLenum): void {.stdcall.} glCoverageModulationTableNV*: proc(n: GLsizei, v: ptr GLfloat): void {.stdcall.} glCoverageOperationNV*: proc(operation: GLenum): void {.stdcall.} glCreateBuffers*: proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.} glCreateCommandListsNV*: proc(n: GLsizei, lists: ptr GLuint): void {.stdcall.} glCreateFramebuffers*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glCreateMemoryObjectsEXT*: proc(n: GLsizei, memoryObjects: ptr GLuint): void {.stdcall.} glCreatePerfQueryINTEL*: proc(queryId: GLuint, queryHandle: ptr GLuint): void {.stdcall.} glCreateProgram*: proc(): GLuint {.stdcall.} glCreateProgramObjectARB*: proc(): GLhandleARB {.stdcall.} glCreateProgramPipelines*: proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.} glCreateProgressFenceNVX*: proc(): GLuint {.stdcall.} glCreateQueries*: proc(target: GLenum, n: GLsizei, ids: ptr GLuint): void {.stdcall.} glCreateRenderbuffers*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glCreateSamplers*: proc(n: GLsizei, samplers: ptr GLuint): void {.stdcall.} glCreateSemaphoresNV*: proc(n: GLsizei, semaphores: ptr GLuint): void {.stdcall.} glCreateShader*: proc(`type`: GLenum): GLuint {.stdcall.} glCreateShaderObjectARB*: proc(shaderType: GLenum): GLhandleARB {.stdcall.} glCreateShaderProgramEXT*: proc(`type`: GLenum, string: cstring): GLuint {.stdcall.} glCreateShaderProgramv*: proc(`type`: GLenum, count: GLsizei, strings: ptr cstring): GLuint {.stdcall.} glCreateShaderProgramvEXT*: proc(`type`: GLenum, count: GLsizei, strings: ptr cstring): GLuint {.stdcall.} glCreateStatesNV*: proc(n: GLsizei, states: ptr GLuint): void {.stdcall.} glCreateSyncFromCLeventARB*: proc(context: ClContext, event: ClEvent, flags: GLbitfield): GLsync {.stdcall.} glCreateTextures*: proc(target: GLenum, n: GLsizei, textures: ptr GLuint): void {.stdcall.} glCreateTransformFeedbacks*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glCreateVertexArrays*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glCullFace*: proc(mode: GLenum): void {.stdcall.} glCullParameterdvEXT*: proc(pname: GLenum, params: ptr GLdouble): void {.stdcall.} glCullParameterfvEXT*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glCurrentPaletteMatrixARB*: proc(index: GLint): void {.stdcall.} glCurrentPaletteMatrixOES*: proc(matrixpaletteindex: GLuint): void {.stdcall.} glDebugMessageCallback*: proc(callback: GLDEBUGPROC, userParam: pointer): void {.stdcall.} glDebugMessageCallbackAMD*: proc(callback: GLDEBUGPROCAMD, userParam: pointer): void {.stdcall.} glDebugMessageCallbackARB*: proc(callback: GLDEBUGPROCARB, userParam: pointer): void {.stdcall.} glDebugMessageCallbackKHR*: proc(callback: GLDEBUGPROCKHR, userParam: pointer): void {.stdcall.} glDebugMessageControl*: proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.} glDebugMessageControlARB*: proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.} glDebugMessageControlKHR*: proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.} glDebugMessageEnableAMD*: proc(category: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.} glDebugMessageInsert*: proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.} glDebugMessageInsertAMD*: proc(category: GLenum, severity: GLenum, id: GLuint, length: GLsizei, buf: cstring): void {.stdcall.} glDebugMessageInsertARB*: proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.} glDebugMessageInsertKHR*: proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.} glDeformSGIX*: proc(mask: GLbitfield): void {.stdcall.} glDeformationMap3dSGIX*: proc(target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, w1: GLdouble, w2: GLdouble, wstride: GLint, worder: GLint, points: ptr GLdouble): void {.stdcall.} glDeformationMap3fSGIX*: proc(target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, w1: GLfloat, w2: GLfloat, wstride: GLint, worder: GLint, points: ptr GLfloat): void {.stdcall.} glDeleteAsyncMarkersSGIX*: proc(marker: GLuint, range: GLsizei): void {.stdcall.} glDeleteBuffers*: proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.} glDeleteBuffersARB*: proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.} glDeleteCommandListsNV*: proc(n: GLsizei, lists: ptr GLuint): void {.stdcall.} glDeleteFencesAPPLE*: proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.} glDeleteFencesNV*: proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.} glDeleteFragmentShaderATI*: proc(id: GLuint): void {.stdcall.} glDeleteFramebuffers*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glDeleteFramebuffersEXT*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glDeleteFramebuffersOES*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glDeleteLists*: proc(list: GLuint, range: GLsizei): void {.stdcall.} glDeleteMemoryObjectsEXT*: proc(n: GLsizei, memoryObjects: ptr GLuint): void {.stdcall.} glDeleteNamedStringARB*: proc(namelen: GLint, name: cstring): void {.stdcall.} glDeleteNamesAMD*: proc(identifier: GLenum, num: GLuint, names: ptr GLuint): void {.stdcall.} glDeleteObjectARB*: proc(obj: GLhandleARB): void {.stdcall.} glDeleteOcclusionQueriesNV*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glDeletePathsNV*: proc(path: GLuint, range: GLsizei): void {.stdcall.} glDeletePerfMonitorsAMD*: proc(n: GLsizei, monitors: ptr GLuint): void {.stdcall.} glDeletePerfQueryINTEL*: proc(queryHandle: GLuint): void {.stdcall.} glDeleteProgram*: proc(program: GLuint): void {.stdcall.} glDeleteProgramPipelines*: proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.} glDeleteProgramPipelinesEXT*: proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.} glDeleteProgramsARB*: proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.} glDeleteProgramsNV*: proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.} glDeleteQueries*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glDeleteQueriesARB*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glDeleteQueriesEXT*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glDeleteQueryResourceTagNV*: proc(n: GLsizei, tagIds: ptr GLint): void {.stdcall.} glDeleteRenderbuffers*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glDeleteRenderbuffersEXT*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glDeleteRenderbuffersOES*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glDeleteSamplers*: proc(count: GLsizei, samplers: ptr GLuint): void {.stdcall.} glDeleteSemaphoresEXT*: proc(n: GLsizei, semaphores: ptr GLuint): void {.stdcall.} glDeleteShader*: proc(shader: GLuint): void {.stdcall.} glDeleteStatesNV*: proc(n: GLsizei, states: ptr GLuint): void {.stdcall.} glDeleteSync*: proc(sync: GLsync): void {.stdcall.} glDeleteSyncAPPLE*: proc(sync: GLsync): void {.stdcall.} glDeleteTextures*: proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.} glDeleteTexturesEXT*: proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.} glDeleteTransformFeedbacks*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glDeleteTransformFeedbacksNV*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glDeleteVertexArrays*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glDeleteVertexArraysAPPLE*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glDeleteVertexArraysOES*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glDeleteVertexShaderEXT*: proc(id: GLuint): void {.stdcall.} glDepthBoundsEXT*: proc(zmin: GLclampd, zmax: GLclampd): void {.stdcall.} glDepthBoundsdNV*: proc(zmin: GLdouble, zmax: GLdouble): void {.stdcall.} glDepthFunc*: proc(`func`: GLenum): void {.stdcall.} glDepthMask*: proc(flag: GLboolean): void {.stdcall.} glDepthRange*: proc(n: GLdouble, f: GLdouble): void {.stdcall.} glDepthRangeArraydvNV*: proc(first: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glDepthRangeArrayfvNV*: proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glDepthRangeArrayfvOES*: proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glDepthRangeArrayv*: proc(first: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glDepthRangeIndexed*: proc(index: GLuint, n: GLdouble, f: GLdouble): void {.stdcall.} glDepthRangeIndexeddNV*: proc(index: GLuint, n: GLdouble, f: GLdouble): void {.stdcall.} glDepthRangeIndexedfNV*: proc(index: GLuint, n: GLfloat, f: GLfloat): void {.stdcall.} glDepthRangeIndexedfOES*: proc(index: GLuint, n: GLfloat, f: GLfloat): void {.stdcall.} glDepthRangedNV*: proc(zNear: GLdouble, zFar: GLdouble): void {.stdcall.} glDepthRangef*: proc(n: GLfloat, f: GLfloat): void {.stdcall.} glDepthRangefOES*: proc(n: GLclampf, f: GLclampf): void {.stdcall.} glDepthRangex*: proc(n: GLfixed, f: GLfixed): void {.stdcall.} glDepthRangexOES*: proc(n: GLfixed, f: GLfixed): void {.stdcall.} glDetachObjectARB*: proc(containerObj: GLhandleARB, attachedObj: GLhandleARB): void {.stdcall.} glDetachShader*: proc(program: GLuint, shader: GLuint): void {.stdcall.} glDetailTexFuncSGIS*: proc(target: GLenum, n: GLsizei, points: ptr GLfloat): void {.stdcall.} glDisable*: proc(cap: GLenum): void {.stdcall.} glDisableClientState*: proc(array: GLenum): void {.stdcall.} glDisableClientStateIndexedEXT*: proc(array: GLenum, index: GLuint): void {.stdcall.} glDisableClientStateiEXT*: proc(array: GLenum, index: GLuint): void {.stdcall.} glDisableDriverControlQCOM*: proc(driverControl: GLuint): void {.stdcall.} glDisableIndexedEXT*: proc(target: GLenum, index: GLuint): void {.stdcall.} glDisableVariantClientStateEXT*: proc(id: GLuint): void {.stdcall.} glDisableVertexArrayAttrib*: proc(vaobj: GLuint, index: GLuint): void {.stdcall.} glDisableVertexArrayAttribEXT*: proc(vaobj: GLuint, index: GLuint): void {.stdcall.} glDisableVertexArrayEXT*: proc(vaobj: GLuint, array: GLenum): void {.stdcall.} glDisableVertexAttribAPPLE*: proc(index: GLuint, pname: GLenum): void {.stdcall.} glDisableVertexAttribArray*: proc(index: GLuint): void {.stdcall.} glDisableVertexAttribArrayARB*: proc(index: GLuint): void {.stdcall.} glDisablei*: proc(target: GLenum, index: GLuint): void {.stdcall.} glDisableiEXT*: proc(target: GLenum, index: GLuint): void {.stdcall.} glDisableiNV*: proc(target: GLenum, index: GLuint): void {.stdcall.} glDisableiOES*: proc(target: GLenum, index: GLuint): void {.stdcall.} glDiscardFramebufferEXT*: proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.} glDispatchCompute*: proc(num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint): void {.stdcall.} glDispatchComputeGroupSizeARB*: proc(num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint, group_size_x: GLuint, group_size_y: GLuint, group_size_z: GLuint): void {.stdcall.} glDispatchComputeIndirect*: proc(indirect: GLintptr): void {.stdcall.} glDrawArrays*: proc(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall.} glDrawArraysEXT*: proc(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall.} glDrawArraysIndirect*: proc(mode: GLenum, indirect: pointer): void {.stdcall.} glDrawArraysInstanced*: proc(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei): void {.stdcall.} glDrawArraysInstancedANGLE*: proc(mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei): void {.stdcall.} glDrawArraysInstancedARB*: proc(mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei): void {.stdcall.} glDrawArraysInstancedBaseInstance*: proc(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.} glDrawArraysInstancedBaseInstanceEXT*: proc(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.} glDrawArraysInstancedEXT*: proc(mode: GLenum, start: GLint, count: GLsizei, primcount: GLsizei): void {.stdcall.} glDrawArraysInstancedNV*: proc(mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei): void {.stdcall.} glDrawBuffer*: proc(buf: GLenum): void {.stdcall.} glDrawBuffers*: proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glDrawBuffersARB*: proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glDrawBuffersATI*: proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glDrawBuffersEXT*: proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glDrawBuffersIndexedEXT*: proc(n: GLint, location: ptr GLenum, indices: ptr GLint): void {.stdcall.} glDrawBuffersNV*: proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glDrawCommandsAddressNV*: proc(primitiveMode: GLenum, indirects: ptr GLuint64, sizes: ptr GLsizei, count: GLuint): void {.stdcall.} glDrawCommandsNV*: proc(primitiveMode: GLenum, buffer: GLuint, indirects: ptr GLintptr, sizes: ptr GLsizei, count: GLuint): void {.stdcall.} glDrawCommandsStatesAddressNV*: proc(indirects: ptr GLuint64, sizes: ptr GLsizei, states: ptr GLuint, fbos: ptr GLuint, count: GLuint): void {.stdcall.} glDrawCommandsStatesNV*: proc(buffer: GLuint, indirects: ptr GLintptr, sizes: ptr GLsizei, states: ptr GLuint, fbos: ptr GLuint, count: GLuint): void {.stdcall.} glDrawElementArrayAPPLE*: proc(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall.} glDrawElementArrayATI*: proc(mode: GLenum, count: GLsizei): void {.stdcall.} glDrawElements*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall.} glDrawElementsBaseVertex*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.} glDrawElementsBaseVertexEXT*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.} glDrawElementsBaseVertexOES*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.} glDrawElementsIndirect*: proc(mode: GLenum, `type`: GLenum, indirect: pointer): void {.stdcall.} glDrawElementsInstanced*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei): void {.stdcall.} glDrawElementsInstancedANGLE*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, primcount: GLsizei): void {.stdcall.} glDrawElementsInstancedARB*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, primcount: GLsizei): void {.stdcall.} glDrawElementsInstancedBaseInstance*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.} glDrawElementsInstancedBaseInstanceEXT*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.} glDrawElementsInstancedBaseVertex*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint): void {.stdcall.} glDrawElementsInstancedBaseVertexBaseInstance*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint, baseinstance: GLuint): void {.stdcall.} glDrawElementsInstancedBaseVertexBaseInstanceEXT*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint, baseinstance: GLuint): void {.stdcall.} glDrawElementsInstancedBaseVertexEXT*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint): void {.stdcall.} glDrawElementsInstancedBaseVertexOES*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint): void {.stdcall.} glDrawElementsInstancedEXT*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, primcount: GLsizei): void {.stdcall.} glDrawElementsInstancedNV*: proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, primcount: GLsizei): void {.stdcall.} glDrawMeshArraysSUN*: proc(mode: GLenum, first: GLint, count: GLsizei, width: GLsizei): void {.stdcall.} glDrawMeshTasksNV*: proc(first: GLuint, count: GLuint): void {.stdcall.} glDrawMeshTasksIndirectNV*: proc(indirect: GLintptr): void {.stdcall.} glDrawPixels*: proc(width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glDrawRangeElementArrayAPPLE*: proc(mode: GLenum, start: GLuint, `end`: GLuint, first: GLint, count: GLsizei): void {.stdcall.} glDrawRangeElementArrayATI*: proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei): void {.stdcall.} glDrawRangeElements*: proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall.} glDrawRangeElementsBaseVertex*: proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.} glDrawRangeElementsBaseVertexEXT*: proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.} glDrawRangeElementsBaseVertexOES*: proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.} glDrawRangeElementsEXT*: proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall.} glDrawTexfOES*: proc(x: GLfloat, y: GLfloat, z: GLfloat, width: GLfloat, height: GLfloat): void {.stdcall.} glDrawTexfvOES*: proc(coords: ptr GLfloat): void {.stdcall.} glDrawTexiOES*: proc(x: GLint, y: GLint, z: GLint, width: GLint, height: GLint): void {.stdcall.} glDrawTexivOES*: proc(coords: ptr GLint): void {.stdcall.} glDrawTexsOES*: proc(x: GLshort, y: GLshort, z: GLshort, width: GLshort, height: GLshort): void {.stdcall.} glDrawTexsvOES*: proc(coords: ptr GLshort): void {.stdcall.} glDrawTextureNV*: proc(texture: GLuint, sampler: GLuint, x0: GLfloat, y0: GLfloat, x1: GLfloat, y1: GLfloat, z: GLfloat, s0: GLfloat, t0: GLfloat, s1: GLfloat, t1: GLfloat): void {.stdcall.} glDrawTexxOES*: proc(x: GLfixed, y: GLfixed, z: GLfixed, width: GLfixed, height: GLfixed): void {.stdcall.} glDrawTexxvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glDrawTransformFeedback*: proc(mode: GLenum, id: GLuint): void {.stdcall.} glDrawTransformFeedbackEXT*: proc(mode: GLenum, id: GLuint): void {.stdcall.} glDrawTransformFeedbackInstanced*: proc(mode: GLenum, id: GLuint, instancecount: GLsizei): void {.stdcall.} glDrawTransformFeedbackInstancedEXT*: proc(mode: GLenum, id: GLuint, instancecount: GLsizei): void {.stdcall.} glDrawTransformFeedbackNV*: proc(mode: GLenum, id: GLuint): void {.stdcall.} glDrawTransformFeedbackStream*: proc(mode: GLenum, id: GLuint, stream: GLuint): void {.stdcall.} glDrawTransformFeedbackStreamInstanced*: proc(mode: GLenum, id: GLuint, stream: GLuint, instancecount: GLsizei): void {.stdcall.} glEGLImageTargetRenderbufferStorageOES*: proc(target: GLenum, image: GLeglImageOES): void {.stdcall.} glEGLImageTargetTexStorageEXT*: proc(target: GLenum, image: GLeglImageOES, attrib_list: ptr GLint): void {.stdcall.} glEGLImageTargetTexture2DOES*: proc(target: GLenum, image: GLeglImageOES): void {.stdcall.} glEGLImageTargetTextureStorageEXT*: proc(texture: GLuint, image: GLeglImageOES, attrib_list: ptr GLint): void {.stdcall.} glEdgeFlag*: proc(flag: GLboolean): void {.stdcall.} glEdgeFlagFormatNV*: proc(stride: GLsizei): void {.stdcall.} glEdgeFlagPointer*: proc(stride: GLsizei, pointer: pointer): void {.stdcall.} glEdgeFlagPointerEXT*: proc(stride: GLsizei, count: GLsizei, pointer: ptr GLboolean): void {.stdcall.} glEdgeFlagPointerListIBM*: proc(stride: GLint, pointer: ptr ptr GLboolean, ptrstride: GLint): void {.stdcall.} glEdgeFlagv*: proc(flag: ptr GLboolean): void {.stdcall.} glElementPointerAPPLE*: proc(`type`: GLenum, pointer: pointer): void {.stdcall.} glElementPointerATI*: proc(`type`: GLenum, pointer: pointer): void {.stdcall.} glEnable*: proc(cap: GLenum): void {.stdcall.} glEnableClientState*: proc(array: GLenum): void {.stdcall.} glEnableClientStateIndexedEXT*: proc(array: GLenum, index: GLuint): void {.stdcall.} glEnableClientStateiEXT*: proc(array: GLenum, index: GLuint): void {.stdcall.} glEnableDriverControlQCOM*: proc(driverControl: GLuint): void {.stdcall.} glEnableIndexedEXT*: proc(target: GLenum, index: GLuint): void {.stdcall.} glEnableVariantClientStateEXT*: proc(id: GLuint): void {.stdcall.} glEnableVertexArrayAttrib*: proc(vaobj: GLuint, index: GLuint): void {.stdcall.} glEnableVertexArrayAttribEXT*: proc(vaobj: GLuint, index: GLuint): void {.stdcall.} glEnableVertexArrayEXT*: proc(vaobj: GLuint, array: GLenum): void {.stdcall.} glEnableVertexAttribAPPLE*: proc(index: GLuint, pname: GLenum): void {.stdcall.} glEnableVertexAttribArray*: proc(index: GLuint): void {.stdcall.} glEnableVertexAttribArrayARB*: proc(index: GLuint): void {.stdcall.} glEnablei*: proc(target: GLenum, index: GLuint): void {.stdcall.} glEnableiEXT*: proc(target: GLenum, index: GLuint): void {.stdcall.} glEnableiNV*: proc(target: GLenum, index: GLuint): void {.stdcall.} glEnableiOES*: proc(target: GLenum, index: GLuint): void {.stdcall.} glEnd*: proc(): void {.stdcall.} glEndConditionalRender*: proc(): void {.stdcall.} glEndConditionalRenderNV*: proc(): void {.stdcall.} glEndConditionalRenderNVX*: proc(): void {.stdcall.} glEndFragmentShaderATI*: proc(): void {.stdcall.} glEndList*: proc(): void {.stdcall.} glEndOcclusionQueryNV*: proc(): void {.stdcall.} glEndPerfMonitorAMD*: proc(monitor: GLuint): void {.stdcall.} glEndPerfQueryINTEL*: proc(queryHandle: GLuint): void {.stdcall.} glEndQuery*: proc(target: GLenum): void {.stdcall.} glEndQueryARB*: proc(target: GLenum): void {.stdcall.} glEndQueryEXT*: proc(target: GLenum): void {.stdcall.} glEndQueryIndexed*: proc(target: GLenum, index: GLuint): void {.stdcall.} glEndTilingQCOM*: proc(preserveMask: GLbitfield): void {.stdcall.} glEndTransformFeedback*: proc(): void {.stdcall.} glEndTransformFeedbackEXT*: proc(): void {.stdcall.} glEndTransformFeedbackNV*: proc(): void {.stdcall.} glEndVertexShaderEXT*: proc(): void {.stdcall.} glEndVideoCaptureNV*: proc(video_capture_slot: GLuint): void {.stdcall.} glEvalCoord1d*: proc(u: GLdouble): void {.stdcall.} glEvalCoord1dv*: proc(u: ptr GLdouble): void {.stdcall.} glEvalCoord1f*: proc(u: GLfloat): void {.stdcall.} glEvalCoord1fv*: proc(u: ptr GLfloat): void {.stdcall.} glEvalCoord1xOES*: proc(u: GLfixed): void {.stdcall.} glEvalCoord1xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glEvalCoord2d*: proc(u: GLdouble, v: GLdouble): void {.stdcall.} glEvalCoord2dv*: proc(u: ptr GLdouble): void {.stdcall.} glEvalCoord2f*: proc(u: GLfloat, v: GLfloat): void {.stdcall.} glEvalCoord2fv*: proc(u: ptr GLfloat): void {.stdcall.} glEvalCoord2xOES*: proc(u: GLfixed, v: GLfixed): void {.stdcall.} glEvalCoord2xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glEvalMapsNV*: proc(target: GLenum, mode: GLenum): void {.stdcall.} glEvalMesh1*: proc(mode: GLenum, i1: GLint, i2: GLint): void {.stdcall.} glEvalMesh2*: proc(mode: GLenum, i1: GLint, i2: GLint, j1: GLint, j2: GLint): void {.stdcall.} glEvalPoint1*: proc(i: GLint): void {.stdcall.} glEvalPoint2*: proc(i: GLint, j: GLint): void {.stdcall.} glEvaluateDepthValuesARB*: proc(): void {.stdcall.} glExecuteProgramNV*: proc(target: GLenum, id: GLuint, params: ptr GLfloat): void {.stdcall.} glExtGetBufferPointervQCOM*: proc(target: GLenum, params: ptr pointer): void {.stdcall.} glExtGetBuffersQCOM*: proc(buffers: ptr GLuint, maxBuffers: GLint, numBuffers: ptr GLint): void {.stdcall.} glExtGetFramebuffersQCOM*: proc(framebuffers: ptr GLuint, maxFramebuffers: GLint, numFramebuffers: ptr GLint): void {.stdcall.} glExtGetProgramBinarySourceQCOM*: proc(program: GLuint, shadertype: GLenum, source: cstring, length: ptr GLint): void {.stdcall.} glExtGetProgramsQCOM*: proc(programs: ptr GLuint, maxPrograms: GLint, numPrograms: ptr GLint): void {.stdcall.} glExtGetRenderbuffersQCOM*: proc(renderbuffers: ptr GLuint, maxRenderbuffers: GLint, numRenderbuffers: ptr GLint): void {.stdcall.} glExtGetShadersQCOM*: proc(shaders: ptr GLuint, maxShaders: GLint, numShaders: ptr GLint): void {.stdcall.} glExtGetTexLevelParameterivQCOM*: proc(texture: GLuint, face: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.} glExtGetTexSubImageQCOM*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, texels: pointer): void {.stdcall.} glExtGetTexturesQCOM*: proc(textures: ptr GLuint, maxTextures: GLint, numTextures: ptr GLint): void {.stdcall.} glExtIsProgramBinaryQCOM*: proc(program: GLuint): GLboolean {.stdcall.} glExtTexObjectStateOverrideiQCOM*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glExtractComponentEXT*: proc(res: GLuint, src: GLuint, num: GLuint): void {.stdcall.} glFeedbackBuffer*: proc(size: GLsizei, `type`: GLenum, buffer: ptr GLfloat): void {.stdcall.} glFeedbackBufferxOES*: proc(n: GLsizei, `type`: GLenum, buffer: ptr GLfixed): void {.stdcall.} glFenceSync*: proc(condition: GLenum, flags: GLbitfield): GLsync {.stdcall.} glFenceSyncAPPLE*: proc(condition: GLenum, flags: GLbitfield): GLsync {.stdcall.} glFinalCombinerInputNV*: proc(variable: GLenum, input: GLenum, mapping: GLenum, componentUsage: GLenum): void {.stdcall.} glFinish*: proc(): void {.stdcall.} glFinishAsyncSGIX*: proc(markerp: ptr GLuint): GLint {.stdcall.} glFinishFenceAPPLE*: proc(fence: GLuint): void {.stdcall.} glFinishFenceNV*: proc(fence: GLuint): void {.stdcall.} glFinishObjectAPPLE*: proc(`object`: GLenum, name: GLint): void {.stdcall.} glFinishTextureSUNX*: proc(): void {.stdcall.} glFlush*: proc(): void {.stdcall.} glFlushMappedBufferRange*: proc(target: GLenum, offset: GLintptr, length: GLsizeiptr): void {.stdcall.} glFlushMappedBufferRangeAPPLE*: proc(target: GLenum, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glFlushMappedBufferRangeEXT*: proc(target: GLenum, offset: GLintptr, length: GLsizeiptr): void {.stdcall.} glFlushMappedNamedBufferRange*: proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.} glFlushMappedNamedBufferRangeEXT*: proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.} glFlushPixelDataRangeNV*: proc(target: GLenum): void {.stdcall.} glFlushRasterSGIX*: proc(): void {.stdcall.} glFlushStaticDataIBM*: proc(target: GLenum): void {.stdcall.} glFlushVertexArrayRangeAPPLE*: proc(length: GLsizei, pointer: pointer): void {.stdcall.} glFlushVertexArrayRangeNV*: proc(): void {.stdcall.} glFogCoordFormatNV*: proc(`type`: GLenum, stride: GLsizei): void {.stdcall.} glFogCoordPointer*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glFogCoordPointerEXT*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glFogCoordPointerListIBM*: proc(`type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glFogCoordd*: proc(coord: GLdouble): void {.stdcall.} glFogCoorddEXT*: proc(coord: GLdouble): void {.stdcall.} glFogCoorddv*: proc(coord: ptr GLdouble): void {.stdcall.} glFogCoorddvEXT*: proc(coord: ptr GLdouble): void {.stdcall.} glFogCoordf*: proc(coord: GLfloat): void {.stdcall.} glFogCoordfEXT*: proc(coord: GLfloat): void {.stdcall.} glFogCoordfv*: proc(coord: ptr GLfloat): void {.stdcall.} glFogCoordfvEXT*: proc(coord: ptr GLfloat): void {.stdcall.} glFogCoordhNV*: proc(fog: GLhalfNV): void {.stdcall.} glFogCoordhvNV*: proc(fog: ptr GLhalfNV): void {.stdcall.} glFogFuncSGIS*: proc(n: GLsizei, points: ptr GLfloat): void {.stdcall.} glFogf*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glFogfv*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glFogi*: proc(pname: GLenum, param: GLint): void {.stdcall.} glFogiv*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glFogx*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glFogxOES*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glFogxv*: proc(pname: GLenum, param: ptr GLfixed): void {.stdcall.} glFogxvOES*: proc(pname: GLenum, param: ptr GLfixed): void {.stdcall.} glFragmentColorMaterialSGIX*: proc(face: GLenum, mode: GLenum): void {.stdcall.} glFragmentCoverageColorNV*: proc(color: GLuint): void {.stdcall.} glFragmentLightModelfSGIX*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glFragmentLightModelfvSGIX*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glFragmentLightModeliSGIX*: proc(pname: GLenum, param: GLint): void {.stdcall.} glFragmentLightModelivSGIX*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glFragmentLightfSGIX*: proc(light: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glFragmentLightfvSGIX*: proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glFragmentLightiSGIX*: proc(light: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glFragmentLightivSGIX*: proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glFragmentMaterialfSGIX*: proc(face: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glFragmentMaterialfvSGIX*: proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glFragmentMaterialiSGIX*: proc(face: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glFragmentMaterialivSGIX*: proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glFrameTerminatorGREMEDY*: proc(): void {.stdcall.} glFrameZoomSGIX*: proc(factor: GLint): void {.stdcall.} glFramebufferDrawBufferEXT*: proc(framebuffer: GLuint, mode: GLenum): void {.stdcall.} glFramebufferDrawBuffersEXT*: proc(framebuffer: GLuint, n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glFramebufferFetchBarrierEXT*: proc(): void {.stdcall.} glFramebufferFetchBarrierQCOM*: proc(): void {.stdcall.} glFramebufferFoveationConfigQCOM*: proc(framebuffer: GLuint, numLayers: GLuint, focalPointsPerLayer: GLuint, requestedFeatures: GLuint, providedFeatures: ptr GLuint): void {.stdcall.} glFramebufferFoveationParametersQCOM*: proc(framebuffer: GLuint, layer: GLuint, focalPoint: GLuint, focalX: GLfloat, focalY: GLfloat, gainX: GLfloat, gainY: GLfloat, foveaArea: GLfloat): void {.stdcall.} glFramebufferParameteri*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glFramebufferPixelLocalStorageSizeEXT*: proc(target: GLuint, size: GLsizei): void {.stdcall.} glFramebufferReadBufferEXT*: proc(framebuffer: GLuint, mode: GLenum): void {.stdcall.} glFramebufferRenderbuffer*: proc(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.} glFramebufferRenderbufferEXT*: proc(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.} glFramebufferRenderbufferOES*: proc(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.} glFramebufferSampleLocationsfvARB*: proc(target: GLenum, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glFramebufferSampleLocationsfvNV*: proc(target: GLenum, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glFramebufferSamplePositionsfvAMD*: proc(target: GLenum, numsamples: GLuint, pixelindex: GLuint, values: ptr GLfloat): void {.stdcall.} glFramebufferTexture*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTexture1D*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTexture1DEXT*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTexture2D*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTexture2DEXT*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTexture2DDownsampleIMG*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, xscale: GLint, yscale: GLint): void {.stdcall.} glFramebufferTexture2DMultisampleEXT*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, samples: GLsizei): void {.stdcall.} glFramebufferTexture2DMultisampleIMG*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, samples: GLsizei): void {.stdcall.} glFramebufferTexture2DOES*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTexture3D*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.} glFramebufferTexture3DEXT*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.} glFramebufferTexture3DOES*: proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.} glFramebufferTextureARB*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTextureEXT*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFramebufferTextureFaceARB*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum): void {.stdcall.} glFramebufferTextureFaceEXT*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum): void {.stdcall.} glFramebufferTextureLayer*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.} glFramebufferTextureLayerARB*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.} glFramebufferTextureLayerEXT*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.} glFramebufferTextureLayerDownsampleIMG*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint, xscale: GLint, yscale: GLint): void {.stdcall.} glFramebufferTextureMultisampleMultiviewOVR*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, samples: GLsizei, baseViewIndex: GLint, numViews: GLsizei): void {.stdcall.} glFramebufferTextureMultiviewOVR*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, baseViewIndex: GLint, numViews: GLsizei): void {.stdcall.} glFramebufferTextureOES*: proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glFreeObjectBufferATI*: proc(buffer: GLuint): void {.stdcall.} glFrontFace*: proc(mode: GLenum): void {.stdcall.} glFrustum*: proc(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.} glFrustumf*: proc(l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat): void {.stdcall.} glFrustumfOES*: proc(l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat): void {.stdcall.} glFrustumx*: proc(l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed): void {.stdcall.} glFrustumxOES*: proc(l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed): void {.stdcall.} glGenAsyncMarkersSGIX*: proc(range: GLsizei): GLuint {.stdcall.} glGenBuffers*: proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.} glGenBuffersARB*: proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.} glGenFencesAPPLE*: proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.} glGenFencesNV*: proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.} glGenFragmentShadersATI*: proc(range: GLuint): GLuint {.stdcall.} glGenFramebuffers*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glGenFramebuffersEXT*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glGenFramebuffersOES*: proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.} glGenLists*: proc(range: GLsizei): GLuint {.stdcall.} glGenNamesAMD*: proc(identifier: GLenum, num: GLuint, names: ptr GLuint): void {.stdcall.} glGenOcclusionQueriesNV*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glGenPathsNV*: proc(range: GLsizei): GLuint {.stdcall.} glGenPerfMonitorsAMD*: proc(n: GLsizei, monitors: ptr GLuint): void {.stdcall.} glGenProgramPipelines*: proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.} glGenProgramPipelinesEXT*: proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.} glGenProgramsARB*: proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.} glGenProgramsNV*: proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.} glGenQueries*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glGenQueriesARB*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glGenQueriesEXT*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glGenQueryResourceTagNV*: proc(n: GLsizei, tagIds: ptr GLint): void {.stdcall.} glGenRenderbuffers*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glGenRenderbuffersEXT*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glGenRenderbuffersOES*: proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.} glGenSamplers*: proc(count: GLsizei, samplers: ptr GLuint): void {.stdcall.} glGenSemaphoresEXT*: proc(n: GLsizei, semaphores: ptr GLuint): void {.stdcall.} glGenSymbolsEXT*: proc(datatype: GLenum, storagetype: GLenum, range: GLenum, components: GLuint): GLuint {.stdcall.} glGenTextures*: proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.} glGenTexturesEXT*: proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.} glGenTransformFeedbacks*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glGenTransformFeedbacksNV*: proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.} glGenVertexArrays*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glGenVertexArraysAPPLE*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glGenVertexArraysOES*: proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.} glGenVertexShadersEXT*: proc(range: GLuint): GLuint {.stdcall.} glGenerateMipmap*: proc(target: GLenum): void {.stdcall.} glGenerateMipmapEXT*: proc(target: GLenum): void {.stdcall.} glGenerateMipmapOES*: proc(target: GLenum): void {.stdcall.} glGenerateMultiTexMipmapEXT*: proc(texunit: GLenum, target: GLenum): void {.stdcall.} glGenerateTextureMipmap*: proc(texture: GLuint): void {.stdcall.} glGenerateTextureMipmapEXT*: proc(texture: GLuint, target: GLenum): void {.stdcall.} glGetActiveAtomicCounterBufferiv*: proc(program: GLuint, bufferIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetActiveAttrib*: proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: cstring): void {.stdcall.} glGetActiveAttribARB*: proc(programObj: GLhandleARB, index: GLuint, maxLength: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: ptr GLcharARB): void {.stdcall.} glGetActiveSubroutineName*: proc(program: GLuint, shadertype: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.} glGetActiveSubroutineUniformName*: proc(program: GLuint, shadertype: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.} glGetActiveSubroutineUniformiv*: proc(program: GLuint, shadertype: GLenum, index: GLuint, pname: GLenum, values: ptr GLint): void {.stdcall.} glGetActiveUniform*: proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: cstring): void {.stdcall.} glGetActiveUniformARB*: proc(programObj: GLhandleARB, index: GLuint, maxLength: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: ptr GLcharARB): void {.stdcall.} glGetActiveUniformBlockName*: proc(program: GLuint, uniformBlockIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformBlockName: cstring): void {.stdcall.} glGetActiveUniformBlockiv*: proc(program: GLuint, uniformBlockIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetActiveUniformName*: proc(program: GLuint, uniformIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformName: cstring): void {.stdcall.} glGetActiveUniformsiv*: proc(program: GLuint, uniformCount: GLsizei, uniformIndices: ptr GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetActiveVaryingNV*: proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall.} glGetArrayObjectfvATI*: proc(array: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetArrayObjectivATI*: proc(array: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetAttachedObjectsARB*: proc(containerObj: GLhandleARB, maxCount: GLsizei, count: ptr GLsizei, obj: ptr GLhandleARB): void {.stdcall.} glGetAttachedShaders*: proc(program: GLuint, maxCount: GLsizei, count: ptr GLsizei, shaders: ptr GLuint): void {.stdcall.} glGetAttribLocation*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetAttribLocationARB*: proc(programObj: GLhandleARB, name: ptr GLcharARB): GLint {.stdcall.} glGetBooleanIndexedvEXT*: proc(target: GLenum, index: GLuint, data: ptr GLboolean): void {.stdcall.} glGetBooleani_v*: proc(target: GLenum, index: GLuint, data: ptr GLboolean): void {.stdcall.} glGetBooleanv*: proc(pname: GLenum, data: ptr GLboolean): void {.stdcall.} glGetBufferParameteri64v*: proc(target: GLenum, pname: GLenum, params: ptr GLint64): void {.stdcall.} glGetBufferParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetBufferParameterivARB*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetBufferParameterui64vNV*: proc(target: GLenum, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.} glGetBufferPointerv*: proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.} glGetBufferPointervARB*: proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.} glGetBufferPointervOES*: proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.} glGetBufferSubData*: proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glGetBufferSubDataARB*: proc(target: GLenum, offset: GLintptrARB, size: GLsizeiptrARB, data: pointer): void {.stdcall.} glGetClipPlane*: proc(plane: GLenum, equation: ptr GLdouble): void {.stdcall.} glGetClipPlanef*: proc(plane: GLenum, equation: ptr GLfloat): void {.stdcall.} glGetClipPlanefOES*: proc(plane: GLenum, equation: ptr GLfloat): void {.stdcall.} glGetClipPlanex*: proc(plane: GLenum, equation: ptr GLfixed): void {.stdcall.} glGetClipPlanexOES*: proc(plane: GLenum, equation: ptr GLfixed): void {.stdcall.} glGetColorTable*: proc(target: GLenum, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.} glGetColorTableEXT*: proc(target: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.} glGetColorTableParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetColorTableParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetColorTableParameterfvSGI*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetColorTableParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetColorTableParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetColorTableParameterivSGI*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetColorTableSGI*: proc(target: GLenum, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.} glGetCombinerInputParameterfvNV*: proc(stage: GLenum, portion: GLenum, variable: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetCombinerInputParameterivNV*: proc(stage: GLenum, portion: GLenum, variable: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetCombinerOutputParameterfvNV*: proc(stage: GLenum, portion: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetCombinerOutputParameterivNV*: proc(stage: GLenum, portion: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetCombinerStageParameterfvNV*: proc(stage: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetCommandHeaderNV*: proc(tokenID: GLenum, size: GLuint): GLuint {.stdcall.} glGetCompressedMultiTexImageEXT*: proc(texunit: GLenum, target: GLenum, lod: GLint, img: pointer): void {.stdcall.} glGetCompressedTexImage*: proc(target: GLenum, level: GLint, img: pointer): void {.stdcall.} glGetCompressedTexImageARB*: proc(target: GLenum, level: GLint, img: pointer): void {.stdcall.} glGetCompressedTextureImage*: proc(texture: GLuint, level: GLint, bufSize: GLsizei, pixels: pointer): void {.stdcall.} glGetCompressedTextureImageEXT*: proc(texture: GLuint, target: GLenum, lod: GLint, img: pointer): void {.stdcall.} glGetCompressedTextureSubImage*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, bufSize: GLsizei, pixels: pointer): void {.stdcall.} glGetConvolutionFilter*: proc(target: GLenum, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.} glGetConvolutionFilterEXT*: proc(target: GLenum, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.} glGetConvolutionParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetConvolutionParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetConvolutionParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetConvolutionParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetConvolutionParameterxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetCoverageModulationTableNV*: proc(bufSize: GLsizei, v: ptr GLfloat): void {.stdcall.} glGetDebugMessageLog*: proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.} glGetDebugMessageLogAMD*: proc(count: GLuint, bufSize: GLsizei, categories: ptr GLenum, severities: ptr GLuint, ids: ptr GLuint, lengths: ptr GLsizei, message: cstring): GLuint {.stdcall.} glGetDebugMessageLogARB*: proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.} glGetDebugMessageLogKHR*: proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.} glGetDetailTexFuncSGIS*: proc(target: GLenum, points: ptr GLfloat): void {.stdcall.} glGetDoubleIndexedvEXT*: proc(target: GLenum, index: GLuint, data: ptr GLdouble): void {.stdcall.} glGetDoublei_v*: proc(target: GLenum, index: GLuint, data: ptr GLdouble): void {.stdcall.} glGetDoublei_vEXT*: proc(pname: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glGetDoublev*: proc(pname: GLenum, data: ptr GLdouble): void {.stdcall.} glGetDriverControlStringQCOM*: proc(driverControl: GLuint, bufSize: GLsizei, length: ptr GLsizei, driverControlString: cstring): void {.stdcall.} glGetDriverControlsQCOM*: proc(num: ptr GLint, size: GLsizei, driverControls: ptr GLuint): void {.stdcall.} glGetError*: proc(): GLenum {.stdcall.} glGetFenceivNV*: proc(fence: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFinalCombinerInputParameterfvNV*: proc(variable: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetFinalCombinerInputParameterivNV*: proc(variable: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFirstPerfQueryIdINTEL*: proc(queryId: ptr GLuint): void {.stdcall.} glGetFixedv*: proc(pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetFixedvOES*: proc(pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetFloatIndexedvEXT*: proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.} glGetFloati_v*: proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.} glGetFloati_vEXT*: proc(pname: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glGetFloati_vNV*: proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.} glGetFloati_vOES*: proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.} glGetFloatv*: proc(pname: GLenum, data: ptr GLfloat): void {.stdcall.} glGetFogFuncSGIS*: proc(points: ptr GLfloat): void {.stdcall.} glGetFragDataIndex*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetFragDataIndexEXT*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetFragDataLocation*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetFragDataLocationEXT*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetFragmentLightfvSGIX*: proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetFragmentLightivSGIX*: proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFragmentMaterialfvSGIX*: proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetFragmentMaterialivSGIX*: proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFramebufferAttachmentParameteriv*: proc(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFramebufferAttachmentParameterivEXT*: proc(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFramebufferAttachmentParameterivOES*: proc(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFramebufferParameterfvAMD*: proc(target: GLenum, pname: GLenum, numsamples: GLuint, pixelindex: GLuint, size: GLsizei, values: ptr GLfloat): void {.stdcall.} glGetFramebufferParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFramebufferParameterivEXT*: proc(framebuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetFramebufferPixelLocalStorageSizeEXT*: proc(target: GLuint): GLsizei {.stdcall.} glGetGraphicsResetStatus*: proc(): GLenum {.stdcall.} glGetGraphicsResetStatusARB*: proc(): GLenum {.stdcall.} glGetGraphicsResetStatusEXT*: proc(): GLenum {.stdcall.} glGetGraphicsResetStatusKHR*: proc(): GLenum {.stdcall.} glGetHandleARB*: proc(pname: GLenum): GLhandleARB {.stdcall.} glGetHistogram*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.} glGetHistogramEXT*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.} glGetHistogramParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetHistogramParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetHistogramParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetHistogramParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetHistogramParameterxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetImageHandleARB*: proc(texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, format: GLenum): GLuint64 {.stdcall.} glGetImageHandleNV*: proc(texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, format: GLenum): GLuint64 {.stdcall.} glGetImageTransformParameterfvHP*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetImageTransformParameterivHP*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetInfoLogARB*: proc(obj: GLhandleARB, maxLength: GLsizei, length: ptr GLsizei, infoLog: ptr GLcharARB): void {.stdcall.} glGetInstrumentsSGIX*: proc(): GLint {.stdcall.} glGetInteger64i_v*: proc(target: GLenum, index: GLuint, data: ptr GLint64): void {.stdcall.} glGetInteger64v*: proc(pname: GLenum, data: ptr GLint64): void {.stdcall.} glGetInteger64vAPPLE*: proc(pname: GLenum, params: ptr GLint64): void {.stdcall.} glGetInteger64vEXT*: proc(pname: GLenum, data: ptr GLint64): void {.stdcall.} glGetIntegerIndexedvEXT*: proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.} glGetIntegeri_v*: proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.} glGetIntegeri_vEXT*: proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.} glGetIntegerui64i_vNV*: proc(value: GLenum, index: GLuint, result: ptr GLuint64EXT): void {.stdcall.} glGetIntegerui64vNV*: proc(value: GLenum, result: ptr GLuint64EXT): void {.stdcall.} glGetIntegerv*: proc(pname: GLenum, data: ptr GLint): void {.stdcall.} glGetInternalformatSampleivNV*: proc(target: GLenum, internalformat: GLenum, samples: GLsizei, pname: GLenum, count: GLsizei, params: ptr GLint): void {.stdcall.} glGetInternalformati64v*: proc(target: GLenum, internalformat: GLenum, pname: GLenum, count: GLsizei, params: ptr GLint64): void {.stdcall.} glGetInternalformativ*: proc(target: GLenum, internalformat: GLenum, pname: GLenum, count: GLsizei, params: ptr GLint): void {.stdcall.} glGetInvariantBooleanvEXT*: proc(id: GLuint, value: GLenum, data: ptr GLboolean): void {.stdcall.} glGetInvariantFloatvEXT*: proc(id: GLuint, value: GLenum, data: ptr GLfloat): void {.stdcall.} glGetInvariantIntegervEXT*: proc(id: GLuint, value: GLenum, data: ptr GLint): void {.stdcall.} glGetLightfv*: proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetLightiv*: proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetLightxOES*: proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetLightxv*: proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetLightxvOES*: proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetListParameterfvSGIX*: proc(list: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetListParameterivSGIX*: proc(list: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetLocalConstantBooleanvEXT*: proc(id: GLuint, value: GLenum, data: ptr GLboolean): void {.stdcall.} glGetLocalConstantFloatvEXT*: proc(id: GLuint, value: GLenum, data: ptr GLfloat): void {.stdcall.} glGetLocalConstantIntegervEXT*: proc(id: GLuint, value: GLenum, data: ptr GLint): void {.stdcall.} glGetMapAttribParameterfvNV*: proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMapAttribParameterivNV*: proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMapControlPointsNV*: proc(target: GLenum, index: GLuint, `type`: GLenum, ustride: GLsizei, vstride: GLsizei, packed: GLboolean, points: pointer): void {.stdcall.} glGetMapParameterfvNV*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMapParameterivNV*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMapdv*: proc(target: GLenum, query: GLenum, v: ptr GLdouble): void {.stdcall.} glGetMapfv*: proc(target: GLenum, query: GLenum, v: ptr GLfloat): void {.stdcall.} glGetMapiv*: proc(target: GLenum, query: GLenum, v: ptr GLint): void {.stdcall.} glGetMapxvOES*: proc(target: GLenum, query: GLenum, v: ptr GLfixed): void {.stdcall.} glGetMaterialfv*: proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMaterialiv*: proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMaterialxOES*: proc(face: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glGetMaterialxv*: proc(face: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetMaterialxvOES*: proc(face: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetMemoryObjectDetachedResourcesuivNV*: proc(memory: GLuint, pname: GLenum, first: GLint, count: GLsizei, params: ptr GLuint): void {.stdcall.} glGetMemoryObjectParameterivEXT*: proc(memoryObject: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMinmax*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.} glGetMinmaxEXT*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.} glGetMinmaxParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMinmaxParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMinmaxParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMinmaxParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMultiTexEnvfvEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMultiTexEnvivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMultiTexGendvEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetMultiTexGenfvEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMultiTexGenivEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMultiTexImageEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glGetMultiTexLevelParameterfvEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMultiTexLevelParameterivEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMultiTexParameterIivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMultiTexParameterIuivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetMultiTexParameterfvEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetMultiTexParameterivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetMultisamplefv*: proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.} glGetMultisamplefvNV*: proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.} glGetNamedBufferParameteri64v*: proc(buffer: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.} glGetNamedBufferParameteriv*: proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedBufferParameterivEXT*: proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedBufferParameterui64vNV*: proc(buffer: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.} glGetNamedBufferPointerv*: proc(buffer: GLuint, pname: GLenum, params: ptr pointer): void {.stdcall.} glGetNamedBufferPointervEXT*: proc(buffer: GLuint, pname: GLenum, params: ptr pointer): void {.stdcall.} glGetNamedBufferSubData*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glGetNamedBufferSubDataEXT*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glGetNamedFramebufferParameterfvAMD*: proc(framebuffer: GLuint, pname: GLenum, numsamples: GLuint, pixelindex: GLuint, size: GLsizei, values: ptr GLfloat): void {.stdcall.} glGetNamedFramebufferAttachmentParameteriv*: proc(framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedFramebufferAttachmentParameterivEXT*: proc(framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedFramebufferParameteriv*: proc(framebuffer: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glGetNamedFramebufferParameterivEXT*: proc(framebuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedProgramLocalParameterIivEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.} glGetNamedProgramLocalParameterIuivEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.} glGetNamedProgramLocalParameterdvEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glGetNamedProgramLocalParameterfvEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glGetNamedProgramStringEXT*: proc(program: GLuint, target: GLenum, pname: GLenum, string: pointer): void {.stdcall.} glGetNamedProgramivEXT*: proc(program: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedRenderbufferParameteriv*: proc(renderbuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedRenderbufferParameterivEXT*: proc(renderbuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNamedStringARB*: proc(namelen: GLint, name: cstring, bufSize: GLsizei, stringlen: ptr GLint, string: cstring): void {.stdcall.} glGetNamedStringivARB*: proc(namelen: GLint, name: cstring, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetNextPerfQueryIdINTEL*: proc(queryId: GLuint, nextQueryId: ptr GLuint): void {.stdcall.} glGetObjectBufferfvATI*: proc(buffer: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetObjectBufferivATI*: proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetObjectLabel*: proc(identifier: GLenum, name: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.} glGetObjectLabelEXT*: proc(`type`: GLenum, `object`: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.} glGetObjectLabelKHR*: proc(identifier: GLenum, name: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.} glGetObjectParameterfvARB*: proc(obj: GLhandleARB, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetObjectParameterivAPPLE*: proc(objectType: GLenum, name: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetObjectParameterivARB*: proc(obj: GLhandleARB, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetObjectPtrLabel*: proc(`ptr`: pointer, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.} glGetObjectPtrLabelKHR*: proc(`ptr`: pointer, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.} glGetOcclusionQueryivNV*: proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetOcclusionQueryuivNV*: proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetPathColorGenfvNV*: proc(color: GLenum, pname: GLenum, value: ptr GLfloat): void {.stdcall.} glGetPathColorGenivNV*: proc(color: GLenum, pname: GLenum, value: ptr GLint): void {.stdcall.} glGetPathCommandsNV*: proc(path: GLuint, commands: ptr GLubyte): void {.stdcall.} glGetPathCoordsNV*: proc(path: GLuint, coords: ptr GLfloat): void {.stdcall.} glGetPathDashArrayNV*: proc(path: GLuint, dashArray: ptr GLfloat): void {.stdcall.} glGetPathLengthNV*: proc(path: GLuint, startSegment: GLsizei, numSegments: GLsizei): GLfloat {.stdcall.} glGetPathMetricRangeNV*: proc(metricQueryMask: GLbitfield, firstPathName: GLuint, numPaths: GLsizei, stride: GLsizei, metrics: ptr GLfloat): void {.stdcall.} glGetPathMetricsNV*: proc(metricQueryMask: GLbitfield, numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, stride: GLsizei, metrics: ptr GLfloat): void {.stdcall.} glGetPathParameterfvNV*: proc(path: GLuint, pname: GLenum, value: ptr GLfloat): void {.stdcall.} glGetPathParameterivNV*: proc(path: GLuint, pname: GLenum, value: ptr GLint): void {.stdcall.} glGetPathSpacingNV*: proc(pathListMode: GLenum, numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, advanceScale: GLfloat, kerningScale: GLfloat, transformType: GLenum, returnedSpacing: ptr GLfloat): void {.stdcall.} glGetPathTexGenfvNV*: proc(texCoordSet: GLenum, pname: GLenum, value: ptr GLfloat): void {.stdcall.} glGetPathTexGenivNV*: proc(texCoordSet: GLenum, pname: GLenum, value: ptr GLint): void {.stdcall.} glGetPerfCounterInfoINTEL*: proc(queryId: GLuint, counterId: GLuint, counterNameLength: GLuint, counterName: cstring, counterDescLength: GLuint, counterDesc: cstring, counterOffset: ptr GLuint, counterDataSize: ptr GLuint, counterTypeEnum: ptr GLuint, counterDataTypeEnum: ptr GLuint, rawCounterMaxValue: ptr GLuint64): void {.stdcall.} glGetPerfMonitorCounterDataAMD*: proc(monitor: GLuint, pname: GLenum, dataSize: GLsizei, data: ptr GLuint, bytesWritten: ptr GLint): void {.stdcall.} glGetPerfMonitorCounterInfoAMD*: proc(group: GLuint, counter: GLuint, pname: GLenum, data: pointer): void {.stdcall.} glGetPerfMonitorCounterStringAMD*: proc(group: GLuint, counter: GLuint, bufSize: GLsizei, length: ptr GLsizei, counterString: cstring): void {.stdcall.} glGetPerfMonitorCountersAMD*: proc(group: GLuint, numCounters: ptr GLint, maxActiveCounters: ptr GLint, counterSize: GLsizei, counters: ptr GLuint): void {.stdcall.} glGetPerfMonitorGroupStringAMD*: proc(group: GLuint, bufSize: GLsizei, length: ptr GLsizei, groupString: cstring): void {.stdcall.} glGetPerfMonitorGroupsAMD*: proc(numGroups: ptr GLint, groupsSize: GLsizei, groups: ptr GLuint): void {.stdcall.} glGetPerfQueryDataINTEL*: proc(queryHandle: GLuint, flags: GLuint, dataSize: GLsizei, data: pointer, bytesWritten: ptr GLuint): void {.stdcall.} glGetPerfQueryIdByNameINTEL*: proc(queryName: cstring, queryId: ptr GLuint): void {.stdcall.} glGetPerfQueryInfoINTEL*: proc(queryId: GLuint, queryNameLength: GLuint, queryName: cstring, dataSize: ptr GLuint, noCounters: ptr GLuint, noInstances: ptr GLuint, capsMask: ptr GLuint): void {.stdcall.} glGetPixelMapfv*: proc(map: GLenum, values: ptr GLfloat): void {.stdcall.} glGetPixelMapuiv*: proc(map: GLenum, values: ptr GLuint): void {.stdcall.} glGetPixelMapusv*: proc(map: GLenum, values: ptr GLushort): void {.stdcall.} glGetPixelMapxv*: proc(map: GLenum, size: GLint, values: ptr GLfixed): void {.stdcall.} glGetPixelTexGenParameterfvSGIS*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetPixelTexGenParameterivSGIS*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glGetPixelTransformParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetPixelTransformParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetPointerIndexedvEXT*: proc(target: GLenum, index: GLuint, data: ptr pointer): void {.stdcall.} glGetPointeri_vEXT*: proc(pname: GLenum, index: GLuint, params: ptr pointer): void {.stdcall.} glGetPointerv*: proc(pname: GLenum, params: ptr pointer): void {.stdcall.} glGetPointervEXT*: proc(pname: GLenum, params: ptr pointer): void {.stdcall.} glGetPointervKHR*: proc(pname: GLenum, params: ptr pointer): void {.stdcall.} glGetPolygonStipple*: proc(mask: ptr GLubyte): void {.stdcall.} glGetProgramBinary*: proc(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, binaryFormat: ptr GLenum, binary: pointer): void {.stdcall.} glGetProgramBinaryOES*: proc(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, binaryFormat: ptr GLenum, binary: pointer): void {.stdcall.} glGetProgramEnvParameterIivNV*: proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.} glGetProgramEnvParameterIuivNV*: proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.} glGetProgramEnvParameterdvARB*: proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glGetProgramEnvParameterfvARB*: proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glGetProgramInfoLog*: proc(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.} glGetProgramInterfaceiv*: proc(program: GLuint, programInterface: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetProgramLocalParameterIivNV*: proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.} glGetProgramLocalParameterIuivNV*: proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.} glGetProgramLocalParameterdvARB*: proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glGetProgramLocalParameterfvARB*: proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glGetProgramNamedParameterdvNV*: proc(id: GLuint, len: GLsizei, name: ptr GLubyte, params: ptr GLdouble): void {.stdcall.} glGetProgramNamedParameterfvNV*: proc(id: GLuint, len: GLsizei, name: ptr GLubyte, params: ptr GLfloat): void {.stdcall.} glGetProgramParameterdvNV*: proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetProgramParameterfvNV*: proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetProgramPipelineInfoLog*: proc(pipeline: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.} glGetProgramPipelineInfoLogEXT*: proc(pipeline: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.} glGetProgramPipelineiv*: proc(pipeline: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetProgramPipelineivEXT*: proc(pipeline: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetProgramResourceIndex*: proc(program: GLuint, programInterface: GLenum, name: cstring): GLuint {.stdcall.} glGetProgramResourceLocation*: proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.} glGetProgramResourceLocationIndex*: proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.} glGetProgramResourceLocationIndexEXT*: proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.} glGetProgramResourceName*: proc(program: GLuint, programInterface: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.} glGetProgramResourcefvNV*: proc(program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: ptr GLenum, count: GLsizei, length: ptr GLsizei, params: ptr GLfloat): void {.stdcall.} glGetProgramResourceiv*: proc(program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: ptr GLenum, count: GLsizei, length: ptr GLsizei, params: ptr GLint): void {.stdcall.} glGetProgramStageiv*: proc(program: GLuint, shadertype: GLenum, pname: GLenum, values: ptr GLint): void {.stdcall.} glGetProgramStringARB*: proc(target: GLenum, pname: GLenum, string: pointer): void {.stdcall.} glGetProgramStringNV*: proc(id: GLuint, pname: GLenum, program: ptr GLubyte): void {.stdcall.} glGetProgramSubroutineParameteruivNV*: proc(target: GLenum, index: GLuint, param: ptr GLuint): void {.stdcall.} glGetProgramiv*: proc(program: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetProgramivARB*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetProgramivNV*: proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryBufferObjecti64v*: proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.} glGetQueryBufferObjectiv*: proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.} glGetQueryBufferObjectui64v*: proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.} glGetQueryBufferObjectuiv*: proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.} glGetQueryIndexediv*: proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryObjecti64v*: proc(id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.} glGetQueryObjecti64vEXT*: proc(id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.} glGetQueryObjectiv*: proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryObjectivARB*: proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryObjectivEXT*: proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryObjectui64v*: proc(id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.} glGetQueryObjectui64vEXT*: proc(id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.} glGetQueryObjectuiv*: proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetQueryObjectuivARB*: proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetQueryObjectuivEXT*: proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetQueryiv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryivARB*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetQueryivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetRenderbufferParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetRenderbufferParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetRenderbufferParameterivOES*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetSamplerParameterIiv*: proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetSamplerParameterIivEXT*: proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetSamplerParameterIivOES*: proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetSamplerParameterIuiv*: proc(sampler: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetSamplerParameterIuivEXT*: proc(sampler: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetSamplerParameterIuivOES*: proc(sampler: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetSamplerParameterfv*: proc(sampler: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetSamplerParameteriv*: proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetSemaphoreParameterivNV*: proc(semaphore: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetSemaphoreParameterui64vEXT*: proc(semaphore: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.} glGetSeparableFilter*: proc(target: GLenum, format: GLenum, `type`: GLenum, row: pointer, column: pointer, span: pointer): void {.stdcall.} glGetSeparableFilterEXT*: proc(target: GLenum, format: GLenum, `type`: GLenum, row: pointer, column: pointer, span: pointer): void {.stdcall.} glGetShaderInfoLog*: proc(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.} glGetShaderPrecisionFormat*: proc(shadertype: GLenum, precisiontype: GLenum, range: ptr GLint, precision: ptr GLint): void {.stdcall.} glGetShaderSource*: proc(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, source: cstring): void {.stdcall.} glGetShaderSourceARB*: proc(obj: GLhandleARB, maxLength: GLsizei, length: ptr GLsizei, source: ptr GLcharARB): void {.stdcall.} glGetShaderiv*: proc(shader: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetShadingRateImagePaletteNV*: proc(viewport: GLuint, entry: GLuint, rate: ptr GLenum): void {.stdcall.} glGetShadingRateSampleLocationivNV*: proc(rate: GLenum, samples: GLuint, index: GLuint, location: ptr GLint): void {.stdcall.} glGetSharpenTexFuncSGIS*: proc(target: GLenum, points: ptr GLfloat): void {.stdcall.} glGetStageIndexNV*: proc(shadertype: GLenum): GLushort {.stdcall.} glGetString*: proc(name: GLenum): ptr GLubyte {.stdcall.} glGetStringi*: proc(name: GLenum, index: GLuint): ptr GLubyte {.stdcall.} glGetSubroutineIndex*: proc(program: GLuint, shadertype: GLenum, name: cstring): GLuint {.stdcall.} glGetSubroutineUniformLocation*: proc(program: GLuint, shadertype: GLenum, name: cstring): GLint {.stdcall.} glGetSynciv*: proc(sync: GLsync, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall.} glGetSyncivAPPLE*: proc(sync: GLsync, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall.} glGetTexBumpParameterfvATI*: proc(pname: GLenum, param: ptr GLfloat): void {.stdcall.} glGetTexBumpParameterivATI*: proc(pname: GLenum, param: ptr GLint): void {.stdcall.} glGetTexEnvfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTexEnviv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexEnvxv*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetTexEnvxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetTexFilterFuncSGIS*: proc(target: GLenum, filter: GLenum, weights: ptr GLfloat): void {.stdcall.} glGetTexGendv*: proc(coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetTexGenfv*: proc(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTexGenfvOES*: proc(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTexGeniv*: proc(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexGenivOES*: proc(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexGenxvOES*: proc(coord: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetTexImage*: proc(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glGetTexLevelParameterfv*: proc(target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTexLevelParameteriv*: proc(target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexLevelParameterxvOES*: proc(target: GLenum, level: GLint, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetTexParameterIiv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexParameterIivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexParameterIivOES*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexParameterIuiv*: proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetTexParameterIuivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetTexParameterIuivOES*: proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetTexParameterPointervAPPLE*: proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.} glGetTexParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTexParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTexParameterxv*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetTexParameterxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glGetTextureHandleARB*: proc(texture: GLuint): GLuint64 {.stdcall.} glGetTextureHandleIMG*: proc(texture: GLuint): GLuint64 {.stdcall.} glGetTextureHandleNV*: proc(texture: GLuint): GLuint64 {.stdcall.} glGetTextureImage*: proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.} glGetTextureImageEXT*: proc(texture: GLuint, target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glGetTextureLevelParameterfv*: proc(texture: GLuint, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTextureLevelParameterfvEXT*: proc(texture: GLuint, target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTextureLevelParameteriv*: proc(texture: GLuint, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTextureLevelParameterivEXT*: proc(texture: GLuint, target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTextureParameterIiv*: proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTextureParameterIivEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTextureParameterIuiv*: proc(texture: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetTextureParameterIuivEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetTextureParameterfv*: proc(texture: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTextureParameterfvEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetTextureParameteriv*: proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTextureParameterivEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTextureSamplerHandleARB*: proc(texture: GLuint, sampler: GLuint): GLuint64 {.stdcall.} glGetTextureSamplerHandleIMG*: proc(texture: GLuint, sampler: GLuint): GLuint64 {.stdcall.} glGetTextureSamplerHandleNV*: proc(texture: GLuint, sampler: GLuint): GLuint64 {.stdcall.} glGetTextureSubImage*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.} glGetTrackMatrixivNV*: proc(target: GLenum, address: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetTransformFeedbackVarying*: proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall.} glGetTransformFeedbackVaryingEXT*: proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall.} glGetTransformFeedbackVaryingNV*: proc(program: GLuint, index: GLuint, location: ptr GLint): void {.stdcall.} glGetTransformFeedbacki64_v*: proc(xfb: GLuint, pname: GLenum, index: GLuint, param: ptr GLint64): void {.stdcall.} glGetTransformFeedbackiv*: proc(xfb: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glGetTranslatedShaderSourceANGLE*: proc(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, source: cstring): void {.stdcall.} glGetUniformBlockIndex*: proc(program: GLuint, uniformBlockName: cstring): GLuint {.stdcall.} glGetUniformBufferSizeEXT*: proc(program: GLuint, location: GLint): GLint {.stdcall.} glGetUniformIndices*: proc(program: GLuint, uniformCount: GLsizei, uniformNames: ptr cstring, uniformIndices: ptr GLuint): void {.stdcall.} glGetUniformLocation*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetUniformLocationARB*: proc(programObj: GLhandleARB, name: ptr GLcharARB): GLint {.stdcall.} glGetUniformOffsetEXT*: proc(program: GLuint, location: GLint): GLintptr {.stdcall.} glGetUniformSubroutineuiv*: proc(shadertype: GLenum, location: GLint, params: ptr GLuint): void {.stdcall.} glGetUniformdv*: proc(program: GLuint, location: GLint, params: ptr GLdouble): void {.stdcall.} glGetUniformfv*: proc(program: GLuint, location: GLint, params: ptr GLfloat): void {.stdcall.} glGetUniformfvARB*: proc(programObj: GLhandleARB, location: GLint, params: ptr GLfloat): void {.stdcall.} glGetUniformi64vARB*: proc(program: GLuint, location: GLint, params: ptr GLint64): void {.stdcall.} glGetUniformi64vNV*: proc(program: GLuint, location: GLint, params: ptr GLint64EXT): void {.stdcall.} glGetUniformiv*: proc(program: GLuint, location: GLint, params: ptr GLint): void {.stdcall.} glGetUniformivARB*: proc(programObj: GLhandleARB, location: GLint, params: ptr GLint): void {.stdcall.} glGetUniformui64vARB*: proc(program: GLuint, location: GLint, params: ptr GLuint64): void {.stdcall.} glGetUniformui64vNV*: proc(program: GLuint, location: GLint, params: ptr GLuint64EXT): void {.stdcall.} glGetUniformuiv*: proc(program: GLuint, location: GLint, params: ptr GLuint): void {.stdcall.} glGetUniformuivEXT*: proc(program: GLuint, location: GLint, params: ptr GLuint): void {.stdcall.} glGetUnsignedBytevEXT*: proc(pname: GLenum, data: ptr GLubyte): void {.stdcall.} glGetUnsignedBytei_vEXT*: proc(target: GLenum, index: GLuint, data: ptr GLubyte): void {.stdcall.} glGetVariantArrayObjectfvATI*: proc(id: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetVariantArrayObjectivATI*: proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVariantBooleanvEXT*: proc(id: GLuint, value: GLenum, data: ptr GLboolean): void {.stdcall.} glGetVariantFloatvEXT*: proc(id: GLuint, value: GLenum, data: ptr GLfloat): void {.stdcall.} glGetVariantIntegervEXT*: proc(id: GLuint, value: GLenum, data: ptr GLint): void {.stdcall.} glGetVariantPointervEXT*: proc(id: GLuint, value: GLenum, data: ptr pointer): void {.stdcall.} glGetVaryingLocationNV*: proc(program: GLuint, name: cstring): GLint {.stdcall.} glGetVertexArrayIndexed64iv*: proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint64): void {.stdcall.} glGetVertexArrayIndexediv*: proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glGetVertexArrayIntegeri_vEXT*: proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glGetVertexArrayIntegervEXT*: proc(vaobj: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glGetVertexArrayPointeri_vEXT*: proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr pointer): void {.stdcall.} glGetVertexArrayPointervEXT*: proc(vaobj: GLuint, pname: GLenum, param: ptr pointer): void {.stdcall.} glGetVertexArrayiv*: proc(vaobj: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glGetVertexAttribArrayObjectfvATI*: proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetVertexAttribArrayObjectivATI*: proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVertexAttribIiv*: proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVertexAttribIivEXT*: proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVertexAttribIuiv*: proc(index: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetVertexAttribIuivEXT*: proc(index: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetVertexAttribLdv*: proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetVertexAttribLdvEXT*: proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetVertexAttribLi64vNV*: proc(index: GLuint, pname: GLenum, params: ptr GLint64EXT): void {.stdcall.} glGetVertexAttribLui64vARB*: proc(index: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.} glGetVertexAttribLui64vNV*: proc(index: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.} glGetVertexAttribPointerv*: proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.} glGetVertexAttribPointervARB*: proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.} glGetVertexAttribPointervNV*: proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.} glGetVertexAttribdv*: proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetVertexAttribdvARB*: proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetVertexAttribdvNV*: proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetVertexAttribfv*: proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetVertexAttribfvARB*: proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetVertexAttribfvNV*: proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetVertexAttribiv*: proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVertexAttribivARB*: proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVertexAttribivNV*: proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVideoCaptureStreamdvNV*: proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glGetVideoCaptureStreamfvNV*: proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glGetVideoCaptureStreamivNV*: proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVideoCaptureivNV*: proc(video_capture_slot: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVideoi64vNV*: proc(video_slot: GLuint, pname: GLenum, params: ptr GLint64EXT): void {.stdcall.} glGetVideoivNV*: proc(video_slot: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glGetVideoui64vNV*: proc(video_slot: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.} glGetVideouivNV*: proc(video_slot: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glGetnColorTable*: proc(target: GLenum, format: GLenum, `type`: GLenum, bufSize: GLsizei, table: pointer): void {.stdcall.} glGetnColorTableARB*: proc(target: GLenum, format: GLenum, `type`: GLenum, bufSize: GLsizei, table: pointer): void {.stdcall.} glGetnCompressedTexImage*: proc(target: GLenum, lod: GLint, bufSize: GLsizei, pixels: pointer): void {.stdcall.} glGetnCompressedTexImageARB*: proc(target: GLenum, lod: GLint, bufSize: GLsizei, img: pointer): void {.stdcall.} glGetnConvolutionFilter*: proc(target: GLenum, format: GLenum, `type`: GLenum, bufSize: GLsizei, image: pointer): void {.stdcall.} glGetnConvolutionFilterARB*: proc(target: GLenum, format: GLenum, `type`: GLenum, bufSize: GLsizei, image: pointer): void {.stdcall.} glGetnHistogram*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, bufSize: GLsizei, values: pointer): void {.stdcall.} glGetnHistogramARB*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, bufSize: GLsizei, values: pointer): void {.stdcall.} glGetnMapdv*: proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLdouble): void {.stdcall.} glGetnMapdvARB*: proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLdouble): void {.stdcall.} glGetnMapfv*: proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLfloat): void {.stdcall.} glGetnMapfvARB*: proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLfloat): void {.stdcall.} glGetnMapiv*: proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLint): void {.stdcall.} glGetnMapivARB*: proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLint): void {.stdcall.} glGetnMinmax*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, bufSize: GLsizei, values: pointer): void {.stdcall.} glGetnMinmaxARB*: proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, bufSize: GLsizei, values: pointer): void {.stdcall.} glGetnPixelMapfv*: proc(map: GLenum, bufSize: GLsizei, values: ptr GLfloat): void {.stdcall.} glGetnPixelMapfvARB*: proc(map: GLenum, bufSize: GLsizei, values: ptr GLfloat): void {.stdcall.} glGetnPixelMapuiv*: proc(map: GLenum, bufSize: GLsizei, values: ptr GLuint): void {.stdcall.} glGetnPixelMapuivARB*: proc(map: GLenum, bufSize: GLsizei, values: ptr GLuint): void {.stdcall.} glGetnPixelMapusv*: proc(map: GLenum, bufSize: GLsizei, values: ptr GLushort): void {.stdcall.} glGetnPixelMapusvARB*: proc(map: GLenum, bufSize: GLsizei, values: ptr GLushort): void {.stdcall.} glGetnPolygonStipple*: proc(bufSize: GLsizei, pattern: ptr GLubyte): void {.stdcall.} glGetnPolygonStippleARB*: proc(bufSize: GLsizei, pattern: ptr GLubyte): void {.stdcall.} glGetnSeparableFilter*: proc(target: GLenum, format: GLenum, `type`: GLenum, rowBufSize: GLsizei, row: pointer, columnBufSize: GLsizei, column: pointer, span: pointer): void {.stdcall.} glGetnSeparableFilterARB*: proc(target: GLenum, format: GLenum, `type`: GLenum, rowBufSize: GLsizei, row: pointer, columnBufSize: GLsizei, column: pointer, span: pointer): void {.stdcall.} glGetnTexImage*: proc(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.} glGetnTexImageARB*: proc(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, img: pointer): void {.stdcall.} glGetnUniformdv*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLdouble): void {.stdcall.} glGetnUniformdvARB*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLdouble): void {.stdcall.} glGetnUniformfv*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.} glGetnUniformfvARB*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.} glGetnUniformfvEXT*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.} glGetnUniformfvKHR*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.} glGetnUniformi64vARB*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint64): void {.stdcall.} glGetnUniformiv*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.} glGetnUniformivARB*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.} glGetnUniformivEXT*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.} glGetnUniformivKHR*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.} glGetnUniformui64vARB*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint64): void {.stdcall.} glGetnUniformuiv*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.} glGetnUniformuivARB*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.} glGetnUniformuivKHR*: proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.} glGlobalAlphaFactorbSUN*: proc(factor: GLbyte): void {.stdcall.} glGlobalAlphaFactordSUN*: proc(factor: GLdouble): void {.stdcall.} glGlobalAlphaFactorfSUN*: proc(factor: GLfloat): void {.stdcall.} glGlobalAlphaFactoriSUN*: proc(factor: GLint): void {.stdcall.} glGlobalAlphaFactorsSUN*: proc(factor: GLshort): void {.stdcall.} glGlobalAlphaFactorubSUN*: proc(factor: GLubyte): void {.stdcall.} glGlobalAlphaFactoruiSUN*: proc(factor: GLuint): void {.stdcall.} glGlobalAlphaFactorusSUN*: proc(factor: GLushort): void {.stdcall.} glHint*: proc(target: GLenum, mode: GLenum): void {.stdcall.} glHintPGI*: proc(target: GLenum, mode: GLint): void {.stdcall.} glHistogram*: proc(target: GLenum, width: GLsizei, internalformat: GLenum, sink: GLboolean): void {.stdcall.} glHistogramEXT*: proc(target: GLenum, width: GLsizei, internalformat: GLenum, sink: GLboolean): void {.stdcall.} glIglooInterfaceSGIX*: proc(pname: GLenum, params: pointer): void {.stdcall.} glImageTransformParameterfHP*: proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glImageTransformParameterfvHP*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glImageTransformParameteriHP*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glImageTransformParameterivHP*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glImportMemoryFdEXT*: proc(memory: GLuint, size: GLuint64, handleType: GLenum, fd: GLint): void {.stdcall.} glImportMemoryWin32HandleEXT*: proc(memory: GLuint, size: GLuint64, handleType: GLenum, handle: pointer): void {.stdcall.