text:
module OpenGLStd

import GetC.@getCFun

const libGL = @windows? "opengl32" : "libGL"

#Autogenerated, hopefully stays that way!
#TODO so many things to export...

typealias GLenum Cuint
export GLenum
typealias GLboolean Cuchar
export GLboolean
typealias GLbitfield Cuint
export GLbitfield
typealias GLvoid Void
export GLvoid
typealias GLbyte Cuchar
export GLbyte
typealias GLshort Cshort
export GLshort
typealias GLint Cint
export GLint
typealias GLubyte Cuchar
export GLubyte
typealias GLushort Cushort
export GLushort
typealias GLuint Cuint
export GLuint
typealias GLsizei Cint
export GLsizei
typealias GLfloat Cfloat
export GLfloat
typealias GLclampf Cfloat
export GLclampf
typealias GLdouble Cdouble
export GLdouble
typealias GLclampd Cdouble
export GLclampd
typealias ptrdiff_t Clonglong
export ptrdiff_t
typealias size_t Clonglong
export size_t
typealias wchar_t Cint
export wchar_t
typealias GLchar Cuchar
export GLchar
typealias GLintptr ptrdiff_t
export GLintptr
typealias GLsizeiptr ptrdiff_t
export GLsizeiptr
typealias GLintptrARB ptrdiff_t
export GLintptrARB
typealias GLsizeiptrARB ptrdiff_t
export GLsizeiptrARB
typealias GLcharARB Cuchar
export GLcharARB
typealias GLhandleARB Cuint
export GLhandleARB
typealias GLhalfARB Cushort
export GLhalfARB
typealias GLhalfNV Cushort
export GLhalfNV
typealias int8_t Cuchar
export int8_t
typealias int16_t Cshort
export int16_t
typealias int32_t Cint
export int32_t
typealias int64_t Clonglong
export int64_t
typealias uint8_t Cuchar
export uint8_t
typealias uint16_t Cushort
export uint16_t
typealias uint32_t Cuint
export uint32_t
typealias uint64_t Culonglong
export uint64_t
typealias int_least8_t Cuchar
export int_least8_t
typealias int_least16_t Cshort
export int_least16_t
typealias int_least32_t Cint
export int_least32_t
typealias int_least64_t Clonglong
export int_least64_t
typealias uint_least8_t Cuchar
export uint_least8_t
typealias uint_least16_t Cushort
export uint_least16_t
typealias uint_least32_t Cuint
export uint_least32_t
typealias uint_least64_t Culonglong
export uint_least64_t
typealias int_fast8_t Cuchar
export int_fast8_t
typealias int_fast16_t Clonglong
export int_fast16_t
typealias int_fast32_t Clonglong
export int_fast32_t
typealias int_fast64_t Clonglong
export int_fast64_t
typealias uint_fast8_t Cuchar
export uint_fast8_t
typealias uint_fast16_t Culonglong
export uint_fast16_t
typealias uint_fast32_t Culonglong
export uint_fast32_t
typealias uint_fast64_t Culonglong
export uint_fast64_t
typealias intptr_t Clonglong
export intptr_t
typealias uintptr_t Culonglong
export uintptr_t
typealias intmax_t Clonglong
export intmax_t
typealias uintmax_t Culonglong
export uintmax_t
typealias __gwchar_t Cint
export __gwchar_t
export wcstoumax
typealias GLint64EXT int64_t
export GLint64EXT
typealias GLuint64EXT uint64_t
export GLuint64EXT
typealias GLint64 int64_t
export GLint64
typealias GLuint64 uint64_t
export GLuint64
typealias GLvdpauSurfaceNV GLintptr
export GLvdpauSurfaceNV
@getCFun libGL glAccum glAccum(op::GLenum, value::GLfloat)::Void
export glAccum