} glImportMemoryWin32NameEXT*: proc(memory: GLuint, size: GLuint64, handleType: GLenum, name: pointer): void {.stdcall.} glImportSemaphoreFdEXT*: proc(semaphore: GLuint, handleType: GLenum, fd: GLint): void {.stdcall.} glImportSemaphoreWin32HandleEXT*: proc(semaphore: GLuint, handleType: GLenum, handle: pointer): void {.stdcall.} glImportSemaphoreWin32NameEXT*: proc(semaphore: GLuint, handleType: GLenum, name: pointer): void {.stdcall.} glImportSyncEXT*: proc(external_sync_type: GLenum, external_sync: GLintptr, flags: GLbitfield): GLsync {.stdcall.} glIndexFormatNV*: proc(`type`: GLenum, stride: GLsizei): void {.stdcall.} glIndexFuncEXT*: proc(`func`: GLenum, `ref`: GLclampf): void {.stdcall.} glIndexMask*: proc(mask: GLuint): void {.stdcall.} glIndexMaterialEXT*: proc(face: GLenum, mode: GLenum): void {.stdcall.} glIndexPointer*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glIndexPointerEXT*: proc(`type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.} glIndexPointerListIBM*: proc(`type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glIndexd*: proc(c: GLdouble): void {.stdcall.} glIndexdv*: proc(c: ptr GLdouble): void {.stdcall.} glIndexf*: proc(c: GLfloat): void {.stdcall.} glIndexfv*: proc(c: ptr GLfloat): void {.stdcall.} glIndexi*: proc(c: GLint): void {.stdcall.} glIndexiv*: proc(c: ptr GLint): void {.stdcall.} glIndexs*: proc(c: GLshort): void {.stdcall.} glIndexsv*: proc(c: ptr GLshort): void {.stdcall.} glIndexub*: proc(c: GLubyte): void {.stdcall.} glIndexubv*: proc(c: ptr GLubyte): void {.stdcall.} glIndexxOES*: proc(component: GLfixed): void {.stdcall.} glIndexxvOES*: proc(component: ptr GLfixed): void {.stdcall.} glInitNames*: proc(): void {.stdcall.} glInsertComponentEXT*: proc(res: GLuint, src: GLuint, num: GLuint): void {.stdcall.} glInsertEventMarkerEXT*: proc(length: GLsizei, marker: cstring): void {.stdcall.} glInstrumentsBufferSGIX*: proc(size: GLsizei, buffer: ptr GLint): void {.stdcall.} glInterleavedArrays*: proc(format: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glInterpolatePathsNV*: proc(resultPath: GLuint, pathA: GLuint, pathB: GLuint, weight: GLfloat): void {.stdcall.} glInvalidateBufferData*: proc(buffer: GLuint): void {.stdcall.} glInvalidateBufferSubData*: proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.} glInvalidateFramebuffer*: proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.} glInvalidateNamedFramebufferData*: proc(framebuffer: GLuint, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.} glInvalidateNamedFramebufferSubData*: proc(framebuffer: GLuint, numAttachments: GLsizei, attachments: ptr GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glInvalidateSubFramebuffer*: proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glInvalidateTexImage*: proc(texture: GLuint, level: GLint): void {.stdcall.} glInvalidateTexSubImage*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glIsAsyncMarkerSGIX*: proc(marker: GLuint): GLboolean {.stdcall.} glIsBuffer*: proc(buffer: GLuint): GLboolean {.stdcall.} glIsBufferARB*: proc(buffer: GLuint): GLboolean {.stdcall.} glIsBufferResidentNV*: proc(target: GLenum): GLboolean {.stdcall.} glIsCommandListNV*: proc(list: GLuint): GLboolean {.stdcall.} glIsEnabled*: proc(cap: GLenum): GLboolean {.stdcall.} glIsEnabledIndexedEXT*: proc(target: GLenum, index: GLuint): GLboolean {.stdcall.} glIsEnabledi*: proc(target: GLenum, index: GLuint): GLboolean {.stdcall.} glIsEnablediEXT*: proc(target: GLenum, index: GLuint): GLboolean {.stdcall.} glIsEnablediNV*: proc(target: GLenum, index: GLuint): GLboolean {.stdcall.} glIsEnablediOES*: proc(target: GLenum, index: GLuint): GLboolean {.stdcall.} glIsFenceAPPLE*: proc(fence: GLuint): GLboolean {.stdcall.} glIsFenceNV*: proc(fence: GLuint): GLboolean {.stdcall.} glIsFramebuffer*: proc(framebuffer: GLuint): GLboolean {.stdcall.} glIsFramebufferEXT*: proc(framebuffer: GLuint): GLboolean {.stdcall.} glIsFramebufferOES*: proc(framebuffer: GLuint): GLboolean {.stdcall.} glIsImageHandleResidentARB*: proc(handle: GLuint64): GLboolean {.stdcall.} glIsImageHandleResidentNV*: proc(handle: GLuint64): GLboolean {.stdcall.} glIsList*: proc(list: GLuint): GLboolean {.stdcall.} glIsMemoryObjectEXT*: proc(memoryObject: GLuint): GLboolean {.stdcall.} glIsNameAMD*: proc(identifier: GLenum, name: GLuint): GLboolean {.stdcall.} glIsNamedBufferResidentNV*: proc(buffer: GLuint): GLboolean {.stdcall.} glIsNamedStringARB*: proc(namelen: GLint, name: cstring): GLboolean {.stdcall.} glIsObjectBufferATI*: proc(buffer: GLuint): GLboolean {.stdcall.} glIsOcclusionQueryNV*: proc(id: GLuint): GLboolean {.stdcall.} glIsPathNV*: proc(path: GLuint): GLboolean {.stdcall.} glIsPointInFillPathNV*: proc(path: GLuint, mask: GLuint, x: GLfloat, y: GLfloat): GLboolean {.stdcall.} glIsPointInStrokePathNV*: proc(path: GLuint, x: GLfloat, y: GLfloat): GLboolean {.stdcall.} glIsProgram*: proc(program: GLuint): GLboolean {.stdcall.} glIsProgramARB*: proc(program: GLuint): GLboolean {.stdcall.} glIsProgramNV*: proc(id: GLuint): GLboolean {.stdcall.} glIsProgramPipeline*: proc(pipeline: GLuint): GLboolean {.stdcall.} glIsProgramPipelineEXT*: proc(pipeline: GLuint): GLboolean {.stdcall.} glIsQuery*: proc(id: GLuint): GLboolean {.stdcall.} glIsQueryARB*: proc(id: GLuint): GLboolean {.stdcall.} glIsQueryEXT*: proc(id: GLuint): GLboolean {.stdcall.} glIsRenderbuffer*: proc(renderbuffer: GLuint): GLboolean {.stdcall.} glIsRenderbufferEXT*: proc(renderbuffer: GLuint): GLboolean {.stdcall.} glIsRenderbufferOES*: proc(renderbuffer: GLuint): GLboolean {.stdcall.} glIsSemaphoreEXT*: proc(semaphore: GLuint): GLboolean {.stdcall.} glIsSampler*: proc(sampler: GLuint): GLboolean {.stdcall.} glIsShader*: proc(shader: GLuint): GLboolean {.stdcall.} glIsStateNV*: proc(state: GLuint): GLboolean {.stdcall.} glIsSync*: proc(sync: GLsync): GLboolean {.stdcall.} glIsSyncAPPLE*: proc(sync: GLsync): GLboolean {.stdcall.} glIsTexture*: proc(texture: GLuint): GLboolean {.stdcall.} glIsTextureEXT*: proc(texture: GLuint): GLboolean {.stdcall.} glIsTextureHandleResidentARB*: proc(handle: GLuint64): GLboolean {.stdcall.} glIsTextureHandleResidentNV*: proc(handle: GLuint64): GLboolean {.stdcall.} glIsTransformFeedback*: proc(id: GLuint): GLboolean {.stdcall.} glIsTransformFeedbackNV*: proc(id: GLuint): GLboolean {.stdcall.} glIsVariantEnabledEXT*: proc(id: GLuint, cap: GLenum): GLboolean {.stdcall.} glIsVertexArray*: proc(array: GLuint): GLboolean {.stdcall.} glIsVertexArrayAPPLE*: proc(array: GLuint): GLboolean {.stdcall.} glIsVertexArrayOES*: proc(array: GLuint): GLboolean {.stdcall.} glIsVertexAttribEnabledAPPLE*: proc(index: GLuint, pname: GLenum): GLboolean {.stdcall.} glLGPUCopyImageSubDataNVX*: proc(sourceGpu: GLuint, destinationGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srxY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glLGPUInterlockNVX*: proc(): void {.stdcall.} glLGPUNamedBufferSubDataNVX*: proc(gpuMask: GLbitfield, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glLabelObjectEXT*: proc(`type`: GLenum, `object`: GLuint, length: GLsizei, label: cstring): void {.stdcall.} glLightEnviSGIX*: proc(pname: GLenum, param: GLint): void {.stdcall.} glLightModelf*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glLightModelfv*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glLightModeli*: proc(pname: GLenum, param: GLint): void {.stdcall.} glLightModeliv*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glLightModelx*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glLightModelxOES*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glLightModelxv*: proc(pname: GLenum, param: ptr GLfixed): void {.stdcall.} glLightModelxvOES*: proc(pname: GLenum, param: ptr GLfixed): void {.stdcall.} glLightf*: proc(light: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glLightfv*: proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glLighti*: proc(light: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glLightiv*: proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glLightx*: proc(light: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glLightxOES*: proc(light: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glLightxv*: proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glLightxvOES*: proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glLineStipple*: proc(factor: GLint, pattern: GLushort): void {.stdcall.} glLineWidth*: proc(width: GLfloat): void {.stdcall.} glLineWidthx*: proc(width: GLfixed): void {.stdcall.} glLineWidthxOES*: proc(width: GLfixed): void {.stdcall.} glLinkProgram*: proc(program: GLuint): void {.stdcall.} glLinkProgramARB*: proc(programObj: GLhandleARB): void {.stdcall.} glListBase*: proc(base: GLuint): void {.stdcall.} glListDrawCommandsStatesClientNV*: proc(list: GLuint, segment: GLuint, indirects: ptr pointer, sizes: ptr GLsizei, states: ptr GLuint, fbos: ptr GLuint, count: GLuint): void {.stdcall.} glListParameterfSGIX*: proc(list: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.} glListParameterfvSGIX*: proc(list: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glListParameteriSGIX*: proc(list: GLuint, pname: GLenum, param: GLint): void {.stdcall.} glListParameterivSGIX*: proc(list: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glLoadIdentity*: proc(): void {.stdcall.} glLoadIdentityDeformationMapSGIX*: proc(mask: GLbitfield): void {.stdcall.} glLoadMatrixd*: proc(m: ptr GLdouble): void {.stdcall.} glLoadMatrixf*: proc(m: ptr GLfloat): void {.stdcall.} glLoadMatrixx*: proc(m: ptr GLfixed): void {.stdcall.} glLoadMatrixxOES*: proc(m: ptr GLfixed): void {.stdcall.} glLoadName*: proc(name: GLuint): void {.stdcall.} glLoadPaletteFromModelViewMatrixOES*: proc(): void {.stdcall.} glLoadProgramNV*: proc(target: GLenum, id: GLuint, len: GLsizei, program: ptr GLubyte): void {.stdcall.} glLoadTransposeMatrixd*: proc(m: ptr GLdouble): void {.stdcall.} glLoadTransposeMatrixdARB*: proc(m: ptr GLdouble): void {.stdcall.} glLoadTransposeMatrixf*: proc(m: ptr GLfloat): void {.stdcall.} glLoadTransposeMatrixfARB*: proc(m: ptr GLfloat): void {.stdcall.} glLoadTransposeMatrixxOES*: proc(m: ptr GLfixed): void {.stdcall.} glLockArraysEXT*: proc(first: GLint, count: GLsizei): void {.stdcall.} glLogicOp*: proc(opcode: GLenum): void {.stdcall.} glMakeBufferNonResidentNV*: proc(target: GLenum): void {.stdcall.} glMakeBufferResidentNV*: proc(target: GLenum, access: GLenum): void {.stdcall.} glMakeImageHandleNonResidentARB*: proc(handle: GLuint64): void {.stdcall.} glMakeImageHandleNonResidentNV*: proc(handle: GLuint64): void {.stdcall.} glMakeImageHandleResidentARB*: proc(handle: GLuint64, access: GLenum): void {.stdcall.} glMakeImageHandleResidentNV*: proc(handle: GLuint64, access: GLenum): void {.stdcall.} glMakeNamedBufferNonResidentNV*: proc(buffer: GLuint): void {.stdcall.} glMakeNamedBufferResidentNV*: proc(buffer: GLuint, access: GLenum): void {.stdcall.} glMakeTextureHandleNonResidentARB*: proc(handle: GLuint64): void {.stdcall.} glMakeTextureHandleNonResidentNV*: proc(handle: GLuint64): void {.stdcall.} glMakeTextureHandleResidentARB*: proc(handle: GLuint64): void {.stdcall.} glMakeTextureHandleResidentNV*: proc(handle: GLuint64): void {.stdcall.} glMap1d*: proc(target: GLenum, u1: GLdouble, u2: GLdouble, stride: GLint, order: GLint, points: ptr GLdouble): void {.stdcall.} glMap1f*: proc(target: GLenum, u1: GLfloat, u2: GLfloat, stride: GLint, order: GLint, points: ptr GLfloat): void {.stdcall.} glMap1xOES*: proc(target: GLenum, u1: GLfixed, u2: GLfixed, stride: GLint, order: GLint, points: GLfixed): void {.stdcall.} glMap2d*: proc(target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, points: ptr GLdouble): void {.stdcall.} glMap2f*: proc(target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, points: ptr GLfloat): void {.stdcall.} glMap2xOES*: proc(target: GLenum, u1: GLfixed, u2: GLfixed, ustride: GLint, uorder: GLint, v1: GLfixed, v2: GLfixed, vstride: GLint, vorder: GLint, points: GLfixed): void {.stdcall.} glMapBuffer*: proc(target: GLenum, access: GLenum): pointer {.stdcall.} glMapBufferARB*: proc(target: GLenum, access: GLenum): pointer {.stdcall.} glMapBufferOES*: proc(target: GLenum, access: GLenum): pointer {.stdcall.} glMapBufferRange*: proc(target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.} glMapBufferRangeEXT*: proc(target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.} glMapControlPointsNV*: proc(target: GLenum, index: GLuint, `type`: GLenum, ustride: GLsizei, vstride: GLsizei, uorder: GLint, vorder: GLint, packed: GLboolean, points: pointer): void {.stdcall.} glMapGrid1d*: proc(un: GLint, u1: GLdouble, u2: GLdouble): void {.stdcall.} glMapGrid1f*: proc(un: GLint, u1: GLfloat, u2: GLfloat): void {.stdcall.} glMapGrid1xOES*: proc(n: GLint, u1: GLfixed, u2: GLfixed): void {.stdcall.} glMapGrid2d*: proc(un: GLint, u1: GLdouble, u2: GLdouble, vn: GLint, v1: GLdouble, v2: GLdouble): void {.stdcall.} glMapGrid2f*: proc(un: GLint, u1: GLfloat, u2: GLfloat, vn: GLint, v1: GLfloat, v2: GLfloat): void {.stdcall.} glMapGrid2xOES*: proc(n: GLint, u1: GLfixed, u2: GLfixed, v1: GLfixed, v2: GLfixed): void {.stdcall.} glMapNamedBuffer*: proc(buffer: GLuint, access: GLenum): pointer {.stdcall.} glMapNamedBufferEXT*: proc(buffer: GLuint, access: GLenum): pointer {.stdcall.} glMapNamedBufferRange*: proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.} glMapNamedBufferRangeEXT*: proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.} glMapObjectBufferATI*: proc(buffer: GLuint): pointer {.stdcall.} glMapParameterfvNV*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glMapParameterivNV*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glMapTexture2DINTEL*: proc(texture: GLuint, level: GLint, access: GLbitfield, stride: ptr GLint, layout: ptr GLenum): pointer {.stdcall.} glMapVertexAttrib1dAPPLE*: proc(index: GLuint, size: GLuint, u1: GLdouble, u2: GLdouble, stride: GLint, order: GLint, points: ptr GLdouble): void {.stdcall.} glMapVertexAttrib1fAPPLE*: proc(index: GLuint, size: GLuint, u1: GLfloat, u2: GLfloat, stride: GLint, order: GLint, points: ptr GLfloat): void {.stdcall.} glMapVertexAttrib2dAPPLE*: proc(index: GLuint, size: GLuint, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, points: ptr GLdouble): void {.stdcall.} glMapVertexAttrib2fAPPLE*: proc(index: GLuint, size: GLuint, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, points: ptr GLfloat): void {.stdcall.} glMaterialf*: proc(face: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glMaterialfv*: proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glMateriali*: proc(face: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glMaterialiv*: proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glMaterialx*: proc(face: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glMaterialxOES*: proc(face: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glMaterialxv*: proc(face: GLenum, pname: GLenum, param: ptr GLfixed): void {.stdcall.} glMaterialxvOES*: proc(face: GLenum, pname: GLenum, param: ptr GLfixed): void {.stdcall.} glMatrixFrustumEXT*: proc(mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.} glMatrixIndexPointerARB*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glMatrixIndexPointerOES*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glMatrixIndexubvARB*: proc(size: GLint, indices: ptr GLubyte): void {.stdcall.} glMatrixIndexuivARB*: proc(size: GLint, indices: ptr GLuint): void {.stdcall.} glMatrixIndexusvARB*: proc(size: GLint, indices: ptr GLushort): void {.stdcall.} glMatrixLoad3x2fNV*: proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixLoad3x3fNV*: proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixLoadIdentityEXT*: proc(mode: GLenum): void {.stdcall.} glMatrixLoadTranspose3x3fNV*: proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixLoadTransposedEXT*: proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.} glMatrixLoadTransposefEXT*: proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixLoaddEXT*: proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.} glMatrixLoadfEXT*: proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixMode*: proc(mode: GLenum): void {.stdcall.} glMatrixMult3x2fNV*: proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixMult3x3fNV*: proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixMultTranspose3x3fNV*: proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixMultTransposedEXT*: proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.} glMatrixMultTransposefEXT*: proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixMultdEXT*: proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.} glMatrixMultfEXT*: proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.} glMatrixOrthoEXT*: proc(mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.} glMatrixPopEXT*: proc(mode: GLenum): void {.stdcall.} glMatrixPushEXT*: proc(mode: GLenum): void {.stdcall.} glMatrixRotatedEXT*: proc(mode: GLenum, angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glMatrixRotatefEXT*: proc(mode: GLenum, angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glMatrixScaledEXT*: proc(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glMatrixScalefEXT*: proc(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glMatrixTranslatedEXT*: proc(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glMatrixTranslatefEXT*: proc(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glMaxShaderCompilerThreadsKHR*: proc(count: GLuint): void {.stdcall.} glMaxShaderCompilerThreadsARB*: proc(count: GLuint): void {.stdcall.} glMemoryBarrier*: proc(barriers: GLbitfield): void {.stdcall.} glMemoryBarrierByRegion*: proc(barriers: GLbitfield): void {.stdcall.} glMemoryBarrierEXT*: proc(barriers: GLbitfield): void {.stdcall.} glMemoryObjectParameterivEXT*: proc(memoryObject: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glMinSampleShading*: proc(value: GLfloat): void {.stdcall.} glMinSampleShadingARB*: proc(value: GLfloat): void {.stdcall.} glMinSampleShadingOES*: proc(value: GLfloat): void {.stdcall.} glMinmax*: proc(target: GLenum, internalformat: GLenum, sink: GLboolean): void {.stdcall.} glMinmaxEXT*: proc(target: GLenum, internalformat: GLenum, sink: GLboolean): void {.stdcall.} glMultMatrixd*: proc(m: ptr GLdouble): void {.stdcall.} glMultMatrixf*: proc(m: ptr GLfloat): void {.stdcall.} glMultMatrixx*: proc(m: ptr GLfixed): void {.stdcall.} glMultMatrixxOES*: proc(m: ptr GLfixed): void {.stdcall.} glMultTransposeMatrixd*: proc(m: ptr GLdouble): void {.stdcall.} glMultTransposeMatrixdARB*: proc(m: ptr GLdouble): void {.stdcall.} glMultTransposeMatrixf*: proc(m: ptr GLfloat): void {.stdcall.} glMultTransposeMatrixfARB*: proc(m: ptr GLfloat): void {.stdcall.} glMultTransposeMatrixxOES*: proc(m: ptr GLfixed): void {.stdcall.} glMultiDrawArrays*: proc(mode: GLenum, first: ptr GLint, count: ptr GLsizei, drawcount: GLsizei): void {.stdcall.} glMultiDrawArraysEXT*: proc(mode: GLenum, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei): void {.stdcall.} glMultiDrawArraysIndirect*: proc(mode: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawArraysIndirectAMD*: proc(mode: GLenum, indirect: pointer, primcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawArraysIndirectBindlessCountNV*: proc(mode: GLenum, indirect: pointer, drawCount: GLsizei, maxDrawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.} glMultiDrawArraysIndirectBindlessNV*: proc(mode: GLenum, indirect: pointer, drawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.} glMultiDrawArraysIndirectCount*: proc(mode: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawArraysIndirectCountARB*: proc(mode: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawArraysIndirectEXT*: proc(mode: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawElementArrayAPPLE*: proc(mode: GLenum, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei): void {.stdcall.} glMultiDrawElements*: proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei): void {.stdcall.} glMultiDrawElementsBaseVertex*: proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei, basevertex: ptr GLint): void {.stdcall.} glMultiDrawElementsBaseVertexEXT*: proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei, basevertex: ptr GLint): void {.stdcall.} glMultiDrawElementsEXT*: proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, primcount: GLsizei): void {.stdcall.} glMultiDrawElementsIndirect*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawElementsIndirectAMD*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, primcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawElementsIndirectBindlessCountNV*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawCount: GLsizei, maxDrawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.} glMultiDrawElementsIndirectBindlessNV*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.} glMultiDrawElementsIndirectCount*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawElementsIndirectCountARB*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawElementsIndirectEXT*: proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawMeshTasksIndirectNV*: proc(indirect: GLintptr, drawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawMeshTasksIndirectCountNV*: proc(indirect: GLintptr, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.} glMultiDrawRangeElementArrayAPPLE*: proc(mode: GLenum, start: GLuint, `end`: GLuint, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei): void {.stdcall.} glMultiModeDrawArraysIBM*: proc(mode: ptr GLenum, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei, modestride: GLint): void {.stdcall.} glMultiModeDrawElementsIBM*: proc(mode: ptr GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, primcount: GLsizei, modestride: GLint): void {.stdcall.} glMultiTexBufferEXT*: proc(texunit: GLenum, target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glMultiTexCoord1bOES*: proc(texture: GLenum, s: GLbyte): void {.stdcall.} glMultiTexCoord1bvOES*: proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.} glMultiTexCoord1d*: proc(target: GLenum, s: GLdouble): void {.stdcall.} glMultiTexCoord1dARB*: proc(target: GLenum, s: GLdouble): void {.stdcall.} glMultiTexCoord1dv*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord1dvARB*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord1f*: proc(target: GLenum, s: GLfloat): void {.stdcall.} glMultiTexCoord1fARB*: proc(target: GLenum, s: GLfloat): void {.stdcall.} glMultiTexCoord1fv*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord1fvARB*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord1hNV*: proc(target: GLenum, s: GLhalfNV): void {.stdcall.} glMultiTexCoord1hvNV*: proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.} glMultiTexCoord1i*: proc(target: GLenum, s: GLint): void {.stdcall.} glMultiTexCoord1iARB*: proc(target: GLenum, s: GLint): void {.stdcall.} glMultiTexCoord1iv*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord1ivARB*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord1s*: proc(target: GLenum, s: GLshort): void {.stdcall.} glMultiTexCoord1sARB*: proc(target: GLenum, s: GLshort): void {.stdcall.} glMultiTexCoord1sv*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord1svARB*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord1xOES*: proc(texture: GLenum, s: GLfixed): void {.stdcall.} glMultiTexCoord1xvOES*: proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.} glMultiTexCoord2bOES*: proc(texture: GLenum, s: GLbyte, t: GLbyte): void {.stdcall.} glMultiTexCoord2bvOES*: proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.} glMultiTexCoord2d*: proc(target: GLenum, s: GLdouble, t: GLdouble): void {.stdcall.} glMultiTexCoord2dARB*: proc(target: GLenum, s: GLdouble, t: GLdouble): void {.stdcall.} glMultiTexCoord2dv*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord2dvARB*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord2f*: proc(target: GLenum, s: GLfloat, t: GLfloat): void {.stdcall.} glMultiTexCoord2fARB*: proc(target: GLenum, s: GLfloat, t: GLfloat): void {.stdcall.} glMultiTexCoord2fv*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord2fvARB*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord2hNV*: proc(target: GLenum, s: GLhalfNV, t: GLhalfNV): void {.stdcall.} glMultiTexCoord2hvNV*: proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.} glMultiTexCoord2i*: proc(target: GLenum, s: GLint, t: GLint): void {.stdcall.} glMultiTexCoord2iARB*: proc(target: GLenum, s: GLint, t: GLint): void {.stdcall.} glMultiTexCoord2iv*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord2ivARB*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord2s*: proc(target: GLenum, s: GLshort, t: GLshort): void {.stdcall.} glMultiTexCoord2sARB*: proc(target: GLenum, s: GLshort, t: GLshort): void {.stdcall.} glMultiTexCoord2sv*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord2svARB*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord2xOES*: proc(texture: GLenum, s: GLfixed, t: GLfixed): void {.stdcall.} glMultiTexCoord2xvOES*: proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.} glMultiTexCoord3bOES*: proc(texture: GLenum, s: GLbyte, t: GLbyte, r: GLbyte): void {.stdcall.} glMultiTexCoord3bvOES*: proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.} glMultiTexCoord3d*: proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall.} glMultiTexCoord3dARB*: proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall.} glMultiTexCoord3dv*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord3dvARB*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord3f*: proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall.} glMultiTexCoord3fARB*: proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall.} glMultiTexCoord3fv*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord3fvARB*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord3hNV*: proc(target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV): void {.stdcall.} glMultiTexCoord3hvNV*: proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.} glMultiTexCoord3i*: proc(target: GLenum, s: GLint, t: GLint, r: GLint): void {.stdcall.} glMultiTexCoord3iARB*: proc(target: GLenum, s: GLint, t: GLint, r: GLint): void {.stdcall.} glMultiTexCoord3iv*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord3ivARB*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord3s*: proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort): void {.stdcall.} glMultiTexCoord3sARB*: proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort): void {.stdcall.} glMultiTexCoord3sv*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord3svARB*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord3xOES*: proc(texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed): void {.stdcall.} glMultiTexCoord3xvOES*: proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.} glMultiTexCoord4bOES*: proc(texture: GLenum, s: GLbyte, t: GLbyte, r: GLbyte, q: GLbyte): void {.stdcall.} glMultiTexCoord4bvOES*: proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.} glMultiTexCoord4d*: proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall.} glMultiTexCoord4dARB*: proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall.} glMultiTexCoord4dv*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord4dvARB*: proc(target: GLenum, v: ptr GLdouble): void {.stdcall.} glMultiTexCoord4f*: proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall.} glMultiTexCoord4fARB*: proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall.} glMultiTexCoord4fv*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord4fvARB*: proc(target: GLenum, v: ptr GLfloat): void {.stdcall.} glMultiTexCoord4hNV*: proc(target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV): void {.stdcall.} glMultiTexCoord4hvNV*: proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.} glMultiTexCoord4i*: proc(target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall.} glMultiTexCoord4iARB*: proc(target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall.} glMultiTexCoord4iv*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord4ivARB*: proc(target: GLenum, v: ptr GLint): void {.stdcall.} glMultiTexCoord4s*: proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall.} glMultiTexCoord4sARB*: proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall.} glMultiTexCoord4sv*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord4svARB*: proc(target: GLenum, v: ptr GLshort): void {.stdcall.} glMultiTexCoord4x*: proc(texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed): void {.stdcall.} glMultiTexCoord4xOES*: proc(texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed): void {.stdcall.} glMultiTexCoord4xvOES*: proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.} glMultiTexCoordP1ui*: proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.} glMultiTexCoordP1uiv*: proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.} glMultiTexCoordP2ui*: proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.} glMultiTexCoordP2uiv*: proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.} glMultiTexCoordP3ui*: proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.} glMultiTexCoordP3uiv*: proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.} glMultiTexCoordP4ui*: proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.} glMultiTexCoordP4uiv*: proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.} glMultiTexCoordPointerEXT*: proc(texunit: GLenum, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glMultiTexEnvfEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glMultiTexEnvfvEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glMultiTexEnviEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glMultiTexEnvivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glMultiTexGendEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, param: GLdouble): void {.stdcall.} glMultiTexGendvEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glMultiTexGenfEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glMultiTexGenfvEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glMultiTexGeniEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glMultiTexGenivEXT*: proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glMultiTexImage1DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glMultiTexImage2DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glMultiTexImage3DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glMultiTexParameterIivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glMultiTexParameterIuivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glMultiTexParameterfEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glMultiTexParameterfvEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glMultiTexParameteriEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glMultiTexParameterivEXT*: proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glMultiTexRenderbufferEXT*: proc(texunit: GLenum, target: GLenum, renderbuffer: GLuint): void {.stdcall.} glMultiTexSubImage1DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glMultiTexSubImage2DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glMultiTexSubImage3DEXT*: proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glMulticastBarrierNV*: proc(): void {.stdcall.} glMulticastBlitFramebufferNV*: proc(srcGpu: GLuint, dstGpu: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.} glMulticastBufferSubDataNV*: proc(gpuMask: GLbitfield, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glMulticastCopyBufferSubDataNV*: proc(readGpu: GLuint, writeGpuMask: GLbitfield, readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.} glMulticastCopyImageSubDataNV*: proc(srcGpu: GLuint, dstGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.} glMulticastFramebufferSampleLocationsfvNV*: proc(gpu: GLuint, framebuffer: GLuint, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glMulticastGetQueryObjecti64vNV*: proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.} glMulticastGetQueryObjectivNV*: proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glMulticastGetQueryObjectui64vNV*: proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.} glMulticastGetQueryObjectuivNV*: proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glMulticastScissorArrayvNVX*: proc(gpu: GLuint, first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.} glMulticastViewportArrayvNVX*: proc(gpu: GLuint, first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glMulticastViewportPositionWScaleNVX*: proc(gpu: GLuint, index: GLuint, xcoeff: GLfloat, ycoeff: GLfloat): void {.stdcall.} glMulticastWaitSyncNV*: proc(signalGpu: GLuint, waitGpuMask: GLbitfield): void {.stdcall.} glNamedBufferAttachMemoryNV*: proc(buffer: GLuint, memory: GLuint, offset: GLuint64): void {.stdcall.} glNamedBufferData*: proc(buffer: GLuint, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.} glNamedBufferDataEXT*: proc(buffer: GLuint, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.} glNamedBufferPageCommitmentARB*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, commit: GLboolean): void {.stdcall.} glNamedBufferPageCommitmentEXT*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, commit: GLboolean): void {.stdcall.} glNamedBufferPageCommitmentMemNV*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, memory: GLuint, memOffset: GLuint64, commit: GLboolean): void {.stdcall.} glNamedBufferStorage*: proc(buffer: GLuint, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.} glNamedBufferStorageExternalEXT*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, clientBuffer: pointer, flags: GLbitfield): void {.stdcall.} glNamedBufferStorageEXT*: proc(buffer: GLuint, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.} glNamedBufferStorageMemEXT*: proc(buffer: GLuint, size: GLsizeiptr, memory: GLuint, offset: GLuint64): void {.stdcall.} glNamedBufferSubData*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glNamedBufferSubDataEXT*: proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.} glNamedCopyBufferSubDataEXT*: proc(readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.} glNamedFramebufferDrawBuffer*: proc(framebuffer: GLuint, buf: GLenum): void {.stdcall.} glNamedFramebufferDrawBuffers*: proc(framebuffer: GLuint, n: GLsizei, bufs: ptr GLenum): void {.stdcall.} glNamedFramebufferParameteri*: proc(framebuffer: GLuint, pname: GLenum, param: GLint): void {.stdcall.} glNamedFramebufferParameteriEXT*: proc(framebuffer: GLuint, pname: GLenum, param: GLint): void {.stdcall.} glNamedFramebufferReadBuffer*: proc(framebuffer: GLuint, src: GLenum): void {.stdcall.} glNamedFramebufferRenderbuffer*: proc(framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.} glNamedFramebufferRenderbufferEXT*: proc(framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.} glNamedFramebufferSampleLocationsfvARB*: proc(framebuffer: GLuint, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glNamedFramebufferSampleLocationsfvNV*: proc(framebuffer: GLuint, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glNamedFramebufferTexture*: proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glNamedFramebufferSamplePositionsfvAMD*: proc(framebuffer: GLuint, numsamples: GLuint, pixelindex: GLuint, values: ptr GLfloat): void {.stdcall.} glNamedFramebufferTexture1DEXT*: proc(framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glNamedFramebufferTexture2DEXT*: proc(framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glNamedFramebufferTexture3DEXT*: proc(framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.} glNamedFramebufferTextureEXT*: proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.} glNamedFramebufferTextureFaceEXT*: proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum): void {.stdcall.} glNamedFramebufferTextureLayer*: proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.} glNamedFramebufferTextureLayerEXT*: proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.} glNamedProgramLocalParameter4dEXT*: proc(program: GLuint, target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glNamedProgramLocalParameter4dvEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glNamedProgramLocalParameter4fEXT*: proc(program: GLuint, target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glNamedProgramLocalParameter4fvEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glNamedProgramLocalParameterI4iEXT*: proc(program: GLuint, target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glNamedProgramLocalParameterI4ivEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.} glNamedProgramLocalParameterI4uiEXT*: proc(program: GLuint, target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.} glNamedProgramLocalParameterI4uivEXT*: proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.} glNamedProgramLocalParameters4fvEXT*: proc(program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.} glNamedProgramLocalParametersI4ivEXT*: proc(program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.} glNamedProgramLocalParametersI4uivEXT*: proc(program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.} glNamedProgramStringEXT*: proc(program: GLuint, target: GLenum, format: GLenum, len: GLsizei, string: pointer): void {.stdcall.} glNamedRenderbufferStorage*: proc(renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glNamedRenderbufferStorageEXT*: proc(renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glNamedRenderbufferStorageMultisample*: proc(renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glNamedRenderbufferStorageMultisampleAdvancedAMD*: proc(renderbuffer: GLuint, samples: GLsizei, storageSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glNamedRenderbufferStorageMultisampleCoverageEXT*: proc(renderbuffer: GLuint, coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glNamedRenderbufferStorageMultisampleEXT*: proc(renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glNamedStringARB*: proc(`type`: GLenum, namelen: GLint, name: cstring, stringlen: GLint, string: cstring): void {.stdcall.} glNewList*: proc(list: GLuint, mode: GLenum): void {.stdcall.} glNewObjectBufferATI*: proc(size: GLsizei, pointer: pointer, usage: GLenum): GLuint {.stdcall.} glNormal3b*: proc(nx: GLbyte, ny: GLbyte, nz: GLbyte): void {.stdcall.} glNormal3bv*: proc(v: ptr GLbyte): void {.stdcall.} glNormal3d*: proc(nx: GLdouble, ny: GLdouble, nz: GLdouble): void {.stdcall.} glNormal3dv*: proc(v: ptr GLdouble): void {.stdcall.} glNormal3f*: proc(nx: GLfloat, ny: GLfloat, nz: GLfloat): void {.stdcall.} glNormal3fVertex3fSUN*: proc(nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glNormal3fVertex3fvSUN*: proc(n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glNormal3fv*: proc(v: ptr GLfloat): void {.stdcall.} glNormal3hNV*: proc(nx: GLhalfNV, ny: GLhalfNV, nz: GLhalfNV): void {.stdcall.} glNormal3hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glNormal3i*: proc(nx: GLint, ny: GLint, nz: GLint): void {.stdcall.} glNormal3iv*: proc(v: ptr GLint): void {.stdcall.} glNormal3s*: proc(nx: GLshort, ny: GLshort, nz: GLshort): void {.stdcall.} glNormal3sv*: proc(v: ptr GLshort): void {.stdcall.} glNormal3x*: proc(nx: GLfixed, ny: GLfixed, nz: GLfixed): void {.stdcall.} glNormal3xOES*: proc(nx: GLfixed, ny: GLfixed, nz: GLfixed): void {.stdcall.} glNormal3xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glNormalFormatNV*: proc(`type`: GLenum, stride: GLsizei): void {.stdcall.} glNormalP3ui*: proc(`type`: GLenum, coords: GLuint): void {.stdcall.} glNormalP3uiv*: proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.} glNormalPointer*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glNormalPointerEXT*: proc(`type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.} glNormalPointerListIBM*: proc(`type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glNormalPointervINTEL*: proc(`type`: GLenum, pointer: ptr pointer): void {.stdcall.} glNormalStream3bATI*: proc(stream: GLenum, nx: GLbyte, ny: GLbyte, nz: GLbyte): void {.stdcall.} glNormalStream3bvATI*: proc(stream: GLenum, coords: ptr GLbyte): void {.stdcall.} glNormalStream3dATI*: proc(stream: GLenum, nx: GLdouble, ny: GLdouble, nz: GLdouble): void {.stdcall.} glNormalStream3dvATI*: proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.} glNormalStream3fATI*: proc(stream: GLenum, nx: GLfloat, ny: GLfloat, nz: GLfloat): void {.stdcall.} glNormalStream3fvATI*: proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.} glNormalStream3iATI*: proc(stream: GLenum, nx: GLint, ny: GLint, nz: GLint): void {.stdcall.} glNormalStream3ivATI*: proc(stream: GLenum, coords: ptr GLint): void {.stdcall.} glNormalStream3sATI*: proc(stream: GLenum, nx: GLshort, ny: GLshort, nz: GLshort): void {.stdcall.} glNormalStream3svATI*: proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.} glObjectLabel*: proc(identifier: GLenum, name: GLuint, length: GLsizei, label: cstring): void {.stdcall.} glObjectLabelKHR*: proc(identifier: GLenum, name: GLuint, length: GLsizei, label: cstring): void {.stdcall.} glObjectPtrLabel*: proc(`ptr`: pointer, length: GLsizei, label: cstring): void {.stdcall.} glObjectPtrLabelKHR*: proc(`ptr`: pointer, length: GLsizei, label: cstring): void {.stdcall.} glObjectPurgeableAPPLE*: proc(objectType: GLenum, name: GLuint, option: GLenum): GLenum {.stdcall.} glObjectUnpurgeableAPPLE*: proc(objectType: GLenum, name: GLuint, option: GLenum): GLenum {.stdcall.} glOrtho*: proc(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.} glOrthof*: proc(l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat): void {.stdcall.} glOrthofOES*: proc(l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat): void {.stdcall.} glOrthox*: proc(l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed): void {.stdcall.} glOrthoxOES*: proc(l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed): void {.stdcall.} glPNTrianglesfATI*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPNTrianglesiATI*: proc(pname: GLenum, param: GLint): void {.stdcall.} glPassTexCoordATI*: proc(dst: GLuint, coord: GLuint, swizzle: GLenum): void {.stdcall.} glPassThrough*: proc(token: GLfloat): void {.stdcall.} glPassThroughxOES*: proc(token: GLfixed): void {.stdcall.} glPatchParameterfv*: proc(pname: GLenum, values: ptr GLfloat): void {.stdcall.} glPatchParameteri*: proc(pname: GLenum, value: GLint): void {.stdcall.} glPatchParameteriEXT*: proc(pname: GLenum, value: GLint): void {.stdcall.} glPatchParameteriOES*: proc(pname: GLenum, value: GLint): void {.stdcall.} glPathColorGenNV*: proc(color: GLenum, genMode: GLenum, colorFormat: GLenum, coeffs: ptr GLfloat): void {.stdcall.} glPathCommandsNV*: proc(path: GLuint, numCommands: GLsizei, commands: ptr GLubyte, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.} glPathCoordsNV*: proc(path: GLuint, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.} glPathCoverDepthFuncNV*: proc(`func`: GLenum): void {.stdcall.} glPathDashArrayNV*: proc(path: GLuint, dashCount: GLsizei, dashArray: ptr GLfloat): void {.stdcall.} glPathFogGenNV*: proc(genMode: GLenum): void {.stdcall.} glPathGlyphIndexArrayNV*: proc(firstPathName: GLuint, fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, firstGlyphIndex: GLuint, numGlyphs: GLsizei, pathParameterTemplate: GLuint, emScale: GLfloat): GLenum {.stdcall.} glPathGlyphIndexRangeNV*: proc(fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, pathParameterTemplate: GLuint, emScale: GLfloat, baseAndCount: GLuint): GLenum {.stdcall.} glPathGlyphRangeNV*: proc(firstPathName: GLuint, fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, firstGlyph: GLuint, numGlyphs: GLsizei, handleMissingGlyphs: GLenum, pathParameterTemplate: GLuint, emScale: GLfloat): void {.stdcall.} glPathGlyphsNV*: proc(firstPathName: GLuint, fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, numGlyphs: GLsizei, `type`: GLenum, charcodes: pointer, handleMissingGlyphs: GLenum, pathParameterTemplate: GLuint, emScale: GLfloat): void {.stdcall.} glPathMemoryGlyphIndexArrayNV*: proc(firstPathName: GLuint, fontTarget: GLenum, fontSize: GLsizeiptr, fontData: pointer, faceIndex: GLsizei, firstGlyphIndex: GLuint, numGlyphs: GLsizei, pathParameterTemplate: GLuint, emScale: GLfloat): GLenum {.stdcall.} glPathParameterfNV*: proc(path: GLuint, pname: GLenum, value: GLfloat): void {.stdcall.} glPathParameterfvNV*: proc(path: GLuint, pname: GLenum, value: ptr GLfloat): void {.stdcall.} glPathParameteriNV*: proc(path: GLuint, pname: GLenum, value: GLint): void {.stdcall.} glPathParameterivNV*: proc(path: GLuint, pname: GLenum, value: ptr GLint): void {.stdcall.} glPathStencilDepthOffsetNV*: proc(factor: GLfloat, units: GLfloat): void {.stdcall.} glPathStencilFuncNV*: proc(`func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.} glPathStringNV*: proc(path: GLuint, format: GLenum, length: GLsizei, pathString: pointer): void {.stdcall.} glPathSubCommandsNV*: proc(path: GLuint, commandStart: GLsizei, commandsToDelete: GLsizei, numCommands: GLsizei, commands: ptr GLubyte, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.} glPathSubCoordsNV*: proc(path: GLuint, coordStart: GLsizei, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.} glPathTexGenNV*: proc(texCoordSet: GLenum, genMode: GLenum, components: GLint, coeffs: ptr GLfloat): void {.stdcall.} glPauseTransformFeedback*: proc(): void {.stdcall.} glPauseTransformFeedbackNV*: proc(): void {.stdcall.} glPixelDataRangeNV*: proc(target: GLenum, length: GLsizei, pointer: pointer): void {.stdcall.} glPixelMapfv*: proc(map: GLenum, mapsize: GLsizei, values: ptr GLfloat): void {.stdcall.} glPixelMapuiv*: proc(map: GLenum, mapsize: GLsizei, values: ptr GLuint): void {.stdcall.} glPixelMapusv*: proc(map: GLenum, mapsize: GLsizei, values: ptr GLushort): void {.stdcall.} glPixelMapx*: proc(map: GLenum, size: GLint, values: ptr GLfixed): void {.stdcall.} glPixelStoref*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPixelStorei*: proc(pname: GLenum, param: GLint): void {.stdcall.} glPixelStorex*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glPixelTexGenParameterfSGIS*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPixelTexGenParameterfvSGIS*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glPixelTexGenParameteriSGIS*: proc(pname: GLenum, param: GLint): void {.stdcall.} glPixelTexGenParameterivSGIS*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glPixelTexGenSGIX*: proc(mode: GLenum): void {.stdcall.} glPixelTransferf*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPixelTransferi*: proc(pname: GLenum, param: GLint): void {.stdcall.} glPixelTransferxOES*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glPixelTransformParameterfEXT*: proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glPixelTransformParameterfvEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glPixelTransformParameteriEXT*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glPixelTransformParameterivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glPixelZoom*: proc(xfactor: GLfloat, yfactor: GLfloat): void {.stdcall.} glPixelZoomxOES*: proc(xfactor: GLfixed, yfactor: GLfixed): void {.stdcall.} glPointAlongPathNV*: proc(path: GLuint, startSegment: GLsizei, numSegments: GLsizei, distance: GLfloat, x: ptr GLfloat, y: ptr GLfloat, tangentX: ptr GLfloat, tangentY: ptr GLfloat): GLboolean {.stdcall.} glPointParameterf*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPointParameterfARB*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPointParameterfEXT*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPointParameterfSGIS*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glPointParameterfv*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glPointParameterfvARB*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glPointParameterfvEXT*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glPointParameterfvSGIS*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glPointParameteri*: proc(pname: GLenum, param: GLint): void {.stdcall.} glPointParameteriNV*: proc(pname: GLenum, param: GLint): void {.stdcall.} glPointParameteriv*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glPointParameterivNV*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glPointParameterx*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glPointParameterxOES*: proc(pname: GLenum, param: GLfixed): void {.stdcall.} glPointParameterxv*: proc(pname: GLenum, params: ptr GLfixed): void {.stdcall.} glPointParameterxvOES*: proc(pname: GLenum, params: ptr GLfixed): void {.stdcall.} glPointSize*: proc(size: GLfloat): void {.stdcall.} glPointSizePointerOES*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glPointSizex*: proc(size: GLfixed): void {.stdcall.} glPointSizexOES*: proc(size: GLfixed): void {.stdcall.} glPollAsyncSGIX*: proc(markerp: ptr GLuint): GLint {.stdcall.} glPollInstrumentsSGIX*: proc(marker_p: ptr GLint): GLint {.stdcall.} glPolygonMode*: proc(face: GLenum, mode: GLenum): void {.stdcall.} glPolygonModeNV*: proc(face: GLenum, mode: GLenum): void {.stdcall.} glPolygonOffset*: proc(factor: GLfloat, units: GLfloat): void {.stdcall.} glPolygonOffsetClamp*: proc(factor: GLfloat, units: GLfloat, clamp: GLfloat): void {.stdcall.} glPolygonOffsetClampEXT*: proc(factor: GLfloat, units: GLfloat, clamp: GLfloat): void {.stdcall.} glPolygonOffsetEXT*: proc(factor: GLfloat, bias: GLfloat): void {.stdcall.} glPolygonOffsetx*: proc(factor: GLfixed, units: GLfixed): void {.stdcall.} glPolygonOffsetxOES*: proc(factor: GLfixed, units: GLfixed): void {.stdcall.} glPolygonStipple*: proc(mask: ptr GLubyte): void {.stdcall.} glPopAttrib*: proc(): void {.stdcall.} glPopClientAttrib*: proc(): void {.stdcall.} glPopDebugGroup*: proc(): void {.stdcall.} glPopDebugGroupKHR*: proc(): void {.stdcall.} glPopGroupMarkerEXT*: proc(): void {.stdcall.} glPopMatrix*: proc(): void {.stdcall.} glPopName*: proc(): void {.stdcall.} glPresentFrameDualFillNV*: proc(video_slot: GLuint, minPresentTime: GLuint64EXT, beginPresentTimeId: GLuint, presentDurationId: GLuint, `type`: GLenum, target0: GLenum, fill0: GLuint, target1: GLenum, fill1: GLuint, target2: GLenum, fill2: GLuint, target3: GLenum, fill3: GLuint): void {.stdcall.} glPresentFrameKeyedNV*: proc(video_slot: GLuint, minPresentTime: GLuint64EXT, beginPresentTimeId: GLuint, presentDurationId: GLuint, `type`: GLenum, target0: GLenum, fill0: GLuint, key0: GLuint, target1: GLenum, fill1: GLuint, key1: GLuint): void {.stdcall.} glPrimitiveBoundingBox*: proc(minX: GLfloat, minY: GLfloat, minZ: GLfloat, minW: GLfloat, maxX: GLfloat, maxY: GLfloat, maxZ: GLfloat, maxW: GLfloat): void {.stdcall.} glPrimitiveBoundingBoxARB*: proc(minX: GLfloat, minY: GLfloat, minZ: GLfloat, minW: GLfloat, maxX: GLfloat, maxY: GLfloat, maxZ: GLfloat, maxW: GLfloat): void {.stdcall.} glPrimitiveBoundingBoxEXT*: proc(minX: GLfloat, minY: GLfloat, minZ: GLfloat, minW: GLfloat, maxX: GLfloat, maxY: GLfloat, maxZ: GLfloat, maxW: GLfloat): void {.stdcall.} glPrimitiveBoundingBoxOES*: proc(minX: GLfloat, minY: GLfloat, minZ: GLfloat, minW: GLfloat, maxX: GLfloat, maxY: GLfloat, maxZ: GLfloat, maxW: GLfloat): void {.stdcall.} glPrimitiveRestartIndex*: proc(index: GLuint): void {.stdcall.} glPrimitiveRestartIndexNV*: proc(index: GLuint): void {.stdcall.} glPrimitiveRestartNV*: proc(): void {.stdcall.} glPrioritizeTextures*: proc(n: GLsizei, textures: ptr GLuint, priorities: ptr GLfloat): void {.stdcall.} glPrioritizeTexturesEXT*: proc(n: GLsizei, textures: ptr GLuint, priorities: ptr GLclampf): void {.stdcall.} glPrioritizeTexturesxOES*: proc(n: GLsizei, textures: ptr GLuint, priorities: ptr GLfixed): void {.stdcall.} glProgramBinary*: proc(program: GLuint, binaryFormat: GLenum, binary: pointer, length: GLsizei): void {.stdcall.} glProgramBinaryOES*: proc(program: GLuint, binaryFormat: GLenum, binary: pointer, length: GLint): void {.stdcall.} glProgramBufferParametersIivNV*: proc(target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.} glProgramBufferParametersIuivNV*: proc(target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.} glProgramBufferParametersfvNV*: proc(target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.} glProgramEnvParameter4dARB*: proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glProgramEnvParameter4dvARB*: proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glProgramEnvParameter4fARB*: proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glProgramEnvParameter4fvARB*: proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glProgramEnvParameterI4iNV*: proc(target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glProgramEnvParameterI4ivNV*: proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.} glProgramEnvParameterI4uiNV*: proc(target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.} glProgramEnvParameterI4uivNV*: proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.} glProgramEnvParameters4fvEXT*: proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.} glProgramEnvParametersI4ivNV*: proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.} glProgramEnvParametersI4uivNV*: proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.} glProgramLocalParameter4dARB*: proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glProgramLocalParameter4dvARB*: proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.} glProgramLocalParameter4fARB*: proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glProgramLocalParameter4fvARB*: proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.} glProgramLocalParameterI4iNV*: proc(target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glProgramLocalParameterI4ivNV*: proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.} glProgramLocalParameterI4uiNV*: proc(target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.} glProgramLocalParameterI4uivNV*: proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.} glProgramLocalParameters4fvEXT*: proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.} glProgramLocalParametersI4ivNV*: proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.} glProgramLocalParametersI4uivNV*: proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.} glProgramNamedParameter4dNV*: proc(id: GLuint, len: GLsizei, name: ptr GLubyte, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glProgramNamedParameter4dvNV*: proc(id: GLuint, len: GLsizei, name: ptr GLubyte, v: ptr GLdouble): void {.stdcall.} glProgramNamedParameter4fNV*: proc(id: GLuint, len: GLsizei, name: ptr GLubyte, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glProgramNamedParameter4fvNV*: proc(id: GLuint, len: GLsizei, name: ptr GLubyte, v: ptr GLfloat): void {.stdcall.} glProgramParameter4dNV*: proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glProgramParameter4dvNV*: proc(target: GLenum, index: GLuint, v: ptr GLdouble): void {.stdcall.} glProgramParameter4fNV*: proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glProgramParameter4fvNV*: proc(target: GLenum, index: GLuint, v: ptr GLfloat): void {.stdcall.} glProgramParameteri*: proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.} glProgramParameteriARB*: proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.} glProgramParameteriEXT*: proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.} glProgramParameters4dvNV*: proc(target: GLenum, index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glProgramParameters4fvNV*: proc(target: GLenum, index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glProgramPathFragmentInputGenNV*: proc(program: GLuint, location: GLint, genMode: GLenum, components: GLint, coeffs: ptr GLfloat): void {.stdcall.} glProgramStringARB*: proc(target: GLenum, format: GLenum, len: GLsizei, string: pointer): void {.stdcall.} glProgramSubroutineParametersuivNV*: proc(target: GLenum, count: GLsizei, params: ptr GLuint): void {.stdcall.} glProgramUniform1d*: proc(program: GLuint, location: GLint, v0: GLdouble): void {.stdcall.} glProgramUniform1dEXT*: proc(program: GLuint, location: GLint, x: GLdouble): void {.stdcall.} glProgramUniform1dv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform1dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform1f*: proc(program: GLuint, location: GLint, v0: GLfloat): void {.stdcall.} glProgramUniform1fEXT*: proc(program: GLuint, location: GLint, v0: GLfloat): void {.stdcall.} glProgramUniform1fv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform1fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform1i*: proc(program: GLuint, location: GLint, v0: GLint): void {.stdcall.} glProgramUniform1i64ARB*: proc(program: GLuint, location: GLint, x: GLint64): void {.stdcall.} glProgramUniform1i64NV*: proc(program: GLuint, location: GLint, x: GLint64EXT): void {.stdcall.} glProgramUniform1i64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glProgramUniform1i64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glProgramUniform1iEXT*: proc(program: GLuint, location: GLint, v0: GLint): void {.stdcall.} glProgramUniform1iv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform1ivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform1ui*: proc(program: GLuint, location: GLint, v0: GLuint): void {.stdcall.} glProgramUniform1ui64ARB*: proc(program: GLuint, location: GLint, x: GLuint64): void {.stdcall.} glProgramUniform1ui64NV*: proc(program: GLuint, location: GLint, x: GLuint64EXT): void {.stdcall.} glProgramUniform1ui64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glProgramUniform1ui64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glProgramUniform1uiEXT*: proc(program: GLuint, location: GLint, v0: GLuint): void {.stdcall.} glProgramUniform1uiv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform1uivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform2d*: proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble): void {.stdcall.} glProgramUniform2dEXT*: proc(program: GLuint, location: GLint, x: GLdouble, y: GLdouble): void {.stdcall.} glProgramUniform2dv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform2dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform2f*: proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.} glProgramUniform2fEXT*: proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.} glProgramUniform2fv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform2fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform2i*: proc(program: GLuint, location: GLint, v0: GLint, v1: GLint): void {.stdcall.} glProgramUniform2i64ARB*: proc(program: GLuint, location: GLint, x: GLint64, y: GLint64): void {.stdcall.} glProgramUniform2i64NV*: proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.} glProgramUniform2i64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glProgramUniform2i64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glProgramUniform2iEXT*: proc(program: GLuint, location: GLint, v0: GLint, v1: GLint): void {.stdcall.} glProgramUniform2iv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform2ivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform2ui*: proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.} glProgramUniform2ui64ARB*: proc(program: GLuint, location: GLint, x: GLuint64, y: GLuint64): void {.stdcall.} glProgramUniform2ui64NV*: proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.} glProgramUniform2ui64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glProgramUniform2ui64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glProgramUniform2uiEXT*: proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.} glProgramUniform2uiv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform2uivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform3d*: proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble): void {.stdcall.} glProgramUniform3dEXT*: proc(program: GLuint, location: GLint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glProgramUniform3dv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform3dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform3f*: proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.} glProgramUniform3fEXT*: proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.} glProgramUniform3fv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform3fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform3i*: proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.} glProgramUniform3i64ARB*: proc(program: GLuint, location: GLint, x: GLint64, y: GLint64, z: GLint64): void {.stdcall.} glProgramUniform3i64NV*: proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.} glProgramUniform3i64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glProgramUniform3i64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glProgramUniform3iEXT*: proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.} glProgramUniform3iv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform3ivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform3ui*: proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.} glProgramUniform3ui64ARB*: proc(program: GLuint, location: GLint, x: GLuint64, y: GLuint64, z: GLuint64): void {.stdcall.} glProgramUniform3ui64NV*: proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.} glProgramUniform3ui64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glProgramUniform3ui64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glProgramUniform3uiEXT*: proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.} glProgramUniform3uiv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform3uivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform4d*: proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble, v3: GLdouble): void {.stdcall.} glProgramUniform4dEXT*: proc(program: GLuint, location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glProgramUniform4dv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform4dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glProgramUniform4f*: proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.} glProgramUniform4fEXT*: proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.} glProgramUniform4fv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform4fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glProgramUniform4i*: proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.} glProgramUniform4i64ARB*: proc(program: GLuint, location: GLint, x: GLint64, y: GLint64, z: GLint64, w: GLint64): void {.stdcall.} glProgramUniform4i64NV*: proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.} glProgramUniform4i64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glProgramUniform4i64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glProgramUniform4iEXT*: proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.} glProgramUniform4iv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform4ivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glProgramUniform4ui*: proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.} glProgramUniform4ui64ARB*: proc(program: GLuint, location: GLint, x: GLuint64, y: GLuint64, z: GLuint64, w: GLuint64): void {.stdcall.} glProgramUniform4ui64NV*: proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.} glProgramUniform4ui64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glProgramUniform4ui64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glProgramUniform4uiEXT*: proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.} glProgramUniform4uiv*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniform4uivEXT*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glProgramUniformHandleui64ARB*: proc(program: GLuint, location: GLint, value: GLuint64): void {.stdcall.} glProgramUniformHandleui64IMG*: proc(program: GLuint, location: GLint, value: GLuint64): void {.stdcall.} glProgramUniformHandleui64NV*: proc(program: GLuint, location: GLint, value: GLuint64): void {.stdcall.} glProgramUniformHandleui64vARB*: proc(program: GLuint, location: GLint, count: GLsizei, values: ptr GLuint64): void {.stdcall.} glProgramUniformHandleui64vIMG*: proc(program: GLuint, location: GLint, count: GLsizei, values: ptr GLuint64): void {.stdcall.} glProgramUniformHandleui64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, values: ptr GLuint64): void {.stdcall.} glProgramUniformMatrix2dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix2dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix2fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix2fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix2x3dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix2x3dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix2x3fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix2x3fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix2x4dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix2x4dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix2x4fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix2x4fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix3dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix3dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix3fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix3fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix3x2dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix3x2dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix3x2fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix3x2fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix3x4dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix3x4dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix3x4fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix3x4fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix4dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix4dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix4fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix4fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix4x2dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix4x2dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix4x2fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix4x2fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix4x3dv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix4x3dvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glProgramUniformMatrix4x3fv*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformMatrix4x3fvEXT*: proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glProgramUniformui64NV*: proc(program: GLuint, location: GLint, value: GLuint64EXT): void {.stdcall.} glProgramUniformui64vNV*: proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glProgramVertexLimitNV*: proc(target: GLenum, limit: GLint): void {.stdcall.} glProvokingVertex*: proc(mode: GLenum): void {.stdcall.} glProvokingVertexEXT*: proc(mode: GLenum): void {.stdcall.} glPushAttrib*: proc(mask: GLbitfield): void {.stdcall.} glPushClientAttrib*: proc(mask: GLbitfield): void {.stdcall.} glPushClientAttribDefaultEXT*: proc(mask: GLbitfield): void {.stdcall.} glPushDebugGroup*: proc(source: GLenum, id: GLuint, length: GLsizei, message: cstring): void {.stdcall.} glPushDebugGroupKHR*: proc(source: GLenum, id: GLuint, length: GLsizei, message: cstring): void {.stdcall.} glPushGroupMarkerEXT*: proc(length: GLsizei, marker: cstring): void {.stdcall.} glPushMatrix*: proc(): void {.stdcall.} glPushName*: proc(name: GLuint): void {.stdcall.} glQueryCounter*: proc(id: GLuint, target: GLenum): void {.stdcall.} glQueryCounterEXT*: proc(id: GLuint, target: GLenum): void {.stdcall.} glQueryMatrixxOES*: proc(mantissa: ptr GLfixed, exponent: ptr GLint): GLbitfield {.stdcall.} glQueryObjectParameteruiAMD*: proc(target: GLenum, id: GLuint, pname: GLenum, param: GLuint): void {.stdcall.} glQueryResourceNV*: proc(queryType: GLenum, tagId: GLint, count: GLuint, buffer: ptr GLint): GLint {.stdcall.} glQueryResourceTagNV*: proc(tagId: GLint, tagString: cstring): void {.stdcall.} glRasterPos2d*: proc(x: GLdouble, y: GLdouble): void {.stdcall.} glRasterPos2dv*: proc(v: ptr GLdouble): void {.stdcall.} glRasterPos2f*: proc(x: GLfloat, y: GLfloat): void {.stdcall.} glRasterPos2fv*: proc(v: ptr GLfloat): void {.stdcall.} glRasterPos2i*: proc(x: GLint, y: GLint): void {.stdcall.} glRasterPos2iv*: proc(v: ptr GLint): void {.stdcall.} glRasterPos2s*: proc(x: GLshort, y: GLshort): void {.stdcall.} glRasterPos2sv*: proc(v: ptr GLshort): void {.stdcall.} glRasterPos2xOES*: proc(x: GLfixed, y: GLfixed): void {.stdcall.} glRasterPos2xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glRasterPos3d*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glRasterPos3dv*: proc(v: ptr GLdouble): void {.stdcall.} glRasterPos3f*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glRasterPos3fv*: proc(v: ptr GLfloat): void {.stdcall.} glRasterPos3i*: proc(x: GLint, y: GLint, z: GLint): void {.stdcall.} glRasterPos3iv*: proc(v: ptr GLint): void {.stdcall.} glRasterPos3s*: proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glRasterPos3sv*: proc(v: ptr GLshort): void {.stdcall.} glRasterPos3xOES*: proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glRasterPos3xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glRasterPos4d*: proc(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glRasterPos4dv*: proc(v: ptr GLdouble): void {.stdcall.} glRasterPos4f*: proc(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glRasterPos4fv*: proc(v: ptr GLfloat): void {.stdcall.} glRasterPos4i*: proc(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glRasterPos4iv*: proc(v: ptr GLint): void {.stdcall.} glRasterPos4s*: proc(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glRasterPos4sv*: proc(v: ptr GLshort): void {.stdcall.} glRasterPos4xOES*: proc(x: GLfixed, y: GLfixed, z: GLfixed, w: GLfixed): void {.stdcall.} glRasterPos4xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glRasterSamplesEXT*: proc(samples: GLuint, fixedsamplelocations: GLboolean): void {.stdcall.} glReadBuffer*: proc(src: GLenum): void {.stdcall.} glReadBufferIndexedEXT*: proc(src: GLenum, index: GLint): void {.stdcall.} glReadBufferNV*: proc(mode: GLenum): void {.stdcall.} glReadInstrumentsSGIX*: proc(marker: GLint): void {.stdcall.} glReadPixels*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glReadnPixels*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.} glReadnPixelsARB*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.} glReadnPixelsEXT*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.} glReadnPixelsKHR*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.} glReleaseKeyedMutexWin32EXT*: proc(memory: GLuint, key: GLuint64): GLboolean {.stdcall.} glRectd*: proc(x1: GLdouble, y1: GLdouble, x2: GLdouble, y2: GLdouble): void {.stdcall.} glRectdv*: proc(v1: ptr GLdouble, v2: ptr GLdouble): void {.stdcall.} glRectf*: proc(x1: GLfloat, y1: GLfloat, x2: GLfloat, y2: GLfloat): void {.stdcall.} glRectfv*: proc(v1: ptr GLfloat, v2: ptr GLfloat): void {.stdcall.} glRecti*: proc(x1: GLint, y1: GLint, x2: GLint, y2: GLint): void {.stdcall.} glRectiv*: proc(v1: ptr GLint, v2: ptr GLint): void {.stdcall.} glRects*: proc(x1: GLshort, y1: GLshort, x2: GLshort, y2: GLshort): void {.stdcall.} glRectsv*: proc(v1: ptr GLshort, v2: ptr GLshort): void {.stdcall.} glRectxOES*: proc(x1: GLfixed, y1: GLfixed, x2: GLfixed, y2: GLfixed): void {.stdcall.} glRectxvOES*: proc(v1: ptr GLfixed, v2: ptr GLfixed): void {.stdcall.} glReferencePlaneSGIX*: proc(equation: ptr GLdouble): void {.stdcall.} glReleaseShaderCompiler*: proc(): void {.stdcall.} glRenderGpuMaskNV*: proc(mask: GLbitfield): void {.stdcall.} glRenderMode*: proc(mode: GLenum): GLint {.stdcall.} glRenderbufferStorage*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageEXT*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisample*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleANGLE*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleAPPLE*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleAdvancedAMD*: proc(target: GLenum, samples: GLsizei, storageSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleCoverageNV*: proc(target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleEXT*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleIMG*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageMultisampleNV*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glRenderbufferStorageOES*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glReplacementCodePointerSUN*: proc(`type`: GLenum, stride: GLsizei, pointer: ptr pointer): void {.stdcall.} glReplacementCodeubSUN*: proc(code: GLubyte): void {.stdcall.} glReplacementCodeubvSUN*: proc(code: ptr GLubyte): void {.stdcall.} glReplacementCodeuiColor3fVertex3fSUN*: proc(rc: GLuint, r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiColor3fVertex3fvSUN*: proc(rc: ptr GLuint, c: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiColor4fNormal3fVertex3fSUN*: proc(rc: GLuint, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiColor4fNormal3fVertex3fvSUN*: proc(rc: ptr GLuint, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiColor4ubVertex3fSUN*: proc(rc: GLuint, r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiColor4ubVertex3fvSUN*: proc(rc: ptr GLuint, c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiNormal3fVertex3fSUN*: proc(rc: GLuint, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiNormal3fVertex3fvSUN*: proc(rc: ptr GLuint, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiSUN*: proc(code: GLuint): void {.stdcall.} glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN*: proc(rc: GLuint, s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN*: proc(rc: ptr GLuint, tc: ptr GLfloat, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN*: proc(rc: GLuint, s: GLfloat, t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN*: proc(rc: ptr GLuint, tc: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiTexCoord2fVertex3fSUN*: proc(rc: GLuint, s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiTexCoord2fVertex3fvSUN*: proc(rc: ptr GLuint, tc: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuiVertex3fSUN*: proc(rc: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glReplacementCodeuiVertex3fvSUN*: proc(rc: ptr GLuint, v: ptr GLfloat): void {.stdcall.} glReplacementCodeuivSUN*: proc(code: ptr GLuint): void {.stdcall.} glReplacementCodeusSUN*: proc(code: GLushort): void {.stdcall.} glReplacementCodeusvSUN*: proc(code: ptr GLushort): void {.stdcall.} glRequestResidentProgramsNV*: proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.} glResetHistogram*: proc(target: GLenum): void {.stdcall.} glResetHistogramEXT*: proc(target: GLenum): void {.stdcall.} glResetMemoryObjectParameterNV*: proc(memory: GLuint, pname: GLenum): void {.stdcall.} glResetMinmax*: proc(target: GLenum): void {.stdcall.} glResetMinmaxEXT*: proc(target: GLenum): void {.stdcall.} glResizeBuffersMESA*: proc(): void {.stdcall.} glResolveDepthValuesNV*: proc(): void {.stdcall.} glResolveMultisampleFramebufferAPPLE*: proc(): void {.stdcall.} glResumeTransformFeedback*: proc(): void {.stdcall.} glResumeTransformFeedbackNV*: proc(): void {.stdcall.} glRotated*: proc(angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glRotatef*: proc(angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glRotatex*: proc(angle: GLfixed, x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glRotatexOES*: proc(angle: GLfixed, x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glSampleCoverage*: proc(value: GLfloat, invert: GLboolean): void {.stdcall.} glSampleCoverageARB*: proc(value: GLfloat, invert: GLboolean): void {.stdcall.} glSampleCoveragex*: proc(value: GLclampx, invert: GLboolean): void {.stdcall.} glSampleCoveragexOES*: proc(value: GLclampx, invert: GLboolean): void {.stdcall.} glSampleMapATI*: proc(dst: GLuint, interp: GLuint, swizzle: GLenum): void {.stdcall.} glSampleMaskEXT*: proc(value: GLclampf, invert: GLboolean): void {.stdcall.} glSampleMaskIndexedNV*: proc(index: GLuint, mask: GLbitfield): void {.stdcall.} glSampleMaskSGIS*: proc(value: GLclampf, invert: GLboolean): void {.stdcall.} glSampleMaski*: proc(maskNumber: GLuint, mask: GLbitfield): void {.stdcall.} glSamplePatternEXT*: proc(pattern: GLenum): void {.stdcall.} glSamplePatternSGIS*: proc(pattern: GLenum): void {.stdcall.} glSamplerParameterIiv*: proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glSamplerParameterIivEXT*: proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glSamplerParameterIivOES*: proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glSamplerParameterIuiv*: proc(sampler: GLuint, pname: GLenum, param: ptr GLuint): void {.stdcall.} glSamplerParameterIuivEXT*: proc(sampler: GLuint, pname: GLenum, param: ptr GLuint): void {.stdcall.} glSamplerParameterIuivOES*: proc(sampler: GLuint, pname: GLenum, param: ptr GLuint): void {.stdcall.} glSamplerParameterf*: proc(sampler: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.} glSamplerParameterfv*: proc(sampler: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall.} glSamplerParameteri*: proc(sampler: GLuint, pname: GLenum, param: GLint): void {.stdcall.} glSamplerParameteriv*: proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glScaled*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glScalef*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glScalex*: proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glScalexOES*: proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glScissor*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glScissorArrayv*: proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.} glScissorArrayvNV*: proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.} glScissorArrayvOES*: proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.} glScissorExclusiveArrayvNV*: proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.} glScissorExclusiveNV*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glScissorIndexed*: proc(index: GLuint, left: GLint, bottom: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glScissorIndexedNV*: proc(index: GLuint, left: GLint, bottom: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glScissorIndexedOES*: proc(index: GLuint, left: GLint, bottom: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glScissorIndexedv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glScissorIndexedvNV*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glScissorIndexedvOES*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glSecondaryColor3b*: proc(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall.} glSecondaryColor3bEXT*: proc(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall.} glSecondaryColor3bv*: proc(v: ptr GLbyte): void {.stdcall.} glSecondaryColor3bvEXT*: proc(v: ptr GLbyte): void {.stdcall.} glSecondaryColor3d*: proc(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall.} glSecondaryColor3dEXT*: proc(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall.} glSecondaryColor3dv*: proc(v: ptr GLdouble): void {.stdcall.} glSecondaryColor3dvEXT*: proc(v: ptr GLdouble): void {.stdcall.} glSecondaryColor3f*: proc(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall.} glSecondaryColor3fEXT*: proc(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall.} glSecondaryColor3fv*: proc(v: ptr GLfloat): void {.stdcall.} glSecondaryColor3fvEXT*: proc(v: ptr GLfloat): void {.stdcall.} glSecondaryColor3hNV*: proc(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV): void {.stdcall.} glSecondaryColor3hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glSecondaryColor3i*: proc(red: GLint, green: GLint, blue: GLint): void {.stdcall.} glSecondaryColor3iEXT*: proc(red: GLint, green: GLint, blue: GLint): void {.stdcall.} glSecondaryColor3iv*: proc(v: ptr GLint): void {.stdcall.} glSecondaryColor3ivEXT*: proc(v: ptr GLint): void {.stdcall.} glSecondaryColor3s*: proc(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall.} glSecondaryColor3sEXT*: proc(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall.} glSecondaryColor3sv*: proc(v: ptr GLshort): void {.stdcall.} glSecondaryColor3svEXT*: proc(v: ptr GLshort): void {.stdcall.} glSecondaryColor3ub*: proc(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall.} glSecondaryColor3ubEXT*: proc(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall.} glSecondaryColor3ubv*: proc(v: ptr GLubyte): void {.stdcall.} glSecondaryColor3ubvEXT*: proc(v: ptr GLubyte): void {.stdcall.} glSecondaryColor3ui*: proc(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall.} glSecondaryColor3uiEXT*: proc(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall.} glSecondaryColor3uiv*: proc(v: ptr GLuint): void {.stdcall.} glSecondaryColor3uivEXT*: proc(v: ptr GLuint): void {.stdcall.} glSecondaryColor3us*: proc(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall.} glSecondaryColor3usEXT*: proc(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall.} glSecondaryColor3usv*: proc(v: ptr GLushort): void {.stdcall.} glSecondaryColor3usvEXT*: proc(v: ptr GLushort): void {.stdcall.} glSecondaryColorFormatNV*: proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.} glSecondaryColorP3ui*: proc(`type`: GLenum, color: GLuint): void {.stdcall.} glSecondaryColorP3uiv*: proc(`type`: GLenum, color: ptr GLuint): void {.stdcall.} glSecondaryColorPointer*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glSecondaryColorPointerEXT*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glSecondaryColorPointerListIBM*: proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glSelectBuffer*: proc(size: GLsizei, buffer: ptr GLuint): void {.stdcall.} glSelectPerfMonitorCountersAMD*: proc(monitor: GLuint, enable: GLboolean, group: GLuint, numCounters: GLint, counterList: ptr GLuint): void {.stdcall.} glSemaphoreParameterivNV*: proc(semaphore: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glSemaphoreParameterui64vEXT*: proc(semaphore: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.} glSeparableFilter2D*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, row: pointer, column: pointer): void {.stdcall.} glSeparableFilter2DEXT*: proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, row: pointer, column: pointer): void {.stdcall.} glSetFenceAPPLE*: proc(fence: GLuint): void {.stdcall.} glSetFenceNV*: proc(fence: GLuint, condition: GLenum): void {.stdcall.} glSetFragmentShaderConstantATI*: proc(dst: GLuint, value: ptr GLfloat): void {.stdcall.} glSetInvariantEXT*: proc(id: GLuint, `type`: GLenum, `addr`: pointer): void {.stdcall.} glSetLocalConstantEXT*: proc(id: GLuint, `type`: GLenum, `addr`: pointer): void {.stdcall.} glSetMultisamplefvAMD*: proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.} glShadeModel*: proc(mode: GLenum): void {.stdcall.} glShaderBinary*: proc(count: GLsizei, shaders: ptr GLuint, binaryFormat: GLenum, binary: pointer, length: GLsizei): void {.stdcall.} glShaderOp1EXT*: proc(op: GLenum, res: GLuint, arg1: GLuint): void {.stdcall.} glShaderOp2EXT*: proc(op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint): void {.stdcall.} glShaderOp3EXT*: proc(op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint, arg3: GLuint): void {.stdcall.} glShaderSource*: proc(shader: GLuint, count: GLsizei, string: ptr cstring, length: ptr GLint): void {.stdcall.} glShaderSourceARB*: proc(shaderObj: GLhandleARB, count: GLsizei, string: ptr ptr GLcharARB, length: ptr GLint): void {.stdcall.} glShaderStorageBlockBinding*: proc(program: GLuint, storageBlockIndex: GLuint, storageBlockBinding: GLuint): void {.stdcall.