@getCFun libGL glAlphaFunc glAlphaFunc(func::GLenum, ref::GLfloat)::Void
export glAlphaFunc
@getCFun libGL glBegin glBegin(mode::GLenum)::Void
export glBegin
@getCFun libGL glBitmap glBitmap(width::GLsizei, height::GLsizei, xorig::GLfloat, yorig::GLfloat, xmove::GLfloat, ymove::GLfloat, bitmap::Ptr{GLubyte})::Void
export glBitmap
@getCFun libGL glBlendFunc glBlendFunc(sfactor::GLenum, dfactor::GLenum)::Void
export glBlendFunc
@getCFun libGL glCallList glCallList(list::GLuint)::Void
export glCallList
@getCFun libGL glCallLists glCallLists(n::GLsizei, TYPE::GLenum, lists::Ptr{Void})::Void
export glCallLists
@getCFun libGL glClear glClear(mask::GLbitfield)::Void
export glClear
@getCFun libGL glClearAccum glClearAccum(red::GLfloat, green::GLfloat, blue::GLfloat, alpha::GLfloat)::Void
export glClearAccum
@getCFun libGL glClearColor glClearColor(red::GLfloat, green::GLfloat, blue::GLfloat, alpha::GLfloat)::Void
export glClearColor
@getCFun libGL glClearDepth glClearDepth(depth::GLdouble)::Void
export glClearDepth
@getCFun libGL glClearIndex glClearIndex(c::GLfloat)::Void
export glClearIndex
@getCFun libGL glClearStencil glClearStencil(s::GLint)::Void
export glClearStencil
@getCFun libGL glClipPlane glClipPlane(plane::GLenum, equation::Ptr{GLdouble})::Void
export glClipPlane
@getCFun libGL glColor3b glColor3b(red::GLbyte, green::GLbyte, blue::GLbyte)::Void
export glColor3b
@getCFun libGL glColor3bv glColor3bv(v::Ptr{GLbyte})::Void
export glColor3bv
@getCFun libGL glColor3d glColor3d(red::GLdouble, green::GLdouble, blue::GLdouble)::Void
export glColor3d
@getCFun libGL glColor3dv glColor3dv(v::Ptr{GLdouble})::Void
export glColor3dv
@getCFun libGL glColor3f glColor3f(red::GLfloat, green::GLfloat, blue::GLfloat)::Void
export glColor3f
@getCFun libGL glColor3fv glColor3fv(v::Ptr{GLfloat})::Void
export glColor3fv
@getCFun libGL glColor3i glColor3i(red::GLint, green::GLint, blue::GLint)::Void
export glColor3i
@getCFun libGL glColor3iv glColor3iv(v::Ptr{GLint})::Void
export glColor3iv
@getCFun libGL glColor3s glColor3s(red::GLshort, green::GLshort, blue::GLshort)::Void
export glColor3s
@getCFun libGL glColor3sv glColor3sv(v::Ptr{GLshort})::Void
export glColor3sv
@getCFun libGL glColor3ub glColor3ub(red::GLubyte, green::GLubyte, blue::GLubyte)::Void
export glColor3ub
@getCFun libGL glColor3ubv glColor3ubv(v::Ptr{GLubyte})::Void
export glColor3ubv
@getCFun libGL glColor3ui glColor3ui(red::GLuint, green::GLuint, blue::GLuint)::Void
export glColor3ui
@getCFun libGL glColor3uiv glColor3uiv(v::Ptr{GLuint})::Void
export glColor3uiv
@getCFun libGL glColor3us glColor3us(red::GLushort, green::GLushort, blue::GLushort)::Void
export glColor3us
@getCFun libGL glColor3usv glColor3usv(v::Ptr{GLushort})::Void
export glColor3usv
@getCFun libGL glColor4b glColor4b(red::GLbyte, green::GLbyte, blue::GLbyte, alpha::GLbyte)::Void
export glColor4b
@getCFun libGL glColor4bv glColor4bv(v::Ptr{GLbyte})::Void
export glColor4bv
@getCFun libGL glColor4d glColor4d(red::GLdouble, green::GLdouble, blue::GLdouble, alpha::GLdouble)::Void
export glColor4d
@getCFun libGL glColor4dv glColor4dv(v::Ptr{GLdouble})::Void
export glColor4dv
@getCFun libGL glColor4f glColor4f(red::GLfloat, green::GLfloat, blue::GLfloat, alpha::GLfloat)::Void
export glColor4f
@getCFun libGL glColor4fv glColor4fv(v::Ptr{GLfloat})::Void
export glColor4fv
@getCFun libGL glColor4i glColor4i(red::GLint, green::GLint, blue::GLint, alpha::GLint)::Void
export glColor4i
@getCFun libGL glColor4iv glColor4iv(v::Ptr{GLint})::Void
export glColor4iv
@getCFun libGL glColor4s glColor4s(red::GLshort, green::GLshort, blue::GLshort, alpha::GLshort)::Void
export glColor4s
@getCFun libGL glColor4sv glColor4sv(v::Ptr{GLshort})::Void
export glColor4sv
@getCFun libGL glColor4ub glColor4ub(red::GLubyte, green::GLubyte, blue::GLubyte, alpha::GLubyte)::Void
export glColor4ub
@getCFun libGL glColor4ubv glColor4ubv(v::Ptr{GLubyte})::Void
export glColor4ubv
@getCFun libGL glColor4ui glColor4ui(red::GLuint, green::GLuint, blue::GLuint, alpha::GLuint)::Void
export glColor4ui
@getCFun libGL glColor4uiv glColor4uiv(v::Ptr{GLuint})::Void
export glColor4uiv
@getCFun libGL glColor4us glColor4us(red::GLushort, green::GLushort, blue::GLushort, alpha::GLushort)::Void
export glColor4us
@getCFun libGL glColor4usv glColor4usv(v::Ptr{GLushort})::Void
export glColor4usv
@getCFun libGL glColorMask glColorMask(red::GLboolean, green::GLboolean, blue::GLboolean, alpha::GLboolean)::Void
export glColorMask
@getCFun libGL glColorMaterial glColorMaterial(face::GLenum, mode::GLenum)::Void
export glColorMaterial
@getCFun libGL glCopyPixels glCopyPixels(x::GLint, y::GLint, width::GLsizei, height::GLsizei, TYPE::GLenum)::Void
export glCopyPixels
@getCFun libGL glCullFace glCullFace(mode::GLenum)::Void
export glCullFace
@getCFun libGL glDeleteLists glDeleteLists(list::GLuint, range::GLsizei)::Void
export glDeleteLists
@getCFun libGL glDepthFunc glDepthFunc(func::GLenum)::Void
export glDepthFunc
@getCFun libGL glDepthMask glDepthMask(flag::GLboolean)::Void
export glDepthMask
@getCFun libGL glDepthRange glDepthRange(near::GLdouble, far::GLdouble)::Void
export glDepthRange
@getCFun libGL glDisable glDisable(cap::GLenum)::Void
export glDisable
@getCFun libGL glDrawBuffer glDrawBuffer(mode::GLenum)::Void
export glDrawBuffer
@getCFun libGL glDrawPixels glDrawPixels(width::GLsizei, height::GLsizei, format::GLenum, TYPE::GLenum, pixels::Ptr{Void})::Void
export glDrawPixels
@getCFun libGL glEdgeFlag glEdgeFlag(flag::GLboolean)::Void
export glEdgeFlag
@getCFun libGL glEdgeFlagv glEdgeFlagv(flag::Ptr{GLboolean})::Void
export glEdgeFlagv
@getCFun libGL glEnable glEnable(cap::GLenum)::Void
export glEnable
@getCFun libGL glEnd glEnd()::Void
export glEnd
@getCFun libGL glEndList glEndList()::Void
export glEndList
@getCFun libGL glEvalCoord1d glEvalCoord1d(u::GLdouble)::Void
export glEvalCoord1d
@getCFun libGL glEvalCoord1dv glEvalCoord1dv(u::Ptr{GLdouble})::Void
export glEvalCoord1dv
@getCFun libGL glEvalCoord1f glEvalCoord1f(u::GLfloat)::Void
export glEvalCoord1f
@getCFun libGL glEvalCoord1fv glEvalCoord1fv(u::Ptr{GLfloat})::Void
export glEvalCoord1fv
@getCFun libGL glEvalCoord2d glEvalCoord2d(u::GLdouble, v::GLdouble)::Void