} glShadingRateImageBarrierNV*: proc(synchronize: GLboolean): void {.stdcall.} glShadingRateQCOM*: proc(rate: GLenum): void {.stdcall.} glShadingRateImagePaletteNV*: proc(viewport: GLuint, first: GLuint, count: GLsizei, rates: ptr GLenum): void {.stdcall.} glShadingRateSampleOrderNV*: proc(order: GLenum): void {.stdcall.} glShadingRateSampleOrderCustomNV*: proc(rate: GLenum, samples: GLuint, locations: ptr GLint): void {.stdcall.} glSharpenTexFuncSGIS*: proc(target: GLenum, n: GLsizei, points: ptr GLfloat): void {.stdcall.} glSignalSemaphoreEXT*: proc(semaphore: GLuint, numBufferBarriers: GLuint, buffers: ptr GLuint, numTextureBarriers: GLuint, textures: ptr GLuint, dstLayouts: ptr GLenum): void {.stdcall.} glSignalSemaphoreui64NVX*: proc(signalGpu: GLuint, fenceObjectCount: GLsizei, semaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64): void {.stdcall.} glSpecializeShader*: proc(shader: GLuint, pEntryPoint: cstring, numSpecializationConstants: GLuint, pConstantIndex: ptr GLuint, pConstantValue: ptr GLuint): void {.stdcall.} glSpecializeShaderARB*: proc(shader: GLuint, pEntryPoint: cstring, numSpecializationConstants: GLuint, pConstantIndex: ptr GLuint, pConstantValue: ptr GLuint): void {.stdcall.} glSpriteParameterfSGIX*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glSpriteParameterfvSGIX*: proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.} glSpriteParameteriSGIX*: proc(pname: GLenum, param: GLint): void {.stdcall.} glSpriteParameterivSGIX*: proc(pname: GLenum, params: ptr GLint): void {.stdcall.} glStartInstrumentsSGIX*: proc(): void {.stdcall.} glStartTilingQCOM*: proc(x: GLuint, y: GLuint, width: GLuint, height: GLuint, preserveMask: GLbitfield): void {.stdcall.} glStateCaptureNV*: proc(state: GLuint, mode: GLenum): void {.stdcall.} glStencilClearTagEXT*: proc(stencilTagBits: GLsizei, stencilClearTag: GLuint): void {.stdcall.} glStencilFillPathInstancedNV*: proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, fillMode: GLenum, mask: GLuint, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glStencilFillPathNV*: proc(path: GLuint, fillMode: GLenum, mask: GLuint): void {.stdcall.} glStencilFunc*: proc(`func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.} glStencilFuncSeparate*: proc(face: GLenum, `func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.} glStencilFuncSeparateATI*: proc(frontfunc: GLenum, backfunc: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.} glStencilMask*: proc(mask: GLuint): void {.stdcall.} glStencilMaskSeparate*: proc(face: GLenum, mask: GLuint): void {.stdcall.} glStencilOp*: proc(fail: GLenum, zfail: GLenum, zpass: GLenum): void {.stdcall.} glStencilOpSeparate*: proc(face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum): void {.stdcall.} glStencilOpSeparateATI*: proc(face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum): void {.stdcall.} glStencilOpValueAMD*: proc(face: GLenum, value: GLuint): void {.stdcall.} glStencilStrokePathInstancedNV*: proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, reference: GLint, mask: GLuint, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glStencilStrokePathNV*: proc(path: GLuint, reference: GLint, mask: GLuint): void {.stdcall.} glStencilThenCoverFillPathInstancedNV*: proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, fillMode: GLenum, mask: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glStencilThenCoverFillPathNV*: proc(path: GLuint, fillMode: GLenum, mask: GLuint, coverMode: GLenum): void {.stdcall.} glStencilThenCoverStrokePathInstancedNV*: proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, reference: GLint, mask: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glStencilThenCoverStrokePathNV*: proc(path: GLuint, reference: GLint, mask: GLuint, coverMode: GLenum): void {.stdcall.} glStopInstrumentsSGIX*: proc(marker: GLint): void {.stdcall.} glStringMarkerGREMEDY*: proc(len: GLsizei, string: pointer): void {.stdcall.} glSubpixelPrecisionBiasNV*: proc(xbits: GLuint, ybits: GLuint): void {.stdcall.} glSwizzleEXT*: proc(res: GLuint, `in`: GLuint, outX: GLenum, outY: GLenum, outZ: GLenum, outW: GLenum): void {.stdcall.} glSyncTextureINTEL*: proc(texture: GLuint): void {.stdcall.} glTagSampleBufferSGIX*: proc(): void {.stdcall.} glTangent3bEXT*: proc(tx: GLbyte, ty: GLbyte, tz: GLbyte): void {.stdcall.} glTangent3bvEXT*: proc(v: ptr GLbyte): void {.stdcall.} glTangent3dEXT*: proc(tx: GLdouble, ty: GLdouble, tz: GLdouble): void {.stdcall.} glTangent3dvEXT*: proc(v: ptr GLdouble): void {.stdcall.} glTangent3fEXT*: proc(tx: GLfloat, ty: GLfloat, tz: GLfloat): void {.stdcall.} glTangent3fvEXT*: proc(v: ptr GLfloat): void {.stdcall.} glTangent3iEXT*: proc(tx: GLint, ty: GLint, tz: GLint): void {.stdcall.} glTangent3ivEXT*: proc(v: ptr GLint): void {.stdcall.} glTangent3sEXT*: proc(tx: GLshort, ty: GLshort, tz: GLshort): void {.stdcall.} glTangent3svEXT*: proc(v: ptr GLshort): void {.stdcall.} glTangentPointerEXT*: proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glTbufferMask3DFX*: proc(mask: GLuint): void {.stdcall.} glTessellationFactorAMD*: proc(factor: GLfloat): void {.stdcall.} glTessellationModeAMD*: proc(mode: GLenum): void {.stdcall.} glTestFenceAPPLE*: proc(fence: GLuint): GLboolean {.stdcall.} glTestFenceNV*: proc(fence: GLuint): GLboolean {.stdcall.} glTestObjectAPPLE*: proc(`object`: GLenum, name: GLuint): GLboolean {.stdcall.} glTexAttachMemoryNV*: proc(target: GLenum, memory: GLuint, offset: GLuint64): void {.stdcall.} glTexBuffer*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glTexBufferARB*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glTexBufferEXT*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glTexBufferOES*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glTexBufferRange*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glTexBufferRangeEXT*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glTexBufferRangeOES*: proc(target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glTexBumpParameterfvATI*: proc(pname: GLenum, param: ptr GLfloat): void {.stdcall.} glTexBumpParameterivATI*: proc(pname: GLenum, param: ptr GLint): void {.stdcall.} glTexCoord1bOES*: proc(s: GLbyte): void {.stdcall.} glTexCoord1bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glTexCoord1d*: proc(s: GLdouble): void {.stdcall.} glTexCoord1dv*: proc(v: ptr GLdouble): void {.stdcall.} glTexCoord1f*: proc(s: GLfloat): void {.stdcall.} glTexCoord1fv*: proc(v: ptr GLfloat): void {.stdcall.} glTexCoord1hNV*: proc(s: GLhalfNV): void {.stdcall.} glTexCoord1hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glTexCoord1i*: proc(s: GLint): void {.stdcall.} glTexCoord1iv*: proc(v: ptr GLint): void {.stdcall.} glTexCoord1s*: proc(s: GLshort): void {.stdcall.} glTexCoord1sv*: proc(v: ptr GLshort): void {.stdcall.} glTexCoord1xOES*: proc(s: GLfixed): void {.stdcall.} glTexCoord1xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glTexCoord2bOES*: proc(s: GLbyte, t: GLbyte): void {.stdcall.} glTexCoord2bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glTexCoord2d*: proc(s: GLdouble, t: GLdouble): void {.stdcall.} glTexCoord2dv*: proc(v: ptr GLdouble): void {.stdcall.} glTexCoord2f*: proc(s: GLfloat, t: GLfloat): void {.stdcall.} glTexCoord2fColor3fVertex3fSUN*: proc(s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glTexCoord2fColor3fVertex3fvSUN*: proc(tc: ptr GLfloat, c: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glTexCoord2fColor4fNormal3fVertex3fSUN*: proc(s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glTexCoord2fColor4fNormal3fVertex3fvSUN*: proc(tc: ptr GLfloat, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glTexCoord2fColor4ubVertex3fSUN*: proc(s: GLfloat, t: GLfloat, r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glTexCoord2fColor4ubVertex3fvSUN*: proc(tc: ptr GLfloat, c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.} glTexCoord2fNormal3fVertex3fSUN*: proc(s: GLfloat, t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glTexCoord2fNormal3fVertex3fvSUN*: proc(tc: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glTexCoord2fVertex3fSUN*: proc(s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glTexCoord2fVertex3fvSUN*: proc(tc: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glTexCoord2fv*: proc(v: ptr GLfloat): void {.stdcall.} glTexCoord2hNV*: proc(s: GLhalfNV, t: GLhalfNV): void {.stdcall.} glTexCoord2hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glTexCoord2i*: proc(s: GLint, t: GLint): void {.stdcall.} glTexCoord2iv*: proc(v: ptr GLint): void {.stdcall.} glTexCoord2s*: proc(s: GLshort, t: GLshort): void {.stdcall.} glTexCoord2sv*: proc(v: ptr GLshort): void {.stdcall.} glTexCoord2xOES*: proc(s: GLfixed, t: GLfixed): void {.stdcall.} glTexCoord2xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glTexCoord3bOES*: proc(s: GLbyte, t: GLbyte, r: GLbyte): void {.stdcall.} glTexCoord3bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glTexCoord3d*: proc(s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall.} glTexCoord3dv*: proc(v: ptr GLdouble): void {.stdcall.} glTexCoord3f*: proc(s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall.} glTexCoord3fv*: proc(v: ptr GLfloat): void {.stdcall.} glTexCoord3hNV*: proc(s: GLhalfNV, t: GLhalfNV, r: GLhalfNV): void {.stdcall.} glTexCoord3hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glTexCoord3i*: proc(s: GLint, t: GLint, r: GLint): void {.stdcall.} glTexCoord3iv*: proc(v: ptr GLint): void {.stdcall.} glTexCoord3s*: proc(s: GLshort, t: GLshort, r: GLshort): void {.stdcall.} glTexCoord3sv*: proc(v: ptr GLshort): void {.stdcall.} glTexCoord3xOES*: proc(s: GLfixed, t: GLfixed, r: GLfixed): void {.stdcall.} glTexCoord3xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glTexCoord4bOES*: proc(s: GLbyte, t: GLbyte, r: GLbyte, q: GLbyte): void {.stdcall.} glTexCoord4bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glTexCoord4d*: proc(s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall.} glTexCoord4dv*: proc(v: ptr GLdouble): void {.stdcall.} glTexCoord4f*: proc(s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall.} glTexCoord4fColor4fNormal3fVertex4fSUN*: proc(s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glTexCoord4fColor4fNormal3fVertex4fvSUN*: proc(tc: ptr GLfloat, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glTexCoord4fVertex4fSUN*: proc(s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glTexCoord4fVertex4fvSUN*: proc(tc: ptr GLfloat, v: ptr GLfloat): void {.stdcall.} glTexCoord4fv*: proc(v: ptr GLfloat): void {.stdcall.} glTexCoord4hNV*: proc(s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV): void {.stdcall.} glTexCoord4hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glTexCoord4i*: proc(s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall.} glTexCoord4iv*: proc(v: ptr GLint): void {.stdcall.} glTexCoord4s*: proc(s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall.} glTexCoord4sv*: proc(v: ptr GLshort): void {.stdcall.} glTexCoord4xOES*: proc(s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed): void {.stdcall.} glTexCoord4xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glTexCoordFormatNV*: proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.} glTexCoordP1ui*: proc(`type`: GLenum, coords: GLuint): void {.stdcall.} glTexCoordP1uiv*: proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.} glTexCoordP2ui*: proc(`type`: GLenum, coords: GLuint): void {.stdcall.} glTexCoordP2uiv*: proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.} glTexCoordP3ui*: proc(`type`: GLenum, coords: GLuint): void {.stdcall.} glTexCoordP3uiv*: proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.} glTexCoordP4ui*: proc(`type`: GLenum, coords: GLuint): void {.stdcall.} glTexCoordP4uiv*: proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.} glTexCoordPointer*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glTexCoordPointerEXT*: proc(size: GLint, `type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.} glTexCoordPointerListIBM*: proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glTexCoordPointervINTEL*: proc(size: GLint, `type`: GLenum, pointer: ptr pointer): void {.stdcall.} glTexEnvf*: proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glTexEnvfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glTexEnvi*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glTexEnviv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexEnvx*: proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glTexEnvxOES*: proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glTexEnvxv*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glTexEnvxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glTexEstimateMotionQCOM*: proc(`ref`: GLuint, target: GLuint, output: GLuint): void {.stdcall.} glTexEstimateMotionRegionsQCOM*: proc(`ref`: GLuint, target: GLuint, output: GLuint, mask: GLuint): void {.stdcall.} glExtrapolateTex2DQCOM*: proc(src1: GLuint, src2: GLuint, output: GLuint, scaleFactor: GLfloat): void {.stdcall.} glTexFilterFuncSGIS*: proc(target: GLenum, filter: GLenum, n: GLsizei, weights: ptr GLfloat): void {.stdcall.} glTexGend*: proc(coord: GLenum, pname: GLenum, param: GLdouble): void {.stdcall.} glTexGendv*: proc(coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glTexGenf*: proc(coord: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glTexGenfOES*: proc(coord: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glTexGenfv*: proc(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glTexGenfvOES*: proc(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glTexGeni*: proc(coord: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glTexGeniOES*: proc(coord: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glTexGeniv*: proc(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexGenivOES*: proc(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexGenxOES*: proc(coord: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glTexGenxvOES*: proc(coord: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glTexImage1D*: proc(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexImage2D*: proc(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexImage2DMultisample*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTexImage2DMultisampleCoverageNV*: proc(target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.} glTexImage3D*: proc(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexImage3DEXT*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexImage3DMultisample*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTexImage3DMultisampleCoverageNV*: proc(target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.} glTexImage3DOES*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexImage4DSGIS*: proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, size4d: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexPageCommitmentARB*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean): void {.stdcall.} glTexPageCommitmentEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean): void {.stdcall.} glTexPageCommitmentMemNV*: proc(target: GLenum, layer: GLint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64, commit: GLboolean): void {.stdcall.} glTexParameterIiv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexParameterIivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexParameterIivOES*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexParameterIuiv*: proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glTexParameterIuivEXT*: proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glTexParameterIuivOES*: proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glTexParameterf*: proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glTexParameterfv*: proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glTexParameteri*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glTexParameteriv*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTexParameterx*: proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glTexParameterxOES*: proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.} glTexParameterxv*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glTexParameterxvOES*: proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.} glTexRenderbufferNV*: proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.} glTexStorage1D*: proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.} glTexStorage1DEXT*: proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.} glTexStorage2D*: proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glTexStorage2DEXT*: proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glTexStorage2DMultisample*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTexStorage3D*: proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glTexStorage3DEXT*: proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glTexStorage3DMultisample*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTexStorage3DMultisampleOES*: proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTexStorageMem1DEXT*: proc(target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.} glTexStorageMem2DEXT*: proc(target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.} glTexStorageMem2DMultisampleEXT*: proc(target: GLenum, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.} glTexStorageMem3DEXT*: proc(target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.} glTexStorageMem3DMultisampleEXT*: proc(target: GLenum, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.} glTexStorageSparseAMD*: proc(target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield): void {.stdcall.} glTexSubImage1D*: proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage1DEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage2D*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage2DEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage3D*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage3DEXT*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage3DOES*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTexSubImage4DSGIS*: proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, woffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, size4d: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureAttachMemoryNV*: proc(texture: GLuint, memory: GLuint, offset: GLuint64): void {.stdcall.} glTextureBarrier*: proc(): void {.stdcall.} glTextureBarrierNV*: proc(): void {.stdcall.} glTextureBuffer*: proc(texture: GLuint, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glTextureBufferEXT*: proc(texture: GLuint, target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.} glTextureBufferRange*: proc(texture: GLuint, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glTextureBufferRangeEXT*: proc(texture: GLuint, target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glTextureColorMaskSGIS*: proc(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean): void {.stdcall.} glTextureFoveationParametersQCOM*: proc(texture: GLuint, layer: GLuint, focalPoint: GLuint, focalX: GLfloat, focalY: GLfloat, gainX: GLfloat, gainY: GLfloat, foveaArea: GLfloat): void {.stdcall.} glTextureImage1DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureImage2DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureImage2DMultisampleCoverageNV*: proc(texture: GLuint, target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.} glTextureImage2DMultisampleNV*: proc(texture: GLuint, target: GLenum, samples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.} glTextureImage3DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureImage3DMultisampleCoverageNV*: proc(texture: GLuint, target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.} glTextureImage3DMultisampleNV*: proc(texture: GLuint, target: GLenum, samples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.} glTextureLightEXT*: proc(pname: GLenum): void {.stdcall.} glTextureMaterialEXT*: proc(face: GLenum, mode: GLenum): void {.stdcall.} glTextureNormalEXT*: proc(mode: GLenum): void {.stdcall.} glTexturePageCommitmentEXT*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean): void {.stdcall.} glTexturePageCommitmentMemNV*: proc(texture: GLuint, layer: GLint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64, commit: GLboolean): void {.stdcall.} glTextureParameterIiv*: proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glTextureParameterIivEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTextureParameterIuiv*: proc(texture: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.} glTextureParameterIuivEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.} glTextureParameterf*: proc(texture: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.} glTextureParameterfEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.} glTextureParameterfv*: proc(texture: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall.} glTextureParameterfvEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glTextureParameteri*: proc(texture: GLuint, pname: GLenum, param: GLint): void {.stdcall.} glTextureParameteriEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glTextureParameteriv*: proc(texture: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.} glTextureParameterivEXT*: proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} glTextureRangeAPPLE*: proc(target: GLenum, length: GLsizei, pointer: pointer): void {.stdcall.} glTextureRenderbufferEXT*: proc(texture: GLuint, target: GLenum, renderbuffer: GLuint): void {.stdcall.} glTextureStorage1D*: proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.} glTextureStorage1DEXT*: proc(texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.} glTextureStorage2D*: proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glTextureStorage2DEXT*: proc(texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.} glTextureStorage2DMultisample*: proc(texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTextureStorage2DMultisampleEXT*: proc(texture: GLuint, target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTextureStorage3D*: proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glTextureStorage3DEXT*: proc(texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.} glTextureStorage3DMultisample*: proc(texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTextureStorage3DMultisampleEXT*: proc(texture: GLuint, target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.} glTextureStorageMem1DEXT*: proc(texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.} glTextureStorageMem2DEXT*: proc(texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.} glTextureStorageMem2DMultisampleEXT*: proc(texture: GLuint, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.} glTextureStorageMem3DEXT*: proc(texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.} glTextureStorageMem3DMultisampleEXT*: proc(texture: GLuint, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.} glTextureStorageSparseAMD*: proc(texture: GLuint, target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield): void {.stdcall.} glTextureSubImage1D*: proc(texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureSubImage1DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureSubImage2D*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureSubImage2DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureSubImage3D*: proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureSubImage3DEXT*: proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.} glTextureView*: proc(texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint): void {.stdcall.} glTextureViewEXT*: proc(texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint): void {.stdcall.} glTextureViewOES*: proc(texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint): void {.stdcall.} glTrackMatrixNV*: proc(target: GLenum, address: GLuint, matrix: GLenum, transform: GLenum): void {.stdcall.} glTransformFeedbackAttribsNV*: proc(count: GLsizei, attribs: ptr GLint, bufferMode: GLenum): void {.stdcall.} glTransformFeedbackBufferBase*: proc(xfb: GLuint, index: GLuint, buffer: GLuint): void {.stdcall.} glTransformFeedbackBufferRange*: proc(xfb: GLuint, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.} glTransformFeedbackStreamAttribsNV*: proc(count: GLsizei, attribs: ptr GLint, nbuffers: GLsizei, bufstreams: ptr GLint, bufferMode: GLenum): void {.stdcall.} glTransformFeedbackVaryings*: proc(program: GLuint, count: GLsizei, varyings: ptr cstring, bufferMode: GLenum): void {.stdcall.} glTransformFeedbackVaryingsEXT*: proc(program: GLuint, count: GLsizei, varyings: ptr cstring, bufferMode: GLenum): void {.stdcall.} glTransformFeedbackVaryingsNV*: proc(program: GLuint, count: GLsizei, locations: ptr GLint, bufferMode: GLenum): void {.stdcall.} glTransformPathNV*: proc(resultPath: GLuint, srcPath: GLuint, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.} glTranslated*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glTranslatef*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glTranslatex*: proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glTranslatexOES*: proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glUniform1d*: proc(location: GLint, x: GLdouble): void {.stdcall.} glUniform1dv*: proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glUniform1f*: proc(location: GLint, v0: GLfloat): void {.stdcall.} glUniform1fARB*: proc(location: GLint, v0: GLfloat): void {.stdcall.} glUniform1fv*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform1fvARB*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform1i*: proc(location: GLint, v0: GLint): void {.stdcall.} glUniform1i64ARB*: proc(location: GLint, x: GLint64): void {.stdcall.} glUniform1i64NV*: proc(location: GLint, x: GLint64EXT): void {.stdcall.} glUniform1i64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glUniform1i64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glUniform1iARB*: proc(location: GLint, v0: GLint): void {.stdcall.} glUniform1iv*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform1ivARB*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform1ui*: proc(location: GLint, v0: GLuint): void {.stdcall.} glUniform1ui64ARB*: proc(location: GLint, x: GLuint64): void {.stdcall.} glUniform1ui64NV*: proc(location: GLint, x: GLuint64EXT): void {.stdcall.} glUniform1ui64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniform1ui64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glUniform1uiEXT*: proc(location: GLint, v0: GLuint): void {.stdcall.} glUniform1uiv*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform1uivEXT*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform2d*: proc(location: GLint, x: GLdouble, y: GLdouble): void {.stdcall.} glUniform2dv*: proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glUniform2f*: proc(location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.} glUniform2fARB*: proc(location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.} glUniform2fv*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform2fvARB*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform2i*: proc(location: GLint, v0: GLint, v1: GLint): void {.stdcall.} glUniform2i64ARB*: proc(location: GLint, x: GLint64, y: GLint64): void {.stdcall.} glUniform2i64NV*: proc(location: GLint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.} glUniform2i64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glUniform2i64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glUniform2iARB*: proc(location: GLint, v0: GLint, v1: GLint): void {.stdcall.} glUniform2iv*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform2ivARB*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform2ui*: proc(location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.} glUniform2ui64ARB*: proc(location: GLint, x: GLuint64, y: GLuint64): void {.stdcall.} glUniform2ui64NV*: proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.} glUniform2ui64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniform2ui64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glUniform2uiEXT*: proc(location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.} glUniform2uiv*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform2uivEXT*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform3d*: proc(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glUniform3dv*: proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glUniform3f*: proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.} glUniform3fARB*: proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.} glUniform3fv*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform3fvARB*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform3i*: proc(location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.} glUniform3i64ARB*: proc(location: GLint, x: GLint64, y: GLint64, z: GLint64): void {.stdcall.} glUniform3i64NV*: proc(location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.} glUniform3i64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glUniform3i64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glUniform3iARB*: proc(location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.} glUniform3iv*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform3ivARB*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform3ui*: proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.} glUniform3ui64ARB*: proc(location: GLint, x: GLuint64, y: GLuint64, z: GLuint64): void {.stdcall.} glUniform3ui64NV*: proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.} glUniform3ui64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniform3ui64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glUniform3uiEXT*: proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.} glUniform3uiv*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform3uivEXT*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform4d*: proc(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glUniform4dv*: proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.} glUniform4f*: proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.} glUniform4fARB*: proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.} glUniform4fv*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform4fvARB*: proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.} glUniform4i*: proc(location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.} glUniform4i64ARB*: proc(location: GLint, x: GLint64, y: GLint64, z: GLint64, w: GLint64): void {.stdcall.} glUniform4i64NV*: proc(location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.} glUniform4i64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.} glUniform4i64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.} glUniform4iARB*: proc(location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.} glUniform4iv*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform4ivARB*: proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.} glUniform4ui*: proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.} glUniform4ui64ARB*: proc(location: GLint, x: GLuint64, y: GLuint64, z: GLuint64, w: GLuint64): void {.stdcall.} glUniform4ui64NV*: proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.} glUniform4ui64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniform4ui64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glUniform4uiEXT*: proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.} glUniform4uiv*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniform4uivEXT*: proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.} glUniformBlockBinding*: proc(program: GLuint, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint): void {.stdcall.} glUniformBufferEXT*: proc(program: GLuint, location: GLint, buffer: GLuint): void {.stdcall.} glUniformHandleui64ARB*: proc(location: GLint, value: GLuint64): void {.stdcall.} glUniformHandleui64IMG*: proc(location: GLint, value: GLuint64): void {.stdcall.} glUniformHandleui64NV*: proc(location: GLint, value: GLuint64): void {.stdcall.} glUniformHandleui64vARB*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniformHandleui64vIMG*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniformHandleui64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.} glUniformMatrix2dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix2fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix2fvARB*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix2x3dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix2x3fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix2x3fvNV*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix2x4dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix2x4fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix2x4fvNV*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix3dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix3fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix3fvARB*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix3x2dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix3x2fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix3x2fvNV*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix3x4dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix3x4fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix3x4fvNV*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix4dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix4fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix4fvARB*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix4x2dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix4x2fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix4x2fvNV*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix4x3dv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.} glUniformMatrix4x3fv*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformMatrix4x3fvNV*: proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.} glUniformSubroutinesuiv*: proc(shadertype: GLenum, count: GLsizei, indices: ptr GLuint): void {.stdcall.} glUniformui64NV*: proc(location: GLint, value: GLuint64EXT): void {.stdcall.} glUniformui64vNV*: proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.} glUnlockArraysEXT*: proc(): void {.stdcall.} glUnmapBuffer*: proc(target: GLenum): GLboolean {.stdcall.} glUnmapBufferARB*: proc(target: GLenum): GLboolean {.stdcall.} glUnmapBufferOES*: proc(target: GLenum): GLboolean {.stdcall.} glUnmapNamedBuffer*: proc(buffer: GLuint): GLboolean {.stdcall.} glUnmapNamedBufferEXT*: proc(buffer: GLuint): GLboolean {.stdcall.} glUnmapObjectBufferATI*: proc(buffer: GLuint): void {.stdcall.} glUnmapTexture2DINTEL*: proc(texture: GLuint, level: GLint): void {.stdcall.} glUpdateObjectBufferATI*: proc(buffer: GLuint, offset: GLuint, size: GLsizei, pointer: pointer, preserve: GLenum): void {.stdcall.} glUploadGpuMaskNVX*: proc(mask: GLbitfield): void {.stdcall.} glUseProgram*: proc(program: GLuint): void {.stdcall.} glUseProgramObjectARB*: proc(programObj: GLhandleARB): void {.stdcall.} glUseProgramStages*: proc(pipeline: GLuint, stages: GLbitfield, program: GLuint): void {.stdcall.} glUseProgramStagesEXT*: proc(pipeline: GLuint, stages: GLbitfield, program: GLuint): void {.stdcall.} glUseShaderProgramEXT*: proc(`type`: GLenum, program: GLuint): void {.stdcall.} glVDPAUFiniNV*: proc(): void {.stdcall.} glVDPAUGetSurfaceivNV*: proc(surface: GLvdpauSurfaceNV, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall.} glVDPAUInitNV*: proc(vdpDevice: pointer, getProcAddress: pointer): void {.stdcall.} glVDPAUIsSurfaceNV*: proc(surface: GLvdpauSurfaceNV): GLboolean {.stdcall.} glVDPAUMapSurfacesNV*: proc(numSurfaces: GLsizei, surfaces: ptr GLvdpauSurfaceNV): void {.stdcall.} glVDPAURegisterOutputSurfaceNV*: proc(vdpSurface: pointer, target: GLenum, numTextureNames: GLsizei, textureNames: ptr GLuint): GLvdpauSurfaceNV {.stdcall.} glVDPAURegisterVideoSurfaceNV*: proc(vdpSurface: pointer, target: GLenum, numTextureNames: GLsizei, textureNames: ptr GLuint): GLvdpauSurfaceNV {.stdcall.} glVDPAURegisterVideoSurfaceWithPictureStructureNV*: proc(vdpSurface: pointer, target: GLenum, numTextureNames: GLsizei, textureNames: ptr GLuint, isFrameStructure: GLboolean): GLvdpauSurfaceNV {.stdcall.} glVDPAUSurfaceAccessNV*: proc(surface: GLvdpauSurfaceNV, access: GLenum): void {.stdcall.} glVDPAUUnmapSurfacesNV*: proc(numSurface: GLsizei, surfaces: ptr GLvdpauSurfaceNV): void {.stdcall.} glVDPAUUnregisterSurfaceNV*: proc(surface: GLvdpauSurfaceNV): void {.stdcall.} glValidateProgram*: proc(program: GLuint): void {.stdcall.} glValidateProgramARB*: proc(programObj: GLhandleARB): void {.stdcall.} glValidateProgramPipeline*: proc(pipeline: GLuint): void {.stdcall.} glValidateProgramPipelineEXT*: proc(pipeline: GLuint): void {.stdcall.} glVariantArrayObjectATI*: proc(id: GLuint, `type`: GLenum, stride: GLsizei, buffer: GLuint, offset: GLuint): void {.stdcall.} glVariantPointerEXT*: proc(id: GLuint, `type`: GLenum, stride: GLuint, `addr`: pointer): void {.stdcall.} glVariantbvEXT*: proc(id: GLuint, `addr`: ptr GLbyte): void {.stdcall.} glVariantdvEXT*: proc(id: GLuint, `addr`: ptr GLdouble): void {.stdcall.} glVariantfvEXT*: proc(id: GLuint, `addr`: ptr GLfloat): void {.stdcall.} glVariantivEXT*: proc(id: GLuint, `addr`: ptr GLint): void {.stdcall.} glVariantsvEXT*: proc(id: GLuint, `addr`: ptr GLshort): void {.stdcall.} glVariantubvEXT*: proc(id: GLuint, `addr`: ptr GLubyte): void {.stdcall.} glVariantuivEXT*: proc(id: GLuint, `addr`: ptr GLuint): void {.stdcall.} glVariantusvEXT*: proc(id: GLuint, `addr`: ptr GLushort): void {.stdcall.} glVertex2bOES*: proc(x: GLbyte, y: GLbyte): void {.stdcall.} glVertex2bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glVertex2d*: proc(x: GLdouble, y: GLdouble): void {.stdcall.} glVertex2dv*: proc(v: ptr GLdouble): void {.stdcall.} glVertex2f*: proc(x: GLfloat, y: GLfloat): void {.stdcall.} glVertex2fv*: proc(v: ptr GLfloat): void {.stdcall.} glVertex2hNV*: proc(x: GLhalfNV, y: GLhalfNV): void {.stdcall.} glVertex2hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glVertex2i*: proc(x: GLint, y: GLint): void {.stdcall.} glVertex2iv*: proc(v: ptr GLint): void {.stdcall.} glVertex2s*: proc(x: GLshort, y: GLshort): void {.stdcall.} glVertex2sv*: proc(v: ptr GLshort): void {.stdcall.} glVertex2xOES*: proc(x: GLfixed): void {.stdcall.} glVertex2xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glVertex3bOES*: proc(x: GLbyte, y: GLbyte, z: GLbyte): void {.stdcall.} glVertex3bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glVertex3d*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertex3dv*: proc(v: ptr GLdouble): void {.stdcall.} glVertex3f*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glVertex3fv*: proc(v: ptr GLfloat): void {.stdcall.} glVertex3hNV*: proc(x: GLhalfNV, y: GLhalfNV, z: GLhalfNV): void {.stdcall.} glVertex3hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glVertex3i*: proc(x: GLint, y: GLint, z: GLint): void {.stdcall.} glVertex3iv*: proc(v: ptr GLint): void {.stdcall.} glVertex3s*: proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glVertex3sv*: proc(v: ptr GLshort): void {.stdcall.} glVertex3xOES*: proc(x: GLfixed, y: GLfixed): void {.stdcall.} glVertex3xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glVertex4bOES*: proc(x: GLbyte, y: GLbyte, z: GLbyte, w: GLbyte): void {.stdcall.} glVertex4bvOES*: proc(coords: ptr GLbyte): void {.stdcall.} glVertex4d*: proc(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertex4dv*: proc(v: ptr GLdouble): void {.stdcall.} glVertex4f*: proc(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glVertex4fv*: proc(v: ptr GLfloat): void {.stdcall.} glVertex4hNV*: proc(x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV): void {.stdcall.} glVertex4hvNV*: proc(v: ptr GLhalfNV): void {.stdcall.} glVertex4i*: proc(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glVertex4iv*: proc(v: ptr GLint): void {.stdcall.} glVertex4s*: proc(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glVertex4sv*: proc(v: ptr GLshort): void {.stdcall.} glVertex4xOES*: proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.} glVertex4xvOES*: proc(coords: ptr GLfixed): void {.stdcall.} glVertexArrayAttribBinding*: proc(vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint): void {.stdcall.} glVertexArrayAttribFormat*: proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.} glVertexArrayAttribIFormat*: proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.} glVertexArrayAttribLFormat*: proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.} glVertexArrayBindVertexBufferEXT*: proc(vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.} glVertexArrayBindingDivisor*: proc(vaobj: GLuint, bindingindex: GLuint, divisor: GLuint): void {.stdcall.} glVertexArrayColorOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayEdgeFlagOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayElementBuffer*: proc(vaobj: GLuint, buffer: GLuint): void {.stdcall.} glVertexArrayFogCoordOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayIndexOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayMultiTexCoordOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, texunit: GLenum, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayNormalOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayParameteriAPPLE*: proc(pname: GLenum, param: GLint): void {.stdcall.} glVertexArrayRangeAPPLE*: proc(length: GLsizei, pointer: pointer): void {.stdcall.} glVertexArrayRangeNV*: proc(length: GLsizei, pointer: pointer): void {.stdcall.} glVertexArraySecondaryColorOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayTexCoordOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayVertexAttribBindingEXT*: proc(vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint): void {.stdcall.} glVertexArrayVertexAttribDivisorEXT*: proc(vaobj: GLuint, index: GLuint, divisor: GLuint): void {.stdcall.} glVertexArrayVertexAttribFormatEXT*: proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.} glVertexArrayVertexAttribIFormatEXT*: proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.} glVertexArrayVertexAttribIOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayVertexAttribLFormatEXT*: proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.} glVertexArrayVertexAttribLOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayVertexAttribOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexArrayVertexBindingDivisorEXT*: proc(vaobj: GLuint, bindingindex: GLuint, divisor: GLuint): void {.stdcall.} glVertexArrayVertexBuffer*: proc(vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.} glVertexArrayVertexBuffers*: proc(vaobj: GLuint, first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, strides: ptr GLsizei): void {.stdcall.} glVertexArrayVertexOffsetEXT*: proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.} glVertexAttrib1d*: proc(index: GLuint, x: GLdouble): void {.stdcall.} glVertexAttrib1dARB*: proc(index: GLuint, x: GLdouble): void {.stdcall.} glVertexAttrib1dNV*: proc(index: GLuint, x: GLdouble): void {.stdcall.} glVertexAttrib1dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib1dvARB*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib1dvNV*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib1f*: proc(index: GLuint, x: GLfloat): void {.stdcall.} glVertexAttrib1fARB*: proc(index: GLuint, x: GLfloat): void {.stdcall.} glVertexAttrib1fNV*: proc(index: GLuint, x: GLfloat): void {.stdcall.} glVertexAttrib1fv*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib1fvARB*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib1fvNV*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib1hNV*: proc(index: GLuint, x: GLhalfNV): void {.stdcall.} glVertexAttrib1hvNV*: proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.} glVertexAttrib1s*: proc(index: GLuint, x: GLshort): void {.stdcall.} glVertexAttrib1sARB*: proc(index: GLuint, x: GLshort): void {.stdcall.} glVertexAttrib1sNV*: proc(index: GLuint, x: GLshort): void {.stdcall.} glVertexAttrib1sv*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib1svARB*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib1svNV*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib2d*: proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.} glVertexAttrib2dARB*: proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.} glVertexAttrib2dNV*: proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.} glVertexAttrib2dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib2dvARB*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib2dvNV*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib2f*: proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.} glVertexAttrib2fARB*: proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.} glVertexAttrib2fNV*: proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.} glVertexAttrib2fv*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib2fvARB*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib2fvNV*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib2hNV*: proc(index: GLuint, x: GLhalfNV, y: GLhalfNV): void {.stdcall.} glVertexAttrib2hvNV*: proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.} glVertexAttrib2s*: proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.} glVertexAttrib2sARB*: proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.} glVertexAttrib2sNV*: proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.} glVertexAttrib2sv*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib2svARB*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib2svNV*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib3d*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertexAttrib3dARB*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertexAttrib3dNV*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertexAttrib3dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib3dvARB*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib3dvNV*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib3f*: proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glVertexAttrib3fARB*: proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glVertexAttrib3fNV*: proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glVertexAttrib3fv*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib3fvARB*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib3fvNV*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib3hNV*: proc(index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV): void {.stdcall.} glVertexAttrib3hvNV*: proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.} glVertexAttrib3s*: proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glVertexAttrib3sARB*: proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glVertexAttrib3sNV*: proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glVertexAttrib3sv*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib3svARB*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib3svNV*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib4Nbv*: proc(index: GLuint, v: ptr GLbyte): void {.stdcall.} glVertexAttrib4NbvARB*: proc(index: GLuint, v: ptr GLbyte): void {.stdcall.} glVertexAttrib4Niv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttrib4NivARB*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttrib4Nsv*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib4NsvARB*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib4Nub*: proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.} glVertexAttrib4NubARB*: proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.} glVertexAttrib4Nubv*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttrib4NubvARB*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttrib4Nuiv*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttrib4NuivARB*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttrib4Nusv*: proc(index: GLuint, v: ptr GLushort): void {.stdcall.} glVertexAttrib4NusvARB*: proc(index: GLuint, v: ptr GLushort): void {.stdcall.} glVertexAttrib4bv*: proc(index: GLuint, v: ptr GLbyte): void {.stdcall.} glVertexAttrib4bvARB*: proc(index: GLuint, v: ptr GLbyte): void {.stdcall.} glVertexAttrib4d*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertexAttrib4dARB*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertexAttrib4dNV*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertexAttrib4dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib4dvARB*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib4dvNV*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttrib4f*: proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glVertexAttrib4fARB*: proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glVertexAttrib4fNV*: proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glVertexAttrib4fv*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib4fvARB*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib4fvNV*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glVertexAttrib4hNV*: proc(index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV): void {.stdcall.} glVertexAttrib4hvNV*: proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.} glVertexAttrib4iv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttrib4ivARB*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttrib4s*: proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glVertexAttrib4sARB*: proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glVertexAttrib4sNV*: proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glVertexAttrib4sv*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib4svARB*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib4svNV*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttrib4ubNV*: proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.} glVertexAttrib4ubv*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttrib4ubvARB*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttrib4ubvNV*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttrib4uiv*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttrib4uivARB*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttrib4usv*: proc(index: GLuint, v: ptr GLushort): void {.stdcall.} glVertexAttrib4usvARB*: proc(index: GLuint, v: ptr GLushort): void {.stdcall.} glVertexAttribArrayObjectATI*: proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, buffer: GLuint, offset: GLuint): void {.stdcall.} glVertexAttribBinding*: proc(attribindex: GLuint, bindingindex: GLuint): void {.stdcall.} glVertexAttribDivisor*: proc(index: GLuint, divisor: GLuint): void {.stdcall.} glVertexAttribDivisorANGLE*: proc(index: GLuint, divisor: GLuint): void {.stdcall.} glVertexAttribDivisorARB*: proc(index: GLuint, divisor: GLuint): void {.stdcall.} glVertexAttribDivisorEXT*: proc(index: GLuint, divisor: GLuint): void {.stdcall.} glVertexAttribDivisorNV*: proc(index: GLuint, divisor: GLuint): void {.stdcall.} glVertexAttribFormat*: proc(attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.} glVertexAttribFormatNV*: proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei): void {.stdcall.} glVertexAttribI1i*: proc(index: GLuint, x: GLint): void {.stdcall.} glVertexAttribI1iEXT*: proc(index: GLuint, x: GLint): void {.stdcall.} glVertexAttribI1iv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI1ivEXT*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI1ui*: proc(index: GLuint, x: GLuint): void {.stdcall.} glVertexAttribI1uiEXT*: proc(index: GLuint, x: GLuint): void {.stdcall.} glVertexAttribI1uiv*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI1uivEXT*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI2i*: proc(index: GLuint, x: GLint, y: GLint): void {.stdcall.} glVertexAttribI2iEXT*: proc(index: GLuint, x: GLint, y: GLint): void {.stdcall.} glVertexAttribI2iv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI2ivEXT*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI2ui*: proc(index: GLuint, x: GLuint, y: GLuint): void {.stdcall.} glVertexAttribI2uiEXT*: proc(index: GLuint, x: GLuint, y: GLuint): void {.stdcall.} glVertexAttribI2uiv*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI2uivEXT*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI3i*: proc(index: GLuint, x: GLint, y: GLint, z: GLint): void {.stdcall.} glVertexAttribI3iEXT*: proc(index: GLuint, x: GLint, y: GLint, z: GLint): void {.stdcall.} glVertexAttribI3iv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI3ivEXT*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI3ui*: proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint): void {.stdcall.} glVertexAttribI3uiEXT*: proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint): void {.stdcall.} glVertexAttribI3uiv*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI3uivEXT*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI4bv*: proc(index: GLuint, v: ptr GLbyte): void {.stdcall.} glVertexAttribI4bvEXT*: proc(index: GLuint, v: ptr GLbyte): void {.stdcall.} glVertexAttribI4i*: proc(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glVertexAttribI4iEXT*: proc(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glVertexAttribI4iv*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI4ivEXT*: proc(index: GLuint, v: ptr GLint): void {.stdcall.} glVertexAttribI4sv*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttribI4svEXT*: proc(index: GLuint, v: ptr GLshort): void {.stdcall.} glVertexAttribI4ubv*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttribI4ubvEXT*: proc(index: GLuint, v: ptr GLubyte): void {.stdcall.} glVertexAttribI4ui*: proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.} glVertexAttribI4uiEXT*: proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.} glVertexAttribI4uiv*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI4uivEXT*: proc(index: GLuint, v: ptr GLuint): void {.stdcall.} glVertexAttribI4usv*: proc(index: GLuint, v: ptr GLushort): void {.stdcall.} glVertexAttribI4usvEXT*: proc(index: GLuint, v: ptr GLushort): void {.stdcall.} glVertexAttribIFormat*: proc(attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.} glVertexAttribIFormatNV*: proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.} glVertexAttribIPointer*: proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribIPointerEXT*: proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribL1d*: proc(index: GLuint, x: GLdouble): void {.stdcall.} glVertexAttribL1dEXT*: proc(index: GLuint, x: GLdouble): void {.stdcall.} glVertexAttribL1dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL1dvEXT*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL1i64NV*: proc(index: GLuint, x: GLint64EXT): void {.stdcall.} glVertexAttribL1i64vNV*: proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.} glVertexAttribL1ui64ARB*: proc(index: GLuint, x: GLuint64EXT): void {.stdcall.} glVertexAttribL1ui64NV*: proc(index: GLuint, x: GLuint64EXT): void {.stdcall.} glVertexAttribL1ui64vARB*: proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.} glVertexAttribL1ui64vNV*: proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.} glVertexAttribL2d*: proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.} glVertexAttribL2dEXT*: proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.} glVertexAttribL2dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL2dvEXT*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL2i64NV*: proc(index: GLuint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.} glVertexAttribL2i64vNV*: proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.} glVertexAttribL2ui64NV*: proc(index: GLuint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.} glVertexAttribL2ui64vNV*: proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.} glVertexAttribL3d*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertexAttribL3dEXT*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertexAttribL3dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL3dvEXT*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL3i64NV*: proc(index: GLuint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.} glVertexAttribL3i64vNV*: proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.} glVertexAttribL3ui64NV*: proc(index: GLuint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.} glVertexAttribL3ui64vNV*: proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.} glVertexAttribL4d*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertexAttribL4dEXT*: proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertexAttribL4dv*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL4dvEXT*: proc(index: GLuint, v: ptr GLdouble): void {.stdcall.} glVertexAttribL4i64NV*: proc(index: GLuint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.} glVertexAttribL4i64vNV*: proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.} glVertexAttribL4ui64NV*: proc(index: GLuint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.} glVertexAttribL4ui64vNV*: proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.} glVertexAttribLFormat*: proc(attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.} glVertexAttribLFormatNV*: proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.} glVertexAttribLPointer*: proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribLPointerEXT*: proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribP1ui*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.} glVertexAttribP1uiv*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.} glVertexAttribP2ui*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.} glVertexAttribP2uiv*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.} glVertexAttribP3ui*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.} glVertexAttribP3uiv*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.} glVertexAttribP4ui*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.} glVertexAttribP4uiv*: proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.} glVertexAttribParameteriAMD*: proc(index: GLuint, pname: GLenum, param: GLint): void {.stdcall.} glVertexAttribPointer*: proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribPointerARB*: proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribPointerNV*: proc(index: GLuint, fsize: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexAttribs1dvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glVertexAttribs1fvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glVertexAttribs1hvNV*: proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.} glVertexAttribs1svNV*: proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.} glVertexAttribs2dvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glVertexAttribs2fvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glVertexAttribs2hvNV*: proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.} glVertexAttribs2svNV*: proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.} glVertexAttribs3dvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glVertexAttribs3fvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glVertexAttribs3hvNV*: proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.} glVertexAttribs3svNV*: proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.} glVertexAttribs4dvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.} glVertexAttribs4fvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glVertexAttribs4hvNV*: proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.} glVertexAttribs4svNV*: proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.} glVertexAttribs4ubvNV*: proc(index: GLuint, count: GLsizei, v: ptr GLubyte): void {.stdcall.} glVertexBindingDivisor*: proc(bindingindex: GLuint, divisor: GLuint): void {.stdcall.} glVertexBlendARB*: proc(count: GLint): void {.stdcall.} glVertexBlendEnvfATI*: proc(pname: GLenum, param: GLfloat): void {.stdcall.} glVertexBlendEnviATI*: proc(pname: GLenum, param: GLint): void {.stdcall.} glVertexFormatNV*: proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.} glVertexP2ui*: proc(`type`: GLenum, value: GLuint): void {.stdcall.} glVertexP2uiv*: proc(`type`: GLenum, value: ptr GLuint): void {.stdcall.} glVertexP3ui*: proc(`type`: GLenum, value: GLuint): void {.stdcall.} glVertexP3uiv*: proc(`type`: GLenum, value: ptr GLuint): void {.stdcall.} glVertexP4ui*: proc(`type`: GLenum, value: GLuint): void {.stdcall.} glVertexP4uiv*: proc(`type`: GLenum, value: ptr GLuint): void {.stdcall.} glVertexPointer*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexPointerEXT*: proc(size: GLint, `type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.} glVertexPointerListIBM*: proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.} glVertexPointervINTEL*: proc(size: GLint, `type`: GLenum, pointer: ptr pointer): void {.stdcall.} glVertexStream1dATI*: proc(stream: GLenum, x: GLdouble): void {.stdcall.} glVertexStream1dvATI*: proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.} glVertexStream1fATI*: proc(stream: GLenum, x: GLfloat): void {.stdcall.} glVertexStream1fvATI*: proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.} glVertexStream1iATI*: proc(stream: GLenum, x: GLint): void {.stdcall.} glVertexStream1ivATI*: proc(stream: GLenum, coords: ptr GLint): void {.stdcall.} glVertexStream1sATI*: proc(stream: GLenum, x: GLshort): void {.stdcall.} glVertexStream1svATI*: proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.} glVertexStream2dATI*: proc(stream: GLenum, x: GLdouble, y: GLdouble): void {.stdcall.} glVertexStream2dvATI*: proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.} glVertexStream2fATI*: proc(stream: GLenum, x: GLfloat, y: GLfloat): void {.stdcall.} glVertexStream2fvATI*: proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.} glVertexStream2iATI*: proc(stream: GLenum, x: GLint, y: GLint): void {.stdcall.} glVertexStream2ivATI*: proc(stream: GLenum, coords: ptr GLint): void {.stdcall.} glVertexStream2sATI*: proc(stream: GLenum, x: GLshort, y: GLshort): void {.stdcall.} glVertexStream2svATI*: proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.} glVertexStream3dATI*: proc(stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glVertexStream3dvATI*: proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.} glVertexStream3fATI*: proc(stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glVertexStream3fvATI*: proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.} glVertexStream3iATI*: proc(stream: GLenum, x: GLint, y: GLint, z: GLint): void {.stdcall.} glVertexStream3ivATI*: proc(stream: GLenum, coords: ptr GLint): void {.stdcall.} glVertexStream3sATI*: proc(stream: GLenum, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glVertexStream3svATI*: proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.} glVertexStream4dATI*: proc(stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glVertexStream4dvATI*: proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.} glVertexStream4fATI*: proc(stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glVertexStream4fvATI*: proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.} glVertexStream4iATI*: proc(stream: GLenum, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glVertexStream4ivATI*: proc(stream: GLenum, coords: ptr GLint): void {.stdcall.} glVertexStream4sATI*: proc(stream: GLenum, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glVertexStream4svATI*: proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.} glVertexWeightPointerEXT*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glVertexWeightfEXT*: proc(weight: GLfloat): void {.stdcall.} glVertexWeightfvEXT*: proc(weight: ptr GLfloat): void {.stdcall.} glVertexWeighthNV*: proc(weight: GLhalfNV): void {.stdcall.} glVertexWeighthvNV*: proc(weight: ptr GLhalfNV): void {.stdcall.} glVideoCaptureNV*: proc(video_capture_slot: GLuint, sequence_num: ptr GLuint, capture_time: ptr GLuint64EXT): GLenum {.stdcall.} glVideoCaptureStreamParameterdvNV*: proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.} glVideoCaptureStreamParameterfvNV*: proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.} glVideoCaptureStreamParameterivNV*: proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.} glViewport*: proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.} glViewportArrayv*: proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glViewportArrayvNV*: proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glViewportArrayvOES*: proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.} glViewportIndexedf*: proc(index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat, h: GLfloat): void {.stdcall.} glViewportIndexedfOES*: proc(index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat, h: GLfloat): void {.stdcall.} glViewportIndexedfNV*: proc(index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat, h: GLfloat): void {.stdcall.} glViewportIndexedfv*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glViewportIndexedfvOES*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glViewportIndexedfvNV*: proc(index: GLuint, v: ptr GLfloat): void {.stdcall.} glViewportPositionWScaleNV*: proc(index: GLuint, xcoeff: GLfloat, ycoeff: GLfloat): void {.stdcall.} glViewportSwizzleNV*: proc(index: GLuint, swizzlex: GLenum, swizzley: GLenum, swizzlez: GLenum, swizzlew: GLenum): void {.stdcall.} glWaitSemaphoreEXT*: proc(semaphore: GLuint, numBufferBarriers: GLuint, buffers: ptr GLuint, numTextureBarriers: GLuint, textures: ptr GLuint, srcLayouts: ptr GLenum): void {.stdcall.} glWaitSemaphoreui64NVX*: proc(waitGpu: GLuint, fenceObjectCount: GLsizei, semaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64): void {.stdcall.} glWaitSync*: proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): void {.stdcall.} glWaitSyncAPPLE*: proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): void {.stdcall.} glWeightPathsNV*: proc(resultPath: GLuint, numPaths: GLsizei, paths: ptr GLuint, weights: ptr GLfloat): void {.stdcall.} glWeightPointerARB*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glWeightPointerOES*: proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.} glWeightbvARB*: proc(size: GLint, weights: ptr GLbyte): void {.stdcall.} glWeightdvARB*: proc(size: GLint, weights: ptr GLdouble): void {.stdcall.} glWeightfvARB*: proc(size: GLint, weights: ptr GLfloat): void {.stdcall.} glWeightivARB*: proc(size: GLint, weights: ptr GLint): void {.stdcall.} glWeightsvARB*: proc(size: GLint, weights: ptr GLshort): void {.stdcall.} glWeightubvARB*: proc(size: GLint, weights: ptr GLubyte): void {.stdcall.} glWeightuivARB*: proc(size: GLint, weights: ptr GLuint): void {.stdcall.} glWeightusvARB*: proc(size: GLint, weights: ptr GLushort): void {.stdcall.} glWindowPos2d*: proc(x: GLdouble, y: GLdouble): void {.stdcall.} glWindowPos2dARB*: proc(x: GLdouble, y: GLdouble): void {.stdcall.} glWindowPos2dMESA*: proc(x: GLdouble, y: GLdouble): void {.stdcall.} glWindowPos2dv*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos2dvARB*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos2dvMESA*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos2f*: proc(x: GLfloat, y: GLfloat): void {.stdcall.} glWindowPos2fARB*: proc(x: GLfloat, y: GLfloat): void {.stdcall.} glWindowPos2fMESA*: proc(x: GLfloat, y: GLfloat): void {.stdcall.} glWindowPos2fv*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos2fvARB*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos2fvMESA*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos2i*: proc(x: GLint, y: GLint): void {.stdcall.} glWindowPos2iARB*: proc(x: GLint, y: GLint): void {.stdcall.} glWindowPos2iMESA*: proc(x: GLint, y: GLint): void {.stdcall.} glWindowPos2iv*: proc(v: ptr GLint): void {.stdcall.} glWindowPos2ivARB*: proc(v: ptr GLint): void {.stdcall.} glWindowPos2ivMESA*: proc(v: ptr GLint): void {.stdcall.} glWindowPos2s*: proc(x: GLshort, y: GLshort): void {.stdcall.} glWindowPos2sARB*: proc(x: GLshort, y: GLshort): void {.stdcall.} glWindowPos2sMESA*: proc(x: GLshort, y: GLshort): void {.stdcall.} glWindowPos2sv*: proc(v: ptr GLshort): void {.stdcall.} glWindowPos2svARB*: proc(v: ptr GLshort): void {.stdcall.} glWindowPos2svMESA*: proc(v: ptr GLshort): void {.stdcall.} glWindowPos3d*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glWindowPos3dARB*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glWindowPos3dMESA*: proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.} glWindowPos3dv*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos3dvARB*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos3dvMESA*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos3f*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glWindowPos3fARB*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glWindowPos3fMESA*: proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.} glWindowPos3fv*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos3fvARB*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos3fvMESA*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos3i*: proc(x: GLint, y: GLint, z: GLint): void {.stdcall.} glWindowPos3iARB*: proc(x: GLint, y: GLint, z: GLint): void {.stdcall.} glWindowPos3iMESA*: proc(x: GLint, y: GLint, z: GLint): void {.stdcall.} glWindowPos3iv*: proc(v: ptr GLint): void {.stdcall.} glWindowPos3ivARB*: proc(v: ptr GLint): void {.stdcall.} glWindowPos3ivMESA*: proc(v: ptr GLint): void {.stdcall.} glWindowPos3s*: proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glWindowPos3sARB*: proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glWindowPos3sMESA*: proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.} glWindowPos3sv*: proc(v: ptr GLshort): void {.stdcall.} glWindowPos3svARB*: proc(v: ptr GLshort): void {.stdcall.} glWindowPos3svMESA*: proc(v: ptr GLshort): void {.stdcall.} glWindowPos4dMESA*: proc(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.} glWindowPos4dvMESA*: proc(v: ptr GLdouble): void {.stdcall.} glWindowPos4fMESA*: proc(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.} glWindowPos4fvMESA*: proc(v: ptr GLfloat): void {.stdcall.} glWindowPos4iMESA*: proc(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.} glWindowPos4ivMESA*: proc(v: ptr GLint): void {.stdcall.} glWindowPos4sMESA*: proc(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.} glWindowPos4svMESA*: proc(v: ptr GLshort): void {.stdcall.} glWindowRectanglesEXT*: proc(mode: GLenum, count: GLsizei, box: ptr GLint): void {.stdcall.} glWriteMaskEXT*: proc(res: GLuint, `in`: GLuint, outX: GLenum, outY: GLenum, outZ: GLenum, outW: GLenum): void {.stdcall.} glDrawVkImageNV*: proc(vkImage: GLuint64, sampler: GLuint, x0: GLfloat, y0: GLfloat, x1: GLfloat, y1: GLfloat, z: GLfloat, s0: GLfloat, t0: GLfloat, s1: GLfloat, t1: GLfloat): void {.stdcall.} glGetVkProcAddrNV*: proc(name: cstring): GLVULKANPROCNV {.stdcall.} glWaitVkSemaphoreNV*: proc(vkSemaphore: GLuint64): void {.stdcall.} glSignalVkSemaphoreNV*: proc(vkSemaphore: GLuint64): void {.stdcall.} glSignalVkFenceNV*: proc(vkFence: GLuint64): void {.stdcall.} glFramebufferParameteriMESA*: proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.} glGetFramebufferParameterivMESA*: proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.} # OpenGL 1_0 loader proc glLoad1_0*() = glCullFace = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glCullFace")) glFrontFace = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glFrontFace")) glHint = cast[proc(target: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glHint")) glLineWidth = cast[proc(width: GLfloat): void {.stdcall.}](glGetProc("glLineWidth")) glPointSize = cast[proc(size: GLfloat): void {.stdcall.}](glGetProc("glPointSize")) glPolygonMode = cast[proc(face: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glPolygonMode")) glScissor = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glScissor")) glTexParameterf = cast[proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glTexParameterf")) glTexParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glTexParameterfv")) glTexParameteri = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glTexParameteri")) glTexParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTexParameteriv")) glTexImage1D = cast[proc(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexImage1D")) glTexImage2D = cast[proc(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexImage2D")) glDrawBuffer = cast[proc(buf: GLenum): void {.stdcall.}](glGetProc("glDrawBuffer")) glClear = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glClear")) glClearColor = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.}](glGetProc("glClearColor")) glClearStencil = cast[proc(s: GLint): void {.stdcall.}](glGetProc("glClearStencil")) glClearDepth = cast[proc(depth: GLdouble): void {.stdcall.}](glGetProc("glClearDepth")) glStencilMask = cast[proc(mask: GLuint): void {.stdcall.}](glGetProc("glStencilMask")) glColorMask = cast[proc(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean): void {.stdcall.}](glGetProc("glColorMask")) glDepthMask = cast[proc(flag: GLboolean): void {.stdcall.}](glGetProc("glDepthMask")) glDisable = cast[proc(cap: GLenum): void {.stdcall.}](glGetProc("glDisable")) glEnable = cast[proc(cap: GLenum): void {.stdcall.}](glGetProc("glEnable")) glFinish = cast[proc(): void {.stdcall.}](glGetProc("glFinish")) glFlush = cast[proc(): void {.stdcall.}](glGetProc("glFlush")) glBlendFunc = cast[proc(sfactor: GLenum, dfactor: GLenum): void {.stdcall.}](glGetProc("glBlendFunc")) glLogicOp = cast[proc(opcode: GLenum): void {.stdcall.}](glGetProc("glLogicOp")) glStencilFunc = cast[proc(`func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.}](glGetProc("glStencilFunc")) glStencilOp = cast[proc(fail: GLenum, zfail: GLenum, zpass: GLenum): void {.stdcall.}](glGetProc("glStencilOp")) glDepthFunc = cast[proc(`func`: GLenum): void {.stdcall.}](glGetProc("glDepthFunc")) glPixelStoref = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPixelStoref")) glPixelStorei = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPixelStorei")) glReadBuffer = cast[proc(src: GLenum): void {.stdcall.}](glGetProc("glReadBuffer")) glReadPixels = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glReadPixels")) glGetBooleanv = cast[proc(pname: GLenum, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetBooleanv")) glGetDoublev = cast[proc(pname: GLenum, data: ptr GLdouble): void {.stdcall.}](glGetProc("glGetDoublev")) glGetError = cast[proc(): GLenum {.stdcall.}](glGetProc("glGetError")) glGetFloatv = cast[proc(pname: GLenum, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFloatv")) glGetIntegerv = cast[proc(pname: GLenum, data: ptr GLint): void {.stdcall.}](glGetProc("glGetIntegerv")) glGetString = cast[proc(name: GLenum): ptr GLubyte {.stdcall.}](glGetProc("glGetString")) glGetTexImage = cast[proc(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glGetTexImage")) glGetTexParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTexParameterfv")) glGetTexParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTexParameteriv")) glGetTexLevelParameterfv = cast[proc(target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTexLevelParameterfv")) glGetTexLevelParameteriv = cast[proc(target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTexLevelParameteriv")) glIsEnabled = cast[proc(cap: GLenum): GLboolean {.stdcall.}](glGetProc("glIsEnabled")) glDepthRange = cast[proc(n: GLdouble, f: GLdouble): void {.stdcall.}](glGetProc("glDepthRange")) glViewport = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glViewport")) glNewList = cast[proc(list: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glNewList")) glEndList = cast[proc(): void {.stdcall.}](glGetProc("glEndList")) glCallList = cast[proc(list: GLuint): void {.stdcall.}](glGetProc("glCallList")) glCallLists = cast[proc(n: GLsizei, `type`: GLenum, lists: pointer): void {.stdcall.}](glGetProc("glCallLists")) glDeleteLists = cast[proc(list: GLuint, range: GLsizei): void {.stdcall.}](glGetProc("glDeleteLists")) glGenLists = cast[proc(range: GLsizei): GLuint {.stdcall.}](glGetProc("glGenLists")) glListBase = cast[proc(base: GLuint): void {.stdcall.}](glGetProc("glListBase")) glBegin = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glBegin")) glBitmap = cast[proc(width: GLsizei, height: GLsizei, xorig: GLfloat, yorig: GLfloat, xmove: GLfloat, ymove: GLfloat, bitmap: ptr GLubyte): void {.stdcall.}](glGetProc("glBitmap")) glColor3b = cast[proc(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall.}](glGetProc("glColor3b")) glColor3bv = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glColor3bv")) glColor3d = cast[proc(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall.}](glGetProc("glColor3d")) glColor3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glColor3dv")) glColor3f = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall.}](glGetProc("glColor3f")) glColor3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glColor3fv")) glColor3i = cast[proc(red: GLint, green: GLint, blue: GLint): void {.stdcall.}](glGetProc("glColor3i")) glColor3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glColor3iv")) glColor3s = cast[proc(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall.}](glGetProc("glColor3s")) glColor3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glColor3sv")) glColor3ub = cast[proc(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall.}](glGetProc("glColor3ub")) glColor3ubv = cast[proc(v: ptr GLubyte): void {.stdcall.}](glGetProc("glColor3ubv")) glColor3ui = cast[proc(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall.}](glGetProc("glColor3ui")) glColor3uiv = cast[proc(v: ptr GLuint): void {.stdcall.}](glGetProc("glColor3uiv")) glColor3us = cast[proc(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall.}](glGetProc("glColor3us")) glColor3usv = cast[proc(v: ptr GLushort): void {.stdcall.}](glGetProc("glColor3usv")) glColor4b = cast[proc(red: GLbyte, green: GLbyte, blue: GLbyte, alpha: GLbyte): void {.stdcall.}](glGetProc("glColor4b")) glColor4bv = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glColor4bv")) glColor4d = cast[proc(red: GLdouble, green: GLdouble, blue: GLdouble, alpha: GLdouble): void {.stdcall.}](glGetProc("glColor4d")) glColor4dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glColor4dv")) glColor4f = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.}](glGetProc("glColor4f")) glColor4fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glColor4fv")) glColor4i = cast[proc(red: GLint, green: GLint, blue: GLint, alpha: GLint): void {.stdcall.}](glGetProc("glColor4i")) glColor4iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glColor4iv")) glColor4s = cast[proc(red: GLshort, green: GLshort, blue: GLshort, alpha: GLshort): void {.stdcall.}](glGetProc("glColor4s")) glColor4sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glColor4sv")) glColor4ub = cast[proc(red: GLubyte, green: GLubyte, blue: GLubyte, alpha: GLubyte): void {.stdcall.}](glGetProc("glColor4ub")) glColor4ubv = cast[proc(v: ptr GLubyte): void {.stdcall.}](glGetProc("glColor4ubv")) glColor4ui = cast[proc(red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint): void {.stdcall.}](glGetProc("glColor4ui")) glColor4uiv = cast[proc(v: ptr GLuint): void {.stdcall.}](glGetProc("glColor4uiv")) glColor4us = cast[proc(red: GLushort, green: GLushort, blue: GLushort, alpha: GLushort): void {.stdcall.}](glGetProc("glColor4us")) glColor4usv = cast[proc(v: ptr GLushort): void {.stdcall.}](glGetProc("glColor4usv")) glEdgeFlag = cast[proc(flag: GLboolean): void {.stdcall.}](glGetProc("glEdgeFlag")) glEdgeFlagv = cast[proc(flag: ptr GLboolean): void {.stdcall.}](glGetProc("glEdgeFlagv")) glEnd = cast[proc(): void {.stdcall.}](glGetProc("glEnd")) glIndexd = cast[proc(c: GLdouble): void {.stdcall.}](glGetProc("glIndexd")) glIndexdv = cast[proc(c: ptr GLdouble): void {.stdcall.}](glGetProc("glIndexdv")) glIndexf = cast[proc(c: GLfloat): void {.stdcall.}](glGetProc("glIndexf")) glIndexfv = cast[proc(c: ptr GLfloat): void {.stdcall.}](glGetProc("glIndexfv")) glIndexi = cast[proc(c: GLint): void {.stdcall.}](glGetProc("glIndexi")) glIndexiv = cast[proc(c: ptr GLint): void {.stdcall.}](glGetProc("glIndexiv")) glIndexs = cast[proc(c: GLshort): void {.stdcall.}](glGetProc("glIndexs")) glIndexsv = cast[proc(c: ptr GLshort): void {.stdcall.}](glGetProc("glIndexsv")) glNormal3b = cast[proc(nx: GLbyte, ny: GLbyte, nz: GLbyte): void {.stdcall.}](glGetProc("glNormal3b")) glNormal3bv = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glNormal3bv")) glNormal3d = cast[proc(nx: GLdouble, ny: GLdouble, nz: GLdouble): void {.stdcall.}](glGetProc("glNormal3d")) glNormal3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glNormal3dv")) glNormal3f = cast[proc(nx: GLfloat, ny: GLfloat, nz: GLfloat): void {.stdcall.}](glGetProc("glNormal3f")) glNormal3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glNormal3fv")) glNormal3i = cast[proc(nx: GLint, ny: GLint, nz: GLint): void {.stdcall.}](glGetProc("glNormal3i")) glNormal3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glNormal3iv")) glNormal3s = cast[proc(nx: GLshort, ny: GLshort, nz: GLshort): void {.stdcall.}](glGetProc("glNormal3s")) glNormal3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glNormal3sv")) glRasterPos2d = cast[proc(x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glRasterPos2d")) glRasterPos2dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glRasterPos2dv")) glRasterPos2f = cast[proc(x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glRasterPos2f")) glRasterPos2fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glRasterPos2fv")) glRasterPos2i = cast[proc(x: GLint, y: GLint): void {.stdcall.}](glGetProc("glRasterPos2i")) glRasterPos2iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glRasterPos2iv")) glRasterPos2s = cast[proc(x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glRasterPos2s")) glRasterPos2sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glRasterPos2sv")) glRasterPos3d = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glRasterPos3d")) glRasterPos3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glRasterPos3dv")) glRasterPos3f = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glRasterPos3f")) glRasterPos3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glRasterPos3fv")) glRasterPos3i = cast[proc(x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glRasterPos3i")) glRasterPos3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glRasterPos3iv")) glRasterPos3s = cast[proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glRasterPos3s")) glRasterPos3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glRasterPos3sv")) glRasterPos4d = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glRasterPos4d")) glRasterPos4dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glRasterPos4dv")) glRasterPos4f = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glRasterPos4f")) glRasterPos4fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glRasterPos4fv")) glRasterPos4i = cast[proc(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glRasterPos4i")) glRasterPos4iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glRasterPos4iv")) glRasterPos4s = cast[proc(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glRasterPos4s")) glRasterPos4sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glRasterPos4sv")) glRectd = cast[proc(x1: GLdouble, y1: GLdouble, x2: GLdouble, y2: GLdouble): void {.stdcall.