export glEvalCoord2d
@getCFun libGL glEvalCoord2dv glEvalCoord2dv(u::Ptr{GLdouble})::Void
export glEvalCoord2dv
@getCFun libGL glEvalCoord2f glEvalCoord2f(u::GLfloat, v::GLfloat)::Void
export glEvalCoord2f
@getCFun libGL glEvalCoord2fv glEvalCoord2fv(u::Ptr{GLfloat})::Void
export glEvalCoord2fv
@getCFun libGL glEvalMesh1 glEvalMesh1(mode::GLenum, i1::GLint, i2::GLint)::Void
export glEvalMesh1
@getCFun libGL glEvalMesh2 glEvalMesh2(mode::GLenum, i1::GLint, i2::GLint, j1::GLint, j2::GLint)::Void
export glEvalMesh2
@getCFun libGL glEvalPoint1 glEvalPoint1(i::GLint)::Void
export glEvalPoint1
@getCFun libGL glEvalPoint2 glEvalPoint2(i::GLint, j::GLint)::Void
export glEvalPoint2
@getCFun libGL glFeedbackBuffer glFeedbackBuffer(size::GLsizei, TYPE::GLenum, buffer::Ptr{GLfloat})::Void
export glFeedbackBuffer
@getCFun libGL glFinish glFinish()::Void
export glFinish
@getCFun libGL glFlush glFlush()::Void
export glFlush
@getCFun libGL glFogf glFogf(pname::GLenum, param::GLfloat)::Void
export glFogf
@getCFun libGL glFogfv glFogfv(pname::GLenum, params::Ptr{GLfloat})::Void
export glFogfv
@getCFun libGL glFogi glFogi(pname::GLenum, param::GLint)::Void
export glFogi
@getCFun libGL glFogiv glFogiv(pname::GLenum, params::Ptr{GLint})::Void
export glFogiv
@getCFun libGL glFrontFace glFrontFace(mode::GLenum)::Void
export glFrontFace
@getCFun libGL glFrustum glFrustum(left::GLdouble, right::GLdouble, bottom::GLdouble, top::GLdouble, zNear::GLdouble, zFar::GLdouble)::Void
export glFrustum
@getCFun libGL glGenLists glGenLists(range::GLsizei)::GLuint
export glGenLists
@getCFun libGL glGetBooleanv glGetBooleanv(pname::GLenum, data::Ptr{GLboolean})::Void
export glGetBooleanv
@getCFun libGL glGetClipPlane glGetClipPlane(plane::GLenum, equation::Ptr{GLdouble})::Void
export glGetClipPlane
@getCFun libGL glGetDoublev glGetDoublev(pname::GLenum, data::Ptr{GLdouble})::Void
export glGetDoublev
@getCFun libGL glGetError glGetError()::GLenum
export glGetError
@getCFun libGL glGetFloatv glGetFloatv(pname::GLenum, data::Ptr{GLfloat})::Void
export glGetFloatv
@getCFun libGL glGetIntegerv glGetIntegerv(pname::GLenum, data::Ptr{GLint})::Void
export glGetIntegerv
@getCFun libGL glGetLightfv glGetLightfv(light::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glGetLightfv
@getCFun libGL glGetLightiv glGetLightiv(light::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glGetLightiv
@getCFun libGL glGetMapdv glGetMapdv(target::GLenum, query::GLenum, v::Ptr{GLdouble})::Void
export glGetMapdv
@getCFun libGL glGetMapfv glGetMapfv(target::GLenum, query::GLenum, v::Ptr{GLfloat})::Void
export glGetMapfv
@getCFun libGL glGetMapiv glGetMapiv(target::GLenum, query::GLenum, v::Ptr{GLint})::Void
export glGetMapiv
@getCFun libGL glGetMaterialfv glGetMaterialfv(face::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glGetMaterialfv
@getCFun libGL glGetMaterialiv glGetMaterialiv(face::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glGetMaterialiv
@getCFun libGL glGetPixelMapfv glGetPixelMapfv(map::GLenum, values::Ptr{GLfloat})::Void
export glGetPixelMapfv