}](glGetProc("glRectd")) glRectdv = cast[proc(v1: ptr GLdouble, v2: ptr GLdouble): void {.stdcall.}](glGetProc("glRectdv")) glRectf = cast[proc(x1: GLfloat, y1: GLfloat, x2: GLfloat, y2: GLfloat): void {.stdcall.}](glGetProc("glRectf")) glRectfv = cast[proc(v1: ptr GLfloat, v2: ptr GLfloat): void {.stdcall.}](glGetProc("glRectfv")) glRecti = cast[proc(x1: GLint, y1: GLint, x2: GLint, y2: GLint): void {.stdcall.}](glGetProc("glRecti")) glRectiv = cast[proc(v1: ptr GLint, v2: ptr GLint): void {.stdcall.}](glGetProc("glRectiv")) glRects = cast[proc(x1: GLshort, y1: GLshort, x2: GLshort, y2: GLshort): void {.stdcall.}](glGetProc("glRects")) glRectsv = cast[proc(v1: ptr GLshort, v2: ptr GLshort): void {.stdcall.}](glGetProc("glRectsv")) glTexCoord1d = cast[proc(s: GLdouble): void {.stdcall.}](glGetProc("glTexCoord1d")) glTexCoord1dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glTexCoord1dv")) glTexCoord1f = cast[proc(s: GLfloat): void {.stdcall.}](glGetProc("glTexCoord1f")) glTexCoord1fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord1fv")) glTexCoord1i = cast[proc(s: GLint): void {.stdcall.}](glGetProc("glTexCoord1i")) glTexCoord1iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glTexCoord1iv")) glTexCoord1s = cast[proc(s: GLshort): void {.stdcall.}](glGetProc("glTexCoord1s")) glTexCoord1sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glTexCoord1sv")) glTexCoord2d = cast[proc(s: GLdouble, t: GLdouble): void {.stdcall.}](glGetProc("glTexCoord2d")) glTexCoord2dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glTexCoord2dv")) glTexCoord2f = cast[proc(s: GLfloat, t: GLfloat): void {.stdcall.}](glGetProc("glTexCoord2f")) glTexCoord2fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fv")) glTexCoord2i = cast[proc(s: GLint, t: GLint): void {.stdcall.}](glGetProc("glTexCoord2i")) glTexCoord2iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glTexCoord2iv")) glTexCoord2s = cast[proc(s: GLshort, t: GLshort): void {.stdcall.}](glGetProc("glTexCoord2s")) glTexCoord2sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glTexCoord2sv")) glTexCoord3d = cast[proc(s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall.}](glGetProc("glTexCoord3d")) glTexCoord3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glTexCoord3dv")) glTexCoord3f = cast[proc(s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall.}](glGetProc("glTexCoord3f")) glTexCoord3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord3fv")) glTexCoord3i = cast[proc(s: GLint, t: GLint, r: GLint): void {.stdcall.}](glGetProc("glTexCoord3i")) glTexCoord3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glTexCoord3iv")) glTexCoord3s = cast[proc(s: GLshort, t: GLshort, r: GLshort): void {.stdcall.}](glGetProc("glTexCoord3s")) glTexCoord3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glTexCoord3sv")) glTexCoord4d = cast[proc(s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall.}](glGetProc("glTexCoord4d")) glTexCoord4dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glTexCoord4dv")) glTexCoord4f = cast[proc(s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall.}](glGetProc("glTexCoord4f")) glTexCoord4fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord4fv")) glTexCoord4i = cast[proc(s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall.}](glGetProc("glTexCoord4i")) glTexCoord4iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glTexCoord4iv")) glTexCoord4s = cast[proc(s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall.}](glGetProc("glTexCoord4s")) glTexCoord4sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glTexCoord4sv")) glVertex2d = cast[proc(x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertex2d")) glVertex2dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertex2dv")) glVertex2f = cast[proc(x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glVertex2f")) glVertex2fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertex2fv")) glVertex2i = cast[proc(x: GLint, y: GLint): void {.stdcall.}](glGetProc("glVertex2i")) glVertex2iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glVertex2iv")) glVertex2s = cast[proc(x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glVertex2s")) glVertex2sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glVertex2sv")) glVertex3d = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertex3d")) glVertex3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertex3dv")) glVertex3f = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glVertex3f")) glVertex3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertex3fv")) glVertex3i = cast[proc(x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glVertex3i")) glVertex3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glVertex3iv")) glVertex3s = cast[proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glVertex3s")) glVertex3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glVertex3sv")) glVertex4d = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertex4d")) glVertex4dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertex4dv")) glVertex4f = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glVertex4f")) glVertex4fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertex4fv")) glVertex4i = cast[proc(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glVertex4i")) glVertex4iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glVertex4iv")) glVertex4s = cast[proc(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glVertex4s")) glVertex4sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glVertex4sv")) glClipPlane = cast[proc(plane: GLenum, equation: ptr GLdouble): void {.stdcall.}](glGetProc("glClipPlane")) glColorMaterial = cast[proc(face: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glColorMaterial")) glFogf = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glFogf")) glFogfv = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glFogfv")) glFogi = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFogi")) glFogiv = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glFogiv")) glLightf = cast[proc(light: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glLightf")) glLightfv = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glLightfv")) glLighti = cast[proc(light: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glLighti")) glLightiv = cast[proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glLightiv")) glLightModelf = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glLightModelf")) glLightModelfv = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glLightModelfv")) glLightModeli = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glLightModeli")) glLightModeliv = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glLightModeliv")) glLineStipple = cast[proc(factor: GLint, pattern: GLushort): void {.stdcall.}](glGetProc("glLineStipple")) glMaterialf = cast[proc(face: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glMaterialf")) glMaterialfv = cast[proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glMaterialfv")) glMateriali = cast[proc(face: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glMateriali")) glMaterialiv = cast[proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMaterialiv")) glPolygonStipple = cast[proc(mask: ptr GLubyte): void {.stdcall.}](glGetProc("glPolygonStipple")) glShadeModel = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glShadeModel")) glTexEnvf = cast[proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glTexEnvf")) glTexEnvfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glTexEnvfv")) glTexEnvi = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glTexEnvi")) glTexEnviv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTexEnviv")) glTexGend = cast[proc(coord: GLenum, pname: GLenum, param: GLdouble): void {.stdcall.}](glGetProc("glTexGend")) glTexGendv = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glTexGendv")) glTexGenf = cast[proc(coord: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glTexGenf")) glTexGenfv = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glTexGenfv")) glTexGeni = cast[proc(coord: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glTexGeni")) glTexGeniv = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTexGeniv")) glFeedbackBuffer = cast[proc(size: GLsizei, `type`: GLenum, buffer: ptr GLfloat): void {.stdcall.}](glGetProc("glFeedbackBuffer")) glSelectBuffer = cast[proc(size: GLsizei, buffer: ptr GLuint): void {.stdcall.}](glGetProc("glSelectBuffer")) glRenderMode = cast[proc(mode: GLenum): GLint {.stdcall.}](glGetProc("glRenderMode")) glInitNames = cast[proc(): void {.stdcall.}](glGetProc("glInitNames")) glLoadName = cast[proc(name: GLuint): void {.stdcall.}](glGetProc("glLoadName")) glPassThrough = cast[proc(token: GLfloat): void {.stdcall.}](glGetProc("glPassThrough")) glPopName = cast[proc(): void {.stdcall.}](glGetProc("glPopName")) glPushName = cast[proc(name: GLuint): void {.stdcall.}](glGetProc("glPushName")) glClearAccum = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.}](glGetProc("glClearAccum")) glClearIndex = cast[proc(c: GLfloat): void {.stdcall.}](glGetProc("glClearIndex")) glIndexMask = cast[proc(mask: GLuint): void {.stdcall.}](glGetProc("glIndexMask")) glAccum = cast[proc(op: GLenum, value: GLfloat): void {.stdcall.}](glGetProc("glAccum")) glPopAttrib = cast[proc(): void {.stdcall.}](glGetProc("glPopAttrib")) glPushAttrib = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glPushAttrib")) glMap1d = cast[proc(target: GLenum, u1: GLdouble, u2: GLdouble, stride: GLint, order: GLint, points: ptr GLdouble): void {.stdcall.}](glGetProc("glMap1d")) glMap1f = cast[proc(target: GLenum, u1: GLfloat, u2: GLfloat, stride: GLint, order: GLint, points: ptr GLfloat): void {.stdcall.}](glGetProc("glMap1f")) glMap2d = cast[proc(target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, points: ptr GLdouble): void {.stdcall.}](glGetProc("glMap2d")) glMap2f = cast[proc(target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, points: ptr GLfloat): void {.stdcall.}](glGetProc("glMap2f")) glMapGrid1d = cast[proc(un: GLint, u1: GLdouble, u2: GLdouble): void {.stdcall.}](glGetProc("glMapGrid1d")) glMapGrid1f = cast[proc(un: GLint, u1: GLfloat, u2: GLfloat): void {.stdcall.}](glGetProc("glMapGrid1f")) glMapGrid2d = cast[proc(un: GLint, u1: GLdouble, u2: GLdouble, vn: GLint, v1: GLdouble, v2: GLdouble): void {.stdcall.}](glGetProc("glMapGrid2d")) glMapGrid2f = cast[proc(un: GLint, u1: GLfloat, u2: GLfloat, vn: GLint, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glMapGrid2f")) glEvalCoord1d = cast[proc(u: GLdouble): void {.stdcall.}](glGetProc("glEvalCoord1d")) glEvalCoord1dv = cast[proc(u: ptr GLdouble): void {.stdcall.}](glGetProc("glEvalCoord1dv")) glEvalCoord1f = cast[proc(u: GLfloat): void {.stdcall.}](glGetProc("glEvalCoord1f")) glEvalCoord1fv = cast[proc(u: ptr GLfloat): void {.stdcall.}](glGetProc("glEvalCoord1fv")) glEvalCoord2d = cast[proc(u: GLdouble, v: GLdouble): void {.stdcall.}](glGetProc("glEvalCoord2d")) glEvalCoord2dv = cast[proc(u: ptr GLdouble): void {.stdcall.}](glGetProc("glEvalCoord2dv")) glEvalCoord2f = cast[proc(u: GLfloat, v: GLfloat): void {.stdcall.}](glGetProc("glEvalCoord2f")) glEvalCoord2fv = cast[proc(u: ptr GLfloat): void {.stdcall.}](glGetProc("glEvalCoord2fv")) glEvalMesh1 = cast[proc(mode: GLenum, i1: GLint, i2: GLint): void {.stdcall.}](glGetProc("glEvalMesh1")) glEvalPoint1 = cast[proc(i: GLint): void {.stdcall.}](glGetProc("glEvalPoint1")) glEvalMesh2 = cast[proc(mode: GLenum, i1: GLint, i2: GLint, j1: GLint, j2: GLint): void {.stdcall.}](glGetProc("glEvalMesh2")) glEvalPoint2 = cast[proc(i: GLint, j: GLint): void {.stdcall.}](glGetProc("glEvalPoint2")) glAlphaFunc = cast[proc(`func`: GLenum, `ref`: GLfloat): void {.stdcall.}](glGetProc("glAlphaFunc")) glPixelZoom = cast[proc(xfactor: GLfloat, yfactor: GLfloat): void {.stdcall.}](glGetProc("glPixelZoom")) glPixelTransferf = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPixelTransferf")) glPixelTransferi = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPixelTransferi")) glPixelMapfv = cast[proc(map: GLenum, mapsize: GLsizei, values: ptr GLfloat): void {.stdcall.}](glGetProc("glPixelMapfv")) glPixelMapuiv = cast[proc(map: GLenum, mapsize: GLsizei, values: ptr GLuint): void {.stdcall.}](glGetProc("glPixelMapuiv")) glPixelMapusv = cast[proc(map: GLenum, mapsize: GLsizei, values: ptr GLushort): void {.stdcall.}](glGetProc("glPixelMapusv")) glCopyPixels = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, `type`: GLenum): void {.stdcall.}](glGetProc("glCopyPixels")) glDrawPixels = cast[proc(width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glDrawPixels")) glGetClipPlane = cast[proc(plane: GLenum, equation: ptr GLdouble): void {.stdcall.}](glGetProc("glGetClipPlane")) glGetLightfv = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetLightfv")) glGetLightiv = cast[proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetLightiv")) glGetMapdv = cast[proc(target: GLenum, query: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glGetMapdv")) glGetMapfv = cast[proc(target: GLenum, query: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMapfv")) glGetMapiv = cast[proc(target: GLenum, query: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glGetMapiv")) glGetMaterialfv = cast[proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMaterialfv")) glGetMaterialiv = cast[proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMaterialiv")) glGetPixelMapfv = cast[proc(map: GLenum, values: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPixelMapfv")) glGetPixelMapuiv = cast[proc(map: GLenum, values: ptr GLuint): void {.stdcall.}](glGetProc("glGetPixelMapuiv")) glGetPixelMapusv = cast[proc(map: GLenum, values: ptr GLushort): void {.stdcall.}](glGetProc("glGetPixelMapusv")) glGetPolygonStipple = cast[proc(mask: ptr GLubyte): void {.stdcall.}](glGetProc("glGetPolygonStipple")) glGetTexEnvfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTexEnvfv")) glGetTexEnviv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTexEnviv")) glGetTexGendv = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetTexGendv")) glGetTexGenfv = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTexGenfv")) glGetTexGeniv = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTexGeniv")) glIsList = cast[proc(list: GLuint): GLboolean {.stdcall.}](glGetProc("glIsList")) glFrustum = cast[proc(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glFrustum")) glLoadIdentity = cast[proc(): void {.stdcall.}](glGetProc("glLoadIdentity")) glLoadMatrixf = cast[proc(m: ptr GLfloat): void {.stdcall.}](glGetProc("glLoadMatrixf")) glLoadMatrixd = cast[proc(m: ptr GLdouble): void {.stdcall.}](glGetProc("glLoadMatrixd")) glMatrixMode = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixMode")) glMultMatrixf = cast[proc(m: ptr GLfloat): void {.stdcall.}](glGetProc("glMultMatrixf")) glMultMatrixd = cast[proc(m: ptr GLdouble): void {.stdcall.}](glGetProc("glMultMatrixd")) glOrtho = cast[proc(left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glOrtho")) glPopMatrix = cast[proc(): void {.stdcall.}](glGetProc("glPopMatrix")) glPushMatrix = cast[proc(): void {.stdcall.}](glGetProc("glPushMatrix")) glRotated = cast[proc(angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glRotated")) glRotatef = cast[proc(angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glRotatef")) glScaled = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glScaled")) glScalef = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glScalef")) glTranslated = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glTranslated")) glTranslatef = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glTranslatef")) # OpenGL 1_1 loader proc glLoad1_1*() = glDrawArrays = cast[proc(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall.}](glGetProc("glDrawArrays")) glDrawElements = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall.}](glGetProc("glDrawElements")) glGetPointerv = cast[proc(pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetPointerv")) glPolygonOffset = cast[proc(factor: GLfloat, units: GLfloat): void {.stdcall.}](glGetProc("glPolygonOffset")) glCopyTexImage1D = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyTexImage1D")) glCopyTexImage2D = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyTexImage2D")) glCopyTexSubImage1D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyTexSubImage1D")) glCopyTexSubImage2D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTexSubImage2D")) glTexSubImage1D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage1D")) glTexSubImage2D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage2D")) glBindTexture = cast[proc(target: GLenum, texture: GLuint): void {.stdcall.}](glGetProc("glBindTexture")) glDeleteTextures = cast[proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteTextures")) glGenTextures = cast[proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glGenTextures")) glIsTexture = cast[proc(texture: GLuint): GLboolean {.stdcall.}](glGetProc("glIsTexture")) glArrayElement = cast[proc(i: GLint): void {.stdcall.}](glGetProc("glArrayElement")) glColorPointer = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glColorPointer")) glDisableClientState = cast[proc(array: GLenum): void {.stdcall.}](glGetProc("glDisableClientState")) glEdgeFlagPointer = cast[proc(stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glEdgeFlagPointer")) glEnableClientState = cast[proc(array: GLenum): void {.stdcall.}](glGetProc("glEnableClientState")) glIndexPointer = cast[proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glIndexPointer")) glInterleavedArrays = cast[proc(format: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glInterleavedArrays")) glNormalPointer = cast[proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glNormalPointer")) glTexCoordPointer = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glTexCoordPointer")) glVertexPointer = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexPointer")) glAreTexturesResident = cast[proc(n: GLsizei, textures: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall.}](glGetProc("glAreTexturesResident")) glPrioritizeTextures = cast[proc(n: GLsizei, textures: ptr GLuint, priorities: ptr GLfloat): void {.stdcall.}](glGetProc("glPrioritizeTextures")) glIndexub = cast[proc(c: GLubyte): void {.stdcall.}](glGetProc("glIndexub")) glIndexubv = cast[proc(c: ptr GLubyte): void {.stdcall.}](glGetProc("glIndexubv")) glPopClientAttrib = cast[proc(): void {.stdcall.}](glGetProc("glPopClientAttrib")) glPushClientAttrib = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glPushClientAttrib")) # OpenGL 1_2 loader proc glLoad1_2*() = glDrawRangeElements = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall.}](glGetProc("glDrawRangeElements")) glTexImage3D = cast[proc(target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexImage3D")) glTexSubImage3D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage3D")) glCopyTexSubImage3D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTexSubImage3D")) # OpenGL 1_3 loader proc glLoad1_3*() = glActiveTexture = cast[proc(texture: GLenum): void {.stdcall.}](glGetProc("glActiveTexture")) glSampleCoverage = cast[proc(value: GLfloat, invert: GLboolean): void {.stdcall.}](glGetProc("glSampleCoverage")) glCompressedTexImage3D = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexImage3D")) glCompressedTexImage2D = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexImage2D")) glCompressedTexImage1D = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexImage1D")) glCompressedTexSubImage3D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexSubImage3D")) glCompressedTexSubImage2D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexSubImage2D")) glCompressedTexSubImage1D = cast[proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexSubImage1D")) glGetCompressedTexImage = cast[proc(target: GLenum, level: GLint, img: pointer): void {.stdcall.}](glGetProc("glGetCompressedTexImage")) glClientActiveTexture = cast[proc(texture: GLenum): void {.stdcall.}](glGetProc("glClientActiveTexture")) glMultiTexCoord1d = cast[proc(target: GLenum, s: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord1d")) glMultiTexCoord1dv = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord1dv")) glMultiTexCoord1f = cast[proc(target: GLenum, s: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord1f")) glMultiTexCoord1fv = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord1fv")) glMultiTexCoord1i = cast[proc(target: GLenum, s: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord1i")) glMultiTexCoord1iv = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord1iv")) glMultiTexCoord1s = cast[proc(target: GLenum, s: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord1s")) glMultiTexCoord1sv = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord1sv")) glMultiTexCoord2d = cast[proc(target: GLenum, s: GLdouble, t: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord2d")) glMultiTexCoord2dv = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord2dv")) glMultiTexCoord2f = cast[proc(target: GLenum, s: GLfloat, t: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord2f")) glMultiTexCoord2fv = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord2fv")) glMultiTexCoord2i = cast[proc(target: GLenum, s: GLint, t: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord2i")) glMultiTexCoord2iv = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord2iv")) glMultiTexCoord2s = cast[proc(target: GLenum, s: GLshort, t: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord2s")) glMultiTexCoord2sv = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord2sv")) glMultiTexCoord3d = cast[proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord3d")) glMultiTexCoord3dv = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord3dv")) glMultiTexCoord3f = cast[proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord3f")) glMultiTexCoord3fv = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord3fv")) glMultiTexCoord3i = cast[proc(target: GLenum, s: GLint, t: GLint, r: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord3i")) glMultiTexCoord3iv = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord3iv")) glMultiTexCoord3s = cast[proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord3s")) glMultiTexCoord3sv = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord3sv")) glMultiTexCoord4d = cast[proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord4d")) glMultiTexCoord4dv = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord4dv")) glMultiTexCoord4f = cast[proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord4f")) glMultiTexCoord4fv = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord4fv")) glMultiTexCoord4i = cast[proc(target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord4i")) glMultiTexCoord4iv = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord4iv")) glMultiTexCoord4s = cast[proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord4s")) glMultiTexCoord4sv = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord4sv")) glLoadTransposeMatrixf = cast[proc(m: ptr GLfloat): void {.stdcall.}](glGetProc("glLoadTransposeMatrixf")) glLoadTransposeMatrixd = cast[proc(m: ptr GLdouble): void {.stdcall.}](glGetProc("glLoadTransposeMatrixd")) glMultTransposeMatrixf = cast[proc(m: ptr GLfloat): void {.stdcall.}](glGetProc("glMultTransposeMatrixf")) glMultTransposeMatrixd = cast[proc(m: ptr GLdouble): void {.stdcall.}](glGetProc("glMultTransposeMatrixd")) # OpenGL 1_4 loader proc glLoad1_4*() = glBlendFuncSeparate = cast[proc(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendFuncSeparate")) glMultiDrawArrays = cast[proc(mode: GLenum, first: ptr GLint, count: ptr GLsizei, drawcount: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArrays")) glMultiDrawElements = cast[proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElements")) glPointParameterf = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPointParameterf")) glPointParameterfv = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glPointParameterfv")) glPointParameteri = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPointParameteri")) glPointParameteriv = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glPointParameteriv")) glFogCoordf = cast[proc(coord: GLfloat): void {.stdcall.}](glGetProc("glFogCoordf")) glFogCoordfv = cast[proc(coord: ptr GLfloat): void {.stdcall.}](glGetProc("glFogCoordfv")) glFogCoordd = cast[proc(coord: GLdouble): void {.stdcall.}](glGetProc("glFogCoordd")) glFogCoorddv = cast[proc(coord: ptr GLdouble): void {.stdcall.}](glGetProc("glFogCoorddv")) glFogCoordPointer = cast[proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glFogCoordPointer")) glSecondaryColor3b = cast[proc(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall.}](glGetProc("glSecondaryColor3b")) glSecondaryColor3bv = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glSecondaryColor3bv")) glSecondaryColor3d = cast[proc(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall.}](glGetProc("glSecondaryColor3d")) glSecondaryColor3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glSecondaryColor3dv")) glSecondaryColor3f = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall.}](glGetProc("glSecondaryColor3f")) glSecondaryColor3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glSecondaryColor3fv")) glSecondaryColor3i = cast[proc(red: GLint, green: GLint, blue: GLint): void {.stdcall.}](glGetProc("glSecondaryColor3i")) glSecondaryColor3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glSecondaryColor3iv")) glSecondaryColor3s = cast[proc(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall.}](glGetProc("glSecondaryColor3s")) glSecondaryColor3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glSecondaryColor3sv")) glSecondaryColor3ub = cast[proc(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall.}](glGetProc("glSecondaryColor3ub")) glSecondaryColor3ubv = cast[proc(v: ptr GLubyte): void {.stdcall.}](glGetProc("glSecondaryColor3ubv")) glSecondaryColor3ui = cast[proc(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall.}](glGetProc("glSecondaryColor3ui")) glSecondaryColor3uiv = cast[proc(v: ptr GLuint): void {.stdcall.}](glGetProc("glSecondaryColor3uiv")) glSecondaryColor3us = cast[proc(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall.}](glGetProc("glSecondaryColor3us")) glSecondaryColor3usv = cast[proc(v: ptr GLushort): void {.stdcall.}](glGetProc("glSecondaryColor3usv")) glSecondaryColorPointer = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glSecondaryColorPointer")) glWindowPos2d = cast[proc(x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glWindowPos2d")) glWindowPos2dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos2dv")) glWindowPos2f = cast[proc(x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glWindowPos2f")) glWindowPos2fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos2fv")) glWindowPos2i = cast[proc(x: GLint, y: GLint): void {.stdcall.}](glGetProc("glWindowPos2i")) glWindowPos2iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos2iv")) glWindowPos2s = cast[proc(x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glWindowPos2s")) glWindowPos2sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos2sv")) glWindowPos3d = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glWindowPos3d")) glWindowPos3dv = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos3dv")) glWindowPos3f = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glWindowPos3f")) glWindowPos3fv = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos3fv")) glWindowPos3i = cast[proc(x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glWindowPos3i")) glWindowPos3iv = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos3iv")) glWindowPos3s = cast[proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glWindowPos3s")) glWindowPos3sv = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos3sv")) glBlendColor = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.}](glGetProc("glBlendColor")) glBlendEquation = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glBlendEquation")) # OpenGL 1_5 loader proc glLoad1_5*() = glGenQueries = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glGenQueries")) glDeleteQueries = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteQueries")) glIsQuery = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsQuery")) glBeginQuery = cast[proc(target: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glBeginQuery")) glEndQuery = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glEndQuery")) glGetQueryiv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetQueryiv")) glGetQueryObjectiv = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetQueryObjectiv")) glGetQueryObjectuiv = cast[proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetQueryObjectuiv")) glBindBuffer = cast[proc(target: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBuffer")) glDeleteBuffers = cast[proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteBuffers")) glGenBuffers = cast[proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenBuffers")) glIsBuffer = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsBuffer")) glBufferData = cast[proc(target: GLenum, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.}](glGetProc("glBufferData")) glBufferSubData = cast[proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glBufferSubData")) glGetBufferSubData = cast[proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glGetBufferSubData")) glMapBuffer = cast[proc(target: GLenum, access: GLenum): pointer {.stdcall.}](glGetProc("glMapBuffer")) glUnmapBuffer = cast[proc(target: GLenum): GLboolean {.stdcall.}](glGetProc("glUnmapBuffer")) glGetBufferParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetBufferParameteriv")) glGetBufferPointerv = cast[proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetBufferPointerv")) # OpenGL 2_0 loader proc glLoad2_0*() = glBlendEquationSeparate = cast[proc(modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendEquationSeparate")) glDrawBuffers = cast[proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.}](glGetProc("glDrawBuffers")) glStencilOpSeparate = cast[proc(face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum): void {.stdcall.}](glGetProc("glStencilOpSeparate")) glStencilFuncSeparate = cast[proc(face: GLenum, `func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.}](glGetProc("glStencilFuncSeparate")) glStencilMaskSeparate = cast[proc(face: GLenum, mask: GLuint): void {.stdcall.}](glGetProc("glStencilMaskSeparate")) glAttachShader = cast[proc(program: GLuint, shader: GLuint): void {.stdcall.}](glGetProc("glAttachShader")) glBindAttribLocation = cast[proc(program: GLuint, index: GLuint, name: cstring): void {.stdcall.}](glGetProc("glBindAttribLocation")) glCompileShader = cast[proc(shader: GLuint): void {.stdcall.}](glGetProc("glCompileShader")) glCreateProgram = cast[proc(): GLuint {.stdcall.}](glGetProc("glCreateProgram")) glCreateShader = cast[proc(`type`: GLenum): GLuint {.stdcall.}](glGetProc("glCreateShader")) glDeleteProgram = cast[proc(program: GLuint): void {.stdcall.}](glGetProc("glDeleteProgram")) glDeleteShader = cast[proc(shader: GLuint): void {.stdcall.}](glGetProc("glDeleteShader")) glDetachShader = cast[proc(program: GLuint, shader: GLuint): void {.stdcall.}](glGetProc("glDetachShader")) glDisableVertexAttribArray = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glDisableVertexAttribArray")) glEnableVertexAttribArray = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glEnableVertexAttribArray")) glGetActiveAttrib = cast[proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: cstring): void {.stdcall.}](glGetProc("glGetActiveAttrib")) glGetActiveUniform = cast[proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: cstring): void {.stdcall.}](glGetProc("glGetActiveUniform")) glGetAttachedShaders = cast[proc(program: GLuint, maxCount: GLsizei, count: ptr GLsizei, shaders: ptr GLuint): void {.stdcall.}](glGetProc("glGetAttachedShaders")) glGetAttribLocation = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetAttribLocation")) glGetProgramiv = cast[proc(program: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramiv")) glGetProgramInfoLog = cast[proc(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.}](glGetProc("glGetProgramInfoLog")) glGetShaderiv = cast[proc(shader: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetShaderiv")) glGetShaderInfoLog = cast[proc(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.}](glGetProc("glGetShaderInfoLog")) glGetShaderSource = cast[proc(shader: GLuint, bufSize: GLsizei, length: ptr GLsizei, source: cstring): void {.stdcall.}](glGetProc("glGetShaderSource")) glGetUniformLocation = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetUniformLocation")) glGetUniformfv = cast[proc(program: GLuint, location: GLint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetUniformfv")) glGetUniformiv = cast[proc(program: GLuint, location: GLint, params: ptr GLint): void {.stdcall.}](glGetProc("glGetUniformiv")) glGetVertexAttribdv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribdv")) glGetVertexAttribfv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVertexAttribfv")) glGetVertexAttribiv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribiv")) glGetVertexAttribPointerv = cast[proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glGetVertexAttribPointerv")) glIsProgram = cast[proc(program: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgram")) glIsShader = cast[proc(shader: GLuint): GLboolean {.stdcall.}](glGetProc("glIsShader")) glLinkProgram = cast[proc(program: GLuint): void {.stdcall.}](glGetProc("glLinkProgram")) glShaderSource = cast[proc(shader: GLuint, count: GLsizei, string: ptr cstring, length: ptr GLint): void {.stdcall.}](glGetProc("glShaderSource")) glUseProgram = cast[proc(program: GLuint): void {.stdcall.}](glGetProc("glUseProgram")) glUniform1f = cast[proc(location: GLint, v0: GLfloat): void {.stdcall.}](glGetProc("glUniform1f")) glUniform2f = cast[proc(location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.}](glGetProc("glUniform2f")) glUniform3f = cast[proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glUniform3f")) glUniform4f = cast[proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.}](glGetProc("glUniform4f")) glUniform1i = cast[proc(location: GLint, v0: GLint): void {.stdcall.}](glGetProc("glUniform1i")) glUniform2i = cast[proc(location: GLint, v0: GLint, v1: GLint): void {.stdcall.}](glGetProc("glUniform2i")) glUniform3i = cast[proc(location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.}](glGetProc("glUniform3i")) glUniform4i = cast[proc(location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.}](glGetProc("glUniform4i")) glUniform1fv = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform1fv")) glUniform2fv = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform2fv")) glUniform3fv = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform3fv")) glUniform4fv = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform4fv")) glUniform1iv = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform1iv")) glUniform2iv = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform2iv")) glUniform3iv = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform3iv")) glUniform4iv = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform4iv")) glUniformMatrix2fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix2fv")) glUniformMatrix3fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix3fv")) glUniformMatrix4fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix4fv")) glValidateProgram = cast[proc(program: GLuint): void {.stdcall.}](glGetProc("glValidateProgram")) glVertexAttrib1d = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1d")) glVertexAttrib1dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dv")) glVertexAttrib1f = cast[proc(index: GLuint, x: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1f")) glVertexAttrib1fv = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fv")) glVertexAttrib1s = cast[proc(index: GLuint, x: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1s")) glVertexAttrib1sv = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1sv")) glVertexAttrib2d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2d")) glVertexAttrib2dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dv")) glVertexAttrib2f = cast[proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2f")) glVertexAttrib2fv = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fv")) glVertexAttrib2s = cast[proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2s")) glVertexAttrib2sv = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2sv")) glVertexAttrib3d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3d")) glVertexAttrib3dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dv")) glVertexAttrib3f = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3f")) glVertexAttrib3fv = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fv")) glVertexAttrib3s = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3s")) glVertexAttrib3sv = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3sv")) glVertexAttrib4Nbv = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttrib4Nbv")) glVertexAttrib4Niv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttrib4Niv")) glVertexAttrib4Nsv = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4Nsv")) glVertexAttrib4Nub = cast[proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4Nub")) glVertexAttrib4Nubv = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4Nubv")) glVertexAttrib4Nuiv = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttrib4Nuiv")) glVertexAttrib4Nusv = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttrib4Nusv")) glVertexAttrib4bv = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttrib4bv")) glVertexAttrib4d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4d")) glVertexAttrib4dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dv")) glVertexAttrib4f = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4f")) glVertexAttrib4fv = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fv")) glVertexAttrib4iv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttrib4iv")) glVertexAttrib4s = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4s")) glVertexAttrib4sv = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4sv")) glVertexAttrib4ubv = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4ubv")) glVertexAttrib4uiv = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttrib4uiv")) glVertexAttrib4usv = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttrib4usv")) glVertexAttribPointer = cast[proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribPointer")) # OpenGL 2_1 loader proc glLoad2_1*() = glUniformMatrix2x3fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix2x3fv")) glUniformMatrix3x2fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix3x2fv")) glUniformMatrix2x4fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix2x4fv")) glUniformMatrix4x2fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix4x2fv")) glUniformMatrix3x4fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix3x4fv")) glUniformMatrix4x3fv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix4x3fv")) # OpenGL 3_0 loader proc glLoad3_0*() = glColorMaski = cast[proc(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall.}](glGetProc("glColorMaski")) glGetBooleani_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetBooleani_v")) glGetIntegeri_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.}](glGetProc("glGetIntegeri_v")) glEnablei = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEnablei")) glDisablei = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glDisablei")) glIsEnabledi = cast[proc(target: GLenum, index: GLuint): GLboolean {.stdcall.}](glGetProc("glIsEnabledi")) glBeginTransformFeedback = cast[proc(primitiveMode: GLenum): void {.stdcall.}](glGetProc("glBeginTransformFeedback")) glEndTransformFeedback = cast[proc(): void {.stdcall.}](glGetProc("glEndTransformFeedback")) glBindBufferRange = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glBindBufferRange")) glBindBufferBase = cast[proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBufferBase")) glTransformFeedbackVaryings = cast[proc(program: GLuint, count: GLsizei, varyings: ptr cstring, bufferMode: GLenum): void {.stdcall.}](glGetProc("glTransformFeedbackVaryings")) glGetTransformFeedbackVarying = cast[proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall.}](glGetProc("glGetTransformFeedbackVarying")) glClampColor = cast[proc(target: GLenum, clamp: GLenum): void {.stdcall.}](glGetProc("glClampColor")) glBeginConditionalRender = cast[proc(id: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glBeginConditionalRender")) glEndConditionalRender = cast[proc(): void {.stdcall.}](glGetProc("glEndConditionalRender")) glVertexAttribIPointer = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribIPointer")) glGetVertexAttribIiv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribIiv")) glGetVertexAttribIuiv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetVertexAttribIuiv")) glVertexAttribI1i = cast[proc(index: GLuint, x: GLint): void {.stdcall.}](glGetProc("glVertexAttribI1i")) glVertexAttribI2i = cast[proc(index: GLuint, x: GLint, y: GLint): void {.stdcall.}](glGetProc("glVertexAttribI2i")) glVertexAttribI3i = cast[proc(index: GLuint, x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glVertexAttribI3i")) glVertexAttribI4i = cast[proc(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glVertexAttribI4i")) glVertexAttribI1ui = cast[proc(index: GLuint, x: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI1ui")) glVertexAttribI2ui = cast[proc(index: GLuint, x: GLuint, y: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI2ui")) glVertexAttribI3ui = cast[proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI3ui")) glVertexAttribI4ui = cast[proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI4ui")) glVertexAttribI1iv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI1iv")) glVertexAttribI2iv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI2iv")) glVertexAttribI3iv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI3iv")) glVertexAttribI4iv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI4iv")) glVertexAttribI1uiv = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI1uiv")) glVertexAttribI2uiv = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI2uiv")) glVertexAttribI3uiv = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI3uiv")) glVertexAttribI4uiv = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI4uiv")) glVertexAttribI4bv = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttribI4bv")) glVertexAttribI4sv = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttribI4sv")) glVertexAttribI4ubv = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttribI4ubv")) glVertexAttribI4usv = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttribI4usv")) glGetUniformuiv = cast[proc(program: GLuint, location: GLint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetUniformuiv")) glBindFragDataLocation = cast[proc(program: GLuint, color: GLuint, name: cstring): void {.stdcall.}](glGetProc("glBindFragDataLocation")) glGetFragDataLocation = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetFragDataLocation")) glUniform1ui = cast[proc(location: GLint, v0: GLuint): void {.stdcall.}](glGetProc("glUniform1ui")) glUniform2ui = cast[proc(location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.}](glGetProc("glUniform2ui")) glUniform3ui = cast[proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.}](glGetProc("glUniform3ui")) glUniform4ui = cast[proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.}](glGetProc("glUniform4ui")) glUniform1uiv = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform1uiv")) glUniform2uiv = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform2uiv")) glUniform3uiv = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform3uiv")) glUniform4uiv = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform4uiv")) glTexParameterIiv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTexParameterIiv")) glTexParameterIuiv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glTexParameterIuiv")) glGetTexParameterIiv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTexParameterIiv")) glGetTexParameterIuiv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetTexParameterIuiv")) glClearBufferiv = cast[proc(buffer: GLenum, drawbuffer: GLint, value: ptr GLint): void {.stdcall.}](glGetProc("glClearBufferiv")) glClearBufferuiv = cast[proc(buffer: GLenum, drawbuffer: GLint, value: ptr GLuint): void {.stdcall.}](glGetProc("glClearBufferuiv")) glClearBufferfv = cast[proc(buffer: GLenum, drawbuffer: GLint, value: ptr GLfloat): void {.stdcall.}](glGetProc("glClearBufferfv")) glClearBufferfi = cast[proc(buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void {.stdcall.}](glGetProc("glClearBufferfi")) glGetStringi = cast[proc(name: GLenum, index: GLuint): ptr GLubyte {.stdcall.}](glGetProc("glGetStringi")) glIsRenderbuffer = cast[proc(renderbuffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsRenderbuffer")) glBindRenderbuffer = cast[proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glBindRenderbuffer")) glDeleteRenderbuffers = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteRenderbuffers")) glGenRenderbuffers = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenRenderbuffers")) glRenderbufferStorage = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorage")) glGetRenderbufferParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetRenderbufferParameteriv")) glIsFramebuffer = cast[proc(framebuffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsFramebuffer")) glBindFramebuffer = cast[proc(target: GLenum, framebuffer: GLuint): void {.stdcall.}](glGetProc("glBindFramebuffer")) glDeleteFramebuffers = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteFramebuffers")) glGenFramebuffers = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenFramebuffers")) glCheckFramebufferStatus = cast[proc(target: GLenum): GLenum {.stdcall.}](glGetProc("glCheckFramebufferStatus")) glFramebufferTexture1D = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture1D")) glFramebufferTexture2D = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture2D")) glFramebufferTexture3D = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture3D")) glFramebufferRenderbuffer = cast[proc(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glFramebufferRenderbuffer")) glGetFramebufferAttachmentParameteriv = cast[proc(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferAttachmentParameteriv")) glGenerateMipmap = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glGenerateMipmap")) glBlitFramebuffer = cast[proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.}](glGetProc("glBlitFramebuffer")) glRenderbufferStorageMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorageMultisample")) glFramebufferTextureLayer = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureLayer")) glMapBufferRange = cast[proc(target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.}](glGetProc("glMapBufferRange")) glFlushMappedBufferRange = cast[proc(target: GLenum, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glFlushMappedBufferRange")) glBindVertexArray = cast[proc(array: GLuint): void {.stdcall.}](glGetProc("glBindVertexArray")) glDeleteVertexArrays = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteVertexArrays")) glGenVertexArrays = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glGenVertexArrays")) glIsVertexArray = cast[proc(array: GLuint): GLboolean {.stdcall.}](glGetProc("glIsVertexArray")) # OpenGL 3_1 loader proc glLoad3_1*() = glDrawArraysInstanced = cast[proc(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei): void {.stdcall.}](glGetProc("glDrawArraysInstanced")) glDrawElementsInstanced = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei): void {.stdcall.}](glGetProc("glDrawElementsInstanced")) glTexBuffer = cast[proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glTexBuffer")) glPrimitiveRestartIndex = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glPrimitiveRestartIndex")) glCopyBufferSubData = cast[proc(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glCopyBufferSubData")) glGetUniformIndices = cast[proc(program: GLuint, uniformCount: GLsizei, uniformNames: ptr cstring, uniformIndices: ptr GLuint): void {.stdcall.}](glGetProc("glGetUniformIndices")) glGetActiveUniformsiv = cast[proc(program: GLuint, uniformCount: GLsizei, uniformIndices: ptr GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveUniformsiv")) glGetActiveUniformName = cast[proc(program: GLuint, uniformIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformName: cstring): void {.stdcall.}](glGetProc("glGetActiveUniformName")) glGetUniformBlockIndex = cast[proc(program: GLuint, uniformBlockName: cstring): GLuint {.stdcall.}](glGetProc("glGetUniformBlockIndex")) glGetActiveUniformBlockiv = cast[proc(program: GLuint, uniformBlockIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveUniformBlockiv")) glGetActiveUniformBlockName = cast[proc(program: GLuint, uniformBlockIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformBlockName: cstring): void {.stdcall.}](glGetProc("glGetActiveUniformBlockName")) glUniformBlockBinding = cast[proc(program: GLuint, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint): void {.stdcall.}](glGetProc("glUniformBlockBinding")) glBindBufferRange = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glBindBufferRange")) glBindBufferBase = cast[proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBufferBase")) glGetIntegeri_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.}](glGetProc("glGetIntegeri_v")) # OpenGL 3_2 loader proc glLoad3_2*() = glDrawElementsBaseVertex = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.}](glGetProc("glDrawElementsBaseVertex")) glDrawRangeElementsBaseVertex = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.}](glGetProc("glDrawRangeElementsBaseVertex")) glDrawElementsInstancedBaseVertex = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint): void {.stdcall.}](glGetProc("glDrawElementsInstancedBaseVertex")) glMultiDrawElementsBaseVertex = cast[proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei, basevertex: ptr GLint): void {.stdcall.}](glGetProc("glMultiDrawElementsBaseVertex")) glProvokingVertex = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glProvokingVertex")) glFenceSync = cast[proc(condition: GLenum, flags: GLbitfield): GLsync {.stdcall.}](glGetProc("glFenceSync")) glIsSync = cast[proc(sync: GLsync): GLboolean {.stdcall.}](glGetProc("glIsSync")) glDeleteSync = cast[proc(sync: GLsync): void {.stdcall.}](glGetProc("glDeleteSync")) glClientWaitSync = cast[proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): GLenum {.stdcall.}](glGetProc("glClientWaitSync")) glWaitSync = cast[proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): void {.stdcall.}](glGetProc("glWaitSync")) glGetInteger64v = cast[proc(pname: GLenum, data: ptr GLint64): void {.stdcall.}](glGetProc("glGetInteger64v")) glGetSynciv = cast[proc(sync: GLsync, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall.}](glGetProc("glGetSynciv")) glGetInteger64i_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLint64): void {.stdcall.}](glGetProc("glGetInteger64i_v")) glGetBufferParameteri64v = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetBufferParameteri64v")) glFramebufferTexture = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture")) glTexImage2DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexImage2DMultisample")) glTexImage3DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexImage3DMultisample")) glGetMultisamplefv = cast[proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultisamplefv")) glSampleMaski = cast[proc(maskNumber: GLuint, mask: GLbitfield): void {.stdcall.}](glGetProc("glSampleMaski")) # OpenGL 3_3 loader proc glLoad3_3*() = glBindFragDataLocationIndexed = cast[proc(program: GLuint, colorNumber: GLuint, index: GLuint, name: cstring): void {.stdcall.}](glGetProc("glBindFragDataLocationIndexed")) glGetFragDataIndex = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetFragDataIndex")) glGenSamplers = cast[proc(count: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glGenSamplers")) glDeleteSamplers = cast[proc(count: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteSamplers")) glIsSampler = cast[proc(sampler: GLuint): GLboolean {.stdcall.}](glGetProc("glIsSampler")) glBindSampler = cast[proc(unit: GLuint, sampler: GLuint): void {.stdcall.}](glGetProc("glBindSampler")) glSamplerParameteri = cast[proc(sampler: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glSamplerParameteri")) glSamplerParameteriv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glSamplerParameteriv")) glSamplerParameterf = cast[proc(sampler: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glSamplerParameterf")) glSamplerParameterfv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall.}](glGetProc("glSamplerParameterfv")) glSamplerParameterIiv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glSamplerParameterIiv")) glSamplerParameterIuiv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLuint): void {.stdcall.}](glGetProc("glSamplerParameterIuiv")) glGetSamplerParameteriv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetSamplerParameteriv")) glGetSamplerParameterIiv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetSamplerParameterIiv")) glGetSamplerParameterfv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetSamplerParameterfv")) glGetSamplerParameterIuiv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetSamplerParameterIuiv")) glQueryCounter = cast[proc(id: GLuint, target: GLenum): void {.stdcall.}](glGetProc("glQueryCounter")) glGetQueryObjecti64v = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetQueryObjecti64v")) glGetQueryObjectui64v = cast[proc(id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.}](glGetProc("glGetQueryObjectui64v")) glVertexAttribDivisor = cast[proc(index: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexAttribDivisor")) glVertexAttribP1ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP1ui")) glVertexAttribP1uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP1uiv")) glVertexAttribP2ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP2ui")) glVertexAttribP2uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP2uiv")) glVertexAttribP3ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP3ui")) glVertexAttribP3uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP3uiv")) glVertexAttribP4ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP4ui")) glVertexAttribP4uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP4uiv")) # OpenGL 4_0 loader proc glLoad4_0*() = glMinSampleShading = cast[proc(value: GLfloat): void {.stdcall.}](glGetProc("glMinSampleShading")) glBlendEquationi = cast[proc(buf: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glBlendEquationi")) glBlendEquationSeparatei = cast[proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendEquationSeparatei")) glBlendFunci = cast[proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.}](glGetProc("glBlendFunci")) glBlendFuncSeparatei = cast[proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendFuncSeparatei")) glDrawArraysIndirect = cast[proc(mode: GLenum, indirect: pointer): void {.stdcall.}](glGetProc("glDrawArraysIndirect")) glDrawElementsIndirect = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer): void {.stdcall.}](glGetProc("glDrawElementsIndirect")) glUniform1d = cast[proc(location: GLint, x: GLdouble): void {.stdcall.}](glGetProc("glUniform1d")) glUniform2d = cast[proc(location: GLint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glUniform2d")) glUniform3d = cast[proc(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glUniform3d")) glUniform4d = cast[proc(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glUniform4d")) glUniform1dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform1dv")) glUniform2dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform2dv")) glUniform3dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform3dv")) glUniform4dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform4dv")) glUniformMatrix2dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix2dv")) glUniformMatrix3dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix3dv")) glUniformMatrix4dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix4dv")) glUniformMatrix2x3dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix2x3dv")) glUniformMatrix2x4dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix2x4dv")) glUniformMatrix3x2dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix3x2dv")) glUniformMatrix3x4dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix3x4dv")) glUniformMatrix4x2dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix4x2dv")) glUniformMatrix4x3dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix4x3dv")) glGetUniformdv = cast[proc(program: GLuint, location: GLint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetUniformdv")) glGetSubroutineUniformLocation = cast[proc(program: GLuint, shadertype: GLenum, name: cstring): GLint {.stdcall.}](glGetProc("glGetSubroutineUniformLocation")) glGetSubroutineIndex = cast[proc(program: GLuint, shadertype: GLenum, name: cstring): GLuint {.stdcall.}](glGetProc("glGetSubroutineIndex")) glGetActiveSubroutineUniformiv = cast[proc(program: GLuint, shadertype: GLenum, index: GLuint, pname: GLenum, values: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveSubroutineUniformiv")) glGetActiveSubroutineUniformName = cast[proc(program: GLuint, shadertype: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.}](glGetProc("glGetActiveSubroutineUniformName")) glGetActiveSubroutineName = cast[proc(program: GLuint, shadertype: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.}](glGetProc("glGetActiveSubroutineName")) glUniformSubroutinesuiv = cast[proc(shadertype: GLenum, count: GLsizei, indices: ptr GLuint): void {.stdcall.}](glGetProc("glUniformSubroutinesuiv")) glGetUniformSubroutineuiv = cast[proc(shadertype: GLenum, location: GLint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetUniformSubroutineuiv")) glGetProgramStageiv = cast[proc(program: GLuint, shadertype: GLenum, pname: GLenum, values: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramStageiv")) glPatchParameteri = cast[proc(pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glPatchParameteri")) glPatchParameterfv = cast[proc(pname: GLenum, values: ptr GLfloat): void {.stdcall.}](glGetProc("glPatchParameterfv")) glBindTransformFeedback = cast[proc(target: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glBindTransformFeedback")) glDeleteTransformFeedbacks = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteTransformFeedbacks")) glGenTransformFeedbacks = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glGenTransformFeedbacks")) glIsTransformFeedback = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsTransformFeedback")) glPauseTransformFeedback = cast[proc(): void {.stdcall.}](glGetProc("glPauseTransformFeedback")) glResumeTransformFeedback = cast[proc(): void {.stdcall.}](glGetProc("glResumeTransformFeedback")) glDrawTransformFeedback = cast[proc(mode: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glDrawTransformFeedback")) glDrawTransformFeedbackStream = cast[proc(mode: GLenum, id: GLuint, stream: GLuint): void {.stdcall.}](glGetProc("glDrawTransformFeedbackStream")) glBeginQueryIndexed = cast[proc(target: GLenum, index: GLuint, id: GLuint): void {.stdcall.}](glGetProc("glBeginQueryIndexed")) glEndQueryIndexed = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEndQueryIndexed")) glGetQueryIndexediv = cast[proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetQueryIndexediv")) # OpenGL 4_1 loader proc glLoad4_1*() = glReleaseShaderCompiler = cast[proc(): void {.stdcall.}](glGetProc("glReleaseShaderCompiler")) glShaderBinary = cast[proc(count: GLsizei, shaders: ptr GLuint, binaryFormat: GLenum, binary: pointer, length: GLsizei): void {.stdcall.}](glGetProc("glShaderBinary")) glGetShaderPrecisionFormat = cast[proc(shadertype: GLenum, precisiontype: GLenum, range: ptr GLint, precision: ptr GLint): void {.stdcall.}](glGetProc("glGetShaderPrecisionFormat")) glDepthRangef = cast[proc(n: GLfloat, f: GLfloat): void {.stdcall.}](glGetProc("glDepthRangef")) glClearDepthf = cast[proc(d: GLfloat): void {.stdcall.}](glGetProc("glClearDepthf")) glGetProgramBinary = cast[proc(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, binaryFormat: ptr GLenum, binary: pointer): void {.stdcall.}](glGetProc("glGetProgramBinary")) glProgramBinary = cast[proc(program: GLuint, binaryFormat: GLenum, binary: pointer, length: GLsizei): void {.stdcall.}](glGetProc("glProgramBinary")) glProgramParameteri = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteri")) glUseProgramStages = cast[proc(pipeline: GLuint, stages: GLbitfield, program: GLuint): void {.stdcall.}](glGetProc("glUseProgramStages")) glActiveShaderProgram = cast[proc(pipeline: GLuint, program: GLuint): void {.stdcall.}](glGetProc("glActiveShaderProgram")) glCreateShaderProgramv = cast[proc(`type`: GLenum, count: GLsizei, strings: ptr cstring): GLuint {.stdcall.}](glGetProc("glCreateShaderProgramv")) glBindProgramPipeline = cast[proc(pipeline: GLuint): void {.stdcall.}](glGetProc("glBindProgramPipeline")) glDeleteProgramPipelines = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteProgramPipelines")) glGenProgramPipelines = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glGenProgramPipelines")) glIsProgramPipeline = cast[proc(pipeline: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgramPipeline")) glGetProgramPipelineiv = cast[proc(pipeline: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramPipelineiv")) glProgramParameteri = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteri")) glProgramUniform1i = cast[proc(program: GLuint, location: GLint, v0: GLint): void {.stdcall.}](glGetProc("glProgramUniform1i")) glProgramUniform1iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform1iv")) glProgramUniform1f = cast[proc(program: GLuint, location: GLint, v0: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1f")) glProgramUniform1fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1fv")) glProgramUniform1d = cast[proc(program: GLuint, location: GLint, v0: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform1d")) glProgramUniform1dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform1dv")) glProgramUniform1ui = cast[proc(program: GLuint, location: GLint, v0: GLuint): void {.stdcall.}](glGetProc("glProgramUniform1ui")) glProgramUniform1uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform1uiv")) glProgramUniform2i = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint): void {.stdcall.}](glGetProc("glProgramUniform2i")) glProgramUniform2iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform2iv")) glProgramUniform2f = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2f")) glProgramUniform2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2fv")) glProgramUniform2d = cast[proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform2d")) glProgramUniform2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform2dv")) glProgramUniform2ui = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.}](glGetProc("glProgramUniform2ui")) glProgramUniform2uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform2uiv")) glProgramUniform3i = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.}](glGetProc("glProgramUniform3i")) glProgramUniform3iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform3iv")) glProgramUniform3f = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3f")) glProgramUniform3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3fv")) glProgramUniform3d = cast[proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform3d")) glProgramUniform3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform3dv")) glProgramUniform3ui = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.}](glGetProc("glProgramUniform3ui")) glProgramUniform3uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform3uiv")) glProgramUniform4i = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.}](glGetProc("glProgramUniform4i")) glProgramUniform4iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform4iv")) glProgramUniform4f = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4f")) glProgramUniform4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4fv")) glProgramUniform4d = cast[proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble, v3: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform4d")) glProgramUniform4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform4dv")) glProgramUniform4ui = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.}](glGetProc("glProgramUniform4ui")) glProgramUniform4uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform4uiv")) glProgramUniformMatrix2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2fv")) glProgramUniformMatrix3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3fv")) glProgramUniformMatrix4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4fv")) glProgramUniformMatrix2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2dv")) glProgramUniformMatrix3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3dv")) glProgramUniformMatrix4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4dv")) glProgramUniformMatrix2x3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3fv")) glProgramUniformMatrix3x2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2fv")) glProgramUniformMatrix2x4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4fv")) glProgramUniformMatrix4x2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2fv")) glProgramUniformMatrix3x4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4fv")) glProgramUniformMatrix4x3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3fv")) glProgramUniformMatrix2x3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3dv")) glProgramUniformMatrix3x2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2dv")) glProgramUniformMatrix2x4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4dv")) glProgramUniformMatrix4x2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2dv")) glProgramUniformMatrix3x4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4dv")) glProgramUniformMatrix4x3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3dv")) glValidateProgramPipeline = cast[proc(pipeline: GLuint): void {.stdcall.}](glGetProc("glValidateProgramPipeline")) glGetProgramPipelineInfoLog = cast[proc(pipeline: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.}](glGetProc("glGetProgramPipelineInfoLog")) glVertexAttribL1d = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL1d")) glVertexAttribL2d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL2d")) glVertexAttribL3d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL3d")) glVertexAttribL4d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL4d")) glVertexAttribL1dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL1dv")) glVertexAttribL2dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL2dv")) glVertexAttribL3dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL3dv")) glVertexAttribL4dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL4dv")) glVertexAttribLPointer = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribLPointer")) glGetVertexAttribLdv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribLdv")) glViewportArrayv = cast[proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glViewportArrayv")) glViewportIndexedf = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat, h: GLfloat): void {.stdcall.}](glGetProc("glViewportIndexedf")) glViewportIndexedfv = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glViewportIndexedfv")) glScissorArrayv = cast[proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.}](glGetProc("glScissorArrayv")) glScissorIndexed = cast[proc(index: GLuint, left: GLint, bottom: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glScissorIndexed")) glScissorIndexedv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glScissorIndexedv")) glDepthRangeArrayv = cast[proc(first: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glDepthRangeArrayv")) glDepthRangeIndexed = cast[proc(index: GLuint, n: GLdouble, f: GLdouble): void {.stdcall.}](glGetProc("glDepthRangeIndexed")) glGetFloati_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFloati_v")) glGetDoublei_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLdouble): void {.stdcall.}](glGetProc("glGetDoublei_v")) # OpenGL 4_2 loader proc glLoad4_2*() = glDrawArraysInstancedBaseInstance = cast[proc(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.}](glGetProc("glDrawArraysInstancedBaseInstance")) glDrawElementsInstancedBaseInstance = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.}](glGetProc("glDrawElementsInstancedBaseInstance")) glDrawElementsInstancedBaseVertexBaseInstance = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint, baseinstance: GLuint): void {.stdcall.}](glGetProc("glDrawElementsInstancedBaseVertexBaseInstance")) glGetInternalformativ = cast[proc(target: GLenum, internalformat: GLenum, pname: GLenum, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetInternalformativ")) glGetActiveAtomicCounterBufferiv = cast[proc(program: GLuint, bufferIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveAtomicCounterBufferiv")) glBindImageTexture = cast[proc(unit: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLenum): void {.stdcall.}](glGetProc("glBindImageTexture")) glMemoryBarrier = cast[proc(barriers: GLbitfield): void {.stdcall.}](glGetProc("glMemoryBarrier")) glTexStorage1D = cast[proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.}](glGetProc("glTexStorage1D")) glTexStorage2D = cast[proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glTexStorage2D")) glTexStorage3D = cast[proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glTexStorage3D")) glDrawTransformFeedbackInstanced = cast[proc(mode: GLenum, id: GLuint, instancecount: GLsizei): void {.stdcall.}](glGetProc("glDrawTransformFeedbackInstanced")) glDrawTransformFeedbackStreamInstanced = cast[proc(mode: GLenum, id: GLuint, stream: GLuint, instancecount: GLsizei): void {.stdcall.}](glGetProc("glDrawTransformFeedbackStreamInstanced")) # OpenGL 4_3 loader proc glLoad4_3*() = glClearBufferData = cast[proc(target: GLenum, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearBufferData")) glClearBufferSubData = cast[proc(target: GLenum, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearBufferSubData")) glDispatchCompute = cast[proc(num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint): void {.stdcall.}](glGetProc("glDispatchCompute")) glDispatchComputeIndirect = cast[proc(indirect: GLintptr): void {.stdcall.}](glGetProc("glDispatchComputeIndirect")) glCopyImageSubData = cast[proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.}](glGetProc("glCopyImageSubData")) glFramebufferParameteri = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFramebufferParameteri")) glGetFramebufferParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferParameteriv")) glGetInternalformati64v = cast[proc(target: GLenum, internalformat: GLenum, pname: GLenum, count: GLsizei, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetInternalformati64v")) glInvalidateTexSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glInvalidateTexSubImage")) glInvalidateTexImage = cast[proc(texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glInvalidateTexImage")) glInvalidateBufferSubData = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glInvalidateBufferSubData")) glInvalidateBufferData = cast[proc(buffer: GLuint): void {.stdcall.}](glGetProc("glInvalidateBufferData")) glInvalidateFramebuffer = cast[proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.}](glGetProc("glInvalidateFramebuffer")) glInvalidateSubFramebuffer = cast[proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glInvalidateSubFramebuffer")) glMultiDrawArraysIndirect = cast[proc(mode: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirect")) glMultiDrawElementsIndirect = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirect")) glGetProgramInterfaceiv = cast[proc(program: GLuint, programInterface: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramInterfaceiv")) glGetProgramResourceIndex = cast[proc(program: GLuint, programInterface: GLenum, name: cstring): GLuint {.stdcall.}](glGetProc("glGetProgramResourceIndex")) glGetProgramResourceName = cast[proc(program: GLuint, programInterface: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.}](glGetProc("glGetProgramResourceName")) glGetProgramResourceiv = cast[proc(program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: ptr GLenum, count: GLsizei, length: ptr GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramResourceiv")) glGetProgramResourceLocation = cast[proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.}](glGetProc("glGetProgramResourceLocation")) glGetProgramResourceLocationIndex = cast[proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.}](glGetProc("glGetProgramResourceLocationIndex")) glShaderStorageBlockBinding = cast[proc(program: GLuint, storageBlockIndex: GLuint, storageBlockBinding: GLuint): void {.stdcall.}](glGetProc("glShaderStorageBlockBinding")) glTexBufferRange = cast[proc(target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTexBufferRange")) glTexStorage2DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexStorage2DMultisample")) glTexStorage3DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexStorage3DMultisample")) glTextureView = cast[proc(texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint): void {.stdcall.}](glGetProc("glTextureView")) glBindVertexBuffer = cast[proc(bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.}](glGetProc("glBindVertexBuffer")) glVertexAttribFormat = cast[proc(attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribFormat")) glVertexAttribIFormat = cast[proc(attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribIFormat")) glVertexAttribLFormat = cast[proc(attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribLFormat")) glVertexAttribBinding = cast[proc(attribindex: GLuint, bindingindex: GLuint): void {.stdcall.}](glGetProc("glVertexAttribBinding")) glVertexBindingDivisor = cast[proc(bindingindex: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexBindingDivisor")) glDebugMessageControl = cast[proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.}](glGetProc("glDebugMessageControl")) glDebugMessageInsert = cast[proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.}](glGetProc("glDebugMessageInsert")) glDebugMessageCallback = cast[proc(callback: GLDEBUGPROC, userParam: pointer): void {.stdcall.}](glGetProc("glDebugMessageCallback")) glGetDebugMessageLog = cast[proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.}](glGetProc("glGetDebugMessageLog")) glPushDebugGroup = cast[proc(source: GLenum, id: GLuint, length: GLsizei, message: cstring): void {.stdcall.}](glGetProc("glPushDebugGroup")) glPopDebugGroup = cast[proc(): void {.stdcall.}](glGetProc("glPopDebugGroup")) glObjectLabel = cast[proc(identifier: GLenum, name: GLuint, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glObjectLabel")) glGetObjectLabel = cast[proc(identifier: GLenum, name: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectLabel")) glObjectPtrLabel = cast[proc(`ptr`: pointer, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glObjectPtrLabel")) glGetObjectPtrLabel = cast[proc(`ptr`: pointer, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectPtrLabel")) glGetPointerv = cast[proc(pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetPointerv")) # OpenGL 4_4 loader proc glLoad4_4*() = glBufferStorage = cast[proc(target: GLenum, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glBufferStorage")) glClearTexImage = cast[proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearTexImage")) glClearTexSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearTexSubImage")) glBindBuffersBase = cast[proc(target: GLenum, first: GLuint, count: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glBindBuffersBase")) glBindBuffersRange = cast[proc(target: GLenum, first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, sizes: ptr GLsizeiptr): void {.stdcall.}](glGetProc("glBindBuffersRange")) glBindTextures = cast[proc(first: GLuint, count: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glBindTextures")) glBindSamplers = cast[proc(first: GLuint, count: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glBindSamplers")) glBindImageTextures = cast[proc(first: GLuint, count: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glBindImageTextures")) glBindVertexBuffers = cast[proc(first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, strides: ptr GLsizei): void {.stdcall.}](glGetProc("glBindVertexBuffers")) # OpenGL 4_5 loader proc glLoad4_5*() = glClipControl = cast[proc(origin: GLenum, depth: GLenum): void {.stdcall.}](glGetProc("glClipControl")) glCreateTransformFeedbacks = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glCreateTransformFeedbacks")) glTransformFeedbackBufferBase = cast[proc(xfb: GLuint, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glTransformFeedbackBufferBase")) glTransformFeedbackBufferRange = cast[proc(xfb: GLuint, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTransformFeedbackBufferRange")) glGetTransformFeedbackiv = cast[proc(xfb: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetTransformFeedbackiv")) glGetTransformFeedbacki64_v = cast[proc(xfb: GLuint, pname: GLenum, index: GLuint, param: ptr GLint64): void {.stdcall.}](glGetProc("glGetTransformFeedbacki64_v")) glCreateBuffers = cast[proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateBuffers")) glNamedBufferStorage = cast[proc(buffer: GLuint, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glNamedBufferStorage")) glNamedBufferData = cast[proc(buffer: GLuint, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.}](glGetProc("glNamedBufferData")) glNamedBufferSubData = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glNamedBufferSubData")) glCopyNamedBufferSubData = cast[proc(readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glCopyNamedBufferSubData")) glClearNamedBufferData = cast[proc(buffer: GLuint, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearNamedBufferData")) glClearNamedBufferSubData = cast[proc(buffer: GLuint, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearNamedBufferSubData")) glMapNamedBuffer = cast[proc(buffer: GLuint, access: GLenum): pointer {.stdcall.}](glGetProc("glMapNamedBuffer")) glMapNamedBufferRange = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.}](glGetProc("glMapNamedBufferRange")) glUnmapNamedBuffer = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glUnmapNamedBuffer")) glFlushMappedNamedBufferRange = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glFlushMappedNamedBufferRange")) glGetNamedBufferParameteriv = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedBufferParameteriv")) glGetNamedBufferParameteri64v = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetNamedBufferParameteri64v")) glGetNamedBufferPointerv = cast[proc(buffer: GLuint, pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetNamedBufferPointerv")) glGetNamedBufferSubData = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glGetNamedBufferSubData")) glCreateFramebuffers = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateFramebuffers")) glNamedFramebufferRenderbuffer = cast[proc(framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glNamedFramebufferRenderbuffer")) glNamedFramebufferParameteri = cast[proc(framebuffer: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferParameteri")) glNamedFramebufferTexture = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTexture")) glNamedFramebufferTextureLayer = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTextureLayer")) glNamedFramebufferDrawBuffer = cast[proc(framebuffer: GLuint, buf: GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferDrawBuffer")) glNamedFramebufferDrawBuffers = cast[proc(framebuffer: GLuint, n: GLsizei, bufs: ptr GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferDrawBuffers")) glNamedFramebufferReadBuffer = cast[proc(framebuffer: GLuint, src: GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferReadBuffer")) glInvalidateNamedFramebufferData = cast[proc(framebuffer: GLuint, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.}](glGetProc("glInvalidateNamedFramebufferData")) glInvalidateNamedFramebufferSubData = cast[proc(framebuffer: GLuint, numAttachments: GLsizei, attachments: ptr GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glInvalidateNamedFramebufferSubData")) glClearNamedFramebufferiv = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLint): void {.stdcall.}](glGetProc("glClearNamedFramebufferiv")) glClearNamedFramebufferuiv = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLuint): void {.stdcall.}](glGetProc("glClearNamedFramebufferuiv")) glClearNamedFramebufferfv = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLfloat): void {.stdcall.}](glGetProc("glClearNamedFramebufferfv")) glClearNamedFramebufferfi = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void {.stdcall.}](glGetProc("glClearNamedFramebufferfi")) glBlitNamedFramebuffer = cast[proc(readFramebuffer: GLuint, drawFramebuffer: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.}](glGetProc("glBlitNamedFramebuffer")) glCheckNamedFramebufferStatus = cast[proc(framebuffer: GLuint, target: GLenum): GLenum {.stdcall.