@getCFun libGL glGetPixelMapuiv glGetPixelMapuiv(map::GLenum, values::Ptr{GLuint})::Void
export glGetPixelMapuiv
@getCFun libGL glGetPixelMapusv glGetPixelMapusv(map::GLenum, values::Ptr{GLushort})::Void
export glGetPixelMapusv
@getCFun libGL glGetPolygonStipple glGetPolygonStipple(mask::Ptr{GLubyte})::Void
export glGetPolygonStipple
@getCFun libGL glGetString glGetString(name::GLenum)::arrays.GLubyteArray
export glGetString
@getCFun libGL glGetTexEnvfv glGetTexEnvfv(target::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glGetTexEnvfv
@getCFun libGL glGetTexEnviv glGetTexEnviv(target::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glGetTexEnviv
@getCFun libGL glGetTexGendv glGetTexGendv(coord::GLenum, pname::GLenum, params::Ptr{GLdouble})::Void
export glGetTexGendv
@getCFun libGL glGetTexGenfv glGetTexGenfv(coord::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glGetTexGenfv
@getCFun libGL glGetTexGeniv glGetTexGeniv(coord::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glGetTexGeniv
@getCFun libGL glGetTexImage glGetTexImage(target::GLenum, level::GLint, format::GLenum, TYPE::GLenum, pixels::Ptr{Void})::Void
export glGetTexImage
@getCFun libGL glGetTexLevelParameterfv glGetTexLevelParameterfv(target::GLenum, level::GLint, pname::GLenum, params::Ptr{GLfloat})::Void
export glGetTexLevelParameterfv
@getCFun libGL glGetTexLevelParameteriv glGetTexLevelParameteriv(target::GLenum, level::GLint, pname::GLenum, params::Ptr{GLint})::Void
export glGetTexLevelParameteriv
@getCFun libGL glGetTexParameterfv glGetTexParameterfv(target::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glGetTexParameterfv
@getCFun libGL glGetTexParameteriv glGetTexParameteriv(target::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glGetTexParameteriv
@getCFun libGL glHint glHint(target::GLenum, mode::GLenum)::Void
export glHint
@getCFun libGL glIndexMask glIndexMask(mask::GLuint)::Void
export glIndexMask
@getCFun libGL glIndexd glIndexd(c::GLdouble)::Void
export glIndexd
@getCFun libGL glIndexdv glIndexdv(c::Ptr{GLdouble})::Void
export glIndexdv
@getCFun libGL glIndexf glIndexf(c::GLfloat)::Void
export glIndexf
@getCFun libGL glIndexfv glIndexfv(c::Ptr{GLfloat})::Void
export glIndexfv
@getCFun libGL glIndexi glIndexi(c::GLint)::Void
export glIndexi
@getCFun libGL glIndexiv glIndexiv(c::Ptr{GLint})::Void
export glIndexiv
@getCFun libGL glIndexs glIndexs(c::GLshort)::Void
export glIndexs
@getCFun libGL glIndexsv glIndexsv(c::Ptr{GLshort})::Void
export glIndexsv
@getCFun libGL glInitNames glInitNames()::Void
export glInitNames
@getCFun libGL glIsEnabled glIsEnabled(cap::GLenum)::GLboolean
export glIsEnabled
@getCFun libGL glIsList glIsList(list::GLuint)::GLboolean
export glIsList
@getCFun libGL glLightModelf glLightModelf(pname::GLenum, param::GLfloat)::Void
export glLightModelf
@getCFun libGL glLightModelfv glLightModelfv(pname::GLenum, params::Ptr{GLfloat})::Void
export glLightModelfv
@getCFun libGL glLightModeli glLightModeli(pname::GLenum, param::GLint)::Void
export glLightModeli
@getCFun libGL glLightModeliv glLightModeliv(pname::GLenum, params::Ptr{GLint})::Void
export glLightModeliv
@getCFun libGL glLightf glLightf(light::GLenum, pname::GLenum, param::GLfloat)::Void
export glLightf
@getCFun libGL glLightfv glLightfv(light::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glLightfv
@getCFun libGL glLighti glLighti(light::GLenum, pname::GLenum, param::GLint)::Void
export glLighti
@getCFun libGL glLightiv glLightiv(light::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glLightiv
@getCFun libGL glLineStipple glLineStipple(factor::GLint, pattern::GLushort)::Void
export glLineStipple
@getCFun libGL glLineWidth glLineWidth(width::GLfloat)::Void
export glLineWidth
@getCFun libGL glListBase glListBase(base::GLuint)::Void
export glListBase
@getCFun libGL glLoadIdentity glLoadIdentity()::Void
export glLoadIdentity
@getCFun libGL glLoadMatrixd glLoadMatrixd(m::Ptr{GLdouble})::Void
export glLoadMatrixd
@getCFun libGL glLoadMatrixf glLoadMatrixf(m::Ptr{GLfloat})::Void
export glLoadMatrixf
@getCFun libGL glLoadName glLoadName(name::GLuint)::Void
export glLoadName
@getCFun libGL glLogicOp glLogicOp(opcode::GLenum)::Void
export glLogicOp
@getCFun libGL glMap1d glMap1d(target::GLenum, u1::GLdouble, u2::GLdouble, stride::GLint, order::GLint, points::Ptr{GLdouble})::Void
export glMap1d
@getCFun libGL glMap1f glMap1f(target::GLenum, u1::GLfloat, u2::GLfloat, stride::GLint, order::GLint, points::Ptr{GLfloat})::Void
export glMap1f
@getCFun libGL glMap2d glMap2d(target::GLenum, u1::GLdouble, u2::GLdouble, ustride::GLint, uorder::GLint, v1::GLdouble, v2::GLdouble, vstride::GLint, vorder::GLint, points::Ptr{GLdouble})::Void
export glMap2d
@getCFun libGL glMap2f glMap2f(target::GLenum, u1::GLfloat, u2::GLfloat, ustride::GLint, uorder::GLint, v1::GLfloat, v2::GLfloat, vstride::GLint, vorder::GLint, points::Ptr{GLfloat})::Void
export glMap2f
@getCFun libGL glMapGrid1d glMapGrid1d(un::GLint, u1::GLdouble, u2::GLdouble)::Void
export glMapGrid1d
@getCFun libGL glMapGrid1f glMapGrid1f(un::GLint, u1::GLfloat, u2::GLfloat)::Void
export glMapGrid1f
@getCFun libGL glMapGrid2d glMapGrid2d(un::GLint, u1::GLdouble, u2::GLdouble, vn::GLint, v1::GLdouble, v2::GLdouble)::Void
export glMapGrid2d
@getCFun libGL glMapGrid2f glMapGrid2f(un::GLint, u1::GLfloat, u2::GLfloat, vn::GLint, v1::GLfloat, v2::GLfloat)::Void
export glMapGrid2f
@getCFun libGL glMaterialf glMaterialf(face::GLenum, pname::GLenum, param::GLfloat)::Void
export glMaterialf
@getCFun libGL glMaterialfv glMaterialfv(face::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glMaterialfv
@getCFun libGL glMateriali glMateriali(face::GLenum, pname::GLenum, param::GLint)::Void
export glMateriali
@getCFun libGL glMaterialiv glMaterialiv(face::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glMaterialiv
@getCFun libGL glMatrixMode glMatrixMode(mode::GLenum)::Void
export glMatrixMode
@getCFun libGL glMultMatrixd glMultMatrixd(m::Ptr{GLdouble})::Void
export glMultMatrixd
@getCFun libGL glMultMatrixf glMultMatrixf(m::Ptr{GLfloat})::Void
export glMultMatrixf
@getCFun libGL glNewList glNewList(list::GLuint, mode::GLenum)::Void
export glNewList