}](glGetProc("glCheckNamedFramebufferStatus")) glGetNamedFramebufferParameteriv = cast[proc(framebuffer: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedFramebufferParameteriv")) glGetNamedFramebufferAttachmentParameteriv = cast[proc(framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedFramebufferAttachmentParameteriv")) glCreateRenderbuffers = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateRenderbuffers")) glNamedRenderbufferStorage = cast[proc(renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorage")) glNamedRenderbufferStorageMultisample = cast[proc(renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorageMultisample")) glGetNamedRenderbufferParameteriv = cast[proc(renderbuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedRenderbufferParameteriv")) glCreateTextures = cast[proc(target: GLenum, n: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glCreateTextures")) glTextureBuffer = cast[proc(texture: GLuint, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glTextureBuffer")) glTextureBufferRange = cast[proc(texture: GLuint, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTextureBufferRange")) glTextureStorage1D = cast[proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage1D")) glTextureStorage2D = cast[proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage2D")) glTextureStorage3D = cast[proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage3D")) glTextureStorage2DMultisample = cast[proc(texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTextureStorage2DMultisample")) glTextureStorage3DMultisample = cast[proc(texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTextureStorage3DMultisample")) glTextureSubImage1D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage1D")) glTextureSubImage2D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage2D")) glTextureSubImage3D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage3D")) glCompressedTextureSubImage1D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage1D")) glCompressedTextureSubImage2D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage2D")) glCompressedTextureSubImage3D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage3D")) glCopyTextureSubImage1D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage1D")) glCopyTextureSubImage2D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage2D")) glCopyTextureSubImage3D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage3D")) glTextureParameterf = cast[proc(texture: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glTextureParameterf")) glTextureParameterfv = cast[proc(texture: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall.}](glGetProc("glTextureParameterfv")) glTextureParameteri = cast[proc(texture: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glTextureParameteri")) glTextureParameterIiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTextureParameterIiv")) glTextureParameterIuiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glTextureParameterIuiv")) glTextureParameteriv = cast[proc(texture: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glTextureParameteriv")) glGenerateTextureMipmap = cast[proc(texture: GLuint): void {.stdcall.}](glGetProc("glGenerateTextureMipmap")) glBindTextureUnit = cast[proc(unit: GLuint, texture: GLuint): void {.stdcall.}](glGetProc("glBindTextureUnit")) glGetTextureImage = cast[proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetTextureImage")) glGetCompressedTextureImage = cast[proc(texture: GLuint, level: GLint, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetCompressedTextureImage")) glGetTextureLevelParameterfv = cast[proc(texture: GLuint, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTextureLevelParameterfv")) glGetTextureLevelParameteriv = cast[proc(texture: GLuint, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureLevelParameteriv")) glGetTextureParameterfv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTextureParameterfv")) glGetTextureParameterIiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureParameterIiv")) glGetTextureParameterIuiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetTextureParameterIuiv")) glGetTextureParameteriv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureParameteriv")) glCreateVertexArrays = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glCreateVertexArrays")) glDisableVertexArrayAttrib = cast[proc(vaobj: GLuint, index: GLuint): void {.stdcall.}](glGetProc("glDisableVertexArrayAttrib")) glEnableVertexArrayAttrib = cast[proc(vaobj: GLuint, index: GLuint): void {.stdcall.}](glGetProc("glEnableVertexArrayAttrib")) glVertexArrayElementBuffer = cast[proc(vaobj: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glVertexArrayElementBuffer")) glVertexArrayVertexBuffer = cast[proc(vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexArrayVertexBuffer")) glVertexArrayVertexBuffers = cast[proc(vaobj: GLuint, first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, strides: ptr GLsizei): void {.stdcall.}](glGetProc("glVertexArrayVertexBuffers")) glVertexArrayAttribBinding = cast[proc(vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribBinding")) glVertexArrayAttribFormat = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribFormat")) glVertexArrayAttribIFormat = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribIFormat")) glVertexArrayAttribLFormat = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribLFormat")) glVertexArrayBindingDivisor = cast[proc(vaobj: GLuint, bindingindex: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexArrayBindingDivisor")) glGetVertexArrayiv = cast[proc(vaobj: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexArrayiv")) glGetVertexArrayIndexediv = cast[proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexArrayIndexediv")) glGetVertexArrayIndexed64iv = cast[proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint64): void {.stdcall.}](glGetProc("glGetVertexArrayIndexed64iv")) glCreateSamplers = cast[proc(n: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateSamplers")) glCreateProgramPipelines = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glCreateProgramPipelines")) glCreateQueries = cast[proc(target: GLenum, n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glCreateQueries")) glGetQueryBufferObjecti64v = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjecti64v")) glGetQueryBufferObjectiv = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjectiv")) glGetQueryBufferObjectui64v = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjectui64v")) glGetQueryBufferObjectuiv = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjectuiv")) glMemoryBarrierByRegion = cast[proc(barriers: GLbitfield): void {.stdcall.}](glGetProc("glMemoryBarrierByRegion")) glGetTextureSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetTextureSubImage")) glGetCompressedTextureSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetCompressedTextureSubImage")) glGetGraphicsResetStatus = cast[proc(): GLenum {.stdcall.}](glGetProc("glGetGraphicsResetStatus")) glGetnCompressedTexImage = cast[proc(target: GLenum, lod: GLint, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetnCompressedTexImage")) glGetnTexImage = cast[proc(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetnTexImage")) glGetnUniformdv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetnUniformdv")) glGetnUniformfv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetnUniformfv")) glGetnUniformiv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetnUniformiv")) glGetnUniformuiv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetnUniformuiv")) glReadnPixels = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glReadnPixels")) glTextureBarrier = cast[proc(): void {.stdcall.}](glGetProc("glTextureBarrier")) # OpenGL 4_6 loader proc glLoad4_6*() = glSpecializeShader = cast[proc(shader: GLuint, pEntryPoint: cstring, numSpecializationConstants: GLuint, pConstantIndex: ptr GLuint, pConstantValue: ptr GLuint): void {.stdcall.}](glGetProc("glSpecializeShader")) glMultiDrawArraysIndirectCount = cast[proc(mode: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirectCount")) glMultiDrawElementsIndirectCount = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirectCount")) glPolygonOffsetClamp = cast[proc(factor: GLfloat, units: GLfloat, clamp: GLfloat): void {.stdcall.}](glGetProc("glPolygonOffsetClamp")) proc glInit*(): bool = glGetString = cast[proc(name: GLenum): ptr GLubyte {.stdcall.}](glGetProc("glGetString")) if glGetString == nil: return false let glVersion = cast[cstring](glGetString(GL_VERSION)) if glVersion.isNil: return false let prefixes = ["OpenGL ES-CM ", "OpenGL ES-CL ", "OpenGL ES "] var version: string = $glVersion for prefix in prefixes: if version.startsWith(prefix): version = version.replace(prefix) break let major = ord(glVersion[0]) - ord('0') let minor = ord(glVersion[2]) - ord('0') glVersionMajor = major glVersionMinor = minor if (major == 1 and minor >= 0) or major > 1: glLoad1_0() if (major == 1 and minor >= 1) or major > 1: glLoad1_1() if (major == 1 and minor >= 2) or major > 1: glLoad1_2() if (major == 1 and minor >= 3) or major > 1: glLoad1_3() if (major == 1 and minor >= 4) or major > 1: glLoad1_4() if (major == 1 and minor >= 5) or major > 1: glLoad1_5() if (major == 2 and minor >= 0) or major > 2: glLoad2_0() if (major == 2 and minor >= 1) or major > 2: glLoad2_1() if (major == 3 and minor >= 0) or major > 3: glLoad3_0() if (major == 3 and minor >= 1) or major > 3: glLoad3_1() if (major == 3 and minor >= 2) or major > 3: glLoad3_2() if (major == 3 and minor >= 3) or major > 3: glLoad3_3() if (major == 4 and minor >= 0) or major > 4: glLoad4_0() if (major == 4 and minor >= 1) or major > 4: glLoad4_1() if (major == 4 and minor >= 2) or major > 4: glLoad4_2() if (major == 4 and minor >= 3) or major > 4: glLoad4_3() if (major == 4 and minor >= 4) or major > 4: glLoad4_4() if (major == 4 and minor >= 5) or major > 4: glLoad4_5() if (major == 4 and minor >= 6) or major > 4: glLoad4_6() return true # Extensions # Load GL_3DFX_tbuffer proc loadGL_3DFX_tbuffer*() = glTbufferMask3DFX = cast[proc(mask: GLuint): void {.stdcall.}](glGetProc("glTbufferMask3DFX")) # Load GL_AMD_debug_output proc loadGL_AMD_debug_output*() = glDebugMessageEnableAMD = cast[proc(category: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.}](glGetProc("glDebugMessageEnableAMD")) glDebugMessageInsertAMD = cast[proc(category: GLenum, severity: GLenum, id: GLuint, length: GLsizei, buf: cstring): void {.stdcall.}](glGetProc("glDebugMessageInsertAMD")) glDebugMessageCallbackAMD = cast[proc(callback: GLDEBUGPROCAMD, userParam: pointer): void {.stdcall.}](glGetProc("glDebugMessageCallbackAMD")) glGetDebugMessageLogAMD = cast[proc(count: GLuint, bufSize: GLsizei, categories: ptr GLenum, severities: ptr GLuint, ids: ptr GLuint, lengths: ptr GLsizei, message: cstring): GLuint {.stdcall.}](glGetProc("glGetDebugMessageLogAMD")) # Load GL_AMD_draw_buffers_blend proc loadGL_AMD_draw_buffers_blend*() = glBlendFuncIndexedAMD = cast[proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.}](glGetProc("glBlendFuncIndexedAMD")) glBlendFuncSeparateIndexedAMD = cast[proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendFuncSeparateIndexedAMD")) glBlendEquationIndexedAMD = cast[proc(buf: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glBlendEquationIndexedAMD")) glBlendEquationSeparateIndexedAMD = cast[proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendEquationSeparateIndexedAMD")) # Load GL_AMD_framebuffer_multisample_advanced proc loadGL_AMD_framebuffer_multisample_advanced*() = glRenderbufferStorageMultisampleAdvancedAMD = cast[proc(target: GLenum, samples: GLsizei, storageSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorageMultisampleAdvancedAMD")) glNamedRenderbufferStorageMultisampleAdvancedAMD = cast[proc(renderbuffer: GLuint, samples: GLsizei, storageSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorageMultisampleAdvancedAMD")) # Load GL_AMD_framebuffer_sample_positions proc loadGL_AMD_framebuffer_sample_positions*() = glFramebufferSamplePositionsfvAMD = cast[proc(target: GLenum, numsamples: GLuint, pixelindex: GLuint, values: ptr GLfloat): void {.stdcall.}](glGetProc("glFramebufferSamplePositionsfvAMD")) glNamedFramebufferSamplePositionsfvAMD = cast[proc(framebuffer: GLuint, numsamples: GLuint, pixelindex: GLuint, values: ptr GLfloat): void {.stdcall.}](glGetProc("glNamedFramebufferSamplePositionsfvAMD")) glGetFramebufferParameterfvAMD = cast[proc(target: GLenum, pname: GLenum, numsamples: GLuint, pixelindex: GLuint, size: GLsizei, values: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFramebufferParameterfvAMD")) glGetNamedFramebufferParameterfvAMD = cast[proc(framebuffer: GLuint, pname: GLenum, numsamples: GLuint, pixelindex: GLuint, size: GLsizei, values: ptr GLfloat): void {.stdcall.}](glGetProc("glGetNamedFramebufferParameterfvAMD")) # Load GL_AMD_gpu_shader_int64 proc loadGL_AMD_gpu_shader_int64*() = glUniform1i64NV = cast[proc(location: GLint, x: GLint64EXT): void {.stdcall.}](glGetProc("glUniform1i64NV")) glUniform2i64NV = cast[proc(location: GLint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.}](glGetProc("glUniform2i64NV")) glUniform3i64NV = cast[proc(location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.}](glGetProc("glUniform3i64NV")) glUniform4i64NV = cast[proc(location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.}](glGetProc("glUniform4i64NV")) glUniform1i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform1i64vNV")) glUniform2i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform2i64vNV")) glUniform3i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform3i64vNV")) glUniform4i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform4i64vNV")) glUniform1ui64NV = cast[proc(location: GLint, x: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform1ui64NV")) glUniform2ui64NV = cast[proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform2ui64NV")) glUniform3ui64NV = cast[proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform3ui64NV")) glUniform4ui64NV = cast[proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform4ui64NV")) glUniform1ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform1ui64vNV")) glUniform2ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform2ui64vNV")) glUniform3ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform3ui64vNV")) glUniform4ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform4ui64vNV")) glGetUniformi64vNV = cast[proc(program: GLuint, location: GLint, params: ptr GLint64EXT): void {.stdcall.}](glGetProc("glGetUniformi64vNV")) glGetUniformui64vNV = cast[proc(program: GLuint, location: GLint, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetUniformui64vNV")) glProgramUniform1i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1i64NV")) glProgramUniform2i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2i64NV")) glProgramUniform3i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3i64NV")) glProgramUniform4i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4i64NV")) glProgramUniform1i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1i64vNV")) glProgramUniform2i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2i64vNV")) glProgramUniform3i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3i64vNV")) glProgramUniform4i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4i64vNV")) glProgramUniform1ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1ui64NV")) glProgramUniform2ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2ui64NV")) glProgramUniform3ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3ui64NV")) glProgramUniform4ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4ui64NV")) glProgramUniform1ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1ui64vNV")) glProgramUniform2ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2ui64vNV")) glProgramUniform3ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3ui64vNV")) glProgramUniform4ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4ui64vNV")) # Load GL_AMD_interleaved_elements proc loadGL_AMD_interleaved_elements*() = glVertexAttribParameteriAMD = cast[proc(index: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glVertexAttribParameteriAMD")) # Load GL_AMD_multi_draw_indirect proc loadGL_AMD_multi_draw_indirect*() = glMultiDrawArraysIndirectAMD = cast[proc(mode: GLenum, indirect: pointer, primcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirectAMD")) glMultiDrawElementsIndirectAMD = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, primcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirectAMD")) # Load GL_AMD_name_gen_delete proc loadGL_AMD_name_gen_delete*() = glGenNamesAMD = cast[proc(identifier: GLenum, num: GLuint, names: ptr GLuint): void {.stdcall.}](glGetProc("glGenNamesAMD")) glDeleteNamesAMD = cast[proc(identifier: GLenum, num: GLuint, names: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteNamesAMD")) glIsNameAMD = cast[proc(identifier: GLenum, name: GLuint): GLboolean {.stdcall.}](glGetProc("glIsNameAMD")) # Load GL_AMD_occlusion_query_event proc loadGL_AMD_occlusion_query_event*() = glQueryObjectParameteruiAMD = cast[proc(target: GLenum, id: GLuint, pname: GLenum, param: GLuint): void {.stdcall.}](glGetProc("glQueryObjectParameteruiAMD")) # Load GL_AMD_performance_monitor proc loadGL_AMD_performance_monitor*() = glGetPerfMonitorGroupsAMD = cast[proc(numGroups: ptr GLint, groupsSize: GLsizei, groups: ptr GLuint): void {.stdcall.}](glGetProc("glGetPerfMonitorGroupsAMD")) glGetPerfMonitorCountersAMD = cast[proc(group: GLuint, numCounters: ptr GLint, maxActiveCounters: ptr GLint, counterSize: GLsizei, counters: ptr GLuint): void {.stdcall.}](glGetProc("glGetPerfMonitorCountersAMD")) glGetPerfMonitorGroupStringAMD = cast[proc(group: GLuint, bufSize: GLsizei, length: ptr GLsizei, groupString: cstring): void {.stdcall.}](glGetProc("glGetPerfMonitorGroupStringAMD")) glGetPerfMonitorCounterStringAMD = cast[proc(group: GLuint, counter: GLuint, bufSize: GLsizei, length: ptr GLsizei, counterString: cstring): void {.stdcall.}](glGetProc("glGetPerfMonitorCounterStringAMD")) glGetPerfMonitorCounterInfoAMD = cast[proc(group: GLuint, counter: GLuint, pname: GLenum, data: pointer): void {.stdcall.}](glGetProc("glGetPerfMonitorCounterInfoAMD")) glGenPerfMonitorsAMD = cast[proc(n: GLsizei, monitors: ptr GLuint): void {.stdcall.}](glGetProc("glGenPerfMonitorsAMD")) glDeletePerfMonitorsAMD = cast[proc(n: GLsizei, monitors: ptr GLuint): void {.stdcall.}](glGetProc("glDeletePerfMonitorsAMD")) glSelectPerfMonitorCountersAMD = cast[proc(monitor: GLuint, enable: GLboolean, group: GLuint, numCounters: GLint, counterList: ptr GLuint): void {.stdcall.}](glGetProc("glSelectPerfMonitorCountersAMD")) glBeginPerfMonitorAMD = cast[proc(monitor: GLuint): void {.stdcall.}](glGetProc("glBeginPerfMonitorAMD")) glEndPerfMonitorAMD = cast[proc(monitor: GLuint): void {.stdcall.}](glGetProc("glEndPerfMonitorAMD")) glGetPerfMonitorCounterDataAMD = cast[proc(monitor: GLuint, pname: GLenum, dataSize: GLsizei, data: ptr GLuint, bytesWritten: ptr GLint): void {.stdcall.}](glGetProc("glGetPerfMonitorCounterDataAMD")) # Load GL_AMD_sample_positions proc loadGL_AMD_sample_positions*() = glSetMultisamplefvAMD = cast[proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.}](glGetProc("glSetMultisamplefvAMD")) # Load GL_AMD_sparse_texture proc loadGL_AMD_sparse_texture*() = glTexStorageSparseAMD = cast[proc(target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield): void {.stdcall.}](glGetProc("glTexStorageSparseAMD")) glTextureStorageSparseAMD = cast[proc(texture: GLuint, target: GLenum, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, layers: GLsizei, flags: GLbitfield): void {.stdcall.}](glGetProc("glTextureStorageSparseAMD")) # Load GL_AMD_stencil_operation_extended proc loadGL_AMD_stencil_operation_extended*() = glStencilOpValueAMD = cast[proc(face: GLenum, value: GLuint): void {.stdcall.}](glGetProc("glStencilOpValueAMD")) # Load GL_AMD_vertex_shader_tessellator proc loadGL_AMD_vertex_shader_tessellator*() = glTessellationFactorAMD = cast[proc(factor: GLfloat): void {.stdcall.}](glGetProc("glTessellationFactorAMD")) glTessellationModeAMD = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glTessellationModeAMD")) # Load GL_APPLE_element_array proc loadGL_APPLE_element_array*() = glElementPointerAPPLE = cast[proc(`type`: GLenum, pointer: pointer): void {.stdcall.}](glGetProc("glElementPointerAPPLE")) glDrawElementArrayAPPLE = cast[proc(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall.}](glGetProc("glDrawElementArrayAPPLE")) glDrawRangeElementArrayAPPLE = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, first: GLint, count: GLsizei): void {.stdcall.}](glGetProc("glDrawRangeElementArrayAPPLE")) glMultiDrawElementArrayAPPLE = cast[proc(mode: GLenum, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementArrayAPPLE")) glMultiDrawRangeElementArrayAPPLE = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawRangeElementArrayAPPLE")) # Load GL_APPLE_fence proc loadGL_APPLE_fence*() = glGenFencesAPPLE = cast[proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.}](glGetProc("glGenFencesAPPLE")) glDeleteFencesAPPLE = cast[proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteFencesAPPLE")) glSetFenceAPPLE = cast[proc(fence: GLuint): void {.stdcall.}](glGetProc("glSetFenceAPPLE")) glIsFenceAPPLE = cast[proc(fence: GLuint): GLboolean {.stdcall.}](glGetProc("glIsFenceAPPLE")) glTestFenceAPPLE = cast[proc(fence: GLuint): GLboolean {.stdcall.}](glGetProc("glTestFenceAPPLE")) glFinishFenceAPPLE = cast[proc(fence: GLuint): void {.stdcall.}](glGetProc("glFinishFenceAPPLE")) glTestObjectAPPLE = cast[proc(`object`: GLenum, name: GLuint): GLboolean {.stdcall.}](glGetProc("glTestObjectAPPLE")) glFinishObjectAPPLE = cast[proc(`object`: GLenum, name: GLint): void {.stdcall.}](glGetProc("glFinishObjectAPPLE")) # Load GL_APPLE_flush_buffer_range proc loadGL_APPLE_flush_buffer_range*() = glBufferParameteriAPPLE = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glBufferParameteriAPPLE")) glFlushMappedBufferRangeAPPLE = cast[proc(target: GLenum, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glFlushMappedBufferRangeAPPLE")) # Load GL_APPLE_object_purgeable proc loadGL_APPLE_object_purgeable*() = glObjectPurgeableAPPLE = cast[proc(objectType: GLenum, name: GLuint, option: GLenum): GLenum {.stdcall.}](glGetProc("glObjectPurgeableAPPLE")) glObjectUnpurgeableAPPLE = cast[proc(objectType: GLenum, name: GLuint, option: GLenum): GLenum {.stdcall.}](glGetProc("glObjectUnpurgeableAPPLE")) glGetObjectParameterivAPPLE = cast[proc(objectType: GLenum, name: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetObjectParameterivAPPLE")) # Load GL_APPLE_texture_range proc loadGL_APPLE_texture_range*() = glTextureRangeAPPLE = cast[proc(target: GLenum, length: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glTextureRangeAPPLE")) glGetTexParameterPointervAPPLE = cast[proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetTexParameterPointervAPPLE")) # Load GL_APPLE_vertex_array_object proc loadGL_APPLE_vertex_array_object*() = glBindVertexArrayAPPLE = cast[proc(array: GLuint): void {.stdcall.}](glGetProc("glBindVertexArrayAPPLE")) glDeleteVertexArraysAPPLE = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteVertexArraysAPPLE")) glGenVertexArraysAPPLE = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glGenVertexArraysAPPLE")) glIsVertexArrayAPPLE = cast[proc(array: GLuint): GLboolean {.stdcall.}](glGetProc("glIsVertexArrayAPPLE")) # Load GL_APPLE_vertex_array_range proc loadGL_APPLE_vertex_array_range*() = glVertexArrayRangeAPPLE = cast[proc(length: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexArrayRangeAPPLE")) glFlushVertexArrayRangeAPPLE = cast[proc(length: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glFlushVertexArrayRangeAPPLE")) glVertexArrayParameteriAPPLE = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glVertexArrayParameteriAPPLE")) # Load GL_APPLE_vertex_program_evaluators proc loadGL_APPLE_vertex_program_evaluators*() = glEnableVertexAttribAPPLE = cast[proc(index: GLuint, pname: GLenum): void {.stdcall.}](glGetProc("glEnableVertexAttribAPPLE")) glDisableVertexAttribAPPLE = cast[proc(index: GLuint, pname: GLenum): void {.stdcall.}](glGetProc("glDisableVertexAttribAPPLE")) glIsVertexAttribEnabledAPPLE = cast[proc(index: GLuint, pname: GLenum): GLboolean {.stdcall.}](glGetProc("glIsVertexAttribEnabledAPPLE")) glMapVertexAttrib1dAPPLE = cast[proc(index: GLuint, size: GLuint, u1: GLdouble, u2: GLdouble, stride: GLint, order: GLint, points: ptr GLdouble): void {.stdcall.}](glGetProc("glMapVertexAttrib1dAPPLE")) glMapVertexAttrib1fAPPLE = cast[proc(index: GLuint, size: GLuint, u1: GLfloat, u2: GLfloat, stride: GLint, order: GLint, points: ptr GLfloat): void {.stdcall.}](glGetProc("glMapVertexAttrib1fAPPLE")) glMapVertexAttrib2dAPPLE = cast[proc(index: GLuint, size: GLuint, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, points: ptr GLdouble): void {.stdcall.}](glGetProc("glMapVertexAttrib2dAPPLE")) glMapVertexAttrib2fAPPLE = cast[proc(index: GLuint, size: GLuint, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, points: ptr GLfloat): void {.stdcall.}](glGetProc("glMapVertexAttrib2fAPPLE")) # Load GL_ARB_ES2_compatibility proc loadGL_ARB_ES2_compatibility*() = glReleaseShaderCompiler = cast[proc(): void {.stdcall.}](glGetProc("glReleaseShaderCompiler")) glShaderBinary = cast[proc(count: GLsizei, shaders: ptr GLuint, binaryFormat: GLenum, binary: pointer, length: GLsizei): void {.stdcall.}](glGetProc("glShaderBinary")) glGetShaderPrecisionFormat = cast[proc(shadertype: GLenum, precisiontype: GLenum, range: ptr GLint, precision: ptr GLint): void {.stdcall.}](glGetProc("glGetShaderPrecisionFormat")) glDepthRangef = cast[proc(n: GLfloat, f: GLfloat): void {.stdcall.}](glGetProc("glDepthRangef")) glClearDepthf = cast[proc(d: GLfloat): void {.stdcall.}](glGetProc("glClearDepthf")) # Load GL_ARB_ES3_1_compatibility proc loadGL_ARB_ES3_1_compatibility*() = glMemoryBarrierByRegion = cast[proc(barriers: GLbitfield): void {.stdcall.}](glGetProc("glMemoryBarrierByRegion")) # Load GL_ARB_ES3_2_compatibility proc loadGL_ARB_ES3_2_compatibility*() = glPrimitiveBoundingBoxARB = cast[proc(minX: GLfloat, minY: GLfloat, minZ: GLfloat, minW: GLfloat, maxX: GLfloat, maxY: GLfloat, maxZ: GLfloat, maxW: GLfloat): void {.stdcall.}](glGetProc("glPrimitiveBoundingBoxARB")) # Load GL_ARB_base_instance proc loadGL_ARB_base_instance*() = glDrawArraysInstancedBaseInstance = cast[proc(mode: GLenum, first: GLint, count: GLsizei, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.}](glGetProc("glDrawArraysInstancedBaseInstance")) glDrawElementsInstancedBaseInstance = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, baseinstance: GLuint): void {.stdcall.}](glGetProc("glDrawElementsInstancedBaseInstance")) glDrawElementsInstancedBaseVertexBaseInstance = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint, baseinstance: GLuint): void {.stdcall.}](glGetProc("glDrawElementsInstancedBaseVertexBaseInstance")) # Load GL_ARB_bindless_texture proc loadGL_ARB_bindless_texture*() = glGetTextureHandleARB = cast[proc(texture: GLuint): GLuint64 {.stdcall.}](glGetProc("glGetTextureHandleARB")) glGetTextureSamplerHandleARB = cast[proc(texture: GLuint, sampler: GLuint): GLuint64 {.stdcall.}](glGetProc("glGetTextureSamplerHandleARB")) glMakeTextureHandleResidentARB = cast[proc(handle: GLuint64): void {.stdcall.}](glGetProc("glMakeTextureHandleResidentARB")) glMakeTextureHandleNonResidentARB = cast[proc(handle: GLuint64): void {.stdcall.}](glGetProc("glMakeTextureHandleNonResidentARB")) glGetImageHandleARB = cast[proc(texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, format: GLenum): GLuint64 {.stdcall.}](glGetProc("glGetImageHandleARB")) glMakeImageHandleResidentARB = cast[proc(handle: GLuint64, access: GLenum): void {.stdcall.}](glGetProc("glMakeImageHandleResidentARB")) glMakeImageHandleNonResidentARB = cast[proc(handle: GLuint64): void {.stdcall.}](glGetProc("glMakeImageHandleNonResidentARB")) glUniformHandleui64ARB = cast[proc(location: GLint, value: GLuint64): void {.stdcall.}](glGetProc("glUniformHandleui64ARB")) glUniformHandleui64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glUniformHandleui64vARB")) glProgramUniformHandleui64ARB = cast[proc(program: GLuint, location: GLint, value: GLuint64): void {.stdcall.}](glGetProc("glProgramUniformHandleui64ARB")) glProgramUniformHandleui64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, values: ptr GLuint64): void {.stdcall.}](glGetProc("glProgramUniformHandleui64vARB")) glIsTextureHandleResidentARB = cast[proc(handle: GLuint64): GLboolean {.stdcall.}](glGetProc("glIsTextureHandleResidentARB")) glIsImageHandleResidentARB = cast[proc(handle: GLuint64): GLboolean {.stdcall.}](glGetProc("glIsImageHandleResidentARB")) glVertexAttribL1ui64ARB = cast[proc(index: GLuint, x: GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL1ui64ARB")) glVertexAttribL1ui64vARB = cast[proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL1ui64vARB")) glGetVertexAttribLui64vARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetVertexAttribLui64vARB")) # Load GL_ARB_blend_func_extended proc loadGL_ARB_blend_func_extended*() = glBindFragDataLocationIndexed = cast[proc(program: GLuint, colorNumber: GLuint, index: GLuint, name: cstring): void {.stdcall.}](glGetProc("glBindFragDataLocationIndexed")) glGetFragDataIndex = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetFragDataIndex")) # Load GL_ARB_buffer_storage proc loadGL_ARB_buffer_storage*() = glBufferStorage = cast[proc(target: GLenum, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glBufferStorage")) # Load GL_ARB_cl_event proc loadGL_ARB_cl_event*() = glCreateSyncFromCLeventARB = cast[proc(context: ClContext, event: ClEvent, flags: GLbitfield): GLsync {.stdcall.}](glGetProc("glCreateSyncFromCLeventARB")) # Load GL_ARB_clear_buffer_object proc loadGL_ARB_clear_buffer_object*() = glClearBufferData = cast[proc(target: GLenum, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearBufferData")) glClearBufferSubData = cast[proc(target: GLenum, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearBufferSubData")) # Load GL_ARB_clear_texture proc loadGL_ARB_clear_texture*() = glClearTexImage = cast[proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearTexImage")) glClearTexSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearTexSubImage")) # Load GL_ARB_clip_control proc loadGL_ARB_clip_control*() = glClipControl = cast[proc(origin: GLenum, depth: GLenum): void {.stdcall.}](glGetProc("glClipControl")) # Load GL_ARB_color_buffer_float proc loadGL_ARB_color_buffer_float*() = glClampColorARB = cast[proc(target: GLenum, clamp: GLenum): void {.stdcall.}](glGetProc("glClampColorARB")) # Load GL_ARB_compute_shader proc loadGL_ARB_compute_shader*() = glDispatchCompute = cast[proc(num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint): void {.stdcall.}](glGetProc("glDispatchCompute")) glDispatchComputeIndirect = cast[proc(indirect: GLintptr): void {.stdcall.}](glGetProc("glDispatchComputeIndirect")) # Load GL_ARB_compute_variable_group_size proc loadGL_ARB_compute_variable_group_size*() = glDispatchComputeGroupSizeARB = cast[proc(num_groups_x: GLuint, num_groups_y: GLuint, num_groups_z: GLuint, group_size_x: GLuint, group_size_y: GLuint, group_size_z: GLuint): void {.stdcall.}](glGetProc("glDispatchComputeGroupSizeARB")) # Load GL_ARB_copy_buffer proc loadGL_ARB_copy_buffer*() = glCopyBufferSubData = cast[proc(readTarget: GLenum, writeTarget: GLenum, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glCopyBufferSubData")) # Load GL_ARB_copy_image proc loadGL_ARB_copy_image*() = glCopyImageSubData = cast[proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.}](glGetProc("glCopyImageSubData")) # Load GL_ARB_debug_output proc loadGL_ARB_debug_output*() = glDebugMessageControlARB = cast[proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.}](glGetProc("glDebugMessageControlARB")) glDebugMessageInsertARB = cast[proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.}](glGetProc("glDebugMessageInsertARB")) glDebugMessageCallbackARB = cast[proc(callback: GLDEBUGPROCARB, userParam: pointer): void {.stdcall.}](glGetProc("glDebugMessageCallbackARB")) glGetDebugMessageLogARB = cast[proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.}](glGetProc("glGetDebugMessageLogARB")) # Load GL_ARB_direct_state_access proc loadGL_ARB_direct_state_access*() = glCreateTransformFeedbacks = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glCreateTransformFeedbacks")) glTransformFeedbackBufferBase = cast[proc(xfb: GLuint, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glTransformFeedbackBufferBase")) glTransformFeedbackBufferRange = cast[proc(xfb: GLuint, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTransformFeedbackBufferRange")) glGetTransformFeedbackiv = cast[proc(xfb: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetTransformFeedbackiv")) glGetTransformFeedbacki64_v = cast[proc(xfb: GLuint, pname: GLenum, index: GLuint, param: ptr GLint64): void {.stdcall.}](glGetProc("glGetTransformFeedbacki64_v")) glCreateBuffers = cast[proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateBuffers")) glNamedBufferStorage = cast[proc(buffer: GLuint, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glNamedBufferStorage")) glNamedBufferData = cast[proc(buffer: GLuint, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.}](glGetProc("glNamedBufferData")) glNamedBufferSubData = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glNamedBufferSubData")) glCopyNamedBufferSubData = cast[proc(readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glCopyNamedBufferSubData")) glClearNamedBufferData = cast[proc(buffer: GLuint, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearNamedBufferData")) glClearNamedBufferSubData = cast[proc(buffer: GLuint, internalformat: GLenum, offset: GLintptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearNamedBufferSubData")) glMapNamedBuffer = cast[proc(buffer: GLuint, access: GLenum): pointer {.stdcall.}](glGetProc("glMapNamedBuffer")) glMapNamedBufferRange = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.}](glGetProc("glMapNamedBufferRange")) glUnmapNamedBuffer = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glUnmapNamedBuffer")) glFlushMappedNamedBufferRange = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glFlushMappedNamedBufferRange")) glGetNamedBufferParameteriv = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedBufferParameteriv")) glGetNamedBufferParameteri64v = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetNamedBufferParameteri64v")) glGetNamedBufferPointerv = cast[proc(buffer: GLuint, pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetNamedBufferPointerv")) glGetNamedBufferSubData = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glGetNamedBufferSubData")) glCreateFramebuffers = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateFramebuffers")) glNamedFramebufferRenderbuffer = cast[proc(framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glNamedFramebufferRenderbuffer")) glNamedFramebufferParameteri = cast[proc(framebuffer: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferParameteri")) glNamedFramebufferTexture = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTexture")) glNamedFramebufferTextureLayer = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTextureLayer")) glNamedFramebufferDrawBuffer = cast[proc(framebuffer: GLuint, buf: GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferDrawBuffer")) glNamedFramebufferDrawBuffers = cast[proc(framebuffer: GLuint, n: GLsizei, bufs: ptr GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferDrawBuffers")) glNamedFramebufferReadBuffer = cast[proc(framebuffer: GLuint, src: GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferReadBuffer")) glInvalidateNamedFramebufferData = cast[proc(framebuffer: GLuint, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.}](glGetProc("glInvalidateNamedFramebufferData")) glInvalidateNamedFramebufferSubData = cast[proc(framebuffer: GLuint, numAttachments: GLsizei, attachments: ptr GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glInvalidateNamedFramebufferSubData")) glClearNamedFramebufferiv = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLint): void {.stdcall.}](glGetProc("glClearNamedFramebufferiv")) glClearNamedFramebufferuiv = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLuint): void {.stdcall.}](glGetProc("glClearNamedFramebufferuiv")) glClearNamedFramebufferfv = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, value: ptr GLfloat): void {.stdcall.}](glGetProc("glClearNamedFramebufferfv")) glClearNamedFramebufferfi = cast[proc(framebuffer: GLuint, buffer: GLenum, drawbuffer: GLint, depth: GLfloat, stencil: GLint): void {.stdcall.}](glGetProc("glClearNamedFramebufferfi")) glBlitNamedFramebuffer = cast[proc(readFramebuffer: GLuint, drawFramebuffer: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.}](glGetProc("glBlitNamedFramebuffer")) glCheckNamedFramebufferStatus = cast[proc(framebuffer: GLuint, target: GLenum): GLenum {.stdcall.}](glGetProc("glCheckNamedFramebufferStatus")) glGetNamedFramebufferParameteriv = cast[proc(framebuffer: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedFramebufferParameteriv")) glGetNamedFramebufferAttachmentParameteriv = cast[proc(framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedFramebufferAttachmentParameteriv")) glCreateRenderbuffers = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateRenderbuffers")) glNamedRenderbufferStorage = cast[proc(renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorage")) glNamedRenderbufferStorageMultisample = cast[proc(renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorageMultisample")) glGetNamedRenderbufferParameteriv = cast[proc(renderbuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedRenderbufferParameteriv")) glCreateTextures = cast[proc(target: GLenum, n: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glCreateTextures")) glTextureBuffer = cast[proc(texture: GLuint, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glTextureBuffer")) glTextureBufferRange = cast[proc(texture: GLuint, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTextureBufferRange")) glTextureStorage1D = cast[proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage1D")) glTextureStorage2D = cast[proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage2D")) glTextureStorage3D = cast[proc(texture: GLuint, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage3D")) glTextureStorage2DMultisample = cast[proc(texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTextureStorage2DMultisample")) glTextureStorage3DMultisample = cast[proc(texture: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTextureStorage3DMultisample")) glTextureSubImage1D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage1D")) glTextureSubImage2D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage2D")) glTextureSubImage3D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage3D")) glCompressedTextureSubImage1D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage1D")) glCompressedTextureSubImage2D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage2D")) glCompressedTextureSubImage3D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage3D")) glCopyTextureSubImage1D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage1D")) glCopyTextureSubImage2D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage2D")) glCopyTextureSubImage3D = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage3D")) glTextureParameterf = cast[proc(texture: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glTextureParameterf")) glTextureParameterfv = cast[proc(texture: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall.}](glGetProc("glTextureParameterfv")) glTextureParameteri = cast[proc(texture: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glTextureParameteri")) glTextureParameterIiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTextureParameterIiv")) glTextureParameterIuiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glTextureParameterIuiv")) glTextureParameteriv = cast[proc(texture: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glTextureParameteriv")) glGenerateTextureMipmap = cast[proc(texture: GLuint): void {.stdcall.}](glGetProc("glGenerateTextureMipmap")) glBindTextureUnit = cast[proc(unit: GLuint, texture: GLuint): void {.stdcall.}](glGetProc("glBindTextureUnit")) glGetTextureImage = cast[proc(texture: GLuint, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetTextureImage")) glGetCompressedTextureImage = cast[proc(texture: GLuint, level: GLint, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetCompressedTextureImage")) glGetTextureLevelParameterfv = cast[proc(texture: GLuint, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTextureLevelParameterfv")) glGetTextureLevelParameteriv = cast[proc(texture: GLuint, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureLevelParameteriv")) glGetTextureParameterfv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTextureParameterfv")) glGetTextureParameterIiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureParameterIiv")) glGetTextureParameterIuiv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetTextureParameterIuiv")) glGetTextureParameteriv = cast[proc(texture: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureParameteriv")) glCreateVertexArrays = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glCreateVertexArrays")) glDisableVertexArrayAttrib = cast[proc(vaobj: GLuint, index: GLuint): void {.stdcall.}](glGetProc("glDisableVertexArrayAttrib")) glEnableVertexArrayAttrib = cast[proc(vaobj: GLuint, index: GLuint): void {.stdcall.}](glGetProc("glEnableVertexArrayAttrib")) glVertexArrayElementBuffer = cast[proc(vaobj: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glVertexArrayElementBuffer")) glVertexArrayVertexBuffer = cast[proc(vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexArrayVertexBuffer")) glVertexArrayVertexBuffers = cast[proc(vaobj: GLuint, first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, strides: ptr GLsizei): void {.stdcall.}](glGetProc("glVertexArrayVertexBuffers")) glVertexArrayAttribBinding = cast[proc(vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribBinding")) glVertexArrayAttribFormat = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribFormat")) glVertexArrayAttribIFormat = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribIFormat")) glVertexArrayAttribLFormat = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayAttribLFormat")) glVertexArrayBindingDivisor = cast[proc(vaobj: GLuint, bindingindex: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexArrayBindingDivisor")) glGetVertexArrayiv = cast[proc(vaobj: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexArrayiv")) glGetVertexArrayIndexediv = cast[proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexArrayIndexediv")) glGetVertexArrayIndexed64iv = cast[proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint64): void {.stdcall.}](glGetProc("glGetVertexArrayIndexed64iv")) glCreateSamplers = cast[proc(n: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glCreateSamplers")) glCreateProgramPipelines = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glCreateProgramPipelines")) glCreateQueries = cast[proc(target: GLenum, n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glCreateQueries")) glGetQueryBufferObjecti64v = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjecti64v")) glGetQueryBufferObjectiv = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjectiv")) glGetQueryBufferObjectui64v = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjectui64v")) glGetQueryBufferObjectuiv = cast[proc(id: GLuint, buffer: GLuint, pname: GLenum, offset: GLintptr): void {.stdcall.}](glGetProc("glGetQueryBufferObjectuiv")) # Load GL_ARB_draw_buffers proc loadGL_ARB_draw_buffers*() = glDrawBuffersARB = cast[proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.}](glGetProc("glDrawBuffersARB")) # Load GL_ARB_draw_buffers_blend proc loadGL_ARB_draw_buffers_blend*() = glBlendEquationiARB = cast[proc(buf: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glBlendEquationiARB")) glBlendEquationSeparateiARB = cast[proc(buf: GLuint, modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendEquationSeparateiARB")) glBlendFunciARB = cast[proc(buf: GLuint, src: GLenum, dst: GLenum): void {.stdcall.}](glGetProc("glBlendFunciARB")) glBlendFuncSeparateiARB = cast[proc(buf: GLuint, srcRGB: GLenum, dstRGB: GLenum, srcAlpha: GLenum, dstAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendFuncSeparateiARB")) # Load GL_ARB_draw_elements_base_vertex proc loadGL_ARB_draw_elements_base_vertex*() = glDrawElementsBaseVertex = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.}](glGetProc("glDrawElementsBaseVertex")) glDrawRangeElementsBaseVertex = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer, basevertex: GLint): void {.stdcall.}](glGetProc("glDrawRangeElementsBaseVertex")) glDrawElementsInstancedBaseVertex = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, instancecount: GLsizei, basevertex: GLint): void {.stdcall.}](glGetProc("glDrawElementsInstancedBaseVertex")) glMultiDrawElementsBaseVertex = cast[proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, drawcount: GLsizei, basevertex: ptr GLint): void {.stdcall.}](glGetProc("glMultiDrawElementsBaseVertex")) # Load GL_ARB_draw_indirect proc loadGL_ARB_draw_indirect*() = glDrawArraysIndirect = cast[proc(mode: GLenum, indirect: pointer): void {.stdcall.}](glGetProc("glDrawArraysIndirect")) glDrawElementsIndirect = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer): void {.stdcall.}](glGetProc("glDrawElementsIndirect")) # Load GL_ARB_draw_instanced proc loadGL_ARB_draw_instanced*() = glDrawArraysInstancedARB = cast[proc(mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei): void {.stdcall.}](glGetProc("glDrawArraysInstancedARB")) glDrawElementsInstancedARB = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, primcount: GLsizei): void {.stdcall.}](glGetProc("glDrawElementsInstancedARB")) # Load GL_ARB_fragment_program proc loadGL_ARB_fragment_program*() = glProgramStringARB = cast[proc(target: GLenum, format: GLenum, len: GLsizei, string: pointer): void {.stdcall.}](glGetProc("glProgramStringARB")) glBindProgramARB = cast[proc(target: GLenum, program: GLuint): void {.stdcall.}](glGetProc("glBindProgramARB")) glDeleteProgramsARB = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteProgramsARB")) glGenProgramsARB = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glGenProgramsARB")) glProgramEnvParameter4dARB = cast[proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramEnvParameter4dARB")) glProgramEnvParameter4dvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramEnvParameter4dvARB")) glProgramEnvParameter4fARB = cast[proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glProgramEnvParameter4fARB")) glProgramEnvParameter4fvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramEnvParameter4fvARB")) glProgramLocalParameter4dARB = cast[proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramLocalParameter4dARB")) glProgramLocalParameter4dvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramLocalParameter4dvARB")) glProgramLocalParameter4fARB = cast[proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glProgramLocalParameter4fARB")) glProgramLocalParameter4fvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramLocalParameter4fvARB")) glGetProgramEnvParameterdvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetProgramEnvParameterdvARB")) glGetProgramEnvParameterfvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramEnvParameterfvARB")) glGetProgramLocalParameterdvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetProgramLocalParameterdvARB")) glGetProgramLocalParameterfvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramLocalParameterfvARB")) glGetProgramivARB = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramivARB")) glGetProgramStringARB = cast[proc(target: GLenum, pname: GLenum, string: pointer): void {.stdcall.}](glGetProc("glGetProgramStringARB")) glIsProgramARB = cast[proc(program: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgramARB")) # Load GL_ARB_framebuffer_no_attachments proc loadGL_ARB_framebuffer_no_attachments*() = glFramebufferParameteri = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFramebufferParameteri")) glGetFramebufferParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferParameteriv")) # Load GL_ARB_framebuffer_object proc loadGL_ARB_framebuffer_object*() = glIsRenderbuffer = cast[proc(renderbuffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsRenderbuffer")) glBindRenderbuffer = cast[proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glBindRenderbuffer")) glDeleteRenderbuffers = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteRenderbuffers")) glGenRenderbuffers = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenRenderbuffers")) glRenderbufferStorage = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorage")) glGetRenderbufferParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetRenderbufferParameteriv")) glIsFramebuffer = cast[proc(framebuffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsFramebuffer")) glBindFramebuffer = cast[proc(target: GLenum, framebuffer: GLuint): void {.stdcall.}](glGetProc("glBindFramebuffer")) glDeleteFramebuffers = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteFramebuffers")) glGenFramebuffers = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenFramebuffers")) glCheckFramebufferStatus = cast[proc(target: GLenum): GLenum {.stdcall.}](glGetProc("glCheckFramebufferStatus")) glFramebufferTexture1D = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture1D")) glFramebufferTexture2D = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture2D")) glFramebufferTexture3D = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture3D")) glFramebufferRenderbuffer = cast[proc(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glFramebufferRenderbuffer")) glGetFramebufferAttachmentParameteriv = cast[proc(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferAttachmentParameteriv")) glGenerateMipmap = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glGenerateMipmap")) glBlitFramebuffer = cast[proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.}](glGetProc("glBlitFramebuffer")) glRenderbufferStorageMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorageMultisample")) glFramebufferTextureLayer = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureLayer")) # Load GL_ARB_geometry_shader4 proc loadGL_ARB_geometry_shader4*() = glProgramParameteriARB = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteriARB")) glFramebufferTextureARB = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureARB")) glFramebufferTextureLayerARB = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureLayerARB")) glFramebufferTextureFaceARB = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum): void {.stdcall.}](glGetProc("glFramebufferTextureFaceARB")) # Load GL_ARB_get_program_binary proc loadGL_ARB_get_program_binary*() = glGetProgramBinary = cast[proc(program: GLuint, bufSize: GLsizei, length: ptr GLsizei, binaryFormat: ptr GLenum, binary: pointer): void {.stdcall.}](glGetProc("glGetProgramBinary")) glProgramBinary = cast[proc(program: GLuint, binaryFormat: GLenum, binary: pointer, length: GLsizei): void {.stdcall.}](glGetProc("glProgramBinary")) glProgramParameteri = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteri")) # Load GL_ARB_get_texture_sub_image proc loadGL_ARB_get_texture_sub_image*() = glGetTextureSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetTextureSubImage")) glGetCompressedTextureSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, bufSize: GLsizei, pixels: pointer): void {.stdcall.}](glGetProc("glGetCompressedTextureSubImage")) # Load GL_ARB_gl_spirv proc loadGL_ARB_gl_spirv*() = glSpecializeShaderARB = cast[proc(shader: GLuint, pEntryPoint: cstring, numSpecializationConstants: GLuint, pConstantIndex: ptr GLuint, pConstantValue: ptr GLuint): void {.stdcall.}](glGetProc("glSpecializeShaderARB")) # Load GL_ARB_gpu_shader_fp64 proc loadGL_ARB_gpu_shader_fp64*() = glUniform1d = cast[proc(location: GLint, x: GLdouble): void {.stdcall.}](glGetProc("glUniform1d")) glUniform2d = cast[proc(location: GLint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glUniform2d")) glUniform3d = cast[proc(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glUniform3d")) glUniform4d = cast[proc(location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glUniform4d")) glUniform1dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform1dv")) glUniform2dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform2dv")) glUniform3dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform3dv")) glUniform4dv = cast[proc(location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniform4dv")) glUniformMatrix2dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix2dv")) glUniformMatrix3dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix3dv")) glUniformMatrix4dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix4dv")) glUniformMatrix2x3dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix2x3dv")) glUniformMatrix2x4dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix2x4dv")) glUniformMatrix3x2dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix3x2dv")) glUniformMatrix3x4dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix3x4dv")) glUniformMatrix4x2dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix4x2dv")) glUniformMatrix4x3dv = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glUniformMatrix4x3dv")) glGetUniformdv = cast[proc(program: GLuint, location: GLint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetUniformdv")) # Load GL_ARB_gpu_shader_int64 proc loadGL_ARB_gpu_shader_int64*() = glUniform1i64ARB = cast[proc(location: GLint, x: GLint64): void {.stdcall.}](glGetProc("glUniform1i64ARB")) glUniform2i64ARB = cast[proc(location: GLint, x: GLint64, y: GLint64): void {.stdcall.}](glGetProc("glUniform2i64ARB")) glUniform3i64ARB = cast[proc(location: GLint, x: GLint64, y: GLint64, z: GLint64): void {.stdcall.}](glGetProc("glUniform3i64ARB")) glUniform4i64ARB = cast[proc(location: GLint, x: GLint64, y: GLint64, z: GLint64, w: GLint64): void {.stdcall.}](glGetProc("glUniform4i64ARB")) glUniform1i64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glUniform1i64vARB")) glUniform2i64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glUniform2i64vARB")) glUniform3i64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glUniform3i64vARB")) glUniform4i64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glUniform4i64vARB")) glUniform1ui64ARB = cast[proc(location: GLint, x: GLuint64): void {.stdcall.}](glGetProc("glUniform1ui64ARB")) glUniform2ui64ARB = cast[proc(location: GLint, x: GLuint64, y: GLuint64): void {.stdcall.}](glGetProc("glUniform2ui64ARB")) glUniform3ui64ARB = cast[proc(location: GLint, x: GLuint64, y: GLuint64, z: GLuint64): void {.stdcall.}](glGetProc("glUniform3ui64ARB")) glUniform4ui64ARB = cast[proc(location: GLint, x: GLuint64, y: GLuint64, z: GLuint64, w: GLuint64): void {.stdcall.}](glGetProc("glUniform4ui64ARB")) glUniform1ui64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glUniform1ui64vARB")) glUniform2ui64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glUniform2ui64vARB")) glUniform3ui64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glUniform3ui64vARB")) glUniform4ui64vARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glUniform4ui64vARB")) glGetUniformi64vARB = cast[proc(program: GLuint, location: GLint, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetUniformi64vARB")) glGetUniformui64vARB = cast[proc(program: GLuint, location: GLint, params: ptr GLuint64): void {.stdcall.}](glGetProc("glGetUniformui64vARB")) glGetnUniformi64vARB = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetnUniformi64vARB")) glGetnUniformui64vARB = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint64): void {.stdcall.}](glGetProc("glGetnUniformui64vARB")) glProgramUniform1i64ARB = cast[proc(program: GLuint, location: GLint, x: GLint64): void {.stdcall.}](glGetProc("glProgramUniform1i64ARB")) glProgramUniform2i64ARB = cast[proc(program: GLuint, location: GLint, x: GLint64, y: GLint64): void {.stdcall.}](glGetProc("glProgramUniform2i64ARB")) glProgramUniform3i64ARB = cast[proc(program: GLuint, location: GLint, x: GLint64, y: GLint64, z: GLint64): void {.stdcall.}](glGetProc("glProgramUniform3i64ARB")) glProgramUniform4i64ARB = cast[proc(program: GLuint, location: GLint, x: GLint64, y: GLint64, z: GLint64, w: GLint64): void {.stdcall.}](glGetProc("glProgramUniform4i64ARB")) glProgramUniform1i64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glProgramUniform1i64vARB")) glProgramUniform2i64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glProgramUniform2i64vARB")) glProgramUniform3i64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glProgramUniform3i64vARB")) glProgramUniform4i64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64): void {.stdcall.}](glGetProc("glProgramUniform4i64vARB")) glProgramUniform1ui64ARB = cast[proc(program: GLuint, location: GLint, x: GLuint64): void {.stdcall.}](glGetProc("glProgramUniform1ui64ARB")) glProgramUniform2ui64ARB = cast[proc(program: GLuint, location: GLint, x: GLuint64, y: GLuint64): void {.stdcall.}](glGetProc("glProgramUniform2ui64ARB")) glProgramUniform3ui64ARB = cast[proc(program: GLuint, location: GLint, x: GLuint64, y: GLuint64, z: GLuint64): void {.stdcall.}](glGetProc("glProgramUniform3ui64ARB")) glProgramUniform4ui64ARB = cast[proc(program: GLuint, location: GLint, x: GLuint64, y: GLuint64, z: GLuint64, w: GLuint64): void {.stdcall.}](glGetProc("glProgramUniform4ui64ARB")) glProgramUniform1ui64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glProgramUniform1ui64vARB")) glProgramUniform2ui64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glProgramUniform2ui64vARB")) glProgramUniform3ui64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glProgramUniform3ui64vARB")) glProgramUniform4ui64vARB = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glProgramUniform4ui64vARB")) # Load GL_ARB_imaging proc loadGL_ARB_imaging*() = glBlendColor = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.}](glGetProc("glBlendColor")) glBlendEquation = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glBlendEquation")) glColorTable = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.}](glGetProc("glColorTable")) glColorTableParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glColorTableParameterfv")) glColorTableParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glColorTableParameteriv")) glCopyColorTable = cast[proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyColorTable")) glGetColorTable = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.}](glGetProc("glGetColorTable")) glGetColorTableParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetColorTableParameterfv")) glGetColorTableParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetColorTableParameteriv")) glColorSubTable = cast[proc(target: GLenum, start: GLsizei, count: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glColorSubTable")) glCopyColorSubTable = cast[proc(target: GLenum, start: GLsizei, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyColorSubTable")) glConvolutionFilter1D = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.}](glGetProc("glConvolutionFilter1D")) glConvolutionFilter2D = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.}](glGetProc("glConvolutionFilter2D")) glConvolutionParameterf = cast[proc(target: GLenum, pname: GLenum, params: GLfloat): void {.stdcall.}](glGetProc("glConvolutionParameterf")) glConvolutionParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glConvolutionParameterfv")) glConvolutionParameteri = cast[proc(target: GLenum, pname: GLenum, params: GLint): void {.stdcall.}](glGetProc("glConvolutionParameteri")) glConvolutionParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glConvolutionParameteriv")) glCopyConvolutionFilter1D = cast[proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyConvolutionFilter1D")) glCopyConvolutionFilter2D = cast[proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyConvolutionFilter2D")) glGetConvolutionFilter = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.}](glGetProc("glGetConvolutionFilter")) glGetConvolutionParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetConvolutionParameterfv")) glGetConvolutionParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetConvolutionParameteriv")) glGetSeparableFilter = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, row: pointer, column: pointer, span: pointer): void {.stdcall.}](glGetProc("glGetSeparableFilter")) glSeparableFilter2D = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, row: pointer, column: pointer): void {.stdcall.}](glGetProc("glSeparableFilter2D")) glGetHistogram = cast[proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.}](glGetProc("glGetHistogram")) glGetHistogramParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetHistogramParameterfv")) glGetHistogramParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetHistogramParameteriv")) glGetMinmax = cast[proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.}](glGetProc("glGetMinmax")) glGetMinmaxParameterfv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMinmaxParameterfv")) glGetMinmaxParameteriv = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMinmaxParameteriv")) glHistogram = cast[proc(target: GLenum, width: GLsizei, internalformat: GLenum, sink: GLboolean): void {.stdcall.}](glGetProc("glHistogram")) glMinmax = cast[proc(target: GLenum, internalformat: GLenum, sink: GLboolean): void {.stdcall.}](glGetProc("glMinmax")) glResetHistogram = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glResetHistogram")) glResetMinmax = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glResetMinmax")) # Load GL_ARB_indirect_parameters proc loadGL_ARB_indirect_parameters*() = glMultiDrawArraysIndirectCountARB = cast[proc(mode: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirectCountARB")) glMultiDrawElementsIndirectCountARB = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirectCountARB")) # Load GL_ARB_instanced_arrays proc loadGL_ARB_instanced_arrays*() = glVertexAttribDivisorARB = cast[proc(index: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexAttribDivisorARB")) # Load GL_ARB_internalformat_query proc loadGL_ARB_internalformat_query*() = glGetInternalformativ = cast[proc(target: GLenum, internalformat: GLenum, pname: GLenum, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetInternalformativ")) # Load GL_ARB_internalformat_query2 proc loadGL_ARB_internalformat_query2*() = glGetInternalformati64v = cast[proc(target: GLenum, internalformat: GLenum, pname: GLenum, count: GLsizei, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetInternalformati64v")) # Load GL_ARB_invalidate_subdata proc loadGL_ARB_invalidate_subdata*() = glInvalidateTexSubImage = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glInvalidateTexSubImage")) glInvalidateTexImage = cast[proc(texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glInvalidateTexImage")) glInvalidateBufferSubData = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glInvalidateBufferSubData")) glInvalidateBufferData = cast[proc(buffer: GLuint): void {.stdcall.}](glGetProc("glInvalidateBufferData")) glInvalidateFramebuffer = cast[proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum): void {.stdcall.}](glGetProc("glInvalidateFramebuffer")) glInvalidateSubFramebuffer = cast[proc(target: GLenum, numAttachments: GLsizei, attachments: ptr GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glInvalidateSubFramebuffer")) # Load GL_ARB_map_buffer_range proc loadGL_ARB_map_buffer_range*() = glMapBufferRange = cast[proc(target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.}](glGetProc("glMapBufferRange")) glFlushMappedBufferRange = cast[proc(target: GLenum, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glFlushMappedBufferRange")) # Load GL_ARB_matrix_palette proc loadGL_ARB_matrix_palette*() = glCurrentPaletteMatrixARB = cast[proc(index: GLint): void {.stdcall.}](glGetProc("glCurrentPaletteMatrixARB")) glMatrixIndexubvARB = cast[proc(size: GLint, indices: ptr GLubyte): void {.stdcall.}](glGetProc("glMatrixIndexubvARB")) glMatrixIndexusvARB = cast[proc(size: GLint, indices: ptr GLushort): void {.stdcall.}](glGetProc("glMatrixIndexusvARB")) glMatrixIndexuivARB = cast[proc(size: GLint, indices: ptr GLuint): void {.stdcall.}](glGetProc("glMatrixIndexuivARB")) glMatrixIndexPointerARB = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glMatrixIndexPointerARB")) # Load GL_ARB_multi_bind proc loadGL_ARB_multi_bind*() = glBindBuffersBase = cast[proc(target: GLenum, first: GLuint, count: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glBindBuffersBase")) glBindBuffersRange = cast[proc(target: GLenum, first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, sizes: ptr GLsizeiptr): void {.stdcall.}](glGetProc("glBindBuffersRange")) glBindTextures = cast[proc(first: GLuint, count: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glBindTextures")) glBindSamplers = cast[proc(first: GLuint, count: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glBindSamplers")) glBindImageTextures = cast[proc(first: GLuint, count: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glBindImageTextures")) glBindVertexBuffers = cast[proc(first: GLuint, count: GLsizei, buffers: ptr GLuint, offsets: ptr GLintptr, strides: ptr GLsizei): void {.stdcall.}](glGetProc("glBindVertexBuffers")) # Load GL_ARB_multi_draw_indirect proc loadGL_ARB_multi_draw_indirect*() = glMultiDrawArraysIndirect = cast[proc(mode: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirect")) glMultiDrawElementsIndirect = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirect")) # Load GL_ARB_multisample proc loadGL_ARB_multisample*() = glSampleCoverageARB = cast[proc(value: GLfloat, invert: GLboolean): void {.stdcall.}](glGetProc("glSampleCoverageARB")) # Load GL_ARB_multitexture proc loadGL_ARB_multitexture*() = glActiveTextureARB = cast[proc(texture: GLenum): void {.stdcall.}](glGetProc("glActiveTextureARB")) glClientActiveTextureARB = cast[proc(texture: GLenum): void {.stdcall.}](glGetProc("glClientActiveTextureARB")) glMultiTexCoord1dARB = cast[proc(target: GLenum, s: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord1dARB")) glMultiTexCoord1dvARB = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord1dvARB")) glMultiTexCoord1fARB = cast[proc(target: GLenum, s: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord1fARB")) glMultiTexCoord1fvARB = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord1fvARB")) glMultiTexCoord1iARB = cast[proc(target: GLenum, s: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord1iARB")) glMultiTexCoord1ivARB = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord1ivARB")) glMultiTexCoord1sARB = cast[proc(target: GLenum, s: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord1sARB")) glMultiTexCoord1svARB = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord1svARB")) glMultiTexCoord2dARB = cast[proc(target: GLenum, s: GLdouble, t: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord2dARB")) glMultiTexCoord2dvARB = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord2dvARB")) glMultiTexCoord2fARB = cast[proc(target: GLenum, s: GLfloat, t: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord2fARB")) glMultiTexCoord2fvARB = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord2fvARB")) glMultiTexCoord2iARB = cast[proc(target: GLenum, s: GLint, t: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord2iARB")) glMultiTexCoord2ivARB = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord2ivARB")) glMultiTexCoord2sARB = cast[proc(target: GLenum, s: GLshort, t: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord2sARB")) glMultiTexCoord2svARB = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord2svARB")) glMultiTexCoord3dARB = cast[proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord3dARB")) glMultiTexCoord3dvARB = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord3dvARB")) glMultiTexCoord3fARB = cast[proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord3fARB")) glMultiTexCoord3fvARB = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord3fvARB")) glMultiTexCoord3iARB = cast[proc(target: GLenum, s: GLint, t: GLint, r: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord3iARB")) glMultiTexCoord3ivARB = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord3ivARB")) glMultiTexCoord3sARB = cast[proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord3sARB")) glMultiTexCoord3svARB = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord3svARB")) glMultiTexCoord4dARB = cast[proc(target: GLenum, s: GLdouble, t: GLdouble, r: GLdouble, q: GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord4dARB")) glMultiTexCoord4dvARB = cast[proc(target: GLenum, v: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexCoord4dvARB")) glMultiTexCoord4fARB = cast[proc(target: GLenum, s: GLfloat, t: GLfloat, r: GLfloat, q: GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord4fARB")) glMultiTexCoord4fvARB = cast[proc(target: GLenum, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexCoord4fvARB")) glMultiTexCoord4iARB = cast[proc(target: GLenum, s: GLint, t: GLint, r: GLint, q: GLint): void {.stdcall.}](glGetProc("glMultiTexCoord4iARB")) glMultiTexCoord4ivARB = cast[proc(target: GLenum, v: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexCoord4ivARB")) glMultiTexCoord4sARB = cast[proc(target: GLenum, s: GLshort, t: GLshort, r: GLshort, q: GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord4sARB")) glMultiTexCoord4svARB = cast[proc(target: GLenum, v: ptr GLshort): void {.stdcall.}](glGetProc("glMultiTexCoord4svARB")) # Load GL_ARB_occlusion_query proc loadGL_ARB_occlusion_query*() = glGenQueriesARB = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glGenQueriesARB")) glDeleteQueriesARB = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteQueriesARB")) glIsQueryARB = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsQueryARB")) glBeginQueryARB = cast[proc(target: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glBeginQueryARB")) glEndQueryARB = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glEndQueryARB")) glGetQueryivARB = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetQueryivARB")) glGetQueryObjectivARB = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetQueryObjectivARB")) glGetQueryObjectuivARB = cast[proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetQueryObjectuivARB")) # Load GL_ARB_parallel_shader_compile proc loadGL_ARB_parallel_shader_compile*() = glMaxShaderCompilerThreadsARB = cast[proc(count: GLuint): void {.stdcall.}](glGetProc("glMaxShaderCompilerThreadsARB")) # Load GL_ARB_point_parameters proc loadGL_ARB_point_parameters*() = glPointParameterfARB = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPointParameterfARB")) glPointParameterfvARB = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glPointParameterfvARB")) # Load GL_ARB_polygon_offset_clamp proc loadGL_ARB_polygon_offset_clamp*() = glPolygonOffsetClamp = cast[proc(factor: GLfloat, units: GLfloat, clamp: GLfloat): void {.stdcall.}](glGetProc("glPolygonOffsetClamp")) # Load GL_ARB_program_interface_query proc loadGL_ARB_program_interface_query*() = glGetProgramInterfaceiv = cast[proc(program: GLuint, programInterface: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramInterfaceiv")) glGetProgramResourceIndex = cast[proc(program: GLuint, programInterface: GLenum, name: cstring): GLuint {.stdcall.}](glGetProc("glGetProgramResourceIndex")) glGetProgramResourceName = cast[proc(program: GLuint, programInterface: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.}](glGetProc("glGetProgramResourceName")) glGetProgramResourceiv = cast[proc(program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: ptr GLenum, count: GLsizei, length: ptr GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramResourceiv")) glGetProgramResourceLocation = cast[proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.}](glGetProc("glGetProgramResourceLocation")) glGetProgramResourceLocationIndex = cast[proc(program: GLuint, programInterface: GLenum, name: cstring): GLint {.stdcall.}](glGetProc("glGetProgramResourceLocationIndex")) # Load GL_ARB_provoking_vertex proc loadGL_ARB_provoking_vertex*() = glProvokingVertex = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glProvokingVertex")) # Load GL_ARB_robustness proc loadGL_ARB_robustness*() = glGetGraphicsResetStatusARB = cast[proc(): GLenum {.stdcall.}](glGetProc("glGetGraphicsResetStatusARB")) glGetnTexImageARB = cast[proc(target: GLenum, level: GLint, format: GLenum, `type`: GLenum, bufSize: GLsizei, img: pointer): void {.stdcall.}](glGetProc("glGetnTexImageARB")) glReadnPixelsARB = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glReadnPixelsARB")) glGetnCompressedTexImageARB = cast[proc(target: GLenum, lod: GLint, bufSize: GLsizei, img: pointer): void {.stdcall.}](glGetProc("glGetnCompressedTexImageARB")) glGetnUniformfvARB = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetnUniformfvARB")) glGetnUniformivARB = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetnUniformivARB")) glGetnUniformuivARB = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetnUniformuivARB")) glGetnUniformdvARB = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetnUniformdvARB")) glGetnMapdvARB = cast[proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glGetnMapdvARB")) glGetnMapfvARB = cast[proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glGetnMapfvARB")) glGetnMapivARB = cast[proc(target: GLenum, query: GLenum, bufSize: GLsizei, v: ptr GLint): void {.stdcall.}](glGetProc("glGetnMapivARB")) glGetnPixelMapfvARB = cast[proc(map: GLenum, bufSize: GLsizei, values: ptr GLfloat): void {.stdcall.}](glGetProc("glGetnPixelMapfvARB")) glGetnPixelMapuivARB = cast[proc(map: GLenum, bufSize: GLsizei, values: ptr GLuint): void {.stdcall.}](glGetProc("glGetnPixelMapuivARB")) glGetnPixelMapusvARB = cast[proc(map: GLenum, bufSize: GLsizei, values: ptr GLushort): void {.stdcall.}](glGetProc("glGetnPixelMapusvARB")) glGetnPolygonStippleARB = cast[proc(bufSize: GLsizei, pattern: ptr GLubyte): void {.stdcall.}](glGetProc("glGetnPolygonStippleARB")) glGetnColorTableARB = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, bufSize: GLsizei, table: pointer): void {.stdcall.}](glGetProc("glGetnColorTableARB")) glGetnConvolutionFilterARB = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, bufSize: GLsizei, image: pointer): void {.stdcall.}](glGetProc("glGetnConvolutionFilterARB")) glGetnSeparableFilterARB = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, rowBufSize: GLsizei, row: pointer, columnBufSize: GLsizei, column: pointer, span: pointer): void {.stdcall.}](glGetProc("glGetnSeparableFilterARB")) glGetnHistogramARB = cast[proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, bufSize: GLsizei, values: pointer): void {.stdcall.}](glGetProc("glGetnHistogramARB")) glGetnMinmaxARB = cast[proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, bufSize: GLsizei, values: pointer): void {.stdcall.}](glGetProc("glGetnMinmaxARB")) # Load GL_ARB_sample_locations proc loadGL_ARB_sample_locations*() = glFramebufferSampleLocationsfvARB = cast[proc(target: GLenum, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glFramebufferSampleLocationsfvARB")) glNamedFramebufferSampleLocationsfvARB = cast[proc(framebuffer: GLuint, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glNamedFramebufferSampleLocationsfvARB")) glEvaluateDepthValuesARB = cast[proc(): void {.stdcall.}](glGetProc("glEvaluateDepthValuesARB")) # Load GL_ARB_sample_shading proc loadGL_ARB_sample_shading*() = glMinSampleShadingARB = cast[proc(value: GLfloat): void {.stdcall.}](glGetProc("glMinSampleShadingARB")) # Load GL_ARB_sampler_objects proc loadGL_ARB_sampler_objects*() = glGenSamplers = cast[proc(count: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glGenSamplers")) glDeleteSamplers = cast[proc(count: GLsizei, samplers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteSamplers")) glIsSampler = cast[proc(sampler: GLuint): GLboolean {.stdcall.}](glGetProc("glIsSampler")) glBindSampler = cast[proc(unit: GLuint, sampler: GLuint): void {.stdcall.}](glGetProc("glBindSampler")) glSamplerParameteri = cast[proc(sampler: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glSamplerParameteri")) glSamplerParameteriv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glSamplerParameteriv")) glSamplerParameterf = cast[proc(sampler: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glSamplerParameterf")) glSamplerParameterfv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLfloat): void {.stdcall.}](glGetProc("glSamplerParameterfv")) glSamplerParameterIiv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glSamplerParameterIiv")) glSamplerParameterIuiv = cast[proc(sampler: GLuint, pname: GLenum, param: ptr GLuint): void {.stdcall.}](glGetProc("glSamplerParameterIuiv")) glGetSamplerParameteriv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetSamplerParameteriv")) glGetSamplerParameterIiv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetSamplerParameterIiv")) glGetSamplerParameterfv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetSamplerParameterfv")) glGetSamplerParameterIuiv = cast[proc(sampler: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetSamplerParameterIuiv")) # Load GL_ARB_separate_shader_objects proc loadGL_ARB_separate_shader_objects*() = glUseProgramStages = cast[proc(pipeline: GLuint, stages: GLbitfield, program: GLuint): void {.stdcall.}](glGetProc("glUseProgramStages")) glActiveShaderProgram = cast[proc(pipeline: GLuint, program: GLuint): void {.stdcall.}](glGetProc("glActiveShaderProgram")) glCreateShaderProgramv = cast[proc(`type`: GLenum, count: GLsizei, strings: ptr cstring): GLuint {.stdcall.}](glGetProc("glCreateShaderProgramv")) glBindProgramPipeline = cast[proc(pipeline: GLuint): void {.stdcall.}](glGetProc("glBindProgramPipeline")) glDeleteProgramPipelines = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteProgramPipelines")) glGenProgramPipelines = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glGenProgramPipelines")) glIsProgramPipeline = cast[proc(pipeline: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgramPipeline")) glGetProgramPipelineiv = cast[proc(pipeline: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramPipelineiv")) glProgramParameteri = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteri")) glProgramUniform1i = cast[proc(program: GLuint, location: GLint, v0: GLint): void {.stdcall.}](glGetProc("glProgramUniform1i")) glProgramUniform1iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform1iv")) glProgramUniform1f = cast[proc(program: GLuint, location: GLint, v0: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1f")) glProgramUniform1fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1fv")) glProgramUniform1d = cast[proc(program: GLuint, location: GLint, v0: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform1d")) glProgramUniform1dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform1dv")) glProgramUniform1ui = cast[proc(program: GLuint, location: GLint, v0: GLuint): void {.stdcall.}](glGetProc("glProgramUniform1ui")) glProgramUniform1uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform1uiv")) glProgramUniform2i = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint): void {.stdcall.}](glGetProc("glProgramUniform2i")) glProgramUniform2iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform2iv")) glProgramUniform2f = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2f")) glProgramUniform2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2fv")) glProgramUniform2d = cast[proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform2d")) glProgramUniform2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform2dv")) glProgramUniform2ui = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.}](glGetProc("glProgramUniform2ui")) glProgramUniform2uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform2uiv")) glProgramUniform3i = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.}](glGetProc("glProgramUniform3i")) glProgramUniform3iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform3iv")) glProgramUniform3f = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3f")) glProgramUniform3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3fv")) glProgramUniform3d = cast[proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform3d")) glProgramUniform3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform3dv")) glProgramUniform3ui = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.}](glGetProc("glProgramUniform3ui")) glProgramUniform3uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform3uiv")) glProgramUniform4i = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.}](glGetProc("glProgramUniform4i")) glProgramUniform4iv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform4iv")) glProgramUniform4f = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4f")) glProgramUniform4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4fv")) glProgramUniform4d = cast[proc(program: GLuint, location: GLint, v0: GLdouble, v1: GLdouble, v2: GLdouble, v3: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform4d")) glProgramUniform4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform4dv")) glProgramUniform4ui = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.}](glGetProc("glProgramUniform4ui")) glProgramUniform4uiv = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform4uiv")) glProgramUniformMatrix2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2fv")) glProgramUniformMatrix3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3fv")) glProgramUniformMatrix4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4fv")) glProgramUniformMatrix2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2dv")) glProgramUniformMatrix3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3dv")) glProgramUniformMatrix4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4dv")) glProgramUniformMatrix2x3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3fv")) glProgramUniformMatrix3x2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2fv")) glProgramUniformMatrix2x4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4fv")) glProgramUniformMatrix4x2fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2fv")) glProgramUniformMatrix3x4fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4fv")) glProgramUniformMatrix4x3fv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3fv")) glProgramUniformMatrix2x3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3dv")) glProgramUniformMatrix3x2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2dv")) glProgramUniformMatrix2x4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4dv")) glProgramUniformMatrix4x2dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2dv")) glProgramUniformMatrix3x4dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4dv")) glProgramUniformMatrix4x3dv = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3dv")) glValidateProgramPipeline = cast[proc(pipeline: GLuint): void {.stdcall.}](glGetProc("glValidateProgramPipeline")) glGetProgramPipelineInfoLog = cast[proc(pipeline: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.}](glGetProc("glGetProgramPipelineInfoLog")) # Load GL_ARB_shader_atomic_counters proc loadGL_ARB_shader_atomic_counters*() = glGetActiveAtomicCounterBufferiv = cast[proc(program: GLuint, bufferIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveAtomicCounterBufferiv")) # Load GL_ARB_shader_image_load_store proc loadGL_ARB_shader_image_load_store*() = glBindImageTexture = cast[proc(unit: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLenum): void {.stdcall.}](glGetProc("glBindImageTexture")) glMemoryBarrier = cast[proc(barriers: GLbitfield): void {.stdcall.}](glGetProc("glMemoryBarrier")) # Load GL_ARB_shader_objects proc loadGL_ARB_shader_objects*() = glDeleteObjectARB = cast[proc(obj: GLhandleARB): void {.stdcall.}](glGetProc("glDeleteObjectARB")) glGetHandleARB = cast[proc(pname: GLenum): GLhandleARB {.stdcall.}](glGetProc("glGetHandleARB")) glDetachObjectARB = cast[proc(containerObj: GLhandleARB, attachedObj: GLhandleARB): void {.stdcall.}](glGetProc("glDetachObjectARB")) glCreateShaderObjectARB = cast[proc(shaderType: GLenum): GLhandleARB {.stdcall.}](glGetProc("glCreateShaderObjectARB")) glShaderSourceARB = cast[proc(shaderObj: GLhandleARB, count: GLsizei, string: ptr ptr GLcharARB, length: ptr GLint): void {.stdcall.}](glGetProc("glShaderSourceARB")) glCompileShaderARB = cast[proc(shaderObj: GLhandleARB): void {.stdcall.}](glGetProc("glCompileShaderARB")) glCreateProgramObjectARB = cast[proc(): GLhandleARB {.stdcall.}](glGetProc("glCreateProgramObjectARB")) glAttachObjectARB = cast[proc(containerObj: GLhandleARB, obj: GLhandleARB): void {.stdcall.}](glGetProc("glAttachObjectARB")) glLinkProgramARB = cast[proc(programObj: GLhandleARB): void {.stdcall.}](glGetProc("glLinkProgramARB")) glUseProgramObjectARB = cast[proc(programObj: GLhandleARB): void {.stdcall.}](glGetProc("glUseProgramObjectARB")) glValidateProgramARB = cast[proc(programObj: GLhandleARB): void {.stdcall.}](glGetProc("glValidateProgramARB")) glUniform1fARB = cast[proc(location: GLint, v0: GLfloat): void {.stdcall.}](glGetProc("glUniform1fARB")) glUniform2fARB = cast[proc(location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.}](glGetProc("glUniform2fARB")) glUniform3fARB = cast[proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glUniform3fARB")) glUniform4fARB = cast[proc(location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.}](glGetProc("glUniform4fARB")) glUniform1iARB = cast[proc(location: GLint, v0: GLint): void {.stdcall.}](glGetProc("glUniform1iARB")) glUniform2iARB = cast[proc(location: GLint, v0: GLint, v1: GLint): void {.stdcall.}](glGetProc("glUniform2iARB")) glUniform3iARB = cast[proc(location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.}](glGetProc("glUniform3iARB")) glUniform4iARB = cast[proc(location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.}](glGetProc("glUniform4iARB")) glUniform1fvARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform1fvARB")) glUniform2fvARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform2fvARB")) glUniform3fvARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform3fvARB")) glUniform4fvARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniform4fvARB")) glUniform1ivARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform1ivARB")) glUniform2ivARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform2ivARB")) glUniform3ivARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform3ivARB")) glUniform4ivARB = cast[proc(location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glUniform4ivARB")) glUniformMatrix2fvARB = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix2fvARB")) glUniformMatrix3fvARB = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix3fvARB")) glUniformMatrix4fvARB = cast[proc(location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glUniformMatrix4fvARB")) glGetObjectParameterfvARB = cast[proc(obj: GLhandleARB, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetObjectParameterfvARB")) glGetObjectParameterivARB = cast[proc(obj: GLhandleARB, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetObjectParameterivARB")) glGetInfoLogARB = cast[proc(obj: GLhandleARB, maxLength: GLsizei, length: ptr GLsizei, infoLog: ptr GLcharARB): void {.stdcall.}](glGetProc("glGetInfoLogARB")) glGetAttachedObjectsARB = cast[proc(containerObj: GLhandleARB, maxCount: GLsizei, count: ptr GLsizei, obj: ptr GLhandleARB): void {.stdcall.}](glGetProc("glGetAttachedObjectsARB")) glGetUniformLocationARB = cast[proc(programObj: GLhandleARB, name: ptr GLcharARB): GLint {.stdcall.}](glGetProc("glGetUniformLocationARB")) glGetActiveUniformARB = cast[proc(programObj: GLhandleARB, index: GLuint, maxLength: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: ptr GLcharARB): void {.stdcall.}](glGetProc("glGetActiveUniformARB")) glGetUniformfvARB = cast[proc(programObj: GLhandleARB, location: GLint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetUniformfvARB")) glGetUniformivARB = cast[proc(programObj: GLhandleARB, location: GLint, params: ptr GLint): void {.stdcall.}](glGetProc("glGetUniformivARB")) glGetShaderSourceARB = cast[proc(obj: GLhandleARB, maxLength: GLsizei, length: ptr GLsizei, source: ptr GLcharARB): void {.stdcall.}](glGetProc("glGetShaderSourceARB")) # Load GL_ARB_shader_storage_buffer_object proc loadGL_ARB_shader_storage_buffer_object*() = glShaderStorageBlockBinding = cast[proc(program: GLuint, storageBlockIndex: GLuint, storageBlockBinding: GLuint): void {.stdcall.}](glGetProc("glShaderStorageBlockBinding")) # Load GL_ARB_shader_subroutine proc loadGL_ARB_shader_subroutine*() = glGetSubroutineUniformLocation = cast[proc(program: GLuint, shadertype: GLenum, name: cstring): GLint {.stdcall.}](glGetProc("glGetSubroutineUniformLocation")) glGetSubroutineIndex = cast[proc(program: GLuint, shadertype: GLenum, name: cstring): GLuint {.stdcall.}](glGetProc("glGetSubroutineIndex")) glGetActiveSubroutineUniformiv = cast[proc(program: GLuint, shadertype: GLenum, index: GLuint, pname: GLenum, values: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveSubroutineUniformiv")) glGetActiveSubroutineUniformName = cast[proc(program: GLuint, shadertype: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.}](glGetProc("glGetActiveSubroutineUniformName")) glGetActiveSubroutineName = cast[proc(program: GLuint, shadertype: GLenum, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, name: cstring): void {.stdcall.}](glGetProc("glGetActiveSubroutineName")) glUniformSubroutinesuiv = cast[proc(shadertype: GLenum, count: GLsizei, indices: ptr GLuint): void {.stdcall.}](glGetProc("glUniformSubroutinesuiv")) glGetUniformSubroutineuiv = cast[proc(shadertype: GLenum, location: GLint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetUniformSubroutineuiv")) glGetProgramStageiv = cast[proc(program: GLuint, shadertype: GLenum, pname: GLenum, values: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramStageiv")) # Load GL_ARB_shading_language_include proc loadGL_ARB_shading_language_include*() = glNamedStringARB = cast[proc(`type`: GLenum, namelen: GLint, name: cstring, stringlen: GLint, string: cstring): void {.stdcall.}](glGetProc("glNamedStringARB")) glDeleteNamedStringARB = cast[proc(namelen: GLint, name: cstring): void {.stdcall.}](glGetProc("glDeleteNamedStringARB")) glCompileShaderIncludeARB = cast[proc(shader: GLuint, count: GLsizei, path: ptr cstring, length: ptr GLint): void {.stdcall.}](glGetProc("glCompileShaderIncludeARB")) glIsNamedStringARB = cast[proc(namelen: GLint, name: cstring): GLboolean {.stdcall.}](glGetProc("glIsNamedStringARB")) glGetNamedStringARB = cast[proc(namelen: GLint, name: cstring, bufSize: GLsizei, stringlen: ptr GLint, string: cstring): void {.stdcall.}](glGetProc("glGetNamedStringARB")) glGetNamedStringivARB = cast[proc(namelen: GLint, name: cstring, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedStringivARB")) # Load GL_ARB_sparse_buffer proc loadGL_ARB_sparse_buffer*() = glBufferPageCommitmentARB = cast[proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, commit: GLboolean): void {.stdcall.}](glGetProc("glBufferPageCommitmentARB")) glNamedBufferPageCommitmentEXT = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, commit: GLboolean): void {.stdcall.}](glGetProc("glNamedBufferPageCommitmentEXT")) glNamedBufferPageCommitmentARB = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, commit: GLboolean): void {.stdcall.}](glGetProc("glNamedBufferPageCommitmentARB")) # Load GL_ARB_sparse_texture proc loadGL_ARB_sparse_texture*() = glTexPageCommitmentARB = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean): void {.stdcall.}](glGetProc("glTexPageCommitmentARB")) # Load GL_ARB_sync proc loadGL_ARB_sync*() = glFenceSync = cast[proc(condition: GLenum, flags: GLbitfield): GLsync {.stdcall.}](glGetProc("glFenceSync")) glIsSync = cast[proc(sync: GLsync): GLboolean {.stdcall.}](glGetProc("glIsSync")) glDeleteSync = cast[proc(sync: GLsync): void {.stdcall.}](glGetProc("glDeleteSync")) glClientWaitSync = cast[proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): GLenum {.stdcall.}](glGetProc("glClientWaitSync")) glWaitSync = cast[proc(sync: GLsync, flags: GLbitfield, timeout: GLuint64): void {.stdcall.}](glGetProc("glWaitSync")) glGetInteger64v = cast[proc(pname: GLenum, data: ptr GLint64): void {.stdcall.}](glGetProc("glGetInteger64v")) glGetSynciv = cast[proc(sync: GLsync, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall.}](glGetProc("glGetSynciv")) # Load GL_ARB_tessellation_shader proc loadGL_ARB_tessellation_shader*() = glPatchParameteri = cast[proc(pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glPatchParameteri")) glPatchParameterfv = cast[proc(pname: GLenum, values: ptr GLfloat): void {.stdcall.}](glGetProc("glPatchParameterfv")) # Load GL_ARB_texture_barrier proc loadGL_ARB_texture_barrier*() = glTextureBarrier = cast[proc(): void {.stdcall.}](glGetProc("glTextureBarrier")) # Load GL_ARB_texture_buffer_object proc loadGL_ARB_texture_buffer_object*() = glTexBufferARB = cast[proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glTexBufferARB")) # Load GL_ARB_texture_buffer_range proc loadGL_ARB_texture_buffer_range*() = glTexBufferRange = cast[proc(target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTexBufferRange")) # Load GL_ARB_texture_compression proc loadGL_ARB_texture_compression*() = glCompressedTexImage3DARB = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexImage3DARB")) glCompressedTexImage2DARB = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexImage2DARB")) glCompressedTexImage1DARB = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexImage1DARB")) glCompressedTexSubImage3DARB = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexSubImage3DARB")) glCompressedTexSubImage2DARB = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexSubImage2DARB")) glCompressedTexSubImage1DARB = cast[proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glCompressedTexSubImage1DARB")) glGetCompressedTexImageARB = cast[proc(target: GLenum, level: GLint, img: pointer): void {.stdcall.}](glGetProc("glGetCompressedTexImageARB")) # Load GL_ARB_texture_multisample proc loadGL_ARB_texture_multisample*() = glTexImage2DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexImage2DMultisample")) glTexImage3DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexImage3DMultisample")) glGetMultisamplefv = cast[proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultisamplefv")) glSampleMaski = cast[proc(maskNumber: GLuint, mask: GLbitfield): void {.stdcall.}](glGetProc("glSampleMaski")) # Load GL_ARB_texture_storage proc loadGL_ARB_texture_storage*() = glTexStorage1D = cast[proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.}](glGetProc("glTexStorage1D")) glTexStorage2D = cast[proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glTexStorage2D")) glTexStorage3D = cast[proc(target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glTexStorage3D")) # Load GL_ARB_texture_storage_multisample proc loadGL_ARB_texture_storage_multisample*() = glTexStorage2DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexStorage2DMultisample")) glTexStorage3DMultisample = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTexStorage3DMultisample")) # Load GL_ARB_texture_view proc loadGL_ARB_texture_view*() = glTextureView = cast[proc(texture: GLuint, target: GLenum, origtexture: GLuint, internalformat: GLenum, minlevel: GLuint, numlevels: GLuint, minlayer: GLuint, numlayers: GLuint): void {.stdcall.}](glGetProc("glTextureView")) # Load GL_ARB_timer_query proc loadGL_ARB_timer_query*() = glQueryCounter = cast[proc(id: GLuint, target: GLenum): void {.stdcall.}](glGetProc("glQueryCounter")) glGetQueryObjecti64v = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetQueryObjecti64v")) glGetQueryObjectui64v = cast[proc(id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.}](glGetProc("glGetQueryObjectui64v")) # Load GL_ARB_transform_feedback2 proc loadGL_ARB_transform_feedback2*() = glBindTransformFeedback = cast[proc(target: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glBindTransformFeedback")) glDeleteTransformFeedbacks = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteTransformFeedbacks")) glGenTransformFeedbacks = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glGenTransformFeedbacks")) glIsTransformFeedback = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsTransformFeedback")) glPauseTransformFeedback = cast[proc(): void {.stdcall.}](glGetProc("glPauseTransformFeedback")) glResumeTransformFeedback = cast[proc(): void {.stdcall.}](glGetProc("glResumeTransformFeedback")) glDrawTransformFeedback = cast[proc(mode: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glDrawTransformFeedback")) # Load GL_ARB_transform_feedback3 proc loadGL_ARB_transform_feedback3*() = glDrawTransformFeedbackStream = cast[proc(mode: GLenum, id: GLuint, stream: GLuint): void {.stdcall.}](glGetProc("glDrawTransformFeedbackStream")) glBeginQueryIndexed = cast[proc(target: GLenum, index: GLuint, id: GLuint): void {.stdcall.}](glGetProc("glBeginQueryIndexed")) glEndQueryIndexed = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEndQueryIndexed")) glGetQueryIndexediv = cast[proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetQueryIndexediv")) # Load GL_ARB_transform_feedback_instanced proc loadGL_ARB_transform_feedback_instanced*() = glDrawTransformFeedbackInstanced = cast[proc(mode: GLenum, id: GLuint, instancecount: GLsizei): void {.stdcall.}](glGetProc("glDrawTransformFeedbackInstanced")) glDrawTransformFeedbackStreamInstanced = cast[proc(mode: GLenum, id: GLuint, stream: GLuint, instancecount: GLsizei): void {.stdcall.}](glGetProc("glDrawTransformFeedbackStreamInstanced")) # Load GL_ARB_transpose_matrix proc loadGL_ARB_transpose_matrix*() = glLoadTransposeMatrixfARB = cast[proc(m: ptr GLfloat): void {.stdcall.}](glGetProc("glLoadTransposeMatrixfARB")) glLoadTransposeMatrixdARB = cast[proc(m: ptr GLdouble): void {.stdcall.}](glGetProc("glLoadTransposeMatrixdARB")) glMultTransposeMatrixfARB = cast[proc(m: ptr GLfloat): void {.stdcall.}](glGetProc("glMultTransposeMatrixfARB")) glMultTransposeMatrixdARB = cast[proc(m: ptr GLdouble): void {.stdcall.}](glGetProc("glMultTransposeMatrixdARB")) # Load GL_ARB_uniform_buffer_object proc loadGL_ARB_uniform_buffer_object*() = glGetUniformIndices = cast[proc(program: GLuint, uniformCount: GLsizei, uniformNames: ptr cstring, uniformIndices: ptr GLuint): void {.stdcall.}](glGetProc("glGetUniformIndices")) glGetActiveUniformsiv = cast[proc(program: GLuint, uniformCount: GLsizei, uniformIndices: ptr GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveUniformsiv")) glGetActiveUniformName = cast[proc(program: GLuint, uniformIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformName: cstring): void {.stdcall.}](glGetProc("glGetActiveUniformName")) glGetUniformBlockIndex = cast[proc(program: GLuint, uniformBlockName: cstring): GLuint {.stdcall.}](glGetProc("glGetUniformBlockIndex")) glGetActiveUniformBlockiv = cast[proc(program: GLuint, uniformBlockIndex: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetActiveUniformBlockiv")) glGetActiveUniformBlockName = cast[proc(program: GLuint, uniformBlockIndex: GLuint, bufSize: GLsizei, length: ptr GLsizei, uniformBlockName: cstring): void {.stdcall.}](glGetProc("glGetActiveUniformBlockName")) glUniformBlockBinding = cast[proc(program: GLuint, uniformBlockIndex: GLuint, uniformBlockBinding: GLuint): void {.stdcall.}](glGetProc("glUniformBlockBinding")) glBindBufferRange = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glBindBufferRange")) glBindBufferBase = cast[proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBufferBase")) glGetIntegeri_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.}](glGetProc("glGetIntegeri_v")) # Load GL_ARB_vertex_array_object proc loadGL_ARB_vertex_array_object*() = glBindVertexArray = cast[proc(array: GLuint): void {.stdcall.}](glGetProc("glBindVertexArray")) glDeleteVertexArrays = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteVertexArrays")) glGenVertexArrays = cast[proc(n: GLsizei, arrays: ptr GLuint): void {.stdcall.}](glGetProc("glGenVertexArrays")) glIsVertexArray = cast[proc(array: GLuint): GLboolean {.stdcall.}](glGetProc("glIsVertexArray")) # Load GL_ARB_vertex_attrib_64bit proc loadGL_ARB_vertex_attrib_64bit*() = glVertexAttribL1d = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL1d")) glVertexAttribL2d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL2d")) glVertexAttribL3d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL3d")) glVertexAttribL4d = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL4d")) glVertexAttribL1dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL1dv")) glVertexAttribL2dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL2dv")) glVertexAttribL3dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL3dv")) glVertexAttribL4dv = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL4dv")) glVertexAttribLPointer = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribLPointer")) glGetVertexAttribLdv = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribLdv")) # Load GL_ARB_vertex_attrib_binding proc loadGL_ARB_vertex_attrib_binding*() = glBindVertexBuffer = cast[proc(bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.}](glGetProc("glBindVertexBuffer")) glVertexAttribFormat = cast[proc(attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribFormat")) glVertexAttribIFormat = cast[proc(attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribIFormat")) glVertexAttribLFormat = cast[proc(attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribLFormat")) glVertexAttribBinding = cast[proc(attribindex: GLuint, bindingindex: GLuint): void {.stdcall.}](glGetProc("glVertexAttribBinding")) glVertexBindingDivisor = cast[proc(bindingindex: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexBindingDivisor")) # Load GL_ARB_vertex_blend proc loadGL_ARB_vertex_blend*() = glWeightbvARB = cast[proc(size: GLint, weights: ptr GLbyte): void {.stdcall.}](glGetProc("glWeightbvARB")) glWeightsvARB = cast[proc(size: GLint, weights: ptr GLshort): void {.stdcall.}](glGetProc("glWeightsvARB")) glWeightivARB = cast[proc(size: GLint, weights: ptr GLint): void {.stdcall.}](glGetProc("glWeightivARB")) glWeightfvARB = cast[proc(size: GLint, weights: ptr GLfloat): void {.stdcall.}](glGetProc("glWeightfvARB")) glWeightdvARB = cast[proc(size: GLint, weights: ptr GLdouble): void {.stdcall.}](glGetProc("glWeightdvARB")) glWeightubvARB = cast[proc(size: GLint, weights: ptr GLubyte): void {.stdcall.}](glGetProc("glWeightubvARB")) glWeightusvARB = cast[proc(size: GLint, weights: ptr GLushort): void {.stdcall.}](glGetProc("glWeightusvARB")) glWeightuivARB = cast[proc(size: GLint, weights: ptr GLuint): void {.stdcall.}](glGetProc("glWeightuivARB")) glWeightPointerARB = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glWeightPointerARB")) glVertexBlendARB = cast[proc(count: GLint): void {.stdcall.}](glGetProc("glVertexBlendARB")) # Load GL_ARB_vertex_buffer_object proc loadGL_ARB_vertex_buffer_object*() = glBindBufferARB = cast[proc(target: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBufferARB")) glDeleteBuffersARB = cast[proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteBuffersARB")) glGenBuffersARB = cast[proc(n: GLsizei, buffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenBuffersARB")) glIsBufferARB = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsBufferARB")) glBufferDataARB = cast[proc(target: GLenum, size: GLsizeiptrARB, data: pointer, usage: GLenum): void {.stdcall.}](glGetProc("glBufferDataARB")) glBufferSubDataARB = cast[proc(target: GLenum, offset: GLintptrARB, size: GLsizeiptrARB, data: pointer): void {.stdcall.}](glGetProc("glBufferSubDataARB")) glGetBufferSubDataARB = cast[proc(target: GLenum, offset: GLintptrARB, size: GLsizeiptrARB, data: pointer): void {.stdcall.}](glGetProc("glGetBufferSubDataARB")) glMapBufferARB = cast[proc(target: GLenum, access: GLenum): pointer {.stdcall.}](glGetProc("glMapBufferARB")) glUnmapBufferARB = cast[proc(target: GLenum): GLboolean {.stdcall.}](glGetProc("glUnmapBufferARB")) glGetBufferParameterivARB = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetBufferParameterivARB")) glGetBufferPointervARB = cast[proc(target: GLenum, pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetBufferPointervARB")) # Load GL_ARB_vertex_program proc loadGL_ARB_vertex_program*() = glVertexAttrib1dARB = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dARB")) glVertexAttrib1dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dvARB")) glVertexAttrib1fARB = cast[proc(index: GLuint, x: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fARB")) glVertexAttrib1fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fvARB")) glVertexAttrib1sARB = cast[proc(index: GLuint, x: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1sARB")) glVertexAttrib1svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1svARB")) glVertexAttrib2dARB = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dARB")) glVertexAttrib2dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dvARB")) glVertexAttrib2fARB = cast[proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fARB")) glVertexAttrib2fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fvARB")) glVertexAttrib2sARB = cast[proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2sARB")) glVertexAttrib2svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2svARB")) glVertexAttrib3dARB = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dARB")) glVertexAttrib3dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dvARB")) glVertexAttrib3fARB = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fARB")) glVertexAttrib3fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fvARB")) glVertexAttrib3sARB = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3sARB")) glVertexAttrib3svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3svARB")) glVertexAttrib4NbvARB = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttrib4NbvARB")) glVertexAttrib4NivARB = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttrib4NivARB")) glVertexAttrib4NsvARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4NsvARB")) glVertexAttrib4NubARB = cast[proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4NubARB")) glVertexAttrib4NubvARB = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4NubvARB")) glVertexAttrib4NuivARB = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttrib4NuivARB")) glVertexAttrib4NusvARB = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttrib4NusvARB")) glVertexAttrib4bvARB = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttrib4bvARB")) glVertexAttrib4dARB = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dARB")) glVertexAttrib4dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dvARB")) glVertexAttrib4fARB = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fARB")) glVertexAttrib4fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fvARB")) glVertexAttrib4ivARB = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttrib4ivARB")) glVertexAttrib4sARB = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4sARB")) glVertexAttrib4svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4svARB")) glVertexAttrib4ubvARB = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4ubvARB")) glVertexAttrib4uivARB = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttrib4uivARB")) glVertexAttrib4usvARB = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttrib4usvARB")) glVertexAttribPointerARB = cast[proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribPointerARB")) glEnableVertexAttribArrayARB = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glEnableVertexAttribArrayARB")) glDisableVertexAttribArrayARB = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glDisableVertexAttribArrayARB")) glProgramStringARB = cast[proc(target: GLenum, format: GLenum, len: GLsizei, string: pointer): void {.stdcall.}](glGetProc("glProgramStringARB")) glBindProgramARB = cast[proc(target: GLenum, program: GLuint): void {.stdcall.}](glGetProc("glBindProgramARB")) glDeleteProgramsARB = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteProgramsARB")) glGenProgramsARB = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glGenProgramsARB")) glProgramEnvParameter4dARB = cast[proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramEnvParameter4dARB")) glProgramEnvParameter4dvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramEnvParameter4dvARB")) glProgramEnvParameter4fARB = cast[proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glProgramEnvParameter4fARB")) glProgramEnvParameter4fvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramEnvParameter4fvARB")) glProgramLocalParameter4dARB = cast[proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramLocalParameter4dARB")) glProgramLocalParameter4dvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramLocalParameter4dvARB")) glProgramLocalParameter4fARB = cast[proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glProgramLocalParameter4fARB")) glProgramLocalParameter4fvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramLocalParameter4fvARB")) glGetProgramEnvParameterdvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetProgramEnvParameterdvARB")) glGetProgramEnvParameterfvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramEnvParameterfvARB")) glGetProgramLocalParameterdvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetProgramLocalParameterdvARB")) glGetProgramLocalParameterfvARB = cast[proc(target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramLocalParameterfvARB")) glGetProgramivARB = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramivARB")) glGetProgramStringARB = cast[proc(target: GLenum, pname: GLenum, string: pointer): void {.stdcall.}](glGetProc("glGetProgramStringARB")) glGetVertexAttribdvARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribdvARB")) glGetVertexAttribfvARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVertexAttribfvARB")) glGetVertexAttribivARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribivARB")) glGetVertexAttribPointervARB = cast[proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glGetVertexAttribPointervARB")) glIsProgramARB = cast[proc(program: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgramARB")) # Load GL_ARB_vertex_shader proc loadGL_ARB_vertex_shader*() = glVertexAttrib1fARB = cast[proc(index: GLuint, x: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fARB")) glVertexAttrib1sARB = cast[proc(index: GLuint, x: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1sARB")) glVertexAttrib1dARB = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dARB")) glVertexAttrib2fARB = cast[proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fARB")) glVertexAttrib2sARB = cast[proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2sARB")) glVertexAttrib2dARB = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dARB")) glVertexAttrib3fARB = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fARB")) glVertexAttrib3sARB = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3sARB")) glVertexAttrib3dARB = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dARB")) glVertexAttrib4fARB = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fARB")) glVertexAttrib4sARB = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4sARB")) glVertexAttrib4dARB = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dARB")) glVertexAttrib4NubARB = cast[proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4NubARB")) glVertexAttrib1fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fvARB")) glVertexAttrib1svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1svARB")) glVertexAttrib1dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dvARB")) glVertexAttrib2fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fvARB")) glVertexAttrib2svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2svARB")) glVertexAttrib2dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dvARB")) glVertexAttrib3fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fvARB")) glVertexAttrib3svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3svARB")) glVertexAttrib3dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dvARB")) glVertexAttrib4fvARB = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fvARB")) glVertexAttrib4svARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4svARB")) glVertexAttrib4dvARB = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dvARB")) glVertexAttrib4ivARB = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttrib4ivARB")) glVertexAttrib4bvARB = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttrib4bvARB")) glVertexAttrib4ubvARB = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4ubvARB")) glVertexAttrib4usvARB = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttrib4usvARB")) glVertexAttrib4uivARB = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttrib4uivARB")) glVertexAttrib4NbvARB = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttrib4NbvARB")) glVertexAttrib4NsvARB = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4NsvARB")) glVertexAttrib4NivARB = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttrib4NivARB")) glVertexAttrib4NubvARB = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4NubvARB")) glVertexAttrib4NusvARB = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttrib4NusvARB")) glVertexAttrib4NuivARB = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttrib4NuivARB")) glVertexAttribPointerARB = cast[proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribPointerARB")) glEnableVertexAttribArrayARB = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glEnableVertexAttribArrayARB")) glDisableVertexAttribArrayARB = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glDisableVertexAttribArrayARB")) glBindAttribLocationARB = cast[proc(programObj: GLhandleARB, index: GLuint, name: ptr GLcharARB): void {.stdcall.}](glGetProc("glBindAttribLocationARB")) glGetActiveAttribARB = cast[proc(programObj: GLhandleARB, index: GLuint, maxLength: GLsizei, length: ptr GLsizei, size: ptr GLint, `type`: ptr GLenum, name: ptr GLcharARB): void {.stdcall.}](glGetProc("glGetActiveAttribARB")) glGetAttribLocationARB = cast[proc(programObj: GLhandleARB, name: ptr GLcharARB): GLint {.stdcall.}](glGetProc("glGetAttribLocationARB")) glGetVertexAttribdvARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribdvARB")) glGetVertexAttribfvARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVertexAttribfvARB")) glGetVertexAttribivARB = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribivARB")) glGetVertexAttribPointervARB = cast[proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glGetVertexAttribPointervARB")) # Load GL_ARB_vertex_type_2_10_10_10_rev proc loadGL_ARB_vertex_type_2_10_10_10_rev*() = glVertexAttribP1ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP1ui")) glVertexAttribP1uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP1uiv")) glVertexAttribP2ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP2ui")) glVertexAttribP2uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP2uiv")) glVertexAttribP3ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP3ui")) glVertexAttribP3uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP3uiv")) glVertexAttribP4ui = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: GLuint): void {.stdcall.}](glGetProc("glVertexAttribP4ui")) glVertexAttribP4uiv = cast[proc(index: GLuint, `type`: GLenum, normalized: GLboolean, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribP4uiv")) glVertexP2ui = cast[proc(`type`: GLenum, value: GLuint): void {.stdcall.}](glGetProc("glVertexP2ui")) glVertexP2uiv = cast[proc(`type`: GLenum, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexP2uiv")) glVertexP3ui = cast[proc(`type`: GLenum, value: GLuint): void {.stdcall.}](glGetProc("glVertexP3ui")) glVertexP3uiv = cast[proc(`type`: GLenum, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexP3uiv")) glVertexP4ui = cast[proc(`type`: GLenum, value: GLuint): void {.stdcall.}](glGetProc("glVertexP4ui")) glVertexP4uiv = cast[proc(`type`: GLenum, value: ptr GLuint): void {.stdcall.}](glGetProc("glVertexP4uiv")) glTexCoordP1ui = cast[proc(`type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glTexCoordP1ui")) glTexCoordP1uiv = cast[proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glTexCoordP1uiv")) glTexCoordP2ui = cast[proc(`type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glTexCoordP2ui")) glTexCoordP2uiv = cast[proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glTexCoordP2uiv")) glTexCoordP3ui = cast[proc(`type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glTexCoordP3ui")) glTexCoordP3uiv = cast[proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glTexCoordP3uiv")) glTexCoordP4ui = cast[proc(`type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glTexCoordP4ui")) glTexCoordP4uiv = cast[proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glTexCoordP4uiv")) glMultiTexCoordP1ui = cast[proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP1ui")) glMultiTexCoordP1uiv = cast[proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP1uiv")) glMultiTexCoordP2ui = cast[proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP2ui")) glMultiTexCoordP2uiv = cast[proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP2uiv")) glMultiTexCoordP3ui = cast[proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP3ui")) glMultiTexCoordP3uiv = cast[proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP3uiv")) glMultiTexCoordP4ui = cast[proc(texture: GLenum, `type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP4ui")) glMultiTexCoordP4uiv = cast[proc(texture: GLenum, `type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glMultiTexCoordP4uiv")) glNormalP3ui = cast[proc(`type`: GLenum, coords: GLuint): void {.stdcall.}](glGetProc("glNormalP3ui")) glNormalP3uiv = cast[proc(`type`: GLenum, coords: ptr GLuint): void {.stdcall.}](glGetProc("glNormalP3uiv")) glColorP3ui = cast[proc(`type`: GLenum, color: GLuint): void {.stdcall.}](glGetProc("glColorP3ui")) glColorP3uiv = cast[proc(`type`: GLenum, color: ptr GLuint): void {.stdcall.}](glGetProc("glColorP3uiv")) glColorP4ui = cast[proc(`type`: GLenum, color: GLuint): void {.stdcall.}](glGetProc("glColorP4ui")) glColorP4uiv = cast[proc(`type`: GLenum, color: ptr GLuint): void {.stdcall.}](glGetProc("glColorP4uiv")) glSecondaryColorP3ui = cast[proc(`type`: GLenum, color: GLuint): void {.stdcall.}](glGetProc("glSecondaryColorP3ui")) glSecondaryColorP3uiv = cast[proc(`type`: GLenum, color: ptr GLuint): void {.stdcall.}](glGetProc("glSecondaryColorP3uiv")) # Load GL_ARB_viewport_array proc loadGL_ARB_viewport_array*() = glViewportArrayv = cast[proc(first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glViewportArrayv")) glViewportIndexedf = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, w: GLfloat, h: GLfloat): void {.stdcall.}](glGetProc("glViewportIndexedf")) glViewportIndexedfv = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glViewportIndexedfv")) glScissorArrayv = cast[proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.}](glGetProc("glScissorArrayv")) glScissorIndexed = cast[proc(index: GLuint, left: GLint, bottom: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glScissorIndexed")) glScissorIndexedv = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glScissorIndexedv")) glDepthRangeArrayv = cast[proc(first: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glDepthRangeArrayv")) glDepthRangeIndexed = cast[proc(index: GLuint, n: GLdouble, f: GLdouble): void {.stdcall.}](glGetProc("glDepthRangeIndexed")) glGetFloati_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFloati_v")) glGetDoublei_v = cast[proc(target: GLenum, index: GLuint, data: ptr GLdouble): void {.stdcall.}](glGetProc("glGetDoublei_v")) glDepthRangeArraydvNV = cast[proc(first: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glDepthRangeArraydvNV")) glDepthRangeIndexeddNV = cast[proc(index: GLuint, n: GLdouble, f: GLdouble): void {.stdcall.}](glGetProc("glDepthRangeIndexeddNV")) # Load GL_ARB_window_pos proc loadGL_ARB_window_pos*() = glWindowPos2dARB = cast[proc(x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glWindowPos2dARB")) glWindowPos2dvARB = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos2dvARB")) glWindowPos2fARB = cast[proc(x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glWindowPos2fARB")) glWindowPos2fvARB = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos2fvARB")) glWindowPos2iARB = cast[proc(x: GLint, y: GLint): void {.stdcall.}](glGetProc("glWindowPos2iARB")) glWindowPos2ivARB = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos2ivARB")) glWindowPos2sARB = cast[proc(x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glWindowPos2sARB")) glWindowPos2svARB = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos2svARB")) glWindowPos3dARB = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glWindowPos3dARB")) glWindowPos3dvARB = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos3dvARB")) glWindowPos3fARB = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glWindowPos3fARB")) glWindowPos3fvARB = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos3fvARB")) glWindowPos3iARB = cast[proc(x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glWindowPos3iARB")) glWindowPos3ivARB = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos3ivARB")) glWindowPos3sARB = cast[proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glWindowPos3sARB")) glWindowPos3svARB = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos3svARB")) # Load GL_ATI_draw_buffers proc loadGL_ATI_draw_buffers*() = glDrawBuffersATI = cast[proc(n: GLsizei, bufs: ptr GLenum): void {.stdcall.}](glGetProc("glDrawBuffersATI")) # Load GL_ATI_element_array proc loadGL_ATI_element_array*() = glElementPointerATI = cast[proc(`type`: GLenum, pointer: pointer): void {.stdcall.}](glGetProc("glElementPointerATI")) glDrawElementArrayATI = cast[proc(mode: GLenum, count: GLsizei): void {.stdcall.}](glGetProc("glDrawElementArrayATI")) glDrawRangeElementArrayATI = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei): void {.stdcall.}](glGetProc("glDrawRangeElementArrayATI")) # Load GL_ATI_envmap_bumpmap proc loadGL_ATI_envmap_bumpmap*() = glTexBumpParameterivATI = cast[proc(pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glTexBumpParameterivATI")) glTexBumpParameterfvATI = cast[proc(pname: GLenum, param: ptr GLfloat): void {.stdcall.}](glGetProc("glTexBumpParameterfvATI")) glGetTexBumpParameterivATI = cast[proc(pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetTexBumpParameterivATI")) glGetTexBumpParameterfvATI = cast[proc(pname: GLenum, param: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTexBumpParameterfvATI")) # Load GL_ATI_fragment_shader proc loadGL_ATI_fragment_shader*() = glGenFragmentShadersATI = cast[proc(range: GLuint): GLuint {.stdcall.}](glGetProc("glGenFragmentShadersATI")) glBindFragmentShaderATI = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glBindFragmentShaderATI")) glDeleteFragmentShaderATI = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glDeleteFragmentShaderATI")) glBeginFragmentShaderATI = cast[proc(): void {.stdcall.}](glGetProc("glBeginFragmentShaderATI")) glEndFragmentShaderATI = cast[proc(): void {.stdcall.}](glGetProc("glEndFragmentShaderATI")) glPassTexCoordATI = cast[proc(dst: GLuint, coord: GLuint, swizzle: GLenum): void {.stdcall.}](glGetProc("glPassTexCoordATI")) glSampleMapATI = cast[proc(dst: GLuint, interp: GLuint, swizzle: GLenum): void {.stdcall.}](glGetProc("glSampleMapATI")) glColorFragmentOp1ATI = cast[proc(op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint): void {.stdcall.}](glGetProc("glColorFragmentOp1ATI")) glColorFragmentOp2ATI = cast[proc(op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint): void {.stdcall.}](glGetProc("glColorFragmentOp2ATI")) glColorFragmentOp3ATI = cast[proc(op: GLenum, dst: GLuint, dstMask: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint): void {.stdcall.}](glGetProc("glColorFragmentOp3ATI")) glAlphaFragmentOp1ATI = cast[proc(op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint): void {.stdcall.}](glGetProc("glAlphaFragmentOp1ATI")) glAlphaFragmentOp2ATI = cast[proc(op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint): void {.stdcall.}](glGetProc("glAlphaFragmentOp2ATI")) glAlphaFragmentOp3ATI = cast[proc(op: GLenum, dst: GLuint, dstMod: GLuint, arg1: GLuint, arg1Rep: GLuint, arg1Mod: GLuint, arg2: GLuint, arg2Rep: GLuint, arg2Mod: GLuint, arg3: GLuint, arg3Rep: GLuint, arg3Mod: GLuint): void {.stdcall.}](glGetProc("glAlphaFragmentOp3ATI")) glSetFragmentShaderConstantATI = cast[proc(dst: GLuint, value: ptr GLfloat): void {.stdcall.}](glGetProc("glSetFragmentShaderConstantATI")) # Load GL_ATI_map_object_buffer proc loadGL_ATI_map_object_buffer*() = glMapObjectBufferATI = cast[proc(buffer: GLuint): pointer {.stdcall.}](glGetProc("glMapObjectBufferATI")) glUnmapObjectBufferATI = cast[proc(buffer: GLuint): void {.stdcall.}](glGetProc("glUnmapObjectBufferATI")) # Load GL_ATI_pn_triangles proc loadGL_ATI_pn_triangles*() = glPNTrianglesiATI = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPNTrianglesiATI")) glPNTrianglesfATI = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPNTrianglesfATI")) # Load GL_ATI_separate_stencil proc loadGL_ATI_separate_stencil*() = glStencilOpSeparateATI = cast[proc(face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum): void {.stdcall.}](glGetProc("glStencilOpSeparateATI")) glStencilFuncSeparateATI = cast[proc(frontfunc: GLenum, backfunc: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.}](glGetProc("glStencilFuncSeparateATI")) # Load GL_ATI_vertex_array_object proc loadGL_ATI_vertex_array_object*() = glNewObjectBufferATI = cast[proc(size: GLsizei, pointer: pointer, usage: GLenum): GLuint {.stdcall.}](glGetProc("glNewObjectBufferATI")) glIsObjectBufferATI = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsObjectBufferATI")) glUpdateObjectBufferATI = cast[proc(buffer: GLuint, offset: GLuint, size: GLsizei, pointer: pointer, preserve: GLenum): void {.stdcall.}](glGetProc("glUpdateObjectBufferATI")) glGetObjectBufferfvATI = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetObjectBufferfvATI")) glGetObjectBufferivATI = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetObjectBufferivATI")) glFreeObjectBufferATI = cast[proc(buffer: GLuint): void {.stdcall.}](glGetProc("glFreeObjectBufferATI")) glArrayObjectATI = cast[proc(array: GLenum, size: GLint, `type`: GLenum, stride: GLsizei, buffer: GLuint, offset: GLuint): void {.stdcall.}](glGetProc("glArrayObjectATI")) glGetArrayObjectfvATI = cast[proc(array: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetArrayObjectfvATI")) glGetArrayObjectivATI = cast[proc(array: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetArrayObjectivATI")) glVariantArrayObjectATI = cast[proc(id: GLuint, `type`: GLenum, stride: GLsizei, buffer: GLuint, offset: GLuint): void {.stdcall.}](glGetProc("glVariantArrayObjectATI")) glGetVariantArrayObjectfvATI = cast[proc(id: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVariantArrayObjectfvATI")) glGetVariantArrayObjectivATI = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVariantArrayObjectivATI")) # Load GL_ATI_vertex_attrib_array_object proc loadGL_ATI_vertex_attrib_array_object*() = glVertexAttribArrayObjectATI = cast[proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, buffer: GLuint, offset: GLuint): void {.stdcall.}](glGetProc("glVertexAttribArrayObjectATI")) glGetVertexAttribArrayObjectfvATI = cast[proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVertexAttribArrayObjectfvATI")) glGetVertexAttribArrayObjectivATI = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribArrayObjectivATI")) # Load GL_ATI_vertex_streams proc loadGL_ATI_vertex_streams*() = glVertexStream1sATI = cast[proc(stream: GLenum, x: GLshort): void {.stdcall.}](glGetProc("glVertexStream1sATI")) glVertexStream1svATI = cast[proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.}](glGetProc("glVertexStream1svATI")) glVertexStream1iATI = cast[proc(stream: GLenum, x: GLint): void {.stdcall.}](glGetProc("glVertexStream1iATI")) glVertexStream1ivATI = cast[proc(stream: GLenum, coords: ptr GLint): void {.stdcall.}](glGetProc("glVertexStream1ivATI")) glVertexStream1fATI = cast[proc(stream: GLenum, x: GLfloat): void {.stdcall.}](glGetProc("glVertexStream1fATI")) glVertexStream1fvATI = cast[proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexStream1fvATI")) glVertexStream1dATI = cast[proc(stream: GLenum, x: GLdouble): void {.stdcall.}](glGetProc("glVertexStream1dATI")) glVertexStream1dvATI = cast[proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexStream1dvATI")) glVertexStream2sATI = cast[proc(stream: GLenum, x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glVertexStream2sATI")) glVertexStream2svATI = cast[proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.}](glGetProc("glVertexStream2svATI")) glVertexStream2iATI = cast[proc(stream: GLenum, x: GLint, y: GLint): void {.stdcall.}](glGetProc("glVertexStream2iATI")) glVertexStream2ivATI = cast[proc(stream: GLenum, coords: ptr GLint): void {.stdcall.}](glGetProc("glVertexStream2ivATI")) glVertexStream2fATI = cast[proc(stream: GLenum, x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glVertexStream2fATI")) glVertexStream2fvATI = cast[proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexStream2fvATI")) glVertexStream2dATI = cast[proc(stream: GLenum, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexStream2dATI")) glVertexStream2dvATI = cast[proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexStream2dvATI")) glVertexStream3sATI = cast[proc(stream: GLenum, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glVertexStream3sATI")) glVertexStream3svATI = cast[proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.}](glGetProc("glVertexStream3svATI")) glVertexStream3iATI = cast[proc(stream: GLenum, x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glVertexStream3iATI")) glVertexStream3ivATI = cast[proc(stream: GLenum, coords: ptr GLint): void {.stdcall.}](glGetProc("glVertexStream3ivATI")) glVertexStream3fATI = cast[proc(stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glVertexStream3fATI")) glVertexStream3fvATI = cast[proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexStream3fvATI")) glVertexStream3dATI = cast[proc(stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexStream3dATI")) glVertexStream3dvATI = cast[proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexStream3dvATI")) glVertexStream4sATI = cast[proc(stream: GLenum, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glVertexStream4sATI")) glVertexStream4svATI = cast[proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.}](glGetProc("glVertexStream4svATI")) glVertexStream4iATI = cast[proc(stream: GLenum, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glVertexStream4iATI")) glVertexStream4ivATI = cast[proc(stream: GLenum, coords: ptr GLint): void {.stdcall.}](glGetProc("glVertexStream4ivATI")) glVertexStream4fATI = cast[proc(stream: GLenum, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glVertexStream4fATI")) glVertexStream4fvATI = cast[proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexStream4fvATI")) glVertexStream4dATI = cast[proc(stream: GLenum, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexStream4dATI")) glVertexStream4dvATI = cast[proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexStream4dvATI")) glNormalStream3bATI = cast[proc(stream: GLenum, nx: GLbyte, ny: GLbyte, nz: GLbyte): void {.stdcall.}](glGetProc("glNormalStream3bATI")) glNormalStream3bvATI = cast[proc(stream: GLenum, coords: ptr GLbyte): void {.stdcall.}](glGetProc("glNormalStream3bvATI")) glNormalStream3sATI = cast[proc(stream: GLenum, nx: GLshort, ny: GLshort, nz: GLshort): void {.stdcall.}](glGetProc("glNormalStream3sATI")) glNormalStream3svATI = cast[proc(stream: GLenum, coords: ptr GLshort): void {.stdcall.}](glGetProc("glNormalStream3svATI")) glNormalStream3iATI = cast[proc(stream: GLenum, nx: GLint, ny: GLint, nz: GLint): void {.stdcall.}](glGetProc("glNormalStream3iATI")) glNormalStream3ivATI = cast[proc(stream: GLenum, coords: ptr GLint): void {.stdcall.}](glGetProc("glNormalStream3ivATI")) glNormalStream3fATI = cast[proc(stream: GLenum, nx: GLfloat, ny: GLfloat, nz: GLfloat): void {.stdcall.}](glGetProc("glNormalStream3fATI")) glNormalStream3fvATI = cast[proc(stream: GLenum, coords: ptr GLfloat): void {.stdcall.}](glGetProc("glNormalStream3fvATI")) glNormalStream3dATI = cast[proc(stream: GLenum, nx: GLdouble, ny: GLdouble, nz: GLdouble): void {.stdcall.}](glGetProc("glNormalStream3dATI")) glNormalStream3dvATI = cast[proc(stream: GLenum, coords: ptr GLdouble): void {.stdcall.}](glGetProc("glNormalStream3dvATI")) glClientActiveVertexStreamATI = cast[proc(stream: GLenum): void {.stdcall.}](glGetProc("glClientActiveVertexStreamATI")) glVertexBlendEnviATI = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glVertexBlendEnviATI")) glVertexBlendEnvfATI = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glVertexBlendEnvfATI")) # Load GL_EXT_EGL_image_storage proc loadGL_EXT_EGL_image_storage*() = glEGLImageTargetTexStorageEXT = cast[proc(target: GLenum, image: GLeglImageOES, attrib_list: ptr GLint): void {.stdcall.}](glGetProc("glEGLImageTargetTexStorageEXT")) glEGLImageTargetTextureStorageEXT = cast[proc(texture: GLuint, image: GLeglImageOES, attrib_list: ptr GLint): void {.stdcall.}](glGetProc("glEGLImageTargetTextureStorageEXT")) # Load GL_EXT_bindable_uniform proc loadGL_EXT_bindable_uniform*() = glUniformBufferEXT = cast[proc(program: GLuint, location: GLint, buffer: GLuint): void {.stdcall.}](glGetProc("glUniformBufferEXT")) glGetUniformBufferSizeEXT = cast[proc(program: GLuint, location: GLint): GLint {.stdcall.}](glGetProc("glGetUniformBufferSizeEXT")) glGetUniformOffsetEXT = cast[proc(program: GLuint, location: GLint): GLintptr {.stdcall.}](glGetProc("glGetUniformOffsetEXT")) # Load GL_EXT_blend_color proc loadGL_EXT_blend_color*() = glBlendColorEXT = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat, alpha: GLfloat): void {.stdcall.}](glGetProc("glBlendColorEXT")) # Load GL_EXT_blend_equation_separate proc loadGL_EXT_blend_equation_separate*() = glBlendEquationSeparateEXT = cast[proc(modeRGB: GLenum, modeAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendEquationSeparateEXT")) # Load GL_EXT_blend_func_separate proc loadGL_EXT_blend_func_separate*() = glBlendFuncSeparateEXT = cast[proc(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendFuncSeparateEXT")) # Load GL_EXT_blend_minmax proc loadGL_EXT_blend_minmax*() = glBlendEquationEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glBlendEquationEXT")) # Load GL_EXT_color_subtable proc loadGL_EXT_color_subtable*() = glColorSubTableEXT = cast[proc(target: GLenum, start: GLsizei, count: GLsizei, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glColorSubTableEXT")) glCopyColorSubTableEXT = cast[proc(target: GLenum, start: GLsizei, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyColorSubTableEXT")) # Load GL_EXT_compiled_vertex_array proc loadGL_EXT_compiled_vertex_array*() = glLockArraysEXT = cast[proc(first: GLint, count: GLsizei): void {.stdcall.}](glGetProc("glLockArraysEXT")) glUnlockArraysEXT = cast[proc(): void {.stdcall.}](glGetProc("glUnlockArraysEXT")) # Load GL_EXT_convolution proc loadGL_EXT_convolution*() = glConvolutionFilter1DEXT = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.}](glGetProc("glConvolutionFilter1DEXT")) glConvolutionFilter2DEXT = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.}](glGetProc("glConvolutionFilter2DEXT")) glConvolutionParameterfEXT = cast[proc(target: GLenum, pname: GLenum, params: GLfloat): void {.stdcall.}](glGetProc("glConvolutionParameterfEXT")) glConvolutionParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glConvolutionParameterfvEXT")) glConvolutionParameteriEXT = cast[proc(target: GLenum, pname: GLenum, params: GLint): void {.stdcall.}](glGetProc("glConvolutionParameteriEXT")) glConvolutionParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glConvolutionParameterivEXT")) glCopyConvolutionFilter1DEXT = cast[proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyConvolutionFilter1DEXT")) glCopyConvolutionFilter2DEXT = cast[proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyConvolutionFilter2DEXT")) glGetConvolutionFilterEXT = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, image: pointer): void {.stdcall.}](glGetProc("glGetConvolutionFilterEXT")) glGetConvolutionParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetConvolutionParameterfvEXT")) glGetConvolutionParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetConvolutionParameterivEXT")) glGetSeparableFilterEXT = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, row: pointer, column: pointer, span: pointer): void {.stdcall.}](glGetProc("glGetSeparableFilterEXT")) glSeparableFilter2DEXT = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, row: pointer, column: pointer): void {.stdcall.}](glGetProc("glSeparableFilter2DEXT")) # Load GL_EXT_coordinate_frame proc loadGL_EXT_coordinate_frame*() = glTangent3bEXT = cast[proc(tx: GLbyte, ty: GLbyte, tz: GLbyte): void {.stdcall.}](glGetProc("glTangent3bEXT")) glTangent3bvEXT = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glTangent3bvEXT")) glTangent3dEXT = cast[proc(tx: GLdouble, ty: GLdouble, tz: GLdouble): void {.stdcall.}](glGetProc("glTangent3dEXT")) glTangent3dvEXT = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glTangent3dvEXT")) glTangent3fEXT = cast[proc(tx: GLfloat, ty: GLfloat, tz: GLfloat): void {.stdcall.}](glGetProc("glTangent3fEXT")) glTangent3fvEXT = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glTangent3fvEXT")) glTangent3iEXT = cast[proc(tx: GLint, ty: GLint, tz: GLint): void {.stdcall.}](glGetProc("glTangent3iEXT")) glTangent3ivEXT = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glTangent3ivEXT")) glTangent3sEXT = cast[proc(tx: GLshort, ty: GLshort, tz: GLshort): void {.stdcall.}](glGetProc("glTangent3sEXT")) glTangent3svEXT = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glTangent3svEXT")) glBinormal3bEXT = cast[proc(bx: GLbyte, by: GLbyte, bz: GLbyte): void {.stdcall.}](glGetProc("glBinormal3bEXT")) glBinormal3bvEXT = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glBinormal3bvEXT")) glBinormal3dEXT = cast[proc(bx: GLdouble, by: GLdouble, bz: GLdouble): void {.stdcall.}](glGetProc("glBinormal3dEXT")) glBinormal3dvEXT = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glBinormal3dvEXT")) glBinormal3fEXT = cast[proc(bx: GLfloat, by: GLfloat, bz: GLfloat): void {.stdcall.}](glGetProc("glBinormal3fEXT")) glBinormal3fvEXT = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glBinormal3fvEXT")) glBinormal3iEXT = cast[proc(bx: GLint, by: GLint, bz: GLint): void {.stdcall.}](glGetProc("glBinormal3iEXT")) glBinormal3ivEXT = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glBinormal3ivEXT")) glBinormal3sEXT = cast[proc(bx: GLshort, by: GLshort, bz: GLshort): void {.stdcall.}](glGetProc("glBinormal3sEXT")) glBinormal3svEXT = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glBinormal3svEXT")) glTangentPointerEXT = cast[proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glTangentPointerEXT")) glBinormalPointerEXT = cast[proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glBinormalPointerEXT")) # Load GL_EXT_copy_texture proc loadGL_EXT_copy_texture*() = glCopyTexImage1DEXT = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyTexImage1DEXT")) glCopyTexImage2DEXT = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyTexImage2DEXT")) glCopyTexSubImage1DEXT = cast[proc(target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyTexSubImage1DEXT")) glCopyTexSubImage2DEXT = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTexSubImage2DEXT")) glCopyTexSubImage3DEXT = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTexSubImage3DEXT")) # Load GL_EXT_cull_vertex proc loadGL_EXT_cull_vertex*() = glCullParameterdvEXT = cast[proc(pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glCullParameterdvEXT")) glCullParameterfvEXT = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glCullParameterfvEXT")) # Load GL_EXT_debug_label proc loadGL_EXT_debug_label*() = glLabelObjectEXT = cast[proc(`type`: GLenum, `object`: GLuint, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glLabelObjectEXT")) glGetObjectLabelEXT = cast[proc(`type`: GLenum, `object`: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectLabelEXT")) # Load GL_EXT_debug_marker proc loadGL_EXT_debug_marker*() = glInsertEventMarkerEXT = cast[proc(length: GLsizei, marker: cstring): void {.stdcall.}](glGetProc("glInsertEventMarkerEXT")) glPushGroupMarkerEXT = cast[proc(length: GLsizei, marker: cstring): void {.stdcall.}](glGetProc("glPushGroupMarkerEXT")) glPopGroupMarkerEXT = cast[proc(): void {.stdcall.}](glGetProc("glPopGroupMarkerEXT")) # Load GL_EXT_depth_bounds_test proc loadGL_EXT_depth_bounds_test*() = glDepthBoundsEXT = cast[proc(zmin: GLclampd, zmax: GLclampd): void {.stdcall.}](glGetProc("glDepthBoundsEXT")) # Load GL_EXT_direct_state_access proc loadGL_EXT_direct_state_access*() = glMatrixLoadfEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoadfEXT")) glMatrixLoaddEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixLoaddEXT")) glMatrixMultfEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMultfEXT")) glMatrixMultdEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixMultdEXT")) glMatrixLoadIdentityEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixLoadIdentityEXT")) glMatrixRotatefEXT = cast[proc(mode: GLenum, angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glMatrixRotatefEXT")) glMatrixRotatedEXT = cast[proc(mode: GLenum, angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glMatrixRotatedEXT")) glMatrixScalefEXT = cast[proc(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glMatrixScalefEXT")) glMatrixScaledEXT = cast[proc(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glMatrixScaledEXT")) glMatrixTranslatefEXT = cast[proc(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glMatrixTranslatefEXT")) glMatrixTranslatedEXT = cast[proc(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glMatrixTranslatedEXT")) glMatrixFrustumEXT = cast[proc(mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glMatrixFrustumEXT")) glMatrixOrthoEXT = cast[proc(mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glMatrixOrthoEXT")) glMatrixPopEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixPopEXT")) glMatrixPushEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixPushEXT")) glClientAttribDefaultEXT = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glClientAttribDefaultEXT")) glPushClientAttribDefaultEXT = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glPushClientAttribDefaultEXT")) glTextureParameterfEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glTextureParameterfEXT")) glTextureParameterfvEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glTextureParameterfvEXT")) glTextureParameteriEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glTextureParameteriEXT")) glTextureParameterivEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTextureParameterivEXT")) glTextureImage1DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureImage1DEXT")) glTextureImage2DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureImage2DEXT")) glTextureSubImage1DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage1DEXT")) glTextureSubImage2DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage2DEXT")) glCopyTextureImage1DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyTextureImage1DEXT")) glCopyTextureImage2DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyTextureImage2DEXT")) glCopyTextureSubImage1DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage1DEXT")) glCopyTextureSubImage2DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage2DEXT")) glGetTextureImageEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glGetTextureImageEXT")) glGetTextureParameterfvEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTextureParameterfvEXT")) glGetTextureParameterivEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureParameterivEXT")) glGetTextureLevelParameterfvEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTextureLevelParameterfvEXT")) glGetTextureLevelParameterivEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureLevelParameterivEXT")) glTextureImage3DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureImage3DEXT")) glTextureSubImage3DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTextureSubImage3DEXT")) glCopyTextureSubImage3DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyTextureSubImage3DEXT")) glBindMultiTextureEXT = cast[proc(texunit: GLenum, target: GLenum, texture: GLuint): void {.stdcall.}](glGetProc("glBindMultiTextureEXT")) glMultiTexCoordPointerEXT = cast[proc(texunit: GLenum, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glMultiTexCoordPointerEXT")) glMultiTexEnvfEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glMultiTexEnvfEXT")) glMultiTexEnvfvEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexEnvfvEXT")) glMultiTexEnviEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glMultiTexEnviEXT")) glMultiTexEnvivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexEnvivEXT")) glMultiTexGendEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, param: GLdouble): void {.stdcall.}](glGetProc("glMultiTexGendEXT")) glMultiTexGendvEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glMultiTexGendvEXT")) glMultiTexGenfEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glMultiTexGenfEXT")) glMultiTexGenfvEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexGenfvEXT")) glMultiTexGeniEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glMultiTexGeniEXT")) glMultiTexGenivEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexGenivEXT")) glGetMultiTexEnvfvEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultiTexEnvfvEXT")) glGetMultiTexEnvivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMultiTexEnvivEXT")) glGetMultiTexGendvEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetMultiTexGendvEXT")) glGetMultiTexGenfvEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultiTexGenfvEXT")) glGetMultiTexGenivEXT = cast[proc(texunit: GLenum, coord: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMultiTexGenivEXT")) glMultiTexParameteriEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glMultiTexParameteriEXT")) glMultiTexParameterivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexParameterivEXT")) glMultiTexParameterfEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glMultiTexParameterfEXT")) glMultiTexParameterfvEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glMultiTexParameterfvEXT")) glMultiTexImage1DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glMultiTexImage1DEXT")) glMultiTexImage2DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glMultiTexImage2DEXT")) glMultiTexSubImage1DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glMultiTexSubImage1DEXT")) glMultiTexSubImage2DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glMultiTexSubImage2DEXT")) glCopyMultiTexImage1DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyMultiTexImage1DEXT")) glCopyMultiTexImage2DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint): void {.stdcall.}](glGetProc("glCopyMultiTexImage2DEXT")) glCopyMultiTexSubImage1DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyMultiTexSubImage1DEXT")) glCopyMultiTexSubImage2DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyMultiTexSubImage2DEXT")) glGetMultiTexImageEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glGetMultiTexImageEXT")) glGetMultiTexParameterfvEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultiTexParameterfvEXT")) glGetMultiTexParameterivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMultiTexParameterivEXT")) glGetMultiTexLevelParameterfvEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultiTexLevelParameterfvEXT")) glGetMultiTexLevelParameterivEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMultiTexLevelParameterivEXT")) glMultiTexImage3DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glMultiTexImage3DEXT")) glMultiTexSubImage3DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glMultiTexSubImage3DEXT")) glCopyMultiTexSubImage3DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glCopyMultiTexSubImage3DEXT")) glEnableClientStateIndexedEXT = cast[proc(array: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEnableClientStateIndexedEXT")) glDisableClientStateIndexedEXT = cast[proc(array: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glDisableClientStateIndexedEXT")) glGetFloatIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFloatIndexedvEXT")) glGetDoubleIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLdouble): void {.stdcall.}](glGetProc("glGetDoubleIndexedvEXT")) glGetPointerIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr pointer): void {.stdcall.}](glGetProc("glGetPointerIndexedvEXT")) glEnableIndexedEXT = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEnableIndexedEXT")) glDisableIndexedEXT = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glDisableIndexedEXT")) glIsEnabledIndexedEXT = cast[proc(target: GLenum, index: GLuint): GLboolean {.stdcall.}](glGetProc("glIsEnabledIndexedEXT")) glGetIntegerIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.}](glGetProc("glGetIntegerIndexedvEXT")) glGetBooleanIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetBooleanIndexedvEXT")) glCompressedTextureImage3DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedTextureImage3DEXT")) glCompressedTextureImage2DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedTextureImage2DEXT")) glCompressedTextureImage1DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedTextureImage1DEXT")) glCompressedTextureSubImage3DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage3DEXT")) glCompressedTextureSubImage2DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage2DEXT")) glCompressedTextureSubImage1DEXT = cast[proc(texture: GLuint, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedTextureSubImage1DEXT")) glGetCompressedTextureImageEXT = cast[proc(texture: GLuint, target: GLenum, lod: GLint, img: pointer): void {.stdcall.}](glGetProc("glGetCompressedTextureImageEXT")) glCompressedMultiTexImage3DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedMultiTexImage3DEXT")) glCompressedMultiTexImage2DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedMultiTexImage2DEXT")) glCompressedMultiTexImage1DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, border: GLint, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedMultiTexImage1DEXT")) glCompressedMultiTexSubImage3DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedMultiTexSubImage3DEXT")) glCompressedMultiTexSubImage2DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedMultiTexSubImage2DEXT")) glCompressedMultiTexSubImage1DEXT = cast[proc(texunit: GLenum, target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, imageSize: GLsizei, bits: pointer): void {.stdcall.}](glGetProc("glCompressedMultiTexSubImage1DEXT")) glGetCompressedMultiTexImageEXT = cast[proc(texunit: GLenum, target: GLenum, lod: GLint, img: pointer): void {.stdcall.}](glGetProc("glGetCompressedMultiTexImageEXT")) glMatrixLoadTransposefEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoadTransposefEXT")) glMatrixLoadTransposedEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixLoadTransposedEXT")) glMatrixMultTransposefEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMultTransposefEXT")) glMatrixMultTransposedEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixMultTransposedEXT")) glNamedBufferDataEXT = cast[proc(buffer: GLuint, size: GLsizeiptr, data: pointer, usage: GLenum): void {.stdcall.}](glGetProc("glNamedBufferDataEXT")) glNamedBufferSubDataEXT = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glNamedBufferSubDataEXT")) glMapNamedBufferEXT = cast[proc(buffer: GLuint, access: GLenum): pointer {.stdcall.}](glGetProc("glMapNamedBufferEXT")) glUnmapNamedBufferEXT = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glUnmapNamedBufferEXT")) glGetNamedBufferParameterivEXT = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedBufferParameterivEXT")) glGetNamedBufferPointervEXT = cast[proc(buffer: GLuint, pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetNamedBufferPointervEXT")) glGetNamedBufferSubDataEXT = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glGetNamedBufferSubDataEXT")) glProgramUniform1fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1fEXT")) glProgramUniform2fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2fEXT")) glProgramUniform3fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3fEXT")) glProgramUniform4fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4fEXT")) glProgramUniform1iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint): void {.stdcall.}](glGetProc("glProgramUniform1iEXT")) glProgramUniform2iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint): void {.stdcall.}](glGetProc("glProgramUniform2iEXT")) glProgramUniform3iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.}](glGetProc("glProgramUniform3iEXT")) glProgramUniform4iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.}](glGetProc("glProgramUniform4iEXT")) glProgramUniform1fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1fvEXT")) glProgramUniform2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2fvEXT")) glProgramUniform3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3fvEXT")) glProgramUniform4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4fvEXT")) glProgramUniform1ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform1ivEXT")) glProgramUniform2ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform2ivEXT")) glProgramUniform3ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform3ivEXT")) glProgramUniform4ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform4ivEXT")) glProgramUniformMatrix2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2fvEXT")) glProgramUniformMatrix3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3fvEXT")) glProgramUniformMatrix4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4fvEXT")) glProgramUniformMatrix2x3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3fvEXT")) glProgramUniformMatrix3x2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2fvEXT")) glProgramUniformMatrix2x4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4fvEXT")) glProgramUniformMatrix4x2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2fvEXT")) glProgramUniformMatrix3x4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4fvEXT")) glProgramUniformMatrix4x3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3fvEXT")) glTextureBufferEXT = cast[proc(texture: GLuint, target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glTextureBufferEXT")) glMultiTexBufferEXT = cast[proc(texunit: GLenum, target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glMultiTexBufferEXT")) glTextureParameterIivEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTextureParameterIivEXT")) glTextureParameterIuivEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glTextureParameterIuivEXT")) glGetTextureParameterIivEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTextureParameterIivEXT")) glGetTextureParameterIuivEXT = cast[proc(texture: GLuint, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetTextureParameterIuivEXT")) glMultiTexParameterIivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMultiTexParameterIivEXT")) glMultiTexParameterIuivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glMultiTexParameterIuivEXT")) glGetMultiTexParameterIivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMultiTexParameterIivEXT")) glGetMultiTexParameterIuivEXT = cast[proc(texunit: GLenum, target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetMultiTexParameterIuivEXT")) glProgramUniform1uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint): void {.stdcall.}](glGetProc("glProgramUniform1uiEXT")) glProgramUniform2uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.}](glGetProc("glProgramUniform2uiEXT")) glProgramUniform3uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.}](glGetProc("glProgramUniform3uiEXT")) glProgramUniform4uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.}](glGetProc("glProgramUniform4uiEXT")) glProgramUniform1uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform1uivEXT")) glProgramUniform2uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform2uivEXT")) glProgramUniform3uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform3uivEXT")) glProgramUniform4uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform4uivEXT")) glNamedProgramLocalParameters4fvEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glNamedProgramLocalParameters4fvEXT")) glNamedProgramLocalParameterI4iEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glNamedProgramLocalParameterI4iEXT")) glNamedProgramLocalParameterI4ivEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.}](glGetProc("glNamedProgramLocalParameterI4ivEXT")) glNamedProgramLocalParametersI4ivEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glNamedProgramLocalParametersI4ivEXT")) glNamedProgramLocalParameterI4uiEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.}](glGetProc("glNamedProgramLocalParameterI4uiEXT")) glNamedProgramLocalParameterI4uivEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.}](glGetProc("glNamedProgramLocalParameterI4uivEXT")) glNamedProgramLocalParametersI4uivEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glNamedProgramLocalParametersI4uivEXT")) glGetNamedProgramLocalParameterIivEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedProgramLocalParameterIivEXT")) glGetNamedProgramLocalParameterIuivEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetNamedProgramLocalParameterIuivEXT")) glEnableClientStateiEXT = cast[proc(array: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEnableClientStateiEXT")) glDisableClientStateiEXT = cast[proc(array: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glDisableClientStateiEXT")) glGetFloati_vEXT = cast[proc(pname: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFloati_vEXT")) glGetDoublei_vEXT = cast[proc(pname: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetDoublei_vEXT")) glGetPointeri_vEXT = cast[proc(pname: GLenum, index: GLuint, params: ptr pointer): void {.stdcall.}](glGetProc("glGetPointeri_vEXT")) glNamedProgramStringEXT = cast[proc(program: GLuint, target: GLenum, format: GLenum, len: GLsizei, string: pointer): void {.stdcall.}](glGetProc("glNamedProgramStringEXT")) glNamedProgramLocalParameter4dEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glNamedProgramLocalParameter4dEXT")) glNamedProgramLocalParameter4dvEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glNamedProgramLocalParameter4dvEXT")) glNamedProgramLocalParameter4fEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glNamedProgramLocalParameter4fEXT")) glNamedProgramLocalParameter4fvEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glNamedProgramLocalParameter4fvEXT")) glGetNamedProgramLocalParameterdvEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetNamedProgramLocalParameterdvEXT")) glGetNamedProgramLocalParameterfvEXT = cast[proc(program: GLuint, target: GLenum, index: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetNamedProgramLocalParameterfvEXT")) glGetNamedProgramivEXT = cast[proc(program: GLuint, target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedProgramivEXT")) glGetNamedProgramStringEXT = cast[proc(program: GLuint, target: GLenum, pname: GLenum, string: pointer): void {.stdcall.}](glGetProc("glGetNamedProgramStringEXT")) glNamedRenderbufferStorageEXT = cast[proc(renderbuffer: GLuint, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorageEXT")) glGetNamedRenderbufferParameterivEXT = cast[proc(renderbuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedRenderbufferParameterivEXT")) glNamedRenderbufferStorageMultisampleEXT = cast[proc(renderbuffer: GLuint, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorageMultisampleEXT")) glNamedRenderbufferStorageMultisampleCoverageEXT = cast[proc(renderbuffer: GLuint, coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glNamedRenderbufferStorageMultisampleCoverageEXT")) glCheckNamedFramebufferStatusEXT = cast[proc(framebuffer: GLuint, target: GLenum): GLenum {.stdcall.}](glGetProc("glCheckNamedFramebufferStatusEXT")) glNamedFramebufferTexture1DEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTexture1DEXT")) glNamedFramebufferTexture2DEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTexture2DEXT")) glNamedFramebufferTexture3DEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTexture3DEXT")) glNamedFramebufferRenderbufferEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glNamedFramebufferRenderbufferEXT")) glGetNamedFramebufferAttachmentParameterivEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedFramebufferAttachmentParameterivEXT")) glGenerateTextureMipmapEXT = cast[proc(texture: GLuint, target: GLenum): void {.stdcall.}](glGetProc("glGenerateTextureMipmapEXT")) glGenerateMultiTexMipmapEXT = cast[proc(texunit: GLenum, target: GLenum): void {.stdcall.}](glGetProc("glGenerateMultiTexMipmapEXT")) glFramebufferDrawBufferEXT = cast[proc(framebuffer: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glFramebufferDrawBufferEXT")) glFramebufferDrawBuffersEXT = cast[proc(framebuffer: GLuint, n: GLsizei, bufs: ptr GLenum): void {.stdcall.}](glGetProc("glFramebufferDrawBuffersEXT")) glFramebufferReadBufferEXT = cast[proc(framebuffer: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glFramebufferReadBufferEXT")) glGetFramebufferParameterivEXT = cast[proc(framebuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferParameterivEXT")) glNamedCopyBufferSubDataEXT = cast[proc(readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glNamedCopyBufferSubDataEXT")) glNamedFramebufferTextureEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTextureEXT")) glNamedFramebufferTextureLayerEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferTextureLayerEXT")) glNamedFramebufferTextureFaceEXT = cast[proc(framebuffer: GLuint, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum): void {.stdcall.}](glGetProc("glNamedFramebufferTextureFaceEXT")) glTextureRenderbufferEXT = cast[proc(texture: GLuint, target: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glTextureRenderbufferEXT")) glMultiTexRenderbufferEXT = cast[proc(texunit: GLenum, target: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glMultiTexRenderbufferEXT")) glVertexArrayVertexOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayVertexOffsetEXT")) glVertexArrayColorOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayColorOffsetEXT")) glVertexArrayEdgeFlagOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayEdgeFlagOffsetEXT")) glVertexArrayIndexOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayIndexOffsetEXT")) glVertexArrayNormalOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayNormalOffsetEXT")) glVertexArrayTexCoordOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayTexCoordOffsetEXT")) glVertexArrayMultiTexCoordOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, texunit: GLenum, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayMultiTexCoordOffsetEXT")) glVertexArrayFogCoordOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayFogCoordOffsetEXT")) glVertexArraySecondaryColorOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArraySecondaryColorOffsetEXT")) glVertexArrayVertexAttribOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribOffsetEXT")) glVertexArrayVertexAttribIOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribIOffsetEXT")) glEnableVertexArrayEXT = cast[proc(vaobj: GLuint, array: GLenum): void {.stdcall.}](glGetProc("glEnableVertexArrayEXT")) glDisableVertexArrayEXT = cast[proc(vaobj: GLuint, array: GLenum): void {.stdcall.}](glGetProc("glDisableVertexArrayEXT")) glEnableVertexArrayAttribEXT = cast[proc(vaobj: GLuint, index: GLuint): void {.stdcall.}](glGetProc("glEnableVertexArrayAttribEXT")) glDisableVertexArrayAttribEXT = cast[proc(vaobj: GLuint, index: GLuint): void {.stdcall.}](glGetProc("glDisableVertexArrayAttribEXT")) glGetVertexArrayIntegervEXT = cast[proc(vaobj: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexArrayIntegervEXT")) glGetVertexArrayPointervEXT = cast[proc(vaobj: GLuint, pname: GLenum, param: ptr pointer): void {.stdcall.}](glGetProc("glGetVertexArrayPointervEXT")) glGetVertexArrayIntegeri_vEXT = cast[proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexArrayIntegeri_vEXT")) glGetVertexArrayPointeri_vEXT = cast[proc(vaobj: GLuint, index: GLuint, pname: GLenum, param: ptr pointer): void {.stdcall.}](glGetProc("glGetVertexArrayPointeri_vEXT")) glMapNamedBufferRangeEXT = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr, access: GLbitfield): pointer {.stdcall.}](glGetProc("glMapNamedBufferRangeEXT")) glFlushMappedNamedBufferRangeEXT = cast[proc(buffer: GLuint, offset: GLintptr, length: GLsizeiptr): void {.stdcall.}](glGetProc("glFlushMappedNamedBufferRangeEXT")) glNamedBufferStorageEXT = cast[proc(buffer: GLuint, size: GLsizeiptr, data: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glNamedBufferStorageEXT")) glClearNamedBufferDataEXT = cast[proc(buffer: GLuint, internalformat: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearNamedBufferDataEXT")) glClearNamedBufferSubDataEXT = cast[proc(buffer: GLuint, internalformat: GLenum, offset: GLsizeiptr, size: GLsizeiptr, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glClearNamedBufferSubDataEXT")) glNamedFramebufferParameteriEXT = cast[proc(framebuffer: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glNamedFramebufferParameteriEXT")) glGetNamedFramebufferParameterivEXT = cast[proc(framebuffer: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetNamedFramebufferParameterivEXT")) glProgramUniform1dEXT = cast[proc(program: GLuint, location: GLint, x: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform1dEXT")) glProgramUniform2dEXT = cast[proc(program: GLuint, location: GLint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform2dEXT")) glProgramUniform3dEXT = cast[proc(program: GLuint, location: GLint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform3dEXT")) glProgramUniform4dEXT = cast[proc(program: GLuint, location: GLint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramUniform4dEXT")) glProgramUniform1dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform1dvEXT")) glProgramUniform2dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform2dvEXT")) glProgramUniform3dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform3dvEXT")) glProgramUniform4dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniform4dvEXT")) glProgramUniformMatrix2dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2dvEXT")) glProgramUniformMatrix3dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3dvEXT")) glProgramUniformMatrix4dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4dvEXT")) glProgramUniformMatrix2x3dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3dvEXT")) glProgramUniformMatrix2x4dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4dvEXT")) glProgramUniformMatrix3x2dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2dvEXT")) glProgramUniformMatrix3x4dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4dvEXT")) glProgramUniformMatrix4x2dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2dvEXT")) glProgramUniformMatrix4x3dvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3dvEXT")) glTextureBufferRangeEXT = cast[proc(texture: GLuint, target: GLenum, internalformat: GLenum, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glTextureBufferRangeEXT")) glTextureStorage1DEXT = cast[proc(texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage1DEXT")) glTextureStorage2DEXT = cast[proc(texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage2DEXT")) glTextureStorage3DEXT = cast[proc(texture: GLuint, target: GLenum, levels: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glTextureStorage3DEXT")) glTextureStorage2DMultisampleEXT = cast[proc(texture: GLuint, target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTextureStorage2DMultisampleEXT")) glTextureStorage3DMultisampleEXT = cast[proc(texture: GLuint, target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glTextureStorage3DMultisampleEXT")) glVertexArrayBindVertexBufferEXT = cast[proc(vaobj: GLuint, bindingindex: GLuint, buffer: GLuint, offset: GLintptr, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexArrayBindVertexBufferEXT")) glVertexArrayVertexAttribFormatEXT = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribFormatEXT")) glVertexArrayVertexAttribIFormatEXT = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribIFormatEXT")) glVertexArrayVertexAttribLFormatEXT = cast[proc(vaobj: GLuint, attribindex: GLuint, size: GLint, `type`: GLenum, relativeoffset: GLuint): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribLFormatEXT")) glVertexArrayVertexAttribBindingEXT = cast[proc(vaobj: GLuint, attribindex: GLuint, bindingindex: GLuint): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribBindingEXT")) glVertexArrayVertexBindingDivisorEXT = cast[proc(vaobj: GLuint, bindingindex: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexArrayVertexBindingDivisorEXT")) glVertexArrayVertexAttribLOffsetEXT = cast[proc(vaobj: GLuint, buffer: GLuint, index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, offset: GLintptr): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribLOffsetEXT")) glTexturePageCommitmentEXT = cast[proc(texture: GLuint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, commit: GLboolean): void {.stdcall.}](glGetProc("glTexturePageCommitmentEXT")) glVertexArrayVertexAttribDivisorEXT = cast[proc(vaobj: GLuint, index: GLuint, divisor: GLuint): void {.stdcall.}](glGetProc("glVertexArrayVertexAttribDivisorEXT")) # Load GL_EXT_draw_buffers2 proc loadGL_EXT_draw_buffers2*() = glColorMaskIndexedEXT = cast[proc(index: GLuint, r: GLboolean, g: GLboolean, b: GLboolean, a: GLboolean): void {.stdcall.}](glGetProc("glColorMaskIndexedEXT")) glGetBooleanIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetBooleanIndexedvEXT")) glGetIntegerIndexedvEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLint): void {.stdcall.}](glGetProc("glGetIntegerIndexedvEXT")) glEnableIndexedEXT = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glEnableIndexedEXT")) glDisableIndexedEXT = cast[proc(target: GLenum, index: GLuint): void {.stdcall.}](glGetProc("glDisableIndexedEXT")) glIsEnabledIndexedEXT = cast[proc(target: GLenum, index: GLuint): GLboolean {.stdcall.}](glGetProc("glIsEnabledIndexedEXT")) # Load GL_EXT_draw_instanced proc loadGL_EXT_draw_instanced*() = glDrawArraysInstancedEXT = cast[proc(mode: GLenum, start: GLint, count: GLsizei, primcount: GLsizei): void {.stdcall.}](glGetProc("glDrawArraysInstancedEXT")) glDrawElementsInstancedEXT = cast[proc(mode: GLenum, count: GLsizei, `type`: GLenum, indices: pointer, primcount: GLsizei): void {.stdcall.}](glGetProc("glDrawElementsInstancedEXT")) # Load GL_EXT_draw_range_elements proc loadGL_EXT_draw_range_elements*() = glDrawRangeElementsEXT = cast[proc(mode: GLenum, start: GLuint, `end`: GLuint, count: GLsizei, `type`: GLenum, indices: pointer): void {.stdcall.}](glGetProc("glDrawRangeElementsEXT")) # Load GL_EXT_external_buffer proc loadGL_EXT_external_buffer*() = glBufferStorageExternalEXT = cast[proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, clientBuffer: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glBufferStorageExternalEXT")) glNamedBufferStorageExternalEXT = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, clientBuffer: pointer, flags: GLbitfield): void {.stdcall.}](glGetProc("glNamedBufferStorageExternalEXT")) # Load GL_EXT_fog_coord proc loadGL_EXT_fog_coord*() = glFogCoordfEXT = cast[proc(coord: GLfloat): void {.stdcall.}](glGetProc("glFogCoordfEXT")) glFogCoordfvEXT = cast[proc(coord: ptr GLfloat): void {.stdcall.}](glGetProc("glFogCoordfvEXT")) glFogCoorddEXT = cast[proc(coord: GLdouble): void {.stdcall.}](glGetProc("glFogCoorddEXT")) glFogCoorddvEXT = cast[proc(coord: ptr GLdouble): void {.stdcall.}](glGetProc("glFogCoorddvEXT")) glFogCoordPointerEXT = cast[proc(`type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glFogCoordPointerEXT")) # Load GL_EXT_framebuffer_blit proc loadGL_EXT_framebuffer_blit*() = glBlitFramebufferEXT = cast[proc(srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.}](glGetProc("glBlitFramebufferEXT")) # Load GL_EXT_framebuffer_multisample proc loadGL_EXT_framebuffer_multisample*() = glRenderbufferStorageMultisampleEXT = cast[proc(target: GLenum, samples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorageMultisampleEXT")) # Load GL_EXT_framebuffer_object proc loadGL_EXT_framebuffer_object*() = glIsRenderbufferEXT = cast[proc(renderbuffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsRenderbufferEXT")) glBindRenderbufferEXT = cast[proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glBindRenderbufferEXT")) glDeleteRenderbuffersEXT = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteRenderbuffersEXT")) glGenRenderbuffersEXT = cast[proc(n: GLsizei, renderbuffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenRenderbuffersEXT")) glRenderbufferStorageEXT = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorageEXT")) glGetRenderbufferParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetRenderbufferParameterivEXT")) glIsFramebufferEXT = cast[proc(framebuffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsFramebufferEXT")) glBindFramebufferEXT = cast[proc(target: GLenum, framebuffer: GLuint): void {.stdcall.}](glGetProc("glBindFramebufferEXT")) glDeleteFramebuffersEXT = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteFramebuffersEXT")) glGenFramebuffersEXT = cast[proc(n: GLsizei, framebuffers: ptr GLuint): void {.stdcall.}](glGetProc("glGenFramebuffersEXT")) glCheckFramebufferStatusEXT = cast[proc(target: GLenum): GLenum {.stdcall.}](glGetProc("glCheckFramebufferStatusEXT")) glFramebufferTexture1DEXT = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture1DEXT")) glFramebufferTexture2DEXT = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture2DEXT")) glFramebufferTexture3DEXT = cast[proc(target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, zoffset: GLint): void {.stdcall.}](glGetProc("glFramebufferTexture3DEXT")) glFramebufferRenderbufferEXT = cast[proc(target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glFramebufferRenderbufferEXT")) glGetFramebufferAttachmentParameterivEXT = cast[proc(target: GLenum, attachment: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferAttachmentParameterivEXT")) glGenerateMipmapEXT = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glGenerateMipmapEXT")) # Load GL_EXT_geometry_shader4 proc loadGL_EXT_geometry_shader4*() = glProgramParameteriEXT = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteriEXT")) # Load GL_EXT_gpu_program_parameters proc loadGL_EXT_gpu_program_parameters*() = glProgramEnvParameters4fvEXT = cast[proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramEnvParameters4fvEXT")) glProgramLocalParameters4fvEXT = cast[proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramLocalParameters4fvEXT")) # Load GL_EXT_gpu_shader4 proc loadGL_EXT_gpu_shader4*() = glGetUniformuivEXT = cast[proc(program: GLuint, location: GLint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetUniformuivEXT")) glBindFragDataLocationEXT = cast[proc(program: GLuint, color: GLuint, name: cstring): void {.stdcall.}](glGetProc("glBindFragDataLocationEXT")) glGetFragDataLocationEXT = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetFragDataLocationEXT")) glUniform1uiEXT = cast[proc(location: GLint, v0: GLuint): void {.stdcall.}](glGetProc("glUniform1uiEXT")) glUniform2uiEXT = cast[proc(location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.}](glGetProc("glUniform2uiEXT")) glUniform3uiEXT = cast[proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.}](glGetProc("glUniform3uiEXT")) glUniform4uiEXT = cast[proc(location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.}](glGetProc("glUniform4uiEXT")) glUniform1uivEXT = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform1uivEXT")) glUniform2uivEXT = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform2uivEXT")) glUniform3uivEXT = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform3uivEXT")) glUniform4uivEXT = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glUniform4uivEXT")) # Load GL_EXT_histogram proc loadGL_EXT_histogram*() = glGetHistogramEXT = cast[proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.}](glGetProc("glGetHistogramEXT")) glGetHistogramParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetHistogramParameterfvEXT")) glGetHistogramParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetHistogramParameterivEXT")) glGetMinmaxEXT = cast[proc(target: GLenum, reset: GLboolean, format: GLenum, `type`: GLenum, values: pointer): void {.stdcall.}](glGetProc("glGetMinmaxEXT")) glGetMinmaxParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMinmaxParameterfvEXT")) glGetMinmaxParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMinmaxParameterivEXT")) glHistogramEXT = cast[proc(target: GLenum, width: GLsizei, internalformat: GLenum, sink: GLboolean): void {.stdcall.}](glGetProc("glHistogramEXT")) glMinmaxEXT = cast[proc(target: GLenum, internalformat: GLenum, sink: GLboolean): void {.stdcall.}](glGetProc("glMinmaxEXT")) glResetHistogramEXT = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glResetHistogramEXT")) glResetMinmaxEXT = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glResetMinmaxEXT")) # Load GL_EXT_index_func proc loadGL_EXT_index_func*() = glIndexFuncEXT = cast[proc(`func`: GLenum, `ref`: GLclampf): void {.stdcall.}](glGetProc("glIndexFuncEXT")) # Load GL_EXT_index_material proc loadGL_EXT_index_material*() = glIndexMaterialEXT = cast[proc(face: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glIndexMaterialEXT")) # Load GL_EXT_light_texture proc loadGL_EXT_light_texture*() = glApplyTextureEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glApplyTextureEXT")) glTextureLightEXT = cast[proc(pname: GLenum): void {.stdcall.}](glGetProc("glTextureLightEXT")) glTextureMaterialEXT = cast[proc(face: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glTextureMaterialEXT")) # Load GL_EXT_memory_object proc loadGL_EXT_memory_object*() = glGetUnsignedBytevEXT = cast[proc(pname: GLenum, data: ptr GLubyte): void {.stdcall.}](glGetProc("glGetUnsignedBytevEXT")) glGetUnsignedBytei_vEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLubyte): void {.stdcall.}](glGetProc("glGetUnsignedBytei_vEXT")) glDeleteMemoryObjectsEXT = cast[proc(n: GLsizei, memoryObjects: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteMemoryObjectsEXT")) glIsMemoryObjectEXT = cast[proc(memoryObject: GLuint): GLboolean {.stdcall.}](glGetProc("glIsMemoryObjectEXT")) glCreateMemoryObjectsEXT = cast[proc(n: GLsizei, memoryObjects: ptr GLuint): void {.stdcall.}](glGetProc("glCreateMemoryObjectsEXT")) glMemoryObjectParameterivEXT = cast[proc(memoryObject: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMemoryObjectParameterivEXT")) glGetMemoryObjectParameterivEXT = cast[proc(memoryObject: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMemoryObjectParameterivEXT")) glTexStorageMem2DEXT = cast[proc(target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTexStorageMem2DEXT")) glTexStorageMem2DMultisampleEXT = cast[proc(target: GLenum, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTexStorageMem2DMultisampleEXT")) glTexStorageMem3DEXT = cast[proc(target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTexStorageMem3DEXT")) glTexStorageMem3DMultisampleEXT = cast[proc(target: GLenum, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTexStorageMem3DMultisampleEXT")) glBufferStorageMemEXT = cast[proc(target: GLenum, size: GLsizeiptr, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glBufferStorageMemEXT")) glTextureStorageMem2DEXT = cast[proc(texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTextureStorageMem2DEXT")) glTextureStorageMem2DMultisampleEXT = cast[proc(texture: GLuint, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTextureStorageMem2DMultisampleEXT")) glTextureStorageMem3DEXT = cast[proc(texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTextureStorageMem3DEXT")) glTextureStorageMem3DMultisampleEXT = cast[proc(texture: GLuint, samples: GLsizei, internalFormat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTextureStorageMem3DMultisampleEXT")) glNamedBufferStorageMemEXT = cast[proc(buffer: GLuint, size: GLsizeiptr, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glNamedBufferStorageMemEXT")) glTexStorageMem1DEXT = cast[proc(target: GLenum, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTexStorageMem1DEXT")) glTextureStorageMem1DEXT = cast[proc(texture: GLuint, levels: GLsizei, internalFormat: GLenum, width: GLsizei, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTextureStorageMem1DEXT")) # Load GL_EXT_memory_object_fd proc loadGL_EXT_memory_object_fd*() = glImportMemoryFdEXT = cast[proc(memory: GLuint, size: GLuint64, handleType: GLenum, fd: GLint): void {.stdcall.}](glGetProc("glImportMemoryFdEXT")) # Load GL_EXT_memory_object_win32 proc loadGL_EXT_memory_object_win32*() = glImportMemoryWin32HandleEXT = cast[proc(memory: GLuint, size: GLuint64, handleType: GLenum, handle: pointer): void {.stdcall.}](glGetProc("glImportMemoryWin32HandleEXT")) glImportMemoryWin32NameEXT = cast[proc(memory: GLuint, size: GLuint64, handleType: GLenum, name: pointer): void {.stdcall.}](glGetProc("glImportMemoryWin32NameEXT")) # Load GL_EXT_multi_draw_arrays proc loadGL_EXT_multi_draw_arrays*() = glMultiDrawArraysEXT = cast[proc(mode: GLenum, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawArraysEXT")) glMultiDrawElementsEXT = cast[proc(mode: GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, primcount: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawElementsEXT")) # Load GL_EXT_multisample proc loadGL_EXT_multisample*() = glSampleMaskEXT = cast[proc(value: GLclampf, invert: GLboolean): void {.stdcall.}](glGetProc("glSampleMaskEXT")) glSamplePatternEXT = cast[proc(pattern: GLenum): void {.stdcall.}](glGetProc("glSamplePatternEXT")) # Load GL_EXT_paletted_texture proc loadGL_EXT_paletted_texture*() = glColorTableEXT = cast[proc(target: GLenum, internalFormat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.}](glGetProc("glColorTableEXT")) glGetColorTableEXT = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, data: pointer): void {.stdcall.}](glGetProc("glGetColorTableEXT")) glGetColorTableParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetColorTableParameterivEXT")) glGetColorTableParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetColorTableParameterfvEXT")) # Load GL_EXT_pixel_transform proc loadGL_EXT_pixel_transform*() = glPixelTransformParameteriEXT = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPixelTransformParameteriEXT")) glPixelTransformParameterfEXT = cast[proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPixelTransformParameterfEXT")) glPixelTransformParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glPixelTransformParameterivEXT")) glPixelTransformParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glPixelTransformParameterfvEXT")) glGetPixelTransformParameterivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetPixelTransformParameterivEXT")) glGetPixelTransformParameterfvEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPixelTransformParameterfvEXT")) # Load GL_EXT_point_parameters proc loadGL_EXT_point_parameters*() = glPointParameterfEXT = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPointParameterfEXT")) glPointParameterfvEXT = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glPointParameterfvEXT")) # Load GL_EXT_polygon_offset proc loadGL_EXT_polygon_offset*() = glPolygonOffsetEXT = cast[proc(factor: GLfloat, bias: GLfloat): void {.stdcall.}](glGetProc("glPolygonOffsetEXT")) # Load GL_EXT_polygon_offset_clamp proc loadGL_EXT_polygon_offset_clamp*() = glPolygonOffsetClampEXT = cast[proc(factor: GLfloat, units: GLfloat, clamp: GLfloat): void {.stdcall.}](glGetProc("glPolygonOffsetClampEXT")) # Load GL_EXT_provoking_vertex proc loadGL_EXT_provoking_vertex*() = glProvokingVertexEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glProvokingVertexEXT")) # Load GL_EXT_raster_multisample proc loadGL_EXT_raster_multisample*() = glRasterSamplesEXT = cast[proc(samples: GLuint, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glRasterSamplesEXT")) # Load GL_EXT_semaphore proc loadGL_EXT_semaphore*() = glGetUnsignedBytevEXT = cast[proc(pname: GLenum, data: ptr GLubyte): void {.stdcall.}](glGetProc("glGetUnsignedBytevEXT")) glGetUnsignedBytei_vEXT = cast[proc(target: GLenum, index: GLuint, data: ptr GLubyte): void {.stdcall.}](glGetProc("glGetUnsignedBytei_vEXT")) glGenSemaphoresEXT = cast[proc(n: GLsizei, semaphores: ptr GLuint): void {.stdcall.}](glGetProc("glGenSemaphoresEXT")) glDeleteSemaphoresEXT = cast[proc(n: GLsizei, semaphores: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteSemaphoresEXT")) glIsSemaphoreEXT = cast[proc(semaphore: GLuint): GLboolean {.stdcall.}](glGetProc("glIsSemaphoreEXT")) glSemaphoreParameterui64vEXT = cast[proc(semaphore: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.}](glGetProc("glSemaphoreParameterui64vEXT")) glGetSemaphoreParameterui64vEXT = cast[proc(semaphore: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.}](glGetProc("glGetSemaphoreParameterui64vEXT")) glWaitSemaphoreEXT = cast[proc(semaphore: GLuint, numBufferBarriers: GLuint, buffers: ptr GLuint, numTextureBarriers: GLuint, textures: ptr GLuint, srcLayouts: ptr GLenum): void {.stdcall.}](glGetProc("glWaitSemaphoreEXT")) glSignalSemaphoreEXT = cast[proc(semaphore: GLuint, numBufferBarriers: GLuint, buffers: ptr GLuint, numTextureBarriers: GLuint, textures: ptr GLuint, dstLayouts: ptr GLenum): void {.stdcall.}](glGetProc("glSignalSemaphoreEXT")) # Load GL_EXT_semaphore_fd proc loadGL_EXT_semaphore_fd*() = glImportSemaphoreFdEXT = cast[proc(semaphore: GLuint, handleType: GLenum, fd: GLint): void {.stdcall.}](glGetProc("glImportSemaphoreFdEXT")) # Load GL_EXT_semaphore_win32 proc loadGL_EXT_semaphore_win32*() = glImportSemaphoreWin32HandleEXT = cast[proc(semaphore: GLuint, handleType: GLenum, handle: pointer): void {.stdcall.}](glGetProc("glImportSemaphoreWin32HandleEXT")) glImportSemaphoreWin32NameEXT = cast[proc(semaphore: GLuint, handleType: GLenum, name: pointer): void {.stdcall.}](glGetProc("glImportSemaphoreWin32NameEXT")) # Load GL_EXT_secondary_color proc loadGL_EXT_secondary_color*() = glSecondaryColor3bEXT = cast[proc(red: GLbyte, green: GLbyte, blue: GLbyte): void {.stdcall.}](glGetProc("glSecondaryColor3bEXT")) glSecondaryColor3bvEXT = cast[proc(v: ptr GLbyte): void {.stdcall.}](glGetProc("glSecondaryColor3bvEXT")) glSecondaryColor3dEXT = cast[proc(red: GLdouble, green: GLdouble, blue: GLdouble): void {.stdcall.}](glGetProc("glSecondaryColor3dEXT")) glSecondaryColor3dvEXT = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glSecondaryColor3dvEXT")) glSecondaryColor3fEXT = cast[proc(red: GLfloat, green: GLfloat, blue: GLfloat): void {.stdcall.}](glGetProc("glSecondaryColor3fEXT")) glSecondaryColor3fvEXT = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glSecondaryColor3fvEXT")) glSecondaryColor3iEXT = cast[proc(red: GLint, green: GLint, blue: GLint): void {.stdcall.}](glGetProc("glSecondaryColor3iEXT")) glSecondaryColor3ivEXT = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glSecondaryColor3ivEXT")) glSecondaryColor3sEXT = cast[proc(red: GLshort, green: GLshort, blue: GLshort): void {.stdcall.}](glGetProc("glSecondaryColor3sEXT")) glSecondaryColor3svEXT = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glSecondaryColor3svEXT")) glSecondaryColor3ubEXT = cast[proc(red: GLubyte, green: GLubyte, blue: GLubyte): void {.stdcall.}](glGetProc("glSecondaryColor3ubEXT")) glSecondaryColor3ubvEXT = cast[proc(v: ptr GLubyte): void {.stdcall.}](glGetProc("glSecondaryColor3ubvEXT")) glSecondaryColor3uiEXT = cast[proc(red: GLuint, green: GLuint, blue: GLuint): void {.stdcall.}](glGetProc("glSecondaryColor3uiEXT")) glSecondaryColor3uivEXT = cast[proc(v: ptr GLuint): void {.stdcall.}](glGetProc("glSecondaryColor3uivEXT")) glSecondaryColor3usEXT = cast[proc(red: GLushort, green: GLushort, blue: GLushort): void {.stdcall.}](glGetProc("glSecondaryColor3usEXT")) glSecondaryColor3usvEXT = cast[proc(v: ptr GLushort): void {.stdcall.}](glGetProc("glSecondaryColor3usvEXT")) glSecondaryColorPointerEXT = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glSecondaryColorPointerEXT")) # Load GL_EXT_separate_shader_objects proc loadGL_EXT_separate_shader_objects*() = glUseShaderProgramEXT = cast[proc(`type`: GLenum, program: GLuint): void {.stdcall.}](glGetProc("glUseShaderProgramEXT")) glActiveProgramEXT = cast[proc(program: GLuint): void {.stdcall.}](glGetProc("glActiveProgramEXT")) glCreateShaderProgramEXT = cast[proc(`type`: GLenum, string: cstring): GLuint {.stdcall.}](glGetProc("glCreateShaderProgramEXT")) glActiveShaderProgramEXT = cast[proc(pipeline: GLuint, program: GLuint): void {.stdcall.}](glGetProc("glActiveShaderProgramEXT")) glBindProgramPipelineEXT = cast[proc(pipeline: GLuint): void {.stdcall.}](glGetProc("glBindProgramPipelineEXT")) glCreateShaderProgramvEXT = cast[proc(`type`: GLenum, count: GLsizei, strings: ptr cstring): GLuint {.stdcall.}](glGetProc("glCreateShaderProgramvEXT")) glDeleteProgramPipelinesEXT = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteProgramPipelinesEXT")) glGenProgramPipelinesEXT = cast[proc(n: GLsizei, pipelines: ptr GLuint): void {.stdcall.}](glGetProc("glGenProgramPipelinesEXT")) glGetProgramPipelineInfoLogEXT = cast[proc(pipeline: GLuint, bufSize: GLsizei, length: ptr GLsizei, infoLog: cstring): void {.stdcall.}](glGetProc("glGetProgramPipelineInfoLogEXT")) glGetProgramPipelineivEXT = cast[proc(pipeline: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramPipelineivEXT")) glIsProgramPipelineEXT = cast[proc(pipeline: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgramPipelineEXT")) glProgramParameteriEXT = cast[proc(program: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glProgramParameteriEXT")) glProgramUniform1fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1fEXT")) glProgramUniform1fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform1fvEXT")) glProgramUniform1iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint): void {.stdcall.}](glGetProc("glProgramUniform1iEXT")) glProgramUniform1ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform1ivEXT")) glProgramUniform2fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2fEXT")) glProgramUniform2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform2fvEXT")) glProgramUniform2iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint): void {.stdcall.}](glGetProc("glProgramUniform2iEXT")) glProgramUniform2ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform2ivEXT")) glProgramUniform3fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3fEXT")) glProgramUniform3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform3fvEXT")) glProgramUniform3iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint): void {.stdcall.}](glGetProc("glProgramUniform3iEXT")) glProgramUniform3ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform3ivEXT")) glProgramUniform4fEXT = cast[proc(program: GLuint, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat, v3: GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4fEXT")) glProgramUniform4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniform4fvEXT")) glProgramUniform4iEXT = cast[proc(program: GLuint, location: GLint, v0: GLint, v1: GLint, v2: GLint, v3: GLint): void {.stdcall.}](glGetProc("glProgramUniform4iEXT")) glProgramUniform4ivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint): void {.stdcall.}](glGetProc("glProgramUniform4ivEXT")) glProgramUniformMatrix2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2fvEXT")) glProgramUniformMatrix3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3fvEXT")) glProgramUniformMatrix4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4fvEXT")) glUseProgramStagesEXT = cast[proc(pipeline: GLuint, stages: GLbitfield, program: GLuint): void {.stdcall.}](glGetProc("glUseProgramStagesEXT")) glValidateProgramPipelineEXT = cast[proc(pipeline: GLuint): void {.stdcall.}](glGetProc("glValidateProgramPipelineEXT")) glProgramUniform1uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint): void {.stdcall.}](glGetProc("glProgramUniform1uiEXT")) glProgramUniform2uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint): void {.stdcall.}](glGetProc("glProgramUniform2uiEXT")) glProgramUniform3uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint): void {.stdcall.}](glGetProc("glProgramUniform3uiEXT")) glProgramUniform4uiEXT = cast[proc(program: GLuint, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint, v3: GLuint): void {.stdcall.}](glGetProc("glProgramUniform4uiEXT")) glProgramUniform1uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform1uivEXT")) glProgramUniform2uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform2uivEXT")) glProgramUniform3uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform3uivEXT")) glProgramUniform4uivEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint): void {.stdcall.}](glGetProc("glProgramUniform4uivEXT")) glProgramUniformMatrix2x3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x3fvEXT")) glProgramUniformMatrix3x2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x2fvEXT")) glProgramUniformMatrix2x4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix2x4fvEXT")) glProgramUniformMatrix4x2fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x2fvEXT")) glProgramUniformMatrix3x4fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix3x4fvEXT")) glProgramUniformMatrix4x3fvEXT = cast[proc(program: GLuint, location: GLint, count: GLsizei, transpose: GLboolean, value: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramUniformMatrix4x3fvEXT")) # Load GL_EXT_shader_framebuffer_fetch_non_coherent proc loadGL_EXT_shader_framebuffer_fetch_non_coherent*() = glFramebufferFetchBarrierEXT = cast[proc(): void {.stdcall.}](glGetProc("glFramebufferFetchBarrierEXT")) # Load GL_EXT_shader_image_load_store proc loadGL_EXT_shader_image_load_store*() = glBindImageTextureEXT = cast[proc(index: GLuint, texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, access: GLenum, format: GLint): void {.stdcall.}](glGetProc("glBindImageTextureEXT")) glMemoryBarrierEXT = cast[proc(barriers: GLbitfield): void {.stdcall.}](glGetProc("glMemoryBarrierEXT")) # Load GL_EXT_stencil_clear_tag proc loadGL_EXT_stencil_clear_tag*() = glStencilClearTagEXT = cast[proc(stencilTagBits: GLsizei, stencilClearTag: GLuint): void {.stdcall.}](glGetProc("glStencilClearTagEXT")) # Load GL_EXT_stencil_two_side proc loadGL_EXT_stencil_two_side*() = glActiveStencilFaceEXT = cast[proc(face: GLenum): void {.stdcall.}](glGetProc("glActiveStencilFaceEXT")) # Load GL_EXT_subtexture proc loadGL_EXT_subtexture*() = glTexSubImage1DEXT = cast[proc(target: GLenum, level: GLint, xoffset: GLint, width: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage1DEXT")) glTexSubImage2DEXT = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage2DEXT")) # Load GL_EXT_texture3D proc loadGL_EXT_texture3D*() = glTexImage3DEXT = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexImage3DEXT")) glTexSubImage3DEXT = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage3DEXT")) # Load GL_EXT_texture_array proc loadGL_EXT_texture_array*() = glFramebufferTextureLayerEXT = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureLayerEXT")) # Load GL_EXT_texture_buffer_object proc loadGL_EXT_texture_buffer_object*() = glTexBufferEXT = cast[proc(target: GLenum, internalformat: GLenum, buffer: GLuint): void {.stdcall.}](glGetProc("glTexBufferEXT")) # Load GL_EXT_texture_integer proc loadGL_EXT_texture_integer*() = glTexParameterIivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glTexParameterIivEXT")) glTexParameterIuivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glTexParameterIuivEXT")) glGetTexParameterIivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTexParameterIivEXT")) glGetTexParameterIuivEXT = cast[proc(target: GLenum, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetTexParameterIuivEXT")) glClearColorIiEXT = cast[proc(red: GLint, green: GLint, blue: GLint, alpha: GLint): void {.stdcall.}](glGetProc("glClearColorIiEXT")) glClearColorIuiEXT = cast[proc(red: GLuint, green: GLuint, blue: GLuint, alpha: GLuint): void {.stdcall.}](glGetProc("glClearColorIuiEXT")) # Load GL_EXT_texture_object proc loadGL_EXT_texture_object*() = glAreTexturesResidentEXT = cast[proc(n: GLsizei, textures: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall.}](glGetProc("glAreTexturesResidentEXT")) glBindTextureEXT = cast[proc(target: GLenum, texture: GLuint): void {.stdcall.}](glGetProc("glBindTextureEXT")) glDeleteTexturesEXT = cast[proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteTexturesEXT")) glGenTexturesEXT = cast[proc(n: GLsizei, textures: ptr GLuint): void {.stdcall.}](glGetProc("glGenTexturesEXT")) glIsTextureEXT = cast[proc(texture: GLuint): GLboolean {.stdcall.}](glGetProc("glIsTextureEXT")) glPrioritizeTexturesEXT = cast[proc(n: GLsizei, textures: ptr GLuint, priorities: ptr GLclampf): void {.stdcall.}](glGetProc("glPrioritizeTexturesEXT")) # Load GL_EXT_texture_perturb_normal proc loadGL_EXT_texture_perturb_normal*() = glTextureNormalEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glTextureNormalEXT")) # Load GL_NV_timeline_semaphore proc loadGL_NV_timeline_semaphore*() = glCreateSemaphoresNV = cast[proc(n: GLsizei, semaphores: ptr GLuint): void {.stdcall.}](glGetProc("glCreateSemaphoresNV")) glSemaphoreParameterivNV = cast[proc(semaphore: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glSemaphoreParameterivNV")) glGetSemaphoreParameterivNV = cast[proc(semaphore: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetSemaphoreParameterivNV")) # Load GL_EXT_timer_query proc loadGL_EXT_timer_query*() = glGetQueryObjecti64vEXT = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glGetQueryObjecti64vEXT")) glGetQueryObjectui64vEXT = cast[proc(id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.}](glGetProc("glGetQueryObjectui64vEXT")) # Load GL_EXT_transform_feedback proc loadGL_EXT_transform_feedback*() = glBeginTransformFeedbackEXT = cast[proc(primitiveMode: GLenum): void {.stdcall.}](glGetProc("glBeginTransformFeedbackEXT")) glEndTransformFeedbackEXT = cast[proc(): void {.stdcall.}](glGetProc("glEndTransformFeedbackEXT")) glBindBufferRangeEXT = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glBindBufferRangeEXT")) glBindBufferOffsetEXT = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr): void {.stdcall.}](glGetProc("glBindBufferOffsetEXT")) glBindBufferBaseEXT = cast[proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBufferBaseEXT")) glTransformFeedbackVaryingsEXT = cast[proc(program: GLuint, count: GLsizei, varyings: ptr cstring, bufferMode: GLenum): void {.stdcall.}](glGetProc("glTransformFeedbackVaryingsEXT")) glGetTransformFeedbackVaryingEXT = cast[proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall.}](glGetProc("glGetTransformFeedbackVaryingEXT")) # Load GL_EXT_vertex_array proc loadGL_EXT_vertex_array*() = glArrayElementEXT = cast[proc(i: GLint): void {.stdcall.}](glGetProc("glArrayElementEXT")) glColorPointerEXT = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glColorPointerEXT")) glDrawArraysEXT = cast[proc(mode: GLenum, first: GLint, count: GLsizei): void {.stdcall.}](glGetProc("glDrawArraysEXT")) glEdgeFlagPointerEXT = cast[proc(stride: GLsizei, count: GLsizei, pointer: ptr GLboolean): void {.stdcall.}](glGetProc("glEdgeFlagPointerEXT")) glGetPointervEXT = cast[proc(pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetPointervEXT")) glIndexPointerEXT = cast[proc(`type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glIndexPointerEXT")) glNormalPointerEXT = cast[proc(`type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glNormalPointerEXT")) glTexCoordPointerEXT = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glTexCoordPointerEXT")) glVertexPointerEXT = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, count: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexPointerEXT")) # Load GL_EXT_vertex_attrib_64bit proc loadGL_EXT_vertex_attrib_64bit*() = glVertexAttribL1dEXT = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL1dEXT")) glVertexAttribL2dEXT = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL2dEXT")) glVertexAttribL3dEXT = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL3dEXT")) glVertexAttribL4dEXT = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL4dEXT")) glVertexAttribL1dvEXT = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL1dvEXT")) glVertexAttribL2dvEXT = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL2dvEXT")) glVertexAttribL3dvEXT = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL3dvEXT")) glVertexAttribL4dvEXT = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribL4dvEXT")) glVertexAttribLPointerEXT = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribLPointerEXT")) glGetVertexAttribLdvEXT = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribLdvEXT")) # Load GL_EXT_vertex_shader proc loadGL_EXT_vertex_shader*() = glBeginVertexShaderEXT = cast[proc(): void {.stdcall.}](glGetProc("glBeginVertexShaderEXT")) glEndVertexShaderEXT = cast[proc(): void {.stdcall.}](glGetProc("glEndVertexShaderEXT")) glBindVertexShaderEXT = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glBindVertexShaderEXT")) glGenVertexShadersEXT = cast[proc(range: GLuint): GLuint {.stdcall.}](glGetProc("glGenVertexShadersEXT")) glDeleteVertexShaderEXT = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glDeleteVertexShaderEXT")) glShaderOp1EXT = cast[proc(op: GLenum, res: GLuint, arg1: GLuint): void {.stdcall.}](glGetProc("glShaderOp1EXT")) glShaderOp2EXT = cast[proc(op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint): void {.stdcall.}](glGetProc("glShaderOp2EXT")) glShaderOp3EXT = cast[proc(op: GLenum, res: GLuint, arg1: GLuint, arg2: GLuint, arg3: GLuint): void {.stdcall.}](glGetProc("glShaderOp3EXT")) glSwizzleEXT = cast[proc(res: GLuint, `in`: GLuint, outX: GLenum, outY: GLenum, outZ: GLenum, outW: GLenum): void {.stdcall.}](glGetProc("glSwizzleEXT")) glWriteMaskEXT = cast[proc(res: GLuint, `in`: GLuint, outX: GLenum, outY: GLenum, outZ: GLenum, outW: GLenum): void {.stdcall.}](glGetProc("glWriteMaskEXT")) glInsertComponentEXT = cast[proc(res: GLuint, src: GLuint, num: GLuint): void {.stdcall.}](glGetProc("glInsertComponentEXT")) glExtractComponentEXT = cast[proc(res: GLuint, src: GLuint, num: GLuint): void {.stdcall.}](glGetProc("glExtractComponentEXT")) glGenSymbolsEXT = cast[proc(datatype: GLenum, storagetype: GLenum, range: GLenum, components: GLuint): GLuint {.stdcall.}](glGetProc("glGenSymbolsEXT")) glSetInvariantEXT = cast[proc(id: GLuint, `type`: GLenum, `addr`: pointer): void {.stdcall.}](glGetProc("glSetInvariantEXT")) glSetLocalConstantEXT = cast[proc(id: GLuint, `type`: GLenum, `addr`: pointer): void {.stdcall.}](glGetProc("glSetLocalConstantEXT")) glVariantbvEXT = cast[proc(id: GLuint, `addr`: ptr GLbyte): void {.stdcall.}](glGetProc("glVariantbvEXT")) glVariantsvEXT = cast[proc(id: GLuint, `addr`: ptr GLshort): void {.stdcall.}](glGetProc("glVariantsvEXT")) glVariantivEXT = cast[proc(id: GLuint, `addr`: ptr GLint): void {.stdcall.}](glGetProc("glVariantivEXT")) glVariantfvEXT = cast[proc(id: GLuint, `addr`: ptr GLfloat): void {.stdcall.}](glGetProc("glVariantfvEXT")) glVariantdvEXT = cast[proc(id: GLuint, `addr`: ptr GLdouble): void {.stdcall.}](glGetProc("glVariantdvEXT")) glVariantubvEXT = cast[proc(id: GLuint, `addr`: ptr GLubyte): void {.stdcall.}](glGetProc("glVariantubvEXT")) glVariantusvEXT = cast[proc(id: GLuint, `addr`: ptr GLushort): void {.stdcall.}](glGetProc("glVariantusvEXT")) glVariantuivEXT = cast[proc(id: GLuint, `addr`: ptr GLuint): void {.stdcall.}](glGetProc("glVariantuivEXT")) glVariantPointerEXT = cast[proc(id: GLuint, `type`: GLenum, stride: GLuint, `addr`: pointer): void {.stdcall.}](glGetProc("glVariantPointerEXT")) glEnableVariantClientStateEXT = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glEnableVariantClientStateEXT")) glDisableVariantClientStateEXT = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glDisableVariantClientStateEXT")) glBindLightParameterEXT = cast[proc(light: GLenum, value: GLenum): GLuint {.stdcall.}](glGetProc("glBindLightParameterEXT")) glBindMaterialParameterEXT = cast[proc(face: GLenum, value: GLenum): GLuint {.stdcall.}](glGetProc("glBindMaterialParameterEXT")) glBindTexGenParameterEXT = cast[proc(unit: GLenum, coord: GLenum, value: GLenum): GLuint {.stdcall.}](glGetProc("glBindTexGenParameterEXT")) glBindTextureUnitParameterEXT = cast[proc(unit: GLenum, value: GLenum): GLuint {.stdcall.}](glGetProc("glBindTextureUnitParameterEXT")) glBindParameterEXT = cast[proc(value: GLenum): GLuint {.stdcall.}](glGetProc("glBindParameterEXT")) glIsVariantEnabledEXT = cast[proc(id: GLuint, cap: GLenum): GLboolean {.stdcall.}](glGetProc("glIsVariantEnabledEXT")) glGetVariantBooleanvEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetVariantBooleanvEXT")) glGetVariantIntegervEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLint): void {.stdcall.}](glGetProc("glGetVariantIntegervEXT")) glGetVariantFloatvEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVariantFloatvEXT")) glGetVariantPointervEXT = cast[proc(id: GLuint, value: GLenum, data: ptr pointer): void {.stdcall.}](glGetProc("glGetVariantPointervEXT")) glGetInvariantBooleanvEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetInvariantBooleanvEXT")) glGetInvariantIntegervEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLint): void {.stdcall.}](glGetProc("glGetInvariantIntegervEXT")) glGetInvariantFloatvEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetInvariantFloatvEXT")) glGetLocalConstantBooleanvEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLboolean): void {.stdcall.}](glGetProc("glGetLocalConstantBooleanvEXT")) glGetLocalConstantIntegervEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLint): void {.stdcall.}](glGetProc("glGetLocalConstantIntegervEXT")) glGetLocalConstantFloatvEXT = cast[proc(id: GLuint, value: GLenum, data: ptr GLfloat): void {.stdcall.}](glGetProc("glGetLocalConstantFloatvEXT")) # Load GL_EXT_vertex_weighting proc loadGL_EXT_vertex_weighting*() = glVertexWeightfEXT = cast[proc(weight: GLfloat): void {.stdcall.}](glGetProc("glVertexWeightfEXT")) glVertexWeightfvEXT = cast[proc(weight: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexWeightfvEXT")) glVertexWeightPointerEXT = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexWeightPointerEXT")) # Load GL_EXT_win32_keyed_mutex proc loadGL_EXT_win32_keyed_mutex*() = glAcquireKeyedMutexWin32EXT = cast[proc(memory: GLuint, key: GLuint64, timeout: GLuint): GLboolean {.stdcall.}](glGetProc("glAcquireKeyedMutexWin32EXT")) glReleaseKeyedMutexWin32EXT = cast[proc(memory: GLuint, key: GLuint64): GLboolean {.stdcall.}](glGetProc("glReleaseKeyedMutexWin32EXT")) # Load GL_EXT_window_rectangles proc loadGL_EXT_window_rectangles*() = glWindowRectanglesEXT = cast[proc(mode: GLenum, count: GLsizei, box: ptr GLint): void {.stdcall.}](glGetProc("glWindowRectanglesEXT")) # Load GL_EXT_x11_sync_object proc loadGL_EXT_x11_sync_object*() = glImportSyncEXT = cast[proc(external_sync_type: GLenum, external_sync: GLintptr, flags: GLbitfield): GLsync {.stdcall.}](glGetProc("glImportSyncEXT")) # Load GL_GREMEDY_frame_terminator proc loadGL_GREMEDY_frame_terminator*() = glFrameTerminatorGREMEDY = cast[proc(): void {.stdcall.}](glGetProc("glFrameTerminatorGREMEDY")) # Load GL_GREMEDY_string_marker proc loadGL_GREMEDY_string_marker*() = glStringMarkerGREMEDY = cast[proc(len: GLsizei, string: pointer): void {.stdcall.}](glGetProc("glStringMarkerGREMEDY")) # Load GL_HP_image_transform proc loadGL_HP_image_transform*() = glImageTransformParameteriHP = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glImageTransformParameteriHP")) glImageTransformParameterfHP = cast[proc(target: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glImageTransformParameterfHP")) glImageTransformParameterivHP = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glImageTransformParameterivHP")) glImageTransformParameterfvHP = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glImageTransformParameterfvHP")) glGetImageTransformParameterivHP = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetImageTransformParameterivHP")) glGetImageTransformParameterfvHP = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetImageTransformParameterfvHP")) # Load GL_IBM_multimode_draw_arrays proc loadGL_IBM_multimode_draw_arrays*() = glMultiModeDrawArraysIBM = cast[proc(mode: ptr GLenum, first: ptr GLint, count: ptr GLsizei, primcount: GLsizei, modestride: GLint): void {.stdcall.}](glGetProc("glMultiModeDrawArraysIBM")) glMultiModeDrawElementsIBM = cast[proc(mode: ptr GLenum, count: ptr GLsizei, `type`: GLenum, indices: ptr pointer, primcount: GLsizei, modestride: GLint): void {.stdcall.}](glGetProc("glMultiModeDrawElementsIBM")) # Load GL_IBM_static_data proc loadGL_IBM_static_data*() = glFlushStaticDataIBM = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glFlushStaticDataIBM")) # Load GL_IBM_vertex_array_lists proc loadGL_IBM_vertex_array_lists*() = glColorPointerListIBM = cast[proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glColorPointerListIBM")) glSecondaryColorPointerListIBM = cast[proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glSecondaryColorPointerListIBM")) glEdgeFlagPointerListIBM = cast[proc(stride: GLint, pointer: ptr ptr GLboolean, ptrstride: GLint): void {.stdcall.}](glGetProc("glEdgeFlagPointerListIBM")) glFogCoordPointerListIBM = cast[proc(`type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glFogCoordPointerListIBM")) glIndexPointerListIBM = cast[proc(`type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glIndexPointerListIBM")) glNormalPointerListIBM = cast[proc(`type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glNormalPointerListIBM")) glTexCoordPointerListIBM = cast[proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glTexCoordPointerListIBM")) glVertexPointerListIBM = cast[proc(size: GLint, `type`: GLenum, stride: GLint, pointer: ptr pointer, ptrstride: GLint): void {.stdcall.}](glGetProc("glVertexPointerListIBM")) # Load GL_INGR_blend_func_separate proc loadGL_INGR_blend_func_separate*() = glBlendFuncSeparateINGR = cast[proc(sfactorRGB: GLenum, dfactorRGB: GLenum, sfactorAlpha: GLenum, dfactorAlpha: GLenum): void {.stdcall.}](glGetProc("glBlendFuncSeparateINGR")) # Load GL_INTEL_framebuffer_CMAA proc loadGL_INTEL_framebuffer_CMAA*() = glApplyFramebufferAttachmentCMAAINTEL = cast[proc(): void {.stdcall.}](glGetProc("glApplyFramebufferAttachmentCMAAINTEL")) # Load GL_INTEL_map_texture proc loadGL_INTEL_map_texture*() = glSyncTextureINTEL = cast[proc(texture: GLuint): void {.stdcall.}](glGetProc("glSyncTextureINTEL")) glUnmapTexture2DINTEL = cast[proc(texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glUnmapTexture2DINTEL")) glMapTexture2DINTEL = cast[proc(texture: GLuint, level: GLint, access: GLbitfield, stride: ptr GLint, layout: ptr GLenum): pointer {.stdcall.}](glGetProc("glMapTexture2DINTEL")) # Load GL_INTEL_parallel_arrays proc loadGL_INTEL_parallel_arrays*() = glVertexPointervINTEL = cast[proc(size: GLint, `type`: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glVertexPointervINTEL")) glNormalPointervINTEL = cast[proc(`type`: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glNormalPointervINTEL")) glColorPointervINTEL = cast[proc(size: GLint, `type`: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glColorPointervINTEL")) glTexCoordPointervINTEL = cast[proc(size: GLint, `type`: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glTexCoordPointervINTEL")) # Load GL_INTEL_performance_query proc loadGL_INTEL_performance_query*() = glBeginPerfQueryINTEL = cast[proc(queryHandle: GLuint): void {.stdcall.}](glGetProc("glBeginPerfQueryINTEL")) glCreatePerfQueryINTEL = cast[proc(queryId: GLuint, queryHandle: ptr GLuint): void {.stdcall.}](glGetProc("glCreatePerfQueryINTEL")) glDeletePerfQueryINTEL = cast[proc(queryHandle: GLuint): void {.stdcall.}](glGetProc("glDeletePerfQueryINTEL")) glEndPerfQueryINTEL = cast[proc(queryHandle: GLuint): void {.stdcall.}](glGetProc("glEndPerfQueryINTEL")) glGetFirstPerfQueryIdINTEL = cast[proc(queryId: ptr GLuint): void {.stdcall.}](glGetProc("glGetFirstPerfQueryIdINTEL")) glGetNextPerfQueryIdINTEL = cast[proc(queryId: GLuint, nextQueryId: ptr GLuint): void {.stdcall.}](glGetProc("glGetNextPerfQueryIdINTEL")) glGetPerfCounterInfoINTEL = cast[proc(queryId: GLuint, counterId: GLuint, counterNameLength: GLuint, counterName: cstring, counterDescLength: GLuint, counterDesc: cstring, counterOffset: ptr GLuint, counterDataSize: ptr GLuint, counterTypeEnum: ptr GLuint, counterDataTypeEnum: ptr GLuint, rawCounterMaxValue: ptr GLuint64): void {.stdcall.}](glGetProc("glGetPerfCounterInfoINTEL")) glGetPerfQueryDataINTEL = cast[proc(queryHandle: GLuint, flags: GLuint, dataSize: GLsizei, data: pointer, bytesWritten: ptr GLuint): void {.stdcall.}](glGetProc("glGetPerfQueryDataINTEL")) glGetPerfQueryIdByNameINTEL = cast[proc(queryName: cstring, queryId: ptr GLuint): void {.stdcall.}](glGetProc("glGetPerfQueryIdByNameINTEL")) glGetPerfQueryInfoINTEL = cast[proc(queryId: GLuint, queryNameLength: GLuint, queryName: cstring, dataSize: ptr GLuint, noCounters: ptr GLuint, noInstances: ptr GLuint, capsMask: ptr GLuint): void {.stdcall.}](glGetProc("glGetPerfQueryInfoINTEL")) # Load GL_KHR_blend_equation_advanced proc loadGL_KHR_blend_equation_advanced*() = glBlendBarrierKHR = cast[proc(): void {.stdcall.}](glGetProc("glBlendBarrierKHR")) # Load GL_KHR_debug proc loadGL_KHR_debug*() = glDebugMessageControl = cast[proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.}](glGetProc("glDebugMessageControl")) glDebugMessageInsert = cast[proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.}](glGetProc("glDebugMessageInsert")) glDebugMessageCallback = cast[proc(callback: GLDEBUGPROC, userParam: pointer): void {.stdcall.}](glGetProc("glDebugMessageCallback")) glGetDebugMessageLog = cast[proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.}](glGetProc("glGetDebugMessageLog")) glPushDebugGroup = cast[proc(source: GLenum, id: GLuint, length: GLsizei, message: cstring): void {.stdcall.}](glGetProc("glPushDebugGroup")) glPopDebugGroup = cast[proc(): void {.stdcall.}](glGetProc("glPopDebugGroup")) glObjectLabel = cast[proc(identifier: GLenum, name: GLuint, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glObjectLabel")) glGetObjectLabel = cast[proc(identifier: GLenum, name: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectLabel")) glObjectPtrLabel = cast[proc(`ptr`: pointer, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glObjectPtrLabel")) glGetObjectPtrLabel = cast[proc(`ptr`: pointer, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectPtrLabel")) glGetPointerv = cast[proc(pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetPointerv")) glDebugMessageControlKHR = cast[proc(source: GLenum, `type`: GLenum, severity: GLenum, count: GLsizei, ids: ptr GLuint, enabled: GLboolean): void {.stdcall.}](glGetProc("glDebugMessageControlKHR")) glDebugMessageInsertKHR = cast[proc(source: GLenum, `type`: GLenum, id: GLuint, severity: GLenum, length: GLsizei, buf: cstring): void {.stdcall.}](glGetProc("glDebugMessageInsertKHR")) glDebugMessageCallbackKHR = cast[proc(callback: GLDEBUGPROCKHR, userParam: pointer): void {.stdcall.}](glGetProc("glDebugMessageCallbackKHR")) glGetDebugMessageLogKHR = cast[proc(count: GLuint, bufSize: GLsizei, sources: ptr GLenum, types: ptr GLenum, ids: ptr GLuint, severities: ptr GLenum, lengths: ptr GLsizei, messageLog: cstring): GLuint {.stdcall.}](glGetProc("glGetDebugMessageLogKHR")) glPushDebugGroupKHR = cast[proc(source: GLenum, id: GLuint, length: GLsizei, message: cstring): void {.stdcall.}](glGetProc("glPushDebugGroupKHR")) glPopDebugGroupKHR = cast[proc(): void {.stdcall.}](glGetProc("glPopDebugGroupKHR")) glObjectLabelKHR = cast[proc(identifier: GLenum, name: GLuint, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glObjectLabelKHR")) glGetObjectLabelKHR = cast[proc(identifier: GLenum, name: GLuint, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectLabelKHR")) glObjectPtrLabelKHR = cast[proc(`ptr`: pointer, length: GLsizei, label: cstring): void {.stdcall.}](glGetProc("glObjectPtrLabelKHR")) glGetObjectPtrLabelKHR = cast[proc(`ptr`: pointer, bufSize: GLsizei, length: ptr GLsizei, label: cstring): void {.stdcall.}](glGetProc("glGetObjectPtrLabelKHR")) glGetPointervKHR = cast[proc(pname: GLenum, params: ptr pointer): void {.stdcall.}](glGetProc("glGetPointervKHR")) # Load GL_KHR_robustness proc loadGL_KHR_robustness*() = glGetGraphicsResetStatus = cast[proc(): GLenum {.stdcall.}](glGetProc("glGetGraphicsResetStatus")) glReadnPixels = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glReadnPixels")) glGetnUniformfv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetnUniformfv")) glGetnUniformiv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetnUniformiv")) glGetnUniformuiv = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetnUniformuiv")) glGetGraphicsResetStatusKHR = cast[proc(): GLenum {.stdcall.}](glGetProc("glGetGraphicsResetStatusKHR")) glReadnPixelsKHR = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, `type`: GLenum, bufSize: GLsizei, data: pointer): void {.stdcall.}](glGetProc("glReadnPixelsKHR")) glGetnUniformfvKHR = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetnUniformfvKHR")) glGetnUniformivKHR = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetnUniformivKHR")) glGetnUniformuivKHR = cast[proc(program: GLuint, location: GLint, bufSize: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetnUniformuivKHR")) # Load GL_KHR_parallel_shader_compile proc loadGL_KHR_parallel_shader_compile*() = glMaxShaderCompilerThreadsKHR = cast[proc(count: GLuint): void {.stdcall.}](glGetProc("glMaxShaderCompilerThreadsKHR")) # Load GL_MESA_framebuffer_flip_y proc loadGL_MESA_framebuffer_flip_y*() = glFramebufferParameteriMESA = cast[proc(target: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFramebufferParameteriMESA")) glGetFramebufferParameterivMESA = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFramebufferParameterivMESA")) # Load GL_MESA_resize_buffers proc loadGL_MESA_resize_buffers*() = glResizeBuffersMESA = cast[proc(): void {.stdcall.}](glGetProc("glResizeBuffersMESA")) # Load GL_MESA_window_pos proc loadGL_MESA_window_pos*() = glWindowPos2dMESA = cast[proc(x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glWindowPos2dMESA")) glWindowPos2dvMESA = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos2dvMESA")) glWindowPos2fMESA = cast[proc(x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glWindowPos2fMESA")) glWindowPos2fvMESA = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos2fvMESA")) glWindowPos2iMESA = cast[proc(x: GLint, y: GLint): void {.stdcall.}](glGetProc("glWindowPos2iMESA")) glWindowPos2ivMESA = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos2ivMESA")) glWindowPos2sMESA = cast[proc(x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glWindowPos2sMESA")) glWindowPos2svMESA = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos2svMESA")) glWindowPos3dMESA = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glWindowPos3dMESA")) glWindowPos3dvMESA = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos3dvMESA")) glWindowPos3fMESA = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glWindowPos3fMESA")) glWindowPos3fvMESA = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos3fvMESA")) glWindowPos3iMESA = cast[proc(x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glWindowPos3iMESA")) glWindowPos3ivMESA = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos3ivMESA")) glWindowPos3sMESA = cast[proc(x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glWindowPos3sMESA")) glWindowPos3svMESA = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos3svMESA")) glWindowPos4dMESA = cast[proc(x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glWindowPos4dMESA")) glWindowPos4dvMESA = cast[proc(v: ptr GLdouble): void {.stdcall.}](glGetProc("glWindowPos4dvMESA")) glWindowPos4fMESA = cast[proc(x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glWindowPos4fMESA")) glWindowPos4fvMESA = cast[proc(v: ptr GLfloat): void {.stdcall.}](glGetProc("glWindowPos4fvMESA")) glWindowPos4iMESA = cast[proc(x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glWindowPos4iMESA")) glWindowPos4ivMESA = cast[proc(v: ptr GLint): void {.stdcall.}](glGetProc("glWindowPos4ivMESA")) glWindowPos4sMESA = cast[proc(x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glWindowPos4sMESA")) glWindowPos4svMESA = cast[proc(v: ptr GLshort): void {.stdcall.}](glGetProc("glWindowPos4svMESA")) # Load GL_NVX_conditional_render proc loadGL_NVX_conditional_render*() = glBeginConditionalRenderNVX = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glBeginConditionalRenderNVX")) glEndConditionalRenderNVX = cast[proc(): void {.stdcall.}](glGetProc("glEndConditionalRenderNVX")) # Load GL_NVX_linked_gpu_multicast proc loadGL_NVX_linked_gpu_multicast*() = glLGPUNamedBufferSubDataNVX = cast[proc(gpuMask: GLbitfield, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glLGPUNamedBufferSubDataNVX")) glLGPUCopyImageSubDataNVX = cast[proc(sourceGpu: GLuint, destinationGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srxY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glLGPUCopyImageSubDataNVX")) glLGPUInterlockNVX = cast[proc(): void {.stdcall.}](glGetProc("glLGPUInterlockNVX")) # Load GL_NV_alpha_to_coverage_dither_control proc loadGL_NV_alpha_to_coverage_dither_control*() = glAlphaToCoverageDitherControlNV = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glAlphaToCoverageDitherControlNV")) # Load GL_NV_bindless_multi_draw_indirect proc loadGL_NV_bindless_multi_draw_indirect*() = glMultiDrawArraysIndirectBindlessNV = cast[proc(mode: GLenum, indirect: pointer, drawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirectBindlessNV")) glMultiDrawElementsIndirectBindlessNV = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirectBindlessNV")) # Load GL_NV_bindless_multi_draw_indirect_count proc loadGL_NV_bindless_multi_draw_indirect_count*() = glMultiDrawArraysIndirectBindlessCountNV = cast[proc(mode: GLenum, indirect: pointer, drawCount: GLsizei, maxDrawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.}](glGetProc("glMultiDrawArraysIndirectBindlessCountNV")) glMultiDrawElementsIndirectBindlessCountNV = cast[proc(mode: GLenum, `type`: GLenum, indirect: pointer, drawCount: GLsizei, maxDrawCount: GLsizei, stride: GLsizei, vertexBufferCount: GLint): void {.stdcall.}](glGetProc("glMultiDrawElementsIndirectBindlessCountNV")) # Load GL_NV_bindless_texture proc loadGL_NV_bindless_texture*() = glGetTextureHandleNV = cast[proc(texture: GLuint): GLuint64 {.stdcall.}](glGetProc("glGetTextureHandleNV")) glGetTextureSamplerHandleNV = cast[proc(texture: GLuint, sampler: GLuint): GLuint64 {.stdcall.}](glGetProc("glGetTextureSamplerHandleNV")) glMakeTextureHandleResidentNV = cast[proc(handle: GLuint64): void {.stdcall.}](glGetProc("glMakeTextureHandleResidentNV")) glMakeTextureHandleNonResidentNV = cast[proc(handle: GLuint64): void {.stdcall.}](glGetProc("glMakeTextureHandleNonResidentNV")) glGetImageHandleNV = cast[proc(texture: GLuint, level: GLint, layered: GLboolean, layer: GLint, format: GLenum): GLuint64 {.stdcall.}](glGetProc("glGetImageHandleNV")) glMakeImageHandleResidentNV = cast[proc(handle: GLuint64, access: GLenum): void {.stdcall.}](glGetProc("glMakeImageHandleResidentNV")) glMakeImageHandleNonResidentNV = cast[proc(handle: GLuint64): void {.stdcall.}](glGetProc("glMakeImageHandleNonResidentNV")) glUniformHandleui64NV = cast[proc(location: GLint, value: GLuint64): void {.stdcall.}](glGetProc("glUniformHandleui64NV")) glUniformHandleui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64): void {.stdcall.}](glGetProc("glUniformHandleui64vNV")) glProgramUniformHandleui64NV = cast[proc(program: GLuint, location: GLint, value: GLuint64): void {.stdcall.}](glGetProc("glProgramUniformHandleui64NV")) glProgramUniformHandleui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, values: ptr GLuint64): void {.stdcall.}](glGetProc("glProgramUniformHandleui64vNV")) glIsTextureHandleResidentNV = cast[proc(handle: GLuint64): GLboolean {.stdcall.}](glGetProc("glIsTextureHandleResidentNV")) glIsImageHandleResidentNV = cast[proc(handle: GLuint64): GLboolean {.stdcall.}](glGetProc("glIsImageHandleResidentNV")) # Load GL_NV_blend_equation_advanced proc loadGL_NV_blend_equation_advanced*() = glBlendParameteriNV = cast[proc(pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glBlendParameteriNV")) glBlendBarrierNV = cast[proc(): void {.stdcall.}](glGetProc("glBlendBarrierNV")) # Load GL_NV_clip_space_w_scaling proc loadGL_NV_clip_space_w_scaling*() = glViewportPositionWScaleNV = cast[proc(index: GLuint, xcoeff: GLfloat, ycoeff: GLfloat): void {.stdcall.}](glGetProc("glViewportPositionWScaleNV")) # Load GL_NV_command_list proc loadGL_NV_command_list*() = glCreateStatesNV = cast[proc(n: GLsizei, states: ptr GLuint): void {.stdcall.}](glGetProc("glCreateStatesNV")) glDeleteStatesNV = cast[proc(n: GLsizei, states: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteStatesNV")) glIsStateNV = cast[proc(state: GLuint): GLboolean {.stdcall.}](glGetProc("glIsStateNV")) glStateCaptureNV = cast[proc(state: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glStateCaptureNV")) glGetCommandHeaderNV = cast[proc(tokenID: GLenum, size: GLuint): GLuint {.stdcall.}](glGetProc("glGetCommandHeaderNV")) glGetStageIndexNV = cast[proc(shadertype: GLenum): GLushort {.stdcall.}](glGetProc("glGetStageIndexNV")) glDrawCommandsNV = cast[proc(primitiveMode: GLenum, buffer: GLuint, indirects: ptr GLintptr, sizes: ptr GLsizei, count: GLuint): void {.stdcall.}](glGetProc("glDrawCommandsNV")) glDrawCommandsAddressNV = cast[proc(primitiveMode: GLenum, indirects: ptr GLuint64, sizes: ptr GLsizei, count: GLuint): void {.stdcall.}](glGetProc("glDrawCommandsAddressNV")) glDrawCommandsStatesNV = cast[proc(buffer: GLuint, indirects: ptr GLintptr, sizes: ptr GLsizei, states: ptr GLuint, fbos: ptr GLuint, count: GLuint): void {.stdcall.}](glGetProc("glDrawCommandsStatesNV")) glDrawCommandsStatesAddressNV = cast[proc(indirects: ptr GLuint64, sizes: ptr GLsizei, states: ptr GLuint, fbos: ptr GLuint, count: GLuint): void {.stdcall.}](glGetProc("glDrawCommandsStatesAddressNV")) glCreateCommandListsNV = cast[proc(n: GLsizei, lists: ptr GLuint): void {.stdcall.}](glGetProc("glCreateCommandListsNV")) glDeleteCommandListsNV = cast[proc(n: GLsizei, lists: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteCommandListsNV")) glIsCommandListNV = cast[proc(list: GLuint): GLboolean {.stdcall.}](glGetProc("glIsCommandListNV")) glListDrawCommandsStatesClientNV = cast[proc(list: GLuint, segment: GLuint, indirects: ptr pointer, sizes: ptr GLsizei, states: ptr GLuint, fbos: ptr GLuint, count: GLuint): void {.stdcall.}](glGetProc("glListDrawCommandsStatesClientNV")) glCommandListSegmentsNV = cast[proc(list: GLuint, segments: GLuint): void {.stdcall.}](glGetProc("glCommandListSegmentsNV")) glCompileCommandListNV = cast[proc(list: GLuint): void {.stdcall.}](glGetProc("glCompileCommandListNV")) glCallCommandListNV = cast[proc(list: GLuint): void {.stdcall.}](glGetProc("glCallCommandListNV")) # Load GL_NV_conditional_render proc loadGL_NV_conditional_render*() = glBeginConditionalRenderNV = cast[proc(id: GLuint, mode: GLenum): void {.stdcall.}](glGetProc("glBeginConditionalRenderNV")) glEndConditionalRenderNV = cast[proc(): void {.stdcall.}](glGetProc("glEndConditionalRenderNV")) # Load GL_NV_conservative_raster proc loadGL_NV_conservative_raster*() = glSubpixelPrecisionBiasNV = cast[proc(xbits: GLuint, ybits: GLuint): void {.stdcall.}](glGetProc("glSubpixelPrecisionBiasNV")) # Load GL_NV_conservative_raster_dilate proc loadGL_NV_conservative_raster_dilate*() = glConservativeRasterParameterfNV = cast[proc(pname: GLenum, value: GLfloat): void {.stdcall.}](glGetProc("glConservativeRasterParameterfNV")) # Load GL_NV_conservative_raster_pre_snap_triangles proc loadGL_NV_conservative_raster_pre_snap_triangles*() = glConservativeRasterParameteriNV = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glConservativeRasterParameteriNV")) # Load GL_NV_copy_image proc loadGL_NV_copy_image*() = glCopyImageSubDataNV = cast[proc(srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, width: GLsizei, height: GLsizei, depth: GLsizei): void {.stdcall.}](glGetProc("glCopyImageSubDataNV")) # Load GL_NV_depth_buffer_float proc loadGL_NV_depth_buffer_float*() = glDepthRangedNV = cast[proc(zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glDepthRangedNV")) glClearDepthdNV = cast[proc(depth: GLdouble): void {.stdcall.}](glGetProc("glClearDepthdNV")) glDepthBoundsdNV = cast[proc(zmin: GLdouble, zmax: GLdouble): void {.stdcall.}](glGetProc("glDepthBoundsdNV")) # Load GL_NV_draw_texture proc loadGL_NV_draw_texture*() = glDrawTextureNV = cast[proc(texture: GLuint, sampler: GLuint, x0: GLfloat, y0: GLfloat, x1: GLfloat, y1: GLfloat, z: GLfloat, s0: GLfloat, t0: GLfloat, s1: GLfloat, t1: GLfloat): void {.stdcall.}](glGetProc("glDrawTextureNV")) # Load GL_NV_draw_vulkan_image proc loadGL_NV_draw_vulkan_image*() = glDrawVkImageNV = cast[proc(vkImage: GLuint64, sampler: GLuint, x0: GLfloat, y0: GLfloat, x1: GLfloat, y1: GLfloat, z: GLfloat, s0: GLfloat, t0: GLfloat, s1: GLfloat, t1: GLfloat): void {.stdcall.}](glGetProc("glDrawVkImageNV")) glGetVkProcAddrNV = cast[proc(name: cstring): GLVULKANPROCNV {.stdcall.}](glGetProc("glGetVkProcAddrNV")) glWaitVkSemaphoreNV = cast[proc(vkSemaphore: GLuint64): void {.stdcall.}](glGetProc("glWaitVkSemaphoreNV")) glSignalVkSemaphoreNV = cast[proc(vkSemaphore: GLuint64): void {.stdcall.}](glGetProc("glSignalVkSemaphoreNV")) glSignalVkFenceNV = cast[proc(vkFence: GLuint64): void {.stdcall.}](glGetProc("glSignalVkFenceNV")) # Load GL_NV_evaluators proc loadGL_NV_evaluators*() = glMapControlPointsNV = cast[proc(target: GLenum, index: GLuint, `type`: GLenum, ustride: GLsizei, vstride: GLsizei, uorder: GLint, vorder: GLint, packed: GLboolean, points: pointer): void {.stdcall.}](glGetProc("glMapControlPointsNV")) glMapParameterivNV = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMapParameterivNV")) glMapParameterfvNV = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glMapParameterfvNV")) glGetMapControlPointsNV = cast[proc(target: GLenum, index: GLuint, `type`: GLenum, ustride: GLsizei, vstride: GLsizei, packed: GLboolean, points: pointer): void {.stdcall.}](glGetProc("glGetMapControlPointsNV")) glGetMapParameterivNV = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMapParameterivNV")) glGetMapParameterfvNV = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMapParameterfvNV")) glGetMapAttribParameterivNV = cast[proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetMapAttribParameterivNV")) glGetMapAttribParameterfvNV = cast[proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMapAttribParameterfvNV")) glEvalMapsNV = cast[proc(target: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glEvalMapsNV")) # Load GL_NV_explicit_multisample proc loadGL_NV_explicit_multisample*() = glGetMultisamplefvNV = cast[proc(pname: GLenum, index: GLuint, val: ptr GLfloat): void {.stdcall.}](glGetProc("glGetMultisamplefvNV")) glSampleMaskIndexedNV = cast[proc(index: GLuint, mask: GLbitfield): void {.stdcall.}](glGetProc("glSampleMaskIndexedNV")) glTexRenderbufferNV = cast[proc(target: GLenum, renderbuffer: GLuint): void {.stdcall.}](glGetProc("glTexRenderbufferNV")) # Load GL_NV_fence proc loadGL_NV_fence*() = glDeleteFencesNV = cast[proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteFencesNV")) glGenFencesNV = cast[proc(n: GLsizei, fences: ptr GLuint): void {.stdcall.}](glGetProc("glGenFencesNV")) glIsFenceNV = cast[proc(fence: GLuint): GLboolean {.stdcall.}](glGetProc("glIsFenceNV")) glTestFenceNV = cast[proc(fence: GLuint): GLboolean {.stdcall.}](glGetProc("glTestFenceNV")) glGetFenceivNV = cast[proc(fence: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFenceivNV")) glFinishFenceNV = cast[proc(fence: GLuint): void {.stdcall.}](glGetProc("glFinishFenceNV")) glSetFenceNV = cast[proc(fence: GLuint, condition: GLenum): void {.stdcall.}](glGetProc("glSetFenceNV")) # Load GL_NV_fragment_coverage_to_color proc loadGL_NV_fragment_coverage_to_color*() = glFragmentCoverageColorNV = cast[proc(color: GLuint): void {.stdcall.}](glGetProc("glFragmentCoverageColorNV")) # Load GL_NV_fragment_program proc loadGL_NV_fragment_program*() = glProgramNamedParameter4fNV = cast[proc(id: GLuint, len: GLsizei, name: ptr GLubyte, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glProgramNamedParameter4fNV")) glProgramNamedParameter4fvNV = cast[proc(id: GLuint, len: GLsizei, name: ptr GLubyte, v: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramNamedParameter4fvNV")) glProgramNamedParameter4dNV = cast[proc(id: GLuint, len: GLsizei, name: ptr GLubyte, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramNamedParameter4dNV")) glProgramNamedParameter4dvNV = cast[proc(id: GLuint, len: GLsizei, name: ptr GLubyte, v: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramNamedParameter4dvNV")) glGetProgramNamedParameterfvNV = cast[proc(id: GLuint, len: GLsizei, name: ptr GLubyte, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramNamedParameterfvNV")) glGetProgramNamedParameterdvNV = cast[proc(id: GLuint, len: GLsizei, name: ptr GLubyte, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetProgramNamedParameterdvNV")) # Load GL_NV_framebuffer_mixed_samples proc loadGL_NV_framebuffer_mixed_samples*() = glRasterSamplesEXT = cast[proc(samples: GLuint, fixedsamplelocations: GLboolean): void {.stdcall.}](glGetProc("glRasterSamplesEXT")) glCoverageModulationTableNV = cast[proc(n: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glCoverageModulationTableNV")) glGetCoverageModulationTableNV = cast[proc(bufSize: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glGetCoverageModulationTableNV")) glCoverageModulationNV = cast[proc(components: GLenum): void {.stdcall.}](glGetProc("glCoverageModulationNV")) # Load GL_NV_framebuffer_multisample_coverage proc loadGL_NV_framebuffer_multisample_coverage*() = glRenderbufferStorageMultisampleCoverageNV = cast[proc(target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalformat: GLenum, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glRenderbufferStorageMultisampleCoverageNV")) # Load GL_NV_geometry_program4 proc loadGL_NV_geometry_program4*() = glProgramVertexLimitNV = cast[proc(target: GLenum, limit: GLint): void {.stdcall.}](glGetProc("glProgramVertexLimitNV")) glFramebufferTextureEXT = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureEXT")) glFramebufferTextureLayerEXT = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint): void {.stdcall.}](glGetProc("glFramebufferTextureLayerEXT")) glFramebufferTextureFaceEXT = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, face: GLenum): void {.stdcall.}](glGetProc("glFramebufferTextureFaceEXT")) # Load GL_NV_gpu_program4 proc loadGL_NV_gpu_program4*() = glProgramLocalParameterI4iNV = cast[proc(target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glProgramLocalParameterI4iNV")) glProgramLocalParameterI4ivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.}](glGetProc("glProgramLocalParameterI4ivNV")) glProgramLocalParametersI4ivNV = cast[proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glProgramLocalParametersI4ivNV")) glProgramLocalParameterI4uiNV = cast[proc(target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.}](glGetProc("glProgramLocalParameterI4uiNV")) glProgramLocalParameterI4uivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.}](glGetProc("glProgramLocalParameterI4uivNV")) glProgramLocalParametersI4uivNV = cast[proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glProgramLocalParametersI4uivNV")) glProgramEnvParameterI4iNV = cast[proc(target: GLenum, index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glProgramEnvParameterI4iNV")) glProgramEnvParameterI4ivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.}](glGetProc("glProgramEnvParameterI4ivNV")) glProgramEnvParametersI4ivNV = cast[proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glProgramEnvParametersI4ivNV")) glProgramEnvParameterI4uiNV = cast[proc(target: GLenum, index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.}](glGetProc("glProgramEnvParameterI4uiNV")) glProgramEnvParameterI4uivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.}](glGetProc("glProgramEnvParameterI4uivNV")) glProgramEnvParametersI4uivNV = cast[proc(target: GLenum, index: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glProgramEnvParametersI4uivNV")) glGetProgramLocalParameterIivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramLocalParameterIivNV")) glGetProgramLocalParameterIuivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetProgramLocalParameterIuivNV")) glGetProgramEnvParameterIivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramEnvParameterIivNV")) glGetProgramEnvParameterIuivNV = cast[proc(target: GLenum, index: GLuint, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetProgramEnvParameterIuivNV")) # Load GL_NV_gpu_program5 proc loadGL_NV_gpu_program5*() = glProgramSubroutineParametersuivNV = cast[proc(target: GLenum, count: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glProgramSubroutineParametersuivNV")) glGetProgramSubroutineParameteruivNV = cast[proc(target: GLenum, index: GLuint, param: ptr GLuint): void {.stdcall.}](glGetProc("glGetProgramSubroutineParameteruivNV")) # Load GL_NV_gpu_shader5 proc loadGL_NV_gpu_shader5*() = glUniform1i64NV = cast[proc(location: GLint, x: GLint64EXT): void {.stdcall.}](glGetProc("glUniform1i64NV")) glUniform2i64NV = cast[proc(location: GLint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.}](glGetProc("glUniform2i64NV")) glUniform3i64NV = cast[proc(location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.}](glGetProc("glUniform3i64NV")) glUniform4i64NV = cast[proc(location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.}](glGetProc("glUniform4i64NV")) glUniform1i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform1i64vNV")) glUniform2i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform2i64vNV")) glUniform3i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform3i64vNV")) glUniform4i64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glUniform4i64vNV")) glUniform1ui64NV = cast[proc(location: GLint, x: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform1ui64NV")) glUniform2ui64NV = cast[proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform2ui64NV")) glUniform3ui64NV = cast[proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform3ui64NV")) glUniform4ui64NV = cast[proc(location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.}](glGetProc("glUniform4ui64NV")) glUniform1ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform1ui64vNV")) glUniform2ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform2ui64vNV")) glUniform3ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform3ui64vNV")) glUniform4ui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniform4ui64vNV")) glGetUniformi64vNV = cast[proc(program: GLuint, location: GLint, params: ptr GLint64EXT): void {.stdcall.}](glGetProc("glGetUniformi64vNV")) glProgramUniform1i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1i64NV")) glProgramUniform2i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2i64NV")) glProgramUniform3i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3i64NV")) glProgramUniform4i64NV = cast[proc(program: GLuint, location: GLint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4i64NV")) glProgramUniform1i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1i64vNV")) glProgramUniform2i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2i64vNV")) glProgramUniform3i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3i64vNV")) glProgramUniform4i64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4i64vNV")) glProgramUniform1ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1ui64NV")) glProgramUniform2ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2ui64NV")) glProgramUniform3ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3ui64NV")) glProgramUniform4ui64NV = cast[proc(program: GLuint, location: GLint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4ui64NV")) glProgramUniform1ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform1ui64vNV")) glProgramUniform2ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform2ui64vNV")) glProgramUniform3ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform3ui64vNV")) glProgramUniform4ui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniform4ui64vNV")) # Load GL_NV_half_float proc loadGL_NV_half_float*() = glVertex2hNV = cast[proc(x: GLhalfNV, y: GLhalfNV): void {.stdcall.}](glGetProc("glVertex2hNV")) glVertex2hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertex2hvNV")) glVertex3hNV = cast[proc(x: GLhalfNV, y: GLhalfNV, z: GLhalfNV): void {.stdcall.}](glGetProc("glVertex3hNV")) glVertex3hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertex3hvNV")) glVertex4hNV = cast[proc(x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV): void {.stdcall.}](glGetProc("glVertex4hNV")) glVertex4hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertex4hvNV")) glNormal3hNV = cast[proc(nx: GLhalfNV, ny: GLhalfNV, nz: GLhalfNV): void {.stdcall.}](glGetProc("glNormal3hNV")) glNormal3hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glNormal3hvNV")) glColor3hNV = cast[proc(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV): void {.stdcall.}](glGetProc("glColor3hNV")) glColor3hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glColor3hvNV")) glColor4hNV = cast[proc(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV, alpha: GLhalfNV): void {.stdcall.}](glGetProc("glColor4hNV")) glColor4hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glColor4hvNV")) glTexCoord1hNV = cast[proc(s: GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord1hNV")) glTexCoord1hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord1hvNV")) glTexCoord2hNV = cast[proc(s: GLhalfNV, t: GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord2hNV")) glTexCoord2hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord2hvNV")) glTexCoord3hNV = cast[proc(s: GLhalfNV, t: GLhalfNV, r: GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord3hNV")) glTexCoord3hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord3hvNV")) glTexCoord4hNV = cast[proc(s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord4hNV")) glTexCoord4hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glTexCoord4hvNV")) glMultiTexCoord1hNV = cast[proc(target: GLenum, s: GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord1hNV")) glMultiTexCoord1hvNV = cast[proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord1hvNV")) glMultiTexCoord2hNV = cast[proc(target: GLenum, s: GLhalfNV, t: GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord2hNV")) glMultiTexCoord2hvNV = cast[proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord2hvNV")) glMultiTexCoord3hNV = cast[proc(target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord3hNV")) glMultiTexCoord3hvNV = cast[proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord3hvNV")) glMultiTexCoord4hNV = cast[proc(target: GLenum, s: GLhalfNV, t: GLhalfNV, r: GLhalfNV, q: GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord4hNV")) glMultiTexCoord4hvNV = cast[proc(target: GLenum, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glMultiTexCoord4hvNV")) glFogCoordhNV = cast[proc(fog: GLhalfNV): void {.stdcall.}](glGetProc("glFogCoordhNV")) glFogCoordhvNV = cast[proc(fog: ptr GLhalfNV): void {.stdcall.}](glGetProc("glFogCoordhvNV")) glSecondaryColor3hNV = cast[proc(red: GLhalfNV, green: GLhalfNV, blue: GLhalfNV): void {.stdcall.}](glGetProc("glSecondaryColor3hNV")) glSecondaryColor3hvNV = cast[proc(v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glSecondaryColor3hvNV")) glVertexWeighthNV = cast[proc(weight: GLhalfNV): void {.stdcall.}](glGetProc("glVertexWeighthNV")) glVertexWeighthvNV = cast[proc(weight: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexWeighthvNV")) glVertexAttrib1hNV = cast[proc(index: GLuint, x: GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib1hNV")) glVertexAttrib1hvNV = cast[proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib1hvNV")) glVertexAttrib2hNV = cast[proc(index: GLuint, x: GLhalfNV, y: GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib2hNV")) glVertexAttrib2hvNV = cast[proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib2hvNV")) glVertexAttrib3hNV = cast[proc(index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib3hNV")) glVertexAttrib3hvNV = cast[proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib3hvNV")) glVertexAttrib4hNV = cast[proc(index: GLuint, x: GLhalfNV, y: GLhalfNV, z: GLhalfNV, w: GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib4hNV")) glVertexAttrib4hvNV = cast[proc(index: GLuint, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttrib4hvNV")) glVertexAttribs1hvNV = cast[proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttribs1hvNV")) glVertexAttribs2hvNV = cast[proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttribs2hvNV")) glVertexAttribs3hvNV = cast[proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttribs3hvNV")) glVertexAttribs4hvNV = cast[proc(index: GLuint, n: GLsizei, v: ptr GLhalfNV): void {.stdcall.}](glGetProc("glVertexAttribs4hvNV")) # Load GL_NV_internalformat_sample_query proc loadGL_NV_internalformat_sample_query*() = glGetInternalformatSampleivNV = cast[proc(target: GLenum, internalformat: GLenum, samples: GLsizei, pname: GLenum, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glGetInternalformatSampleivNV")) # Load GL_NV_gpu_multicast proc loadGL_NV_gpu_multicast*() = glRenderGpuMaskNV = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glRenderGpuMaskNV")) glMulticastBufferSubDataNV = cast[proc(gpuMask: GLbitfield, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, data: pointer): void {.stdcall.}](glGetProc("glMulticastBufferSubDataNV")) glMulticastCopyBufferSubDataNV = cast[proc(readGpu: GLuint, writeGpuMask: GLbitfield, readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glMulticastCopyBufferSubDataNV")) glMulticastCopyImageSubDataNV = cast[proc(srcGpu: GLuint, dstGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei): void {.stdcall.}](glGetProc("glMulticastCopyImageSubDataNV")) glMulticastBlitFramebufferNV = cast[proc(srcGpu: GLuint, dstGpu: GLuint, srcX0: GLint, srcY0: GLint, srcX1: GLint, srcY1: GLint, dstX0: GLint, dstY0: GLint, dstX1: GLint, dstY1: GLint, mask: GLbitfield, filter: GLenum): void {.stdcall.}](glGetProc("glMulticastBlitFramebufferNV")) glMulticastFramebufferSampleLocationsfvNV = cast[proc(gpu: GLuint, framebuffer: GLuint, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMulticastFramebufferSampleLocationsfvNV")) glMulticastBarrierNV = cast[proc(): void {.stdcall.}](glGetProc("glMulticastBarrierNV")) glMulticastWaitSyncNV = cast[proc(signalGpu: GLuint, waitGpuMask: GLbitfield): void {.stdcall.}](glGetProc("glMulticastWaitSyncNV")) glMulticastGetQueryObjectivNV = cast[proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glMulticastGetQueryObjectivNV")) glMulticastGetQueryObjectuivNV = cast[proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glMulticastGetQueryObjectuivNV")) glMulticastGetQueryObjecti64vNV = cast[proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLint64): void {.stdcall.}](glGetProc("glMulticastGetQueryObjecti64vNV")) glMulticastGetQueryObjectui64vNV = cast[proc(gpu: GLuint, id: GLuint, pname: GLenum, params: ptr GLuint64): void {.stdcall.}](glGetProc("glMulticastGetQueryObjectui64vNV")) # Load GL_NVX_gpu_multicast2 proc loadGL_NVX_gpu_multicast2*() = glUploadGpuMaskNVX = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glUploadGpuMaskNVX")) glMulticastViewportArrayvNVX = cast[proc(gpu: GLuint, first: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glMulticastViewportArrayvNVX")) glMulticastViewportPositionWScaleNVX = cast[proc(gpu: GLuint, index: GLuint, xcoeff: GLfloat, ycoeff: GLfloat): void {.stdcall.}](glGetProc("glMulticastViewportPositionWScaleNVX")) glMulticastScissorArrayvNVX = cast[proc(gpu: GLuint, first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.}](glGetProc("glMulticastScissorArrayvNVX")) glAsyncCopyBufferSubDataNVX = cast[proc(waitSemaphoreCount: GLsizei, waitSemaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64, readGpu: GLuint, writeGpuMask: GLbitfield, readBuffer: GLuint, writeBuffer: GLuint, readOffset: GLintptr, writeOffset: GLintptr, size: GLsizeiptr, signalSemaphoreCount: GLsizei, signalSemaphoreArray: ptr GLuint, signalValueArray: ptr GLuint64): GLuint {.stdcall.}](glGetProc("glAsyncCopyBufferSubDataNVX")) glAsyncCopyImageSubDataNVX = cast[proc(waitSemaphoreCount: GLsizei, waitSemaphoreArray: ptr GLuint, waitValueArray: ptr GLuint64, srcGpu: GLuint, dstGpuMask: GLbitfield, srcName: GLuint, srcTarget: GLenum, srcLevel: GLint, srcX: GLint, srcY: GLint, srcZ: GLint, dstName: GLuint, dstTarget: GLenum, dstLevel: GLint, dstX: GLint, dstY: GLint, dstZ: GLint, srcWidth: GLsizei, srcHeight: GLsizei, srcDepth: GLsizei, signalSemaphoreCount: GLsizei, signalSemaphoreArray: ptr GLuint, signalValueArray: ptr GLuint64): GLuint {.stdcall.}](glGetProc("glAsyncCopyImageSubDataNVX")) # Load GL_NVX_progress_fence proc loadGL_NVX_progress_fence*() = glCreateProgressFenceNVX = cast[proc(): GLuint {.stdcall.}](glGetProc("glCreateProgressFenceNVX")) glSignalSemaphoreui64NVX = cast[proc(signalGpu: GLuint, fenceObjectCount: GLsizei, semaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64): void {.stdcall.}](glGetProc("glSignalSemaphoreui64NVX")) glWaitSemaphoreui64NVX = cast[proc(waitGpu: GLuint, fenceObjectCount: GLsizei, semaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64): void {.stdcall.}](glGetProc("glWaitSemaphoreui64NVX")) glClientWaitSemaphoreui64NVX = cast[proc(fenceObjectCount: GLsizei, semaphoreArray: ptr GLuint, fenceValueArray: ptr GLuint64): void {.stdcall.}](glGetProc("glClientWaitSemaphoreui64NVX")) # Load GL_NV_memory_attachment proc loadGL_NV_memory_attachment*() = glGetMemoryObjectDetachedResourcesuivNV = cast[proc(memory: GLuint, pname: GLenum, first: GLint, count: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetMemoryObjectDetachedResourcesuivNV")) glResetMemoryObjectParameterNV = cast[proc(memory: GLuint, pname: GLenum): void {.stdcall.}](glGetProc("glResetMemoryObjectParameterNV")) glTexAttachMemoryNV = cast[proc(target: GLenum, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTexAttachMemoryNV")) glBufferAttachMemoryNV = cast[proc(target: GLenum, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glBufferAttachMemoryNV")) glTextureAttachMemoryNV = cast[proc(texture: GLuint, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glTextureAttachMemoryNV")) glNamedBufferAttachMemoryNV = cast[proc(buffer: GLuint, memory: GLuint, offset: GLuint64): void {.stdcall.}](glGetProc("glNamedBufferAttachMemoryNV")) # Load GL_NV_memory_object_sparse proc loadGL_NV_memory_object_sparse*() = glBufferPageCommitmentMemNV = cast[proc(target: GLenum, offset: GLintptr, size: GLsizeiptr, memory: GLuint, memOffset: GLuint64, commit: GLboolean): void {.stdcall.}](glGetProc("glBufferPageCommitmentMemNV")) glTexPageCommitmentMemNV = cast[proc(target: GLenum, layer: GLint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64, commit: GLboolean): void {.stdcall.}](glGetProc("glTexPageCommitmentMemNV")) glNamedBufferPageCommitmentMemNV = cast[proc(buffer: GLuint, offset: GLintptr, size: GLsizeiptr, memory: GLuint, memOffset: GLuint64, commit: GLboolean): void {.stdcall.}](glGetProc("glNamedBufferPageCommitmentMemNV")) glTexturePageCommitmentMemNV = cast[proc(texture: GLuint, layer: GLint, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, memory: GLuint, offset: GLuint64, commit: GLboolean): void {.stdcall.}](glGetProc("glTexturePageCommitmentMemNV")) # Load GL_NV_mesh_shader proc loadGL_NV_mesh_shader*() = glDrawMeshTasksNV = cast[proc(first: GLuint, count: GLuint): void {.stdcall.}](glGetProc("glDrawMeshTasksNV")) glDrawMeshTasksIndirectNV = cast[proc(indirect: GLintptr): void {.stdcall.}](glGetProc("glDrawMeshTasksIndirectNV")) glMultiDrawMeshTasksIndirectNV = cast[proc(indirect: GLintptr, drawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawMeshTasksIndirectNV")) glMultiDrawMeshTasksIndirectCountNV = cast[proc(indirect: GLintptr, drawcount: GLintptr, maxdrawcount: GLsizei, stride: GLsizei): void {.stdcall.}](glGetProc("glMultiDrawMeshTasksIndirectCountNV")) # Load GL_NV_occlusion_query proc loadGL_NV_occlusion_query*() = glGenOcclusionQueriesNV = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glGenOcclusionQueriesNV")) glDeleteOcclusionQueriesNV = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteOcclusionQueriesNV")) glIsOcclusionQueryNV = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsOcclusionQueryNV")) glBeginOcclusionQueryNV = cast[proc(id: GLuint): void {.stdcall.}](glGetProc("glBeginOcclusionQueryNV")) glEndOcclusionQueryNV = cast[proc(): void {.stdcall.}](glGetProc("glEndOcclusionQueryNV")) glGetOcclusionQueryivNV = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetOcclusionQueryivNV")) glGetOcclusionQueryuivNV = cast[proc(id: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetOcclusionQueryuivNV")) # Load GL_NV_parameter_buffer_object proc loadGL_NV_parameter_buffer_object*() = glProgramBufferParametersfvNV = cast[proc(target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramBufferParametersfvNV")) glProgramBufferParametersIivNV = cast[proc(target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: ptr GLint): void {.stdcall.}](glGetProc("glProgramBufferParametersIivNV")) glProgramBufferParametersIuivNV = cast[proc(target: GLenum, bindingIndex: GLuint, wordIndex: GLuint, count: GLsizei, params: ptr GLuint): void {.stdcall.}](glGetProc("glProgramBufferParametersIuivNV")) # Load GL_NV_path_rendering proc loadGL_NV_path_rendering*() = glGenPathsNV = cast[proc(range: GLsizei): GLuint {.stdcall.}](glGetProc("glGenPathsNV")) glDeletePathsNV = cast[proc(path: GLuint, range: GLsizei): void {.stdcall.}](glGetProc("glDeletePathsNV")) glIsPathNV = cast[proc(path: GLuint): GLboolean {.stdcall.}](glGetProc("glIsPathNV")) glPathCommandsNV = cast[proc(path: GLuint, numCommands: GLsizei, commands: ptr GLubyte, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.}](glGetProc("glPathCommandsNV")) glPathCoordsNV = cast[proc(path: GLuint, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.}](glGetProc("glPathCoordsNV")) glPathSubCommandsNV = cast[proc(path: GLuint, commandStart: GLsizei, commandsToDelete: GLsizei, numCommands: GLsizei, commands: ptr GLubyte, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.}](glGetProc("glPathSubCommandsNV")) glPathSubCoordsNV = cast[proc(path: GLuint, coordStart: GLsizei, numCoords: GLsizei, coordType: GLenum, coords: pointer): void {.stdcall.}](glGetProc("glPathSubCoordsNV")) glPathStringNV = cast[proc(path: GLuint, format: GLenum, length: GLsizei, pathString: pointer): void {.stdcall.}](glGetProc("glPathStringNV")) glPathGlyphsNV = cast[proc(firstPathName: GLuint, fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, numGlyphs: GLsizei, `type`: GLenum, charcodes: pointer, handleMissingGlyphs: GLenum, pathParameterTemplate: GLuint, emScale: GLfloat): void {.stdcall.}](glGetProc("glPathGlyphsNV")) glPathGlyphRangeNV = cast[proc(firstPathName: GLuint, fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, firstGlyph: GLuint, numGlyphs: GLsizei, handleMissingGlyphs: GLenum, pathParameterTemplate: GLuint, emScale: GLfloat): void {.stdcall.}](glGetProc("glPathGlyphRangeNV")) glWeightPathsNV = cast[proc(resultPath: GLuint, numPaths: GLsizei, paths: ptr GLuint, weights: ptr GLfloat): void {.stdcall.}](glGetProc("glWeightPathsNV")) glCopyPathNV = cast[proc(resultPath: GLuint, srcPath: GLuint): void {.stdcall.}](glGetProc("glCopyPathNV")) glInterpolatePathsNV = cast[proc(resultPath: GLuint, pathA: GLuint, pathB: GLuint, weight: GLfloat): void {.stdcall.}](glGetProc("glInterpolatePathsNV")) glTransformPathNV = cast[proc(resultPath: GLuint, srcPath: GLuint, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glTransformPathNV")) glPathParameterivNV = cast[proc(path: GLuint, pname: GLenum, value: ptr GLint): void {.stdcall.}](glGetProc("glPathParameterivNV")) glPathParameteriNV = cast[proc(path: GLuint, pname: GLenum, value: GLint): void {.stdcall.}](glGetProc("glPathParameteriNV")) glPathParameterfvNV = cast[proc(path: GLuint, pname: GLenum, value: ptr GLfloat): void {.stdcall.}](glGetProc("glPathParameterfvNV")) glPathParameterfNV = cast[proc(path: GLuint, pname: GLenum, value: GLfloat): void {.stdcall.}](glGetProc("glPathParameterfNV")) glPathDashArrayNV = cast[proc(path: GLuint, dashCount: GLsizei, dashArray: ptr GLfloat): void {.stdcall.}](glGetProc("glPathDashArrayNV")) glPathStencilFuncNV = cast[proc(`func`: GLenum, `ref`: GLint, mask: GLuint): void {.stdcall.}](glGetProc("glPathStencilFuncNV")) glPathStencilDepthOffsetNV = cast[proc(factor: GLfloat, units: GLfloat): void {.stdcall.}](glGetProc("glPathStencilDepthOffsetNV")) glStencilFillPathNV = cast[proc(path: GLuint, fillMode: GLenum, mask: GLuint): void {.stdcall.}](glGetProc("glStencilFillPathNV")) glStencilStrokePathNV = cast[proc(path: GLuint, reference: GLint, mask: GLuint): void {.stdcall.}](glGetProc("glStencilStrokePathNV")) glStencilFillPathInstancedNV = cast[proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, fillMode: GLenum, mask: GLuint, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glStencilFillPathInstancedNV")) glStencilStrokePathInstancedNV = cast[proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, reference: GLint, mask: GLuint, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glStencilStrokePathInstancedNV")) glPathCoverDepthFuncNV = cast[proc(`func`: GLenum): void {.stdcall.}](glGetProc("glPathCoverDepthFuncNV")) glCoverFillPathNV = cast[proc(path: GLuint, coverMode: GLenum): void {.stdcall.}](glGetProc("glCoverFillPathNV")) glCoverStrokePathNV = cast[proc(path: GLuint, coverMode: GLenum): void {.stdcall.}](glGetProc("glCoverStrokePathNV")) glCoverFillPathInstancedNV = cast[proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glCoverFillPathInstancedNV")) glCoverStrokePathInstancedNV = cast[proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glCoverStrokePathInstancedNV")) glGetPathParameterivNV = cast[proc(path: GLuint, pname: GLenum, value: ptr GLint): void {.stdcall.}](glGetProc("glGetPathParameterivNV")) glGetPathParameterfvNV = cast[proc(path: GLuint, pname: GLenum, value: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathParameterfvNV")) glGetPathCommandsNV = cast[proc(path: GLuint, commands: ptr GLubyte): void {.stdcall.}](glGetProc("glGetPathCommandsNV")) glGetPathCoordsNV = cast[proc(path: GLuint, coords: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathCoordsNV")) glGetPathDashArrayNV = cast[proc(path: GLuint, dashArray: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathDashArrayNV")) glGetPathMetricsNV = cast[proc(metricQueryMask: GLbitfield, numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, stride: GLsizei, metrics: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathMetricsNV")) glGetPathMetricRangeNV = cast[proc(metricQueryMask: GLbitfield, firstPathName: GLuint, numPaths: GLsizei, stride: GLsizei, metrics: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathMetricRangeNV")) glGetPathSpacingNV = cast[proc(pathListMode: GLenum, numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, advanceScale: GLfloat, kerningScale: GLfloat, transformType: GLenum, returnedSpacing: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathSpacingNV")) glIsPointInFillPathNV = cast[proc(path: GLuint, mask: GLuint, x: GLfloat, y: GLfloat): GLboolean {.stdcall.}](glGetProc("glIsPointInFillPathNV")) glIsPointInStrokePathNV = cast[proc(path: GLuint, x: GLfloat, y: GLfloat): GLboolean {.stdcall.}](glGetProc("glIsPointInStrokePathNV")) glGetPathLengthNV = cast[proc(path: GLuint, startSegment: GLsizei, numSegments: GLsizei): GLfloat {.stdcall.}](glGetProc("glGetPathLengthNV")) glPointAlongPathNV = cast[proc(path: GLuint, startSegment: GLsizei, numSegments: GLsizei, distance: GLfloat, x: ptr GLfloat, y: ptr GLfloat, tangentX: ptr GLfloat, tangentY: ptr GLfloat): GLboolean {.stdcall.}](glGetProc("glPointAlongPathNV")) glMatrixLoad3x2fNV = cast[proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoad3x2fNV")) glMatrixLoad3x3fNV = cast[proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoad3x3fNV")) glMatrixLoadTranspose3x3fNV = cast[proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoadTranspose3x3fNV")) glMatrixMult3x2fNV = cast[proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMult3x2fNV")) glMatrixMult3x3fNV = cast[proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMult3x3fNV")) glMatrixMultTranspose3x3fNV = cast[proc(matrixMode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMultTranspose3x3fNV")) glStencilThenCoverFillPathNV = cast[proc(path: GLuint, fillMode: GLenum, mask: GLuint, coverMode: GLenum): void {.stdcall.}](glGetProc("glStencilThenCoverFillPathNV")) glStencilThenCoverStrokePathNV = cast[proc(path: GLuint, reference: GLint, mask: GLuint, coverMode: GLenum): void {.stdcall.}](glGetProc("glStencilThenCoverStrokePathNV")) glStencilThenCoverFillPathInstancedNV = cast[proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, fillMode: GLenum, mask: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glStencilThenCoverFillPathInstancedNV")) glStencilThenCoverStrokePathInstancedNV = cast[proc(numPaths: GLsizei, pathNameType: GLenum, paths: pointer, pathBase: GLuint, reference: GLint, mask: GLuint, coverMode: GLenum, transformType: GLenum, transformValues: ptr GLfloat): void {.stdcall.}](glGetProc("glStencilThenCoverStrokePathInstancedNV")) glPathGlyphIndexRangeNV = cast[proc(fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, pathParameterTemplate: GLuint, emScale: GLfloat, baseAndCount: GLuint): GLenum {.stdcall.}](glGetProc("glPathGlyphIndexRangeNV")) glPathGlyphIndexArrayNV = cast[proc(firstPathName: GLuint, fontTarget: GLenum, fontName: pointer, fontStyle: GLbitfield, firstGlyphIndex: GLuint, numGlyphs: GLsizei, pathParameterTemplate: GLuint, emScale: GLfloat): GLenum {.stdcall.}](glGetProc("glPathGlyphIndexArrayNV")) glPathMemoryGlyphIndexArrayNV = cast[proc(firstPathName: GLuint, fontTarget: GLenum, fontSize: GLsizeiptr, fontData: pointer, faceIndex: GLsizei, firstGlyphIndex: GLuint, numGlyphs: GLsizei, pathParameterTemplate: GLuint, emScale: GLfloat): GLenum {.stdcall.}](glGetProc("glPathMemoryGlyphIndexArrayNV")) glProgramPathFragmentInputGenNV = cast[proc(program: GLuint, location: GLint, genMode: GLenum, components: GLint, coeffs: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramPathFragmentInputGenNV")) glGetProgramResourcefvNV = cast[proc(program: GLuint, programInterface: GLenum, index: GLuint, propCount: GLsizei, props: ptr GLenum, count: GLsizei, length: ptr GLsizei, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramResourcefvNV")) glPathColorGenNV = cast[proc(color: GLenum, genMode: GLenum, colorFormat: GLenum, coeffs: ptr GLfloat): void {.stdcall.}](glGetProc("glPathColorGenNV")) glPathTexGenNV = cast[proc(texCoordSet: GLenum, genMode: GLenum, components: GLint, coeffs: ptr GLfloat): void {.stdcall.}](glGetProc("glPathTexGenNV")) glPathFogGenNV = cast[proc(genMode: GLenum): void {.stdcall.}](glGetProc("glPathFogGenNV")) glGetPathColorGenivNV = cast[proc(color: GLenum, pname: GLenum, value: ptr GLint): void {.stdcall.}](glGetProc("glGetPathColorGenivNV")) glGetPathColorGenfvNV = cast[proc(color: GLenum, pname: GLenum, value: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathColorGenfvNV")) glGetPathTexGenivNV = cast[proc(texCoordSet: GLenum, pname: GLenum, value: ptr GLint): void {.stdcall.}](glGetProc("glGetPathTexGenivNV")) glGetPathTexGenfvNV = cast[proc(texCoordSet: GLenum, pname: GLenum, value: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPathTexGenfvNV")) glMatrixFrustumEXT = cast[proc(mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glMatrixFrustumEXT")) glMatrixLoadIdentityEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixLoadIdentityEXT")) glMatrixLoadTransposefEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoadTransposefEXT")) glMatrixLoadTransposedEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixLoadTransposedEXT")) glMatrixLoadfEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixLoadfEXT")) glMatrixLoaddEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixLoaddEXT")) glMatrixMultTransposefEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMultTransposefEXT")) glMatrixMultTransposedEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixMultTransposedEXT")) glMatrixMultfEXT = cast[proc(mode: GLenum, m: ptr GLfloat): void {.stdcall.}](glGetProc("glMatrixMultfEXT")) glMatrixMultdEXT = cast[proc(mode: GLenum, m: ptr GLdouble): void {.stdcall.}](glGetProc("glMatrixMultdEXT")) glMatrixOrthoEXT = cast[proc(mode: GLenum, left: GLdouble, right: GLdouble, bottom: GLdouble, top: GLdouble, zNear: GLdouble, zFar: GLdouble): void {.stdcall.}](glGetProc("glMatrixOrthoEXT")) glMatrixPopEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixPopEXT")) glMatrixPushEXT = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glMatrixPushEXT")) glMatrixRotatefEXT = cast[proc(mode: GLenum, angle: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glMatrixRotatefEXT")) glMatrixRotatedEXT = cast[proc(mode: GLenum, angle: GLdouble, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glMatrixRotatedEXT")) glMatrixScalefEXT = cast[proc(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glMatrixScalefEXT")) glMatrixScaledEXT = cast[proc(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glMatrixScaledEXT")) glMatrixTranslatefEXT = cast[proc(mode: GLenum, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glMatrixTranslatefEXT")) glMatrixTranslatedEXT = cast[proc(mode: GLenum, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glMatrixTranslatedEXT")) # Load GL_NV_pixel_data_range proc loadGL_NV_pixel_data_range*() = glPixelDataRangeNV = cast[proc(target: GLenum, length: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glPixelDataRangeNV")) glFlushPixelDataRangeNV = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glFlushPixelDataRangeNV")) # Load GL_NV_point_sprite proc loadGL_NV_point_sprite*() = glPointParameteriNV = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPointParameteriNV")) glPointParameterivNV = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glPointParameterivNV")) # Load GL_NV_present_video proc loadGL_NV_present_video*() = glPresentFrameKeyedNV = cast[proc(video_slot: GLuint, minPresentTime: GLuint64EXT, beginPresentTimeId: GLuint, presentDurationId: GLuint, `type`: GLenum, target0: GLenum, fill0: GLuint, key0: GLuint, target1: GLenum, fill1: GLuint, key1: GLuint): void {.stdcall.}](glGetProc("glPresentFrameKeyedNV")) glPresentFrameDualFillNV = cast[proc(video_slot: GLuint, minPresentTime: GLuint64EXT, beginPresentTimeId: GLuint, presentDurationId: GLuint, `type`: GLenum, target0: GLenum, fill0: GLuint, target1: GLenum, fill1: GLuint, target2: GLenum, fill2: GLuint, target3: GLenum, fill3: GLuint): void {.stdcall.}](glGetProc("glPresentFrameDualFillNV")) glGetVideoivNV = cast[proc(video_slot: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVideoivNV")) glGetVideouivNV = cast[proc(video_slot: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetVideouivNV")) glGetVideoi64vNV = cast[proc(video_slot: GLuint, pname: GLenum, params: ptr GLint64EXT): void {.stdcall.}](glGetProc("glGetVideoi64vNV")) glGetVideoui64vNV = cast[proc(video_slot: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetVideoui64vNV")) # Load GL_NV_primitive_restart proc loadGL_NV_primitive_restart*() = glPrimitiveRestartNV = cast[proc(): void {.stdcall.}](glGetProc("glPrimitiveRestartNV")) glPrimitiveRestartIndexNV = cast[proc(index: GLuint): void {.stdcall.}](glGetProc("glPrimitiveRestartIndexNV")) # Load GL_NV_query_resource proc loadGL_NV_query_resource*() = glQueryResourceNV = cast[proc(queryType: GLenum, tagId: GLint, count: GLuint, buffer: ptr GLint): GLint {.stdcall.}](glGetProc("glQueryResourceNV")) # Load GL_NV_query_resource_tag proc loadGL_NV_query_resource_tag*() = glGenQueryResourceTagNV = cast[proc(n: GLsizei, tagIds: ptr GLint): void {.stdcall.}](glGetProc("glGenQueryResourceTagNV")) glDeleteQueryResourceTagNV = cast[proc(n: GLsizei, tagIds: ptr GLint): void {.stdcall.}](glGetProc("glDeleteQueryResourceTagNV")) glQueryResourceTagNV = cast[proc(tagId: GLint, tagString: cstring): void {.stdcall.}](glGetProc("glQueryResourceTagNV")) # Load GL_NV_register_combiners proc loadGL_NV_register_combiners*() = glCombinerParameterfvNV = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glCombinerParameterfvNV")) glCombinerParameterfNV = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glCombinerParameterfNV")) glCombinerParameterivNV = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glCombinerParameterivNV")) glCombinerParameteriNV = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glCombinerParameteriNV")) glCombinerInputNV = cast[proc(stage: GLenum, portion: GLenum, variable: GLenum, input: GLenum, mapping: GLenum, componentUsage: GLenum): void {.stdcall.}](glGetProc("glCombinerInputNV")) glCombinerOutputNV = cast[proc(stage: GLenum, portion: GLenum, abOutput: GLenum, cdOutput: GLenum, sumOutput: GLenum, scale: GLenum, bias: GLenum, abDotProduct: GLboolean, cdDotProduct: GLboolean, muxSum: GLboolean): void {.stdcall.}](glGetProc("glCombinerOutputNV")) glFinalCombinerInputNV = cast[proc(variable: GLenum, input: GLenum, mapping: GLenum, componentUsage: GLenum): void {.stdcall.}](glGetProc("glFinalCombinerInputNV")) glGetCombinerInputParameterfvNV = cast[proc(stage: GLenum, portion: GLenum, variable: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetCombinerInputParameterfvNV")) glGetCombinerInputParameterivNV = cast[proc(stage: GLenum, portion: GLenum, variable: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetCombinerInputParameterivNV")) glGetCombinerOutputParameterfvNV = cast[proc(stage: GLenum, portion: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetCombinerOutputParameterfvNV")) glGetCombinerOutputParameterivNV = cast[proc(stage: GLenum, portion: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetCombinerOutputParameterivNV")) glGetFinalCombinerInputParameterfvNV = cast[proc(variable: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFinalCombinerInputParameterfvNV")) glGetFinalCombinerInputParameterivNV = cast[proc(variable: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFinalCombinerInputParameterivNV")) # Load GL_NV_register_combiners2 proc loadGL_NV_register_combiners2*() = glCombinerStageParameterfvNV = cast[proc(stage: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glCombinerStageParameterfvNV")) glGetCombinerStageParameterfvNV = cast[proc(stage: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetCombinerStageParameterfvNV")) # Load GL_NV_sample_locations proc loadGL_NV_sample_locations*() = glFramebufferSampleLocationsfvNV = cast[proc(target: GLenum, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glFramebufferSampleLocationsfvNV")) glNamedFramebufferSampleLocationsfvNV = cast[proc(framebuffer: GLuint, start: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glNamedFramebufferSampleLocationsfvNV")) glResolveDepthValuesNV = cast[proc(): void {.stdcall.}](glGetProc("glResolveDepthValuesNV")) # Load GL_NV_scissor_exclusive proc loadGL_NV_scissor_exclusive*() = glScissorExclusiveNV = cast[proc(x: GLint, y: GLint, width: GLsizei, height: GLsizei): void {.stdcall.}](glGetProc("glScissorExclusiveNV")) glScissorExclusiveArrayvNV = cast[proc(first: GLuint, count: GLsizei, v: ptr GLint): void {.stdcall.}](glGetProc("glScissorExclusiveArrayvNV")) # Load GL_NV_shader_buffer_load proc loadGL_NV_shader_buffer_load*() = glMakeBufferResidentNV = cast[proc(target: GLenum, access: GLenum): void {.stdcall.}](glGetProc("glMakeBufferResidentNV")) glMakeBufferNonResidentNV = cast[proc(target: GLenum): void {.stdcall.}](glGetProc("glMakeBufferNonResidentNV")) glIsBufferResidentNV = cast[proc(target: GLenum): GLboolean {.stdcall.}](glGetProc("glIsBufferResidentNV")) glMakeNamedBufferResidentNV = cast[proc(buffer: GLuint, access: GLenum): void {.stdcall.}](glGetProc("glMakeNamedBufferResidentNV")) glMakeNamedBufferNonResidentNV = cast[proc(buffer: GLuint): void {.stdcall.}](glGetProc("glMakeNamedBufferNonResidentNV")) glIsNamedBufferResidentNV = cast[proc(buffer: GLuint): GLboolean {.stdcall.}](glGetProc("glIsNamedBufferResidentNV")) glGetBufferParameterui64vNV = cast[proc(target: GLenum, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetBufferParameterui64vNV")) glGetNamedBufferParameterui64vNV = cast[proc(buffer: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetNamedBufferParameterui64vNV")) glGetIntegerui64vNV = cast[proc(value: GLenum, result: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetIntegerui64vNV")) glUniformui64NV = cast[proc(location: GLint, value: GLuint64EXT): void {.stdcall.}](glGetProc("glUniformui64NV")) glUniformui64vNV = cast[proc(location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glUniformui64vNV")) glGetUniformui64vNV = cast[proc(program: GLuint, location: GLint, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetUniformui64vNV")) glProgramUniformui64NV = cast[proc(program: GLuint, location: GLint, value: GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniformui64NV")) glProgramUniformui64vNV = cast[proc(program: GLuint, location: GLint, count: GLsizei, value: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glProgramUniformui64vNV")) # Load GL_NV_shading_rate_image proc loadGL_NV_shading_rate_image*() = glBindShadingRateImageNV = cast[proc(texture: GLuint): void {.stdcall.}](glGetProc("glBindShadingRateImageNV")) glGetShadingRateImagePaletteNV = cast[proc(viewport: GLuint, entry: GLuint, rate: ptr GLenum): void {.stdcall.}](glGetProc("glGetShadingRateImagePaletteNV")) glGetShadingRateSampleLocationivNV = cast[proc(rate: GLenum, samples: GLuint, index: GLuint, location: ptr GLint): void {.stdcall.}](glGetProc("glGetShadingRateSampleLocationivNV")) glShadingRateImageBarrierNV = cast[proc(synchronize: GLboolean): void {.stdcall.}](glGetProc("glShadingRateImageBarrierNV")) glShadingRateImagePaletteNV = cast[proc(viewport: GLuint, first: GLuint, count: GLsizei, rates: ptr GLenum): void {.stdcall.}](glGetProc("glShadingRateImagePaletteNV")) glShadingRateSampleOrderNV = cast[proc(order: GLenum): void {.stdcall.}](glGetProc("glShadingRateSampleOrderNV")) glShadingRateSampleOrderCustomNV = cast[proc(rate: GLenum, samples: GLuint, locations: ptr GLint): void {.stdcall.}](glGetProc("glShadingRateSampleOrderCustomNV")) # Load GL_NV_texture_barrier proc loadGL_NV_texture_barrier*() = glTextureBarrierNV = cast[proc(): void {.stdcall.}](glGetProc("glTextureBarrierNV")) # Load GL_NV_texture_multisample proc loadGL_NV_texture_multisample*() = glTexImage2DMultisampleCoverageNV = cast[proc(target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.}](glGetProc("glTexImage2DMultisampleCoverageNV")) glTexImage3DMultisampleCoverageNV = cast[proc(target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.}](glGetProc("glTexImage3DMultisampleCoverageNV")) glTextureImage2DMultisampleNV = cast[proc(texture: GLuint, target: GLenum, samples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.}](glGetProc("glTextureImage2DMultisampleNV")) glTextureImage3DMultisampleNV = cast[proc(texture: GLuint, target: GLenum, samples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.}](glGetProc("glTextureImage3DMultisampleNV")) glTextureImage2DMultisampleCoverageNV = cast[proc(texture: GLuint, target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.}](glGetProc("glTextureImage2DMultisampleCoverageNV")) glTextureImage3DMultisampleCoverageNV = cast[proc(texture: GLuint, target: GLenum, coverageSamples: GLsizei, colorSamples: GLsizei, internalFormat: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, fixedSampleLocations: GLboolean): void {.stdcall.}](glGetProc("glTextureImage3DMultisampleCoverageNV")) # Load GL_NV_transform_feedback proc loadGL_NV_transform_feedback*() = glBeginTransformFeedbackNV = cast[proc(primitiveMode: GLenum): void {.stdcall.}](glGetProc("glBeginTransformFeedbackNV")) glEndTransformFeedbackNV = cast[proc(): void {.stdcall.}](glGetProc("glEndTransformFeedbackNV")) glTransformFeedbackAttribsNV = cast[proc(count: GLsizei, attribs: ptr GLint, bufferMode: GLenum): void {.stdcall.}](glGetProc("glTransformFeedbackAttribsNV")) glBindBufferRangeNV = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr): void {.stdcall.}](glGetProc("glBindBufferRangeNV")) glBindBufferOffsetNV = cast[proc(target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr): void {.stdcall.}](glGetProc("glBindBufferOffsetNV")) glBindBufferBaseNV = cast[proc(target: GLenum, index: GLuint, buffer: GLuint): void {.stdcall.}](glGetProc("glBindBufferBaseNV")) glTransformFeedbackVaryingsNV = cast[proc(program: GLuint, count: GLsizei, locations: ptr GLint, bufferMode: GLenum): void {.stdcall.}](glGetProc("glTransformFeedbackVaryingsNV")) glActiveVaryingNV = cast[proc(program: GLuint, name: cstring): void {.stdcall.}](glGetProc("glActiveVaryingNV")) glGetVaryingLocationNV = cast[proc(program: GLuint, name: cstring): GLint {.stdcall.}](glGetProc("glGetVaryingLocationNV")) glGetActiveVaryingNV = cast[proc(program: GLuint, index: GLuint, bufSize: GLsizei, length: ptr GLsizei, size: ptr GLsizei, `type`: ptr GLenum, name: cstring): void {.stdcall.}](glGetProc("glGetActiveVaryingNV")) glGetTransformFeedbackVaryingNV = cast[proc(program: GLuint, index: GLuint, location: ptr GLint): void {.stdcall.}](glGetProc("glGetTransformFeedbackVaryingNV")) glTransformFeedbackStreamAttribsNV = cast[proc(count: GLsizei, attribs: ptr GLint, nbuffers: GLsizei, bufstreams: ptr GLint, bufferMode: GLenum): void {.stdcall.}](glGetProc("glTransformFeedbackStreamAttribsNV")) # Load GL_NV_transform_feedback2 proc loadGL_NV_transform_feedback2*() = glBindTransformFeedbackNV = cast[proc(target: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glBindTransformFeedbackNV")) glDeleteTransformFeedbacksNV = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteTransformFeedbacksNV")) glGenTransformFeedbacksNV = cast[proc(n: GLsizei, ids: ptr GLuint): void {.stdcall.}](glGetProc("glGenTransformFeedbacksNV")) glIsTransformFeedbackNV = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsTransformFeedbackNV")) glPauseTransformFeedbackNV = cast[proc(): void {.stdcall.}](glGetProc("glPauseTransformFeedbackNV")) glResumeTransformFeedbackNV = cast[proc(): void {.stdcall.}](glGetProc("glResumeTransformFeedbackNV")) glDrawTransformFeedbackNV = cast[proc(mode: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glDrawTransformFeedbackNV")) # Load GL_NV_vdpau_interop proc loadGL_NV_vdpau_interop*() = glVDPAUInitNV = cast[proc(vdpDevice: pointer, getProcAddress: pointer): void {.stdcall.}](glGetProc("glVDPAUInitNV")) glVDPAUFiniNV = cast[proc(): void {.stdcall.}](glGetProc("glVDPAUFiniNV")) glVDPAURegisterVideoSurfaceNV = cast[proc(vdpSurface: pointer, target: GLenum, numTextureNames: GLsizei, textureNames: ptr GLuint): GLvdpauSurfaceNV {.stdcall.}](glGetProc("glVDPAURegisterVideoSurfaceNV")) glVDPAURegisterOutputSurfaceNV = cast[proc(vdpSurface: pointer, target: GLenum, numTextureNames: GLsizei, textureNames: ptr GLuint): GLvdpauSurfaceNV {.stdcall.}](glGetProc("glVDPAURegisterOutputSurfaceNV")) glVDPAUIsSurfaceNV = cast[proc(surface: GLvdpauSurfaceNV): GLboolean {.stdcall.}](glGetProc("glVDPAUIsSurfaceNV")) glVDPAUUnregisterSurfaceNV = cast[proc(surface: GLvdpauSurfaceNV): void {.stdcall.}](glGetProc("glVDPAUUnregisterSurfaceNV")) glVDPAUGetSurfaceivNV = cast[proc(surface: GLvdpauSurfaceNV, pname: GLenum, count: GLsizei, length: ptr GLsizei, values: ptr GLint): void {.stdcall.}](glGetProc("glVDPAUGetSurfaceivNV")) glVDPAUSurfaceAccessNV = cast[proc(surface: GLvdpauSurfaceNV, access: GLenum): void {.stdcall.}](glGetProc("glVDPAUSurfaceAccessNV")) glVDPAUMapSurfacesNV = cast[proc(numSurfaces: GLsizei, surfaces: ptr GLvdpauSurfaceNV): void {.stdcall.}](glGetProc("glVDPAUMapSurfacesNV")) glVDPAUUnmapSurfacesNV = cast[proc(numSurface: GLsizei, surfaces: ptr GLvdpauSurfaceNV): void {.stdcall.}](glGetProc("glVDPAUUnmapSurfacesNV")) # Load GL_NV_vdpau_interop2 proc loadGL_NV_vdpau_interop2*() = glVDPAURegisterVideoSurfaceWithPictureStructureNV = cast[proc(vdpSurface: pointer, target: GLenum, numTextureNames: GLsizei, textureNames: ptr GLuint, isFrameStructure: GLboolean): GLvdpauSurfaceNV {.stdcall.}](glGetProc("glVDPAURegisterVideoSurfaceWithPictureStructureNV")) # Load GL_NV_vertex_array_range proc loadGL_NV_vertex_array_range*() = glFlushVertexArrayRangeNV = cast[proc(): void {.stdcall.}](glGetProc("glFlushVertexArrayRangeNV")) glVertexArrayRangeNV = cast[proc(length: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexArrayRangeNV")) # Load GL_NV_vertex_attrib_integer_64bit proc loadGL_NV_vertex_attrib_integer_64bit*() = glVertexAttribL1i64NV = cast[proc(index: GLuint, x: GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL1i64NV")) glVertexAttribL2i64NV = cast[proc(index: GLuint, x: GLint64EXT, y: GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL2i64NV")) glVertexAttribL3i64NV = cast[proc(index: GLuint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL3i64NV")) glVertexAttribL4i64NV = cast[proc(index: GLuint, x: GLint64EXT, y: GLint64EXT, z: GLint64EXT, w: GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL4i64NV")) glVertexAttribL1i64vNV = cast[proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL1i64vNV")) glVertexAttribL2i64vNV = cast[proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL2i64vNV")) glVertexAttribL3i64vNV = cast[proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL3i64vNV")) glVertexAttribL4i64vNV = cast[proc(index: GLuint, v: ptr GLint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL4i64vNV")) glVertexAttribL1ui64NV = cast[proc(index: GLuint, x: GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL1ui64NV")) glVertexAttribL2ui64NV = cast[proc(index: GLuint, x: GLuint64EXT, y: GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL2ui64NV")) glVertexAttribL3ui64NV = cast[proc(index: GLuint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL3ui64NV")) glVertexAttribL4ui64NV = cast[proc(index: GLuint, x: GLuint64EXT, y: GLuint64EXT, z: GLuint64EXT, w: GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL4ui64NV")) glVertexAttribL1ui64vNV = cast[proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL1ui64vNV")) glVertexAttribL2ui64vNV = cast[proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL2ui64vNV")) glVertexAttribL3ui64vNV = cast[proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL3ui64vNV")) glVertexAttribL4ui64vNV = cast[proc(index: GLuint, v: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glVertexAttribL4ui64vNV")) glGetVertexAttribLi64vNV = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint64EXT): void {.stdcall.}](glGetProc("glGetVertexAttribLi64vNV")) glGetVertexAttribLui64vNV = cast[proc(index: GLuint, pname: GLenum, params: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetVertexAttribLui64vNV")) glVertexAttribLFormatNV = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexAttribLFormatNV")) # Load GL_NV_vertex_buffer_unified_memory proc loadGL_NV_vertex_buffer_unified_memory*() = glBufferAddressRangeNV = cast[proc(pname: GLenum, index: GLuint, address: GLuint64EXT, length: GLsizeiptr): void {.stdcall.}](glGetProc("glBufferAddressRangeNV")) glVertexFormatNV = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexFormatNV")) glNormalFormatNV = cast[proc(`type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glNormalFormatNV")) glColorFormatNV = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glColorFormatNV")) glIndexFormatNV = cast[proc(`type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glIndexFormatNV")) glTexCoordFormatNV = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glTexCoordFormatNV")) glEdgeFlagFormatNV = cast[proc(stride: GLsizei): void {.stdcall.}](glGetProc("glEdgeFlagFormatNV")) glSecondaryColorFormatNV = cast[proc(size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glSecondaryColorFormatNV")) glFogCoordFormatNV = cast[proc(`type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glFogCoordFormatNV")) glVertexAttribFormatNV = cast[proc(index: GLuint, size: GLint, `type`: GLenum, normalized: GLboolean, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexAttribFormatNV")) glVertexAttribIFormatNV = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei): void {.stdcall.}](glGetProc("glVertexAttribIFormatNV")) glGetIntegerui64i_vNV = cast[proc(value: GLenum, index: GLuint, result: ptr GLuint64EXT): void {.stdcall.}](glGetProc("glGetIntegerui64i_vNV")) # Load GL_NV_vertex_program proc loadGL_NV_vertex_program*() = glAreProgramsResidentNV = cast[proc(n: GLsizei, programs: ptr GLuint, residences: ptr GLboolean): GLboolean {.stdcall.}](glGetProc("glAreProgramsResidentNV")) glBindProgramNV = cast[proc(target: GLenum, id: GLuint): void {.stdcall.}](glGetProc("glBindProgramNV")) glDeleteProgramsNV = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glDeleteProgramsNV")) glExecuteProgramNV = cast[proc(target: GLenum, id: GLuint, params: ptr GLfloat): void {.stdcall.}](glGetProc("glExecuteProgramNV")) glGenProgramsNV = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glGenProgramsNV")) glGetProgramParameterdvNV = cast[proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetProgramParameterdvNV")) glGetProgramParameterfvNV = cast[proc(target: GLenum, index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetProgramParameterfvNV")) glGetProgramivNV = cast[proc(id: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetProgramivNV")) glGetProgramStringNV = cast[proc(id: GLuint, pname: GLenum, program: ptr GLubyte): void {.stdcall.}](glGetProc("glGetProgramStringNV")) glGetTrackMatrixivNV = cast[proc(target: GLenum, address: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetTrackMatrixivNV")) glGetVertexAttribdvNV = cast[proc(index: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVertexAttribdvNV")) glGetVertexAttribfvNV = cast[proc(index: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVertexAttribfvNV")) glGetVertexAttribivNV = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribivNV")) glGetVertexAttribPointervNV = cast[proc(index: GLuint, pname: GLenum, pointer: ptr pointer): void {.stdcall.}](glGetProc("glGetVertexAttribPointervNV")) glIsProgramNV = cast[proc(id: GLuint): GLboolean {.stdcall.}](glGetProc("glIsProgramNV")) glLoadProgramNV = cast[proc(target: GLenum, id: GLuint, len: GLsizei, program: ptr GLubyte): void {.stdcall.}](glGetProc("glLoadProgramNV")) glProgramParameter4dNV = cast[proc(target: GLenum, index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glProgramParameter4dNV")) glProgramParameter4dvNV = cast[proc(target: GLenum, index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramParameter4dvNV")) glProgramParameter4fNV = cast[proc(target: GLenum, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glProgramParameter4fNV")) glProgramParameter4fvNV = cast[proc(target: GLenum, index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramParameter4fvNV")) glProgramParameters4dvNV = cast[proc(target: GLenum, index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glProgramParameters4dvNV")) glProgramParameters4fvNV = cast[proc(target: GLenum, index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glProgramParameters4fvNV")) glRequestResidentProgramsNV = cast[proc(n: GLsizei, programs: ptr GLuint): void {.stdcall.}](glGetProc("glRequestResidentProgramsNV")) glTrackMatrixNV = cast[proc(target: GLenum, address: GLuint, matrix: GLenum, transform: GLenum): void {.stdcall.}](glGetProc("glTrackMatrixNV")) glVertexAttribPointerNV = cast[proc(index: GLuint, fsize: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribPointerNV")) glVertexAttrib1dNV = cast[proc(index: GLuint, x: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dNV")) glVertexAttrib1dvNV = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib1dvNV")) glVertexAttrib1fNV = cast[proc(index: GLuint, x: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fNV")) glVertexAttrib1fvNV = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib1fvNV")) glVertexAttrib1sNV = cast[proc(index: GLuint, x: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1sNV")) glVertexAttrib1svNV = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib1svNV")) glVertexAttrib2dNV = cast[proc(index: GLuint, x: GLdouble, y: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dNV")) glVertexAttrib2dvNV = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib2dvNV")) glVertexAttrib2fNV = cast[proc(index: GLuint, x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fNV")) glVertexAttrib2fvNV = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib2fvNV")) glVertexAttrib2sNV = cast[proc(index: GLuint, x: GLshort, y: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2sNV")) glVertexAttrib2svNV = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib2svNV")) glVertexAttrib3dNV = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dNV")) glVertexAttrib3dvNV = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib3dvNV")) glVertexAttrib3fNV = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fNV")) glVertexAttrib3fvNV = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib3fvNV")) glVertexAttrib3sNV = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3sNV")) glVertexAttrib3svNV = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib3svNV")) glVertexAttrib4dNV = cast[proc(index: GLuint, x: GLdouble, y: GLdouble, z: GLdouble, w: GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dNV")) glVertexAttrib4dvNV = cast[proc(index: GLuint, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttrib4dvNV")) glVertexAttrib4fNV = cast[proc(index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fNV")) glVertexAttrib4fvNV = cast[proc(index: GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttrib4fvNV")) glVertexAttrib4sNV = cast[proc(index: GLuint, x: GLshort, y: GLshort, z: GLshort, w: GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4sNV")) glVertexAttrib4svNV = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttrib4svNV")) glVertexAttrib4ubNV = cast[proc(index: GLuint, x: GLubyte, y: GLubyte, z: GLubyte, w: GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4ubNV")) glVertexAttrib4ubvNV = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttrib4ubvNV")) glVertexAttribs1dvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribs1dvNV")) glVertexAttribs1fvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttribs1fvNV")) glVertexAttribs1svNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttribs1svNV")) glVertexAttribs2dvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribs2dvNV")) glVertexAttribs2fvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttribs2fvNV")) glVertexAttribs2svNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttribs2svNV")) glVertexAttribs3dvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribs3dvNV")) glVertexAttribs3fvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttribs3fvNV")) glVertexAttribs3svNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttribs3svNV")) glVertexAttribs4dvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLdouble): void {.stdcall.}](glGetProc("glVertexAttribs4dvNV")) glVertexAttribs4fvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLfloat): void {.stdcall.}](glGetProc("glVertexAttribs4fvNV")) glVertexAttribs4svNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttribs4svNV")) glVertexAttribs4ubvNV = cast[proc(index: GLuint, count: GLsizei, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttribs4ubvNV")) # Load GL_NV_vertex_program4 proc loadGL_NV_vertex_program4*() = glVertexAttribI1iEXT = cast[proc(index: GLuint, x: GLint): void {.stdcall.}](glGetProc("glVertexAttribI1iEXT")) glVertexAttribI2iEXT = cast[proc(index: GLuint, x: GLint, y: GLint): void {.stdcall.}](glGetProc("glVertexAttribI2iEXT")) glVertexAttribI3iEXT = cast[proc(index: GLuint, x: GLint, y: GLint, z: GLint): void {.stdcall.}](glGetProc("glVertexAttribI3iEXT")) glVertexAttribI4iEXT = cast[proc(index: GLuint, x: GLint, y: GLint, z: GLint, w: GLint): void {.stdcall.}](glGetProc("glVertexAttribI4iEXT")) glVertexAttribI1uiEXT = cast[proc(index: GLuint, x: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI1uiEXT")) glVertexAttribI2uiEXT = cast[proc(index: GLuint, x: GLuint, y: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI2uiEXT")) glVertexAttribI3uiEXT = cast[proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI3uiEXT")) glVertexAttribI4uiEXT = cast[proc(index: GLuint, x: GLuint, y: GLuint, z: GLuint, w: GLuint): void {.stdcall.}](glGetProc("glVertexAttribI4uiEXT")) glVertexAttribI1ivEXT = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI1ivEXT")) glVertexAttribI2ivEXT = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI2ivEXT")) glVertexAttribI3ivEXT = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI3ivEXT")) glVertexAttribI4ivEXT = cast[proc(index: GLuint, v: ptr GLint): void {.stdcall.}](glGetProc("glVertexAttribI4ivEXT")) glVertexAttribI1uivEXT = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI1uivEXT")) glVertexAttribI2uivEXT = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI2uivEXT")) glVertexAttribI3uivEXT = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI3uivEXT")) glVertexAttribI4uivEXT = cast[proc(index: GLuint, v: ptr GLuint): void {.stdcall.}](glGetProc("glVertexAttribI4uivEXT")) glVertexAttribI4bvEXT = cast[proc(index: GLuint, v: ptr GLbyte): void {.stdcall.}](glGetProc("glVertexAttribI4bvEXT")) glVertexAttribI4svEXT = cast[proc(index: GLuint, v: ptr GLshort): void {.stdcall.}](glGetProc("glVertexAttribI4svEXT")) glVertexAttribI4ubvEXT = cast[proc(index: GLuint, v: ptr GLubyte): void {.stdcall.}](glGetProc("glVertexAttribI4ubvEXT")) glVertexAttribI4usvEXT = cast[proc(index: GLuint, v: ptr GLushort): void {.stdcall.}](glGetProc("glVertexAttribI4usvEXT")) glVertexAttribIPointerEXT = cast[proc(index: GLuint, size: GLint, `type`: GLenum, stride: GLsizei, pointer: pointer): void {.stdcall.}](glGetProc("glVertexAttribIPointerEXT")) glGetVertexAttribIivEXT = cast[proc(index: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVertexAttribIivEXT")) glGetVertexAttribIuivEXT = cast[proc(index: GLuint, pname: GLenum, params: ptr GLuint): void {.stdcall.}](glGetProc("glGetVertexAttribIuivEXT")) # Load GL_NV_video_capture proc loadGL_NV_video_capture*() = glBeginVideoCaptureNV = cast[proc(video_capture_slot: GLuint): void {.stdcall.}](glGetProc("glBeginVideoCaptureNV")) glBindVideoCaptureStreamBufferNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, frame_region: GLenum, offset: GLintptrARB): void {.stdcall.}](glGetProc("glBindVideoCaptureStreamBufferNV")) glBindVideoCaptureStreamTextureNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, frame_region: GLenum, target: GLenum, texture: GLuint): void {.stdcall.}](glGetProc("glBindVideoCaptureStreamTextureNV")) glEndVideoCaptureNV = cast[proc(video_capture_slot: GLuint): void {.stdcall.}](glGetProc("glEndVideoCaptureNV")) glGetVideoCaptureivNV = cast[proc(video_capture_slot: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVideoCaptureivNV")) glGetVideoCaptureStreamivNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetVideoCaptureStreamivNV")) glGetVideoCaptureStreamfvNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetVideoCaptureStreamfvNV")) glGetVideoCaptureStreamdvNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glGetVideoCaptureStreamdvNV")) glVideoCaptureNV = cast[proc(video_capture_slot: GLuint, sequence_num: ptr GLuint, capture_time: ptr GLuint64EXT): GLenum {.stdcall.}](glGetProc("glVideoCaptureNV")) glVideoCaptureStreamParameterivNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glVideoCaptureStreamParameterivNV")) glVideoCaptureStreamParameterfvNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glVideoCaptureStreamParameterfvNV")) glVideoCaptureStreamParameterdvNV = cast[proc(video_capture_slot: GLuint, stream: GLuint, pname: GLenum, params: ptr GLdouble): void {.stdcall.}](glGetProc("glVideoCaptureStreamParameterdvNV")) # Load GL_NV_viewport_swizzle proc loadGL_NV_viewport_swizzle*() = glViewportSwizzleNV = cast[proc(index: GLuint, swizzlex: GLenum, swizzley: GLenum, swizzlez: GLenum, swizzlew: GLenum): void {.stdcall.}](glGetProc("glViewportSwizzleNV")) # Load GL_OES_byte_coordinates proc loadGL_OES_byte_coordinates*() = glMultiTexCoord1bOES = cast[proc(texture: GLenum, s: GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord1bOES")) glMultiTexCoord1bvOES = cast[proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord1bvOES")) glMultiTexCoord2bOES = cast[proc(texture: GLenum, s: GLbyte, t: GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord2bOES")) glMultiTexCoord2bvOES = cast[proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord2bvOES")) glMultiTexCoord3bOES = cast[proc(texture: GLenum, s: GLbyte, t: GLbyte, r: GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord3bOES")) glMultiTexCoord3bvOES = cast[proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord3bvOES")) glMultiTexCoord4bOES = cast[proc(texture: GLenum, s: GLbyte, t: GLbyte, r: GLbyte, q: GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord4bOES")) glMultiTexCoord4bvOES = cast[proc(texture: GLenum, coords: ptr GLbyte): void {.stdcall.}](glGetProc("glMultiTexCoord4bvOES")) glTexCoord1bOES = cast[proc(s: GLbyte): void {.stdcall.}](glGetProc("glTexCoord1bOES")) glTexCoord1bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glTexCoord1bvOES")) glTexCoord2bOES = cast[proc(s: GLbyte, t: GLbyte): void {.stdcall.}](glGetProc("glTexCoord2bOES")) glTexCoord2bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glTexCoord2bvOES")) glTexCoord3bOES = cast[proc(s: GLbyte, t: GLbyte, r: GLbyte): void {.stdcall.}](glGetProc("glTexCoord3bOES")) glTexCoord3bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glTexCoord3bvOES")) glTexCoord4bOES = cast[proc(s: GLbyte, t: GLbyte, r: GLbyte, q: GLbyte): void {.stdcall.}](glGetProc("glTexCoord4bOES")) glTexCoord4bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glTexCoord4bvOES")) glVertex2bOES = cast[proc(x: GLbyte, y: GLbyte): void {.stdcall.}](glGetProc("glVertex2bOES")) glVertex2bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glVertex2bvOES")) glVertex3bOES = cast[proc(x: GLbyte, y: GLbyte, z: GLbyte): void {.stdcall.}](glGetProc("glVertex3bOES")) glVertex3bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glVertex3bvOES")) glVertex4bOES = cast[proc(x: GLbyte, y: GLbyte, z: GLbyte, w: GLbyte): void {.stdcall.}](glGetProc("glVertex4bOES")) glVertex4bvOES = cast[proc(coords: ptr GLbyte): void {.stdcall.}](glGetProc("glVertex4bvOES")) # Load GL_OES_fixed_point proc loadGL_OES_fixed_point*() = glAlphaFuncxOES = cast[proc(`func`: GLenum, `ref`: GLfixed): void {.stdcall.}](glGetProc("glAlphaFuncxOES")) glClearColorxOES = cast[proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.}](glGetProc("glClearColorxOES")) glClearDepthxOES = cast[proc(depth: GLfixed): void {.stdcall.}](glGetProc("glClearDepthxOES")) glClipPlanexOES = cast[proc(plane: GLenum, equation: ptr GLfixed): void {.stdcall.}](glGetProc("glClipPlanexOES")) glColor4xOES = cast[proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.}](glGetProc("glColor4xOES")) glDepthRangexOES = cast[proc(n: GLfixed, f: GLfixed): void {.stdcall.}](glGetProc("glDepthRangexOES")) glFogxOES = cast[proc(pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glFogxOES")) glFogxvOES = cast[proc(pname: GLenum, param: ptr GLfixed): void {.stdcall.}](glGetProc("glFogxvOES")) glFrustumxOES = cast[proc(l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed): void {.stdcall.}](glGetProc("glFrustumxOES")) glGetClipPlanexOES = cast[proc(plane: GLenum, equation: ptr GLfixed): void {.stdcall.}](glGetProc("glGetClipPlanexOES")) glGetFixedvOES = cast[proc(pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetFixedvOES")) glGetTexEnvxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetTexEnvxvOES")) glGetTexParameterxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetTexParameterxvOES")) glLightModelxOES = cast[proc(pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glLightModelxOES")) glLightModelxvOES = cast[proc(pname: GLenum, param: ptr GLfixed): void {.stdcall.}](glGetProc("glLightModelxvOES")) glLightxOES = cast[proc(light: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glLightxOES")) glLightxvOES = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glLightxvOES")) glLineWidthxOES = cast[proc(width: GLfixed): void {.stdcall.}](glGetProc("glLineWidthxOES")) glLoadMatrixxOES = cast[proc(m: ptr GLfixed): void {.stdcall.}](glGetProc("glLoadMatrixxOES")) glMaterialxOES = cast[proc(face: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glMaterialxOES")) glMaterialxvOES = cast[proc(face: GLenum, pname: GLenum, param: ptr GLfixed): void {.stdcall.}](glGetProc("glMaterialxvOES")) glMultMatrixxOES = cast[proc(m: ptr GLfixed): void {.stdcall.}](glGetProc("glMultMatrixxOES")) glMultiTexCoord4xOES = cast[proc(texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord4xOES")) glNormal3xOES = cast[proc(nx: GLfixed, ny: GLfixed, nz: GLfixed): void {.stdcall.}](glGetProc("glNormal3xOES")) glOrthoxOES = cast[proc(l: GLfixed, r: GLfixed, b: GLfixed, t: GLfixed, n: GLfixed, f: GLfixed): void {.stdcall.}](glGetProc("glOrthoxOES")) glPointParameterxvOES = cast[proc(pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glPointParameterxvOES")) glPointSizexOES = cast[proc(size: GLfixed): void {.stdcall.}](glGetProc("glPointSizexOES")) glPolygonOffsetxOES = cast[proc(factor: GLfixed, units: GLfixed): void {.stdcall.}](glGetProc("glPolygonOffsetxOES")) glRotatexOES = cast[proc(angle: GLfixed, x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.}](glGetProc("glRotatexOES")) glScalexOES = cast[proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.}](glGetProc("glScalexOES")) glTexEnvxOES = cast[proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glTexEnvxOES")) glTexEnvxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glTexEnvxvOES")) glTexParameterxOES = cast[proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glTexParameterxOES")) glTexParameterxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glTexParameterxvOES")) glTranslatexOES = cast[proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.}](glGetProc("glTranslatexOES")) glGetLightxvOES = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetLightxvOES")) glGetMaterialxvOES = cast[proc(face: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetMaterialxvOES")) glPointParameterxOES = cast[proc(pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glPointParameterxOES")) glSampleCoveragexOES = cast[proc(value: GLclampx, invert: GLboolean): void {.stdcall.}](glGetProc("glSampleCoveragexOES")) glAccumxOES = cast[proc(op: GLenum, value: GLfixed): void {.stdcall.}](glGetProc("glAccumxOES")) glBitmapxOES = cast[proc(width: GLsizei, height: GLsizei, xorig: GLfixed, yorig: GLfixed, xmove: GLfixed, ymove: GLfixed, bitmap: ptr GLubyte): void {.stdcall.}](glGetProc("glBitmapxOES")) glBlendColorxOES = cast[proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.}](glGetProc("glBlendColorxOES")) glClearAccumxOES = cast[proc(red: GLfixed, green: GLfixed, blue: GLfixed, alpha: GLfixed): void {.stdcall.}](glGetProc("glClearAccumxOES")) glColor3xOES = cast[proc(red: GLfixed, green: GLfixed, blue: GLfixed): void {.stdcall.}](glGetProc("glColor3xOES")) glColor3xvOES = cast[proc(components: ptr GLfixed): void {.stdcall.}](glGetProc("glColor3xvOES")) glColor4xvOES = cast[proc(components: ptr GLfixed): void {.stdcall.}](glGetProc("glColor4xvOES")) glConvolutionParameterxOES = cast[proc(target: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glConvolutionParameterxOES")) glConvolutionParameterxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glConvolutionParameterxvOES")) glEvalCoord1xOES = cast[proc(u: GLfixed): void {.stdcall.}](glGetProc("glEvalCoord1xOES")) glEvalCoord1xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glEvalCoord1xvOES")) glEvalCoord2xOES = cast[proc(u: GLfixed, v: GLfixed): void {.stdcall.}](glGetProc("glEvalCoord2xOES")) glEvalCoord2xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glEvalCoord2xvOES")) glFeedbackBufferxOES = cast[proc(n: GLsizei, `type`: GLenum, buffer: ptr GLfixed): void {.stdcall.}](glGetProc("glFeedbackBufferxOES")) glGetConvolutionParameterxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetConvolutionParameterxvOES")) glGetHistogramParameterxvOES = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetHistogramParameterxvOES")) glGetLightxOES = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetLightxOES")) glGetMapxvOES = cast[proc(target: GLenum, query: GLenum, v: ptr GLfixed): void {.stdcall.}](glGetProc("glGetMapxvOES")) glGetMaterialxOES = cast[proc(face: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glGetMaterialxOES")) glGetPixelMapxv = cast[proc(map: GLenum, size: GLint, values: ptr GLfixed): void {.stdcall.}](glGetProc("glGetPixelMapxv")) glGetTexGenxvOES = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetTexGenxvOES")) glGetTexLevelParameterxvOES = cast[proc(target: GLenum, level: GLint, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glGetTexLevelParameterxvOES")) glIndexxOES = cast[proc(component: GLfixed): void {.stdcall.}](glGetProc("glIndexxOES")) glIndexxvOES = cast[proc(component: ptr GLfixed): void {.stdcall.}](glGetProc("glIndexxvOES")) glLoadTransposeMatrixxOES = cast[proc(m: ptr GLfixed): void {.stdcall.}](glGetProc("glLoadTransposeMatrixxOES")) glMap1xOES = cast[proc(target: GLenum, u1: GLfixed, u2: GLfixed, stride: GLint, order: GLint, points: GLfixed): void {.stdcall.}](glGetProc("glMap1xOES")) glMap2xOES = cast[proc(target: GLenum, u1: GLfixed, u2: GLfixed, ustride: GLint, uorder: GLint, v1: GLfixed, v2: GLfixed, vstride: GLint, vorder: GLint, points: GLfixed): void {.stdcall.}](glGetProc("glMap2xOES")) glMapGrid1xOES = cast[proc(n: GLint, u1: GLfixed, u2: GLfixed): void {.stdcall.}](glGetProc("glMapGrid1xOES")) glMapGrid2xOES = cast[proc(n: GLint, u1: GLfixed, u2: GLfixed, v1: GLfixed, v2: GLfixed): void {.stdcall.}](glGetProc("glMapGrid2xOES")) glMultTransposeMatrixxOES = cast[proc(m: ptr GLfixed): void {.stdcall.}](glGetProc("glMultTransposeMatrixxOES")) glMultiTexCoord1xOES = cast[proc(texture: GLenum, s: GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord1xOES")) glMultiTexCoord1xvOES = cast[proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord1xvOES")) glMultiTexCoord2xOES = cast[proc(texture: GLenum, s: GLfixed, t: GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord2xOES")) glMultiTexCoord2xvOES = cast[proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord2xvOES")) glMultiTexCoord3xOES = cast[proc(texture: GLenum, s: GLfixed, t: GLfixed, r: GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord3xOES")) glMultiTexCoord3xvOES = cast[proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord3xvOES")) glMultiTexCoord4xvOES = cast[proc(texture: GLenum, coords: ptr GLfixed): void {.stdcall.}](glGetProc("glMultiTexCoord4xvOES")) glNormal3xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glNormal3xvOES")) glPassThroughxOES = cast[proc(token: GLfixed): void {.stdcall.}](glGetProc("glPassThroughxOES")) glPixelMapx = cast[proc(map: GLenum, size: GLint, values: ptr GLfixed): void {.stdcall.}](glGetProc("glPixelMapx")) glPixelStorex = cast[proc(pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glPixelStorex")) glPixelTransferxOES = cast[proc(pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glPixelTransferxOES")) glPixelZoomxOES = cast[proc(xfactor: GLfixed, yfactor: GLfixed): void {.stdcall.}](glGetProc("glPixelZoomxOES")) glPrioritizeTexturesxOES = cast[proc(n: GLsizei, textures: ptr GLuint, priorities: ptr GLfixed): void {.stdcall.}](glGetProc("glPrioritizeTexturesxOES")) glRasterPos2xOES = cast[proc(x: GLfixed, y: GLfixed): void {.stdcall.}](glGetProc("glRasterPos2xOES")) glRasterPos2xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glRasterPos2xvOES")) glRasterPos3xOES = cast[proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.}](glGetProc("glRasterPos3xOES")) glRasterPos3xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glRasterPos3xvOES")) glRasterPos4xOES = cast[proc(x: GLfixed, y: GLfixed, z: GLfixed, w: GLfixed): void {.stdcall.}](glGetProc("glRasterPos4xOES")) glRasterPos4xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glRasterPos4xvOES")) glRectxOES = cast[proc(x1: GLfixed, y1: GLfixed, x2: GLfixed, y2: GLfixed): void {.stdcall.}](glGetProc("glRectxOES")) glRectxvOES = cast[proc(v1: ptr GLfixed, v2: ptr GLfixed): void {.stdcall.}](glGetProc("glRectxvOES")) glTexCoord1xOES = cast[proc(s: GLfixed): void {.stdcall.}](glGetProc("glTexCoord1xOES")) glTexCoord1xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glTexCoord1xvOES")) glTexCoord2xOES = cast[proc(s: GLfixed, t: GLfixed): void {.stdcall.}](glGetProc("glTexCoord2xOES")) glTexCoord2xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glTexCoord2xvOES")) glTexCoord3xOES = cast[proc(s: GLfixed, t: GLfixed, r: GLfixed): void {.stdcall.}](glGetProc("glTexCoord3xOES")) glTexCoord3xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glTexCoord3xvOES")) glTexCoord4xOES = cast[proc(s: GLfixed, t: GLfixed, r: GLfixed, q: GLfixed): void {.stdcall.}](glGetProc("glTexCoord4xOES")) glTexCoord4xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glTexCoord4xvOES")) glTexGenxOES = cast[proc(coord: GLenum, pname: GLenum, param: GLfixed): void {.stdcall.}](glGetProc("glTexGenxOES")) glTexGenxvOES = cast[proc(coord: GLenum, pname: GLenum, params: ptr GLfixed): void {.stdcall.}](glGetProc("glTexGenxvOES")) glVertex2xOES = cast[proc(x: GLfixed): void {.stdcall.}](glGetProc("glVertex2xOES")) glVertex2xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glVertex2xvOES")) glVertex3xOES = cast[proc(x: GLfixed, y: GLfixed): void {.stdcall.}](glGetProc("glVertex3xOES")) glVertex3xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glVertex3xvOES")) glVertex4xOES = cast[proc(x: GLfixed, y: GLfixed, z: GLfixed): void {.stdcall.}](glGetProc("glVertex4xOES")) glVertex4xvOES = cast[proc(coords: ptr GLfixed): void {.stdcall.}](glGetProc("glVertex4xvOES")) # Load GL_OES_query_matrix proc loadGL_OES_query_matrix*() = glQueryMatrixxOES = cast[proc(mantissa: ptr GLfixed, exponent: ptr GLint): GLbitfield {.stdcall.}](glGetProc("glQueryMatrixxOES")) # Load GL_OES_single_precision proc loadGL_OES_single_precision*() = glClearDepthfOES = cast[proc(depth: GLclampf): void {.stdcall.}](glGetProc("glClearDepthfOES")) glClipPlanefOES = cast[proc(plane: GLenum, equation: ptr GLfloat): void {.stdcall.}](glGetProc("glClipPlanefOES")) glDepthRangefOES = cast[proc(n: GLclampf, f: GLclampf): void {.stdcall.}](glGetProc("glDepthRangefOES")) glFrustumfOES = cast[proc(l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat): void {.stdcall.}](glGetProc("glFrustumfOES")) glGetClipPlanefOES = cast[proc(plane: GLenum, equation: ptr GLfloat): void {.stdcall.}](glGetProc("glGetClipPlanefOES")) glOrthofOES = cast[proc(l: GLfloat, r: GLfloat, b: GLfloat, t: GLfloat, n: GLfloat, f: GLfloat): void {.stdcall.}](glGetProc("glOrthofOES")) # Load GL_OVR_multiview proc loadGL_OVR_multiview*() = glFramebufferTextureMultiviewOVR = cast[proc(target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, baseViewIndex: GLint, numViews: GLsizei): void {.stdcall.}](glGetProc("glFramebufferTextureMultiviewOVR")) # Load GL_PGI_misc_hints proc loadGL_PGI_misc_hints*() = glHintPGI = cast[proc(target: GLenum, mode: GLint): void {.stdcall.}](glGetProc("glHintPGI")) # Load GL_SGIS_detail_texture proc loadGL_SGIS_detail_texture*() = glDetailTexFuncSGIS = cast[proc(target: GLenum, n: GLsizei, points: ptr GLfloat): void {.stdcall.}](glGetProc("glDetailTexFuncSGIS")) glGetDetailTexFuncSGIS = cast[proc(target: GLenum, points: ptr GLfloat): void {.stdcall.}](glGetProc("glGetDetailTexFuncSGIS")) # Load GL_SGIS_fog_function proc loadGL_SGIS_fog_function*() = glFogFuncSGIS = cast[proc(n: GLsizei, points: ptr GLfloat): void {.stdcall.}](glGetProc("glFogFuncSGIS")) glGetFogFuncSGIS = cast[proc(points: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFogFuncSGIS")) # Load GL_SGIS_multisample proc loadGL_SGIS_multisample*() = glSampleMaskSGIS = cast[proc(value: GLclampf, invert: GLboolean): void {.stdcall.}](glGetProc("glSampleMaskSGIS")) glSamplePatternSGIS = cast[proc(pattern: GLenum): void {.stdcall.}](glGetProc("glSamplePatternSGIS")) # Load GL_SGIS_pixel_texture proc loadGL_SGIS_pixel_texture*() = glPixelTexGenParameteriSGIS = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glPixelTexGenParameteriSGIS")) glPixelTexGenParameterivSGIS = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glPixelTexGenParameterivSGIS")) glPixelTexGenParameterfSGIS = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPixelTexGenParameterfSGIS")) glPixelTexGenParameterfvSGIS = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glPixelTexGenParameterfvSGIS")) glGetPixelTexGenParameterivSGIS = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetPixelTexGenParameterivSGIS")) glGetPixelTexGenParameterfvSGIS = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetPixelTexGenParameterfvSGIS")) # Load GL_SGIS_point_parameters proc loadGL_SGIS_point_parameters*() = glPointParameterfSGIS = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glPointParameterfSGIS")) glPointParameterfvSGIS = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glPointParameterfvSGIS")) # Load GL_SGIS_sharpen_texture proc loadGL_SGIS_sharpen_texture*() = glSharpenTexFuncSGIS = cast[proc(target: GLenum, n: GLsizei, points: ptr GLfloat): void {.stdcall.}](glGetProc("glSharpenTexFuncSGIS")) glGetSharpenTexFuncSGIS = cast[proc(target: GLenum, points: ptr GLfloat): void {.stdcall.}](glGetProc("glGetSharpenTexFuncSGIS")) # Load GL_SGIS_texture4D proc loadGL_SGIS_texture4D*() = glTexImage4DSGIS = cast[proc(target: GLenum, level: GLint, internalformat: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, size4d: GLsizei, border: GLint, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexImage4DSGIS")) glTexSubImage4DSGIS = cast[proc(target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, woffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, size4d: GLsizei, format: GLenum, `type`: GLenum, pixels: pointer): void {.stdcall.}](glGetProc("glTexSubImage4DSGIS")) # Load GL_SGIS_texture_color_mask proc loadGL_SGIS_texture_color_mask*() = glTextureColorMaskSGIS = cast[proc(red: GLboolean, green: GLboolean, blue: GLboolean, alpha: GLboolean): void {.stdcall.}](glGetProc("glTextureColorMaskSGIS")) # Load GL_SGIS_texture_filter4 proc loadGL_SGIS_texture_filter4*() = glGetTexFilterFuncSGIS = cast[proc(target: GLenum, filter: GLenum, weights: ptr GLfloat): void {.stdcall.}](glGetProc("glGetTexFilterFuncSGIS")) glTexFilterFuncSGIS = cast[proc(target: GLenum, filter: GLenum, n: GLsizei, weights: ptr GLfloat): void {.stdcall.}](glGetProc("glTexFilterFuncSGIS")) # Load GL_SGIX_async proc loadGL_SGIX_async*() = glAsyncMarkerSGIX = cast[proc(marker: GLuint): void {.stdcall.}](glGetProc("glAsyncMarkerSGIX")) glFinishAsyncSGIX = cast[proc(markerp: ptr GLuint): GLint {.stdcall.}](glGetProc("glFinishAsyncSGIX")) glPollAsyncSGIX = cast[proc(markerp: ptr GLuint): GLint {.stdcall.}](glGetProc("glPollAsyncSGIX")) glGenAsyncMarkersSGIX = cast[proc(range: GLsizei): GLuint {.stdcall.}](glGetProc("glGenAsyncMarkersSGIX")) glDeleteAsyncMarkersSGIX = cast[proc(marker: GLuint, range: GLsizei): void {.stdcall.}](glGetProc("glDeleteAsyncMarkersSGIX")) glIsAsyncMarkerSGIX = cast[proc(marker: GLuint): GLboolean {.stdcall.}](glGetProc("glIsAsyncMarkerSGIX")) # Load GL_SGIX_flush_raster proc loadGL_SGIX_flush_raster*() = glFlushRasterSGIX = cast[proc(): void {.stdcall.}](glGetProc("glFlushRasterSGIX")) # Load GL_SGIX_fragment_lighting proc loadGL_SGIX_fragment_lighting*() = glFragmentColorMaterialSGIX = cast[proc(face: GLenum, mode: GLenum): void {.stdcall.}](glGetProc("glFragmentColorMaterialSGIX")) glFragmentLightfSGIX = cast[proc(light: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glFragmentLightfSGIX")) glFragmentLightfvSGIX = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glFragmentLightfvSGIX")) glFragmentLightiSGIX = cast[proc(light: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFragmentLightiSGIX")) glFragmentLightivSGIX = cast[proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glFragmentLightivSGIX")) glFragmentLightModelfSGIX = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glFragmentLightModelfSGIX")) glFragmentLightModelfvSGIX = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glFragmentLightModelfvSGIX")) glFragmentLightModeliSGIX = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFragmentLightModeliSGIX")) glFragmentLightModelivSGIX = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glFragmentLightModelivSGIX")) glFragmentMaterialfSGIX = cast[proc(face: GLenum, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glFragmentMaterialfSGIX")) glFragmentMaterialfvSGIX = cast[proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glFragmentMaterialfvSGIX")) glFragmentMaterialiSGIX = cast[proc(face: GLenum, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glFragmentMaterialiSGIX")) glFragmentMaterialivSGIX = cast[proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glFragmentMaterialivSGIX")) glGetFragmentLightfvSGIX = cast[proc(light: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFragmentLightfvSGIX")) glGetFragmentLightivSGIX = cast[proc(light: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFragmentLightivSGIX")) glGetFragmentMaterialfvSGIX = cast[proc(face: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetFragmentMaterialfvSGIX")) glGetFragmentMaterialivSGIX = cast[proc(face: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetFragmentMaterialivSGIX")) glLightEnviSGIX = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glLightEnviSGIX")) # Load GL_SGIX_framezoom proc loadGL_SGIX_framezoom*() = glFrameZoomSGIX = cast[proc(factor: GLint): void {.stdcall.}](glGetProc("glFrameZoomSGIX")) # Load GL_SGIX_igloo_interface proc loadGL_SGIX_igloo_interface*() = glIglooInterfaceSGIX = cast[proc(pname: GLenum, params: pointer): void {.stdcall.}](glGetProc("glIglooInterfaceSGIX")) # Load GL_SGIX_instruments proc loadGL_SGIX_instruments*() = glGetInstrumentsSGIX = cast[proc(): GLint {.stdcall.}](glGetProc("glGetInstrumentsSGIX")) glInstrumentsBufferSGIX = cast[proc(size: GLsizei, buffer: ptr GLint): void {.stdcall.}](glGetProc("glInstrumentsBufferSGIX")) glPollInstrumentsSGIX = cast[proc(marker_p: ptr GLint): GLint {.stdcall.}](glGetProc("glPollInstrumentsSGIX")) glReadInstrumentsSGIX = cast[proc(marker: GLint): void {.stdcall.}](glGetProc("glReadInstrumentsSGIX")) glStartInstrumentsSGIX = cast[proc(): void {.stdcall.}](glGetProc("glStartInstrumentsSGIX")) glStopInstrumentsSGIX = cast[proc(marker: GLint): void {.stdcall.}](glGetProc("glStopInstrumentsSGIX")) # Load GL_SGIX_list_priority proc loadGL_SGIX_list_priority*() = glGetListParameterfvSGIX = cast[proc(list: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetListParameterfvSGIX")) glGetListParameterivSGIX = cast[proc(list: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetListParameterivSGIX")) glListParameterfSGIX = cast[proc(list: GLuint, pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glListParameterfSGIX")) glListParameterfvSGIX = cast[proc(list: GLuint, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glListParameterfvSGIX")) glListParameteriSGIX = cast[proc(list: GLuint, pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glListParameteriSGIX")) glListParameterivSGIX = cast[proc(list: GLuint, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glListParameterivSGIX")) # Load GL_SGIX_pixel_texture proc loadGL_SGIX_pixel_texture*() = glPixelTexGenSGIX = cast[proc(mode: GLenum): void {.stdcall.}](glGetProc("glPixelTexGenSGIX")) # Load GL_SGIX_polynomial_ffd proc loadGL_SGIX_polynomial_ffd*() = glDeformationMap3dSGIX = cast[proc(target: GLenum, u1: GLdouble, u2: GLdouble, ustride: GLint, uorder: GLint, v1: GLdouble, v2: GLdouble, vstride: GLint, vorder: GLint, w1: GLdouble, w2: GLdouble, wstride: GLint, worder: GLint, points: ptr GLdouble): void {.stdcall.}](glGetProc("glDeformationMap3dSGIX")) glDeformationMap3fSGIX = cast[proc(target: GLenum, u1: GLfloat, u2: GLfloat, ustride: GLint, uorder: GLint, v1: GLfloat, v2: GLfloat, vstride: GLint, vorder: GLint, w1: GLfloat, w2: GLfloat, wstride: GLint, worder: GLint, points: ptr GLfloat): void {.stdcall.}](glGetProc("glDeformationMap3fSGIX")) glDeformSGIX = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glDeformSGIX")) glLoadIdentityDeformationMapSGIX = cast[proc(mask: GLbitfield): void {.stdcall.}](glGetProc("glLoadIdentityDeformationMapSGIX")) # Load GL_SGIX_reference_plane proc loadGL_SGIX_reference_plane*() = glReferencePlaneSGIX = cast[proc(equation: ptr GLdouble): void {.stdcall.}](glGetProc("glReferencePlaneSGIX")) # Load GL_SGIX_sprite proc loadGL_SGIX_sprite*() = glSpriteParameterfSGIX = cast[proc(pname: GLenum, param: GLfloat): void {.stdcall.}](glGetProc("glSpriteParameterfSGIX")) glSpriteParameterfvSGIX = cast[proc(pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glSpriteParameterfvSGIX")) glSpriteParameteriSGIX = cast[proc(pname: GLenum, param: GLint): void {.stdcall.}](glGetProc("glSpriteParameteriSGIX")) glSpriteParameterivSGIX = cast[proc(pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glSpriteParameterivSGIX")) # Load GL_SGIX_tag_sample_buffer proc loadGL_SGIX_tag_sample_buffer*() = glTagSampleBufferSGIX = cast[proc(): void {.stdcall.}](glGetProc("glTagSampleBufferSGIX")) # Load GL_SGI_color_table proc loadGL_SGI_color_table*() = glColorTableSGI = cast[proc(target: GLenum, internalformat: GLenum, width: GLsizei, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.}](glGetProc("glColorTableSGI")) glColorTableParameterfvSGI = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glColorTableParameterfvSGI")) glColorTableParameterivSGI = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glColorTableParameterivSGI")) glCopyColorTableSGI = cast[proc(target: GLenum, internalformat: GLenum, x: GLint, y: GLint, width: GLsizei): void {.stdcall.}](glGetProc("glCopyColorTableSGI")) glGetColorTableSGI = cast[proc(target: GLenum, format: GLenum, `type`: GLenum, table: pointer): void {.stdcall.}](glGetProc("glGetColorTableSGI")) glGetColorTableParameterfvSGI = cast[proc(target: GLenum, pname: GLenum, params: ptr GLfloat): void {.stdcall.}](glGetProc("glGetColorTableParameterfvSGI")) glGetColorTableParameterivSGI = cast[proc(target: GLenum, pname: GLenum, params: ptr GLint): void {.stdcall.}](glGetProc("glGetColorTableParameterivSGI")) # Load GL_SUNX_constant_data proc loadGL_SUNX_constant_data*() = glFinishTextureSUNX = cast[proc(): void {.stdcall.}](glGetProc("glFinishTextureSUNX")) # Load GL_SUN_global_alpha proc loadGL_SUN_global_alpha*() = glGlobalAlphaFactorbSUN = cast[proc(factor: GLbyte): void {.stdcall.}](glGetProc("glGlobalAlphaFactorbSUN")) glGlobalAlphaFactorsSUN = cast[proc(factor: GLshort): void {.stdcall.}](glGetProc("glGlobalAlphaFactorsSUN")) glGlobalAlphaFactoriSUN = cast[proc(factor: GLint): void {.stdcall.}](glGetProc("glGlobalAlphaFactoriSUN")) glGlobalAlphaFactorfSUN = cast[proc(factor: GLfloat): void {.stdcall.}](glGetProc("glGlobalAlphaFactorfSUN")) glGlobalAlphaFactordSUN = cast[proc(factor: GLdouble): void {.stdcall.}](glGetProc("glGlobalAlphaFactordSUN")) glGlobalAlphaFactorubSUN = cast[proc(factor: GLubyte): void {.stdcall.}](glGetProc("glGlobalAlphaFactorubSUN")) glGlobalAlphaFactorusSUN = cast[proc(factor: GLushort): void {.stdcall.}](glGetProc("glGlobalAlphaFactorusSUN")) glGlobalAlphaFactoruiSUN = cast[proc(factor: GLuint): void {.stdcall.}](glGetProc("glGlobalAlphaFactoruiSUN")) # Load GL_SUN_mesh_array proc loadGL_SUN_mesh_array*() = glDrawMeshArraysSUN = cast[proc(mode: GLenum, first: GLint, count: GLsizei, width: GLsizei): void {.stdcall.}](glGetProc("glDrawMeshArraysSUN")) # Load GL_SUN_triangle_list proc loadGL_SUN_triangle_list*() = glReplacementCodeuiSUN = cast[proc(code: GLuint): void {.stdcall.}](glGetProc("glReplacementCodeuiSUN")) glReplacementCodeusSUN = cast[proc(code: GLushort): void {.stdcall.}](glGetProc("glReplacementCodeusSUN")) glReplacementCodeubSUN = cast[proc(code: GLubyte): void {.stdcall.}](glGetProc("glReplacementCodeubSUN")) glReplacementCodeuivSUN = cast[proc(code: ptr GLuint): void {.stdcall.}](glGetProc("glReplacementCodeuivSUN")) glReplacementCodeusvSUN = cast[proc(code: ptr GLushort): void {.stdcall.}](glGetProc("glReplacementCodeusvSUN")) glReplacementCodeubvSUN = cast[proc(code: ptr GLubyte): void {.stdcall.}](glGetProc("glReplacementCodeubvSUN")) glReplacementCodePointerSUN = cast[proc(`type`: GLenum, stride: GLsizei, pointer: ptr pointer): void {.stdcall.}](glGetProc("glReplacementCodePointerSUN")) # Load GL_SUN_vertex proc loadGL_SUN_vertex*() = glColor4ubVertex2fSUN = cast[proc(r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat): void {.stdcall.}](glGetProc("glColor4ubVertex2fSUN")) glColor4ubVertex2fvSUN = cast[proc(c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.}](glGetProc("glColor4ubVertex2fvSUN")) glColor4ubVertex3fSUN = cast[proc(r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glColor4ubVertex3fSUN")) glColor4ubVertex3fvSUN = cast[proc(c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.}](glGetProc("glColor4ubVertex3fvSUN")) glColor3fVertex3fSUN = cast[proc(r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glColor3fVertex3fSUN")) glColor3fVertex3fvSUN = cast[proc(c: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glColor3fVertex3fvSUN")) glNormal3fVertex3fSUN = cast[proc(nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glNormal3fVertex3fSUN")) glNormal3fVertex3fvSUN = cast[proc(n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glNormal3fVertex3fvSUN")) glColor4fNormal3fVertex3fSUN = cast[proc(r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glColor4fNormal3fVertex3fSUN")) glColor4fNormal3fVertex3fvSUN = cast[proc(c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glColor4fNormal3fVertex3fvSUN")) glTexCoord2fVertex3fSUN = cast[proc(s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fVertex3fSUN")) glTexCoord2fVertex3fvSUN = cast[proc(tc: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fVertex3fvSUN")) glTexCoord4fVertex4fSUN = cast[proc(s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glTexCoord4fVertex4fSUN")) glTexCoord4fVertex4fvSUN = cast[proc(tc: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord4fVertex4fvSUN")) glTexCoord2fColor4ubVertex3fSUN = cast[proc(s: GLfloat, t: GLfloat, r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fColor4ubVertex3fSUN")) glTexCoord2fColor4ubVertex3fvSUN = cast[proc(tc: ptr GLfloat, c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fColor4ubVertex3fvSUN")) glTexCoord2fColor3fVertex3fSUN = cast[proc(s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fColor3fVertex3fSUN")) glTexCoord2fColor3fVertex3fvSUN = cast[proc(tc: ptr GLfloat, c: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fColor3fVertex3fvSUN")) glTexCoord2fNormal3fVertex3fSUN = cast[proc(s: GLfloat, t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fNormal3fVertex3fSUN")) glTexCoord2fNormal3fVertex3fvSUN = cast[proc(tc: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fNormal3fVertex3fvSUN")) glTexCoord2fColor4fNormal3fVertex3fSUN = cast[proc(s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fColor4fNormal3fVertex3fSUN")) glTexCoord2fColor4fNormal3fVertex3fvSUN = cast[proc(tc: ptr GLfloat, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord2fColor4fNormal3fVertex3fvSUN")) glTexCoord4fColor4fNormal3fVertex4fSUN = cast[proc(s: GLfloat, t: GLfloat, p: GLfloat, q: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat): void {.stdcall.}](glGetProc("glTexCoord4fColor4fNormal3fVertex4fSUN")) glTexCoord4fColor4fNormal3fVertex4fvSUN = cast[proc(tc: ptr GLfloat, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glTexCoord4fColor4fNormal3fVertex4fvSUN")) glReplacementCodeuiVertex3fSUN = cast[proc(rc: GLuint, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiVertex3fSUN")) glReplacementCodeuiVertex3fvSUN = cast[proc(rc: ptr GLuint, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiVertex3fvSUN")) glReplacementCodeuiColor4ubVertex3fSUN = cast[proc(rc: GLuint, r: GLubyte, g: GLubyte, b: GLubyte, a: GLubyte, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiColor4ubVertex3fSUN")) glReplacementCodeuiColor4ubVertex3fvSUN = cast[proc(rc: ptr GLuint, c: ptr GLubyte, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiColor4ubVertex3fvSUN")) glReplacementCodeuiColor3fVertex3fSUN = cast[proc(rc: GLuint, r: GLfloat, g: GLfloat, b: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiColor3fVertex3fSUN")) glReplacementCodeuiColor3fVertex3fvSUN = cast[proc(rc: ptr GLuint, c: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiColor3fVertex3fvSUN")) glReplacementCodeuiNormal3fVertex3fSUN = cast[proc(rc: GLuint, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiNormal3fVertex3fSUN")) glReplacementCodeuiNormal3fVertex3fvSUN = cast[proc(rc: ptr GLuint, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiNormal3fVertex3fvSUN")) glReplacementCodeuiColor4fNormal3fVertex3fSUN = cast[proc(rc: GLuint, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiColor4fNormal3fVertex3fSUN")) glReplacementCodeuiColor4fNormal3fVertex3fvSUN = cast[proc(rc: ptr GLuint, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiColor4fNormal3fVertex3fvSUN")) glReplacementCodeuiTexCoord2fVertex3fSUN = cast[proc(rc: GLuint, s: GLfloat, t: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiTexCoord2fVertex3fSUN")) glReplacementCodeuiTexCoord2fVertex3fvSUN = cast[proc(rc: ptr GLuint, tc: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiTexCoord2fVertex3fvSUN")) glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN = cast[proc(rc: GLuint, s: GLfloat, t: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN")) glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN = cast[proc(rc: ptr GLuint, tc: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN")) glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN = cast[proc(rc: GLuint, s: GLfloat, t: GLfloat, r: GLfloat, g: GLfloat, b: GLfloat, a: GLfloat, nx: GLfloat, ny: GLfloat, nz: GLfloat, x: GLfloat, y: GLfloat, z: GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN")) glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN = cast[proc(rc: ptr GLuint, tc: ptr GLfloat, c: ptr GLfloat, n: ptr GLfloat, v: ptr GLfloat): void {.stdcall.}](glGetProc("glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN")) pFad - Phonifier reborn

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