@getCFun libGL glNormal3b glNormal3b(nx::GLbyte, ny::GLbyte, nz::GLbyte)::Void
export glNormal3b
@getCFun libGL glNormal3bv glNormal3bv(v::Ptr{GLbyte})::Void
export glNormal3bv
@getCFun libGL glNormal3d glNormal3d(nx::GLdouble, ny::GLdouble, nz::GLdouble)::Void
export glNormal3d
@getCFun libGL glNormal3dv glNormal3dv(v::Ptr{GLdouble})::Void
export glNormal3dv
@getCFun libGL glNormal3f glNormal3f(nx::GLfloat, ny::GLfloat, nz::GLfloat)::Void
export glNormal3f
@getCFun libGL glNormal3fv glNormal3fv(v::Ptr{GLfloat})::Void
export glNormal3fv
@getCFun libGL glNormal3i glNormal3i(nx::GLint, ny::GLint, nz::GLint)::Void
export glNormal3i
@getCFun libGL glNormal3iv glNormal3iv(v::Ptr{GLint})::Void
export glNormal3iv
@getCFun libGL glNormal3s glNormal3s(nx::GLshort, ny::GLshort, nz::GLshort)::Void
export glNormal3s
@getCFun libGL glNormal3sv glNormal3sv(v::Ptr{GLshort})::Void
export glNormal3sv
@getCFun libGL glOrtho glOrtho(left::GLdouble, right::GLdouble, bottom::GLdouble, top::GLdouble, zNear::GLdouble, zFar::GLdouble)::Void
export glOrtho
@getCFun libGL glPassThrough glPassThrough(token::GLfloat)::Void
export glPassThrough
@getCFun libGL glPixelMapfv glPixelMapfv(map::GLenum, mapsize::GLsizei, values::Ptr{GLfloat})::Void
export glPixelMapfv
@getCFun libGL glPixelMapuiv glPixelMapuiv(map::GLenum, mapsize::GLsizei, values::Ptr{GLuint})::Void
export glPixelMapuiv
@getCFun libGL glPixelMapusv glPixelMapusv(map::GLenum, mapsize::GLsizei, values::Ptr{GLushort})::Void
export glPixelMapusv
@getCFun libGL glPixelStoref glPixelStoref(pname::GLenum, param::GLfloat)::Void
export glPixelStoref
@getCFun libGL glPixelStorei glPixelStorei(pname::GLenum, param::GLint)::Void
export glPixelStorei
@getCFun libGL glPixelTransferf glPixelTransferf(pname::GLenum, param::GLfloat)::Void
export glPixelTransferf
@getCFun libGL glPixelTransferi glPixelTransferi(pname::GLenum, param::GLint)::Void
export glPixelTransferi
@getCFun libGL glPixelZoom glPixelZoom(xfactor::GLfloat, yfactor::GLfloat)::Void
export glPixelZoom
@getCFun libGL glPointSize glPointSize(size::GLfloat)::Void
export glPointSize
@getCFun libGL glPolygonMode glPolygonMode(face::GLenum, mode::GLenum)::Void
export glPolygonMode
@getCFun libGL glPolygonStipple glPolygonStipple(mask::Ptr{GLubyte})::Void
export glPolygonStipple
@getCFun libGL glPopAttrib glPopAttrib()::Void
export glPopAttrib
@getCFun libGL glPopMatrix glPopMatrix()::Void
export glPopMatrix
@getCFun libGL glPopName glPopName()::Void
export glPopName
@getCFun libGL glPushAttrib glPushAttrib(mask::GLbitfield)::Void
export glPushAttrib
@getCFun libGL glPushMatrix glPushMatrix()::Void
export glPushMatrix
@getCFun libGL glPushName glPushName(name::GLuint)::Void
export glPushName
@getCFun libGL glRasterPos2d glRasterPos2d(x::GLdouble, y::GLdouble)::Void
export glRasterPos2d
@getCFun libGL glRasterPos2dv glRasterPos2dv(v::Ptr{GLdouble})::Void
export glRasterPos2dv
@getCFun libGL glRasterPos2f glRasterPos2f(x::GLfloat, y::GLfloat)::Void
export glRasterPos2f
@getCFun libGL glRasterPos2fv glRasterPos2fv(v::Ptr{GLfloat})::Void
export glRasterPos2fv
@getCFun libGL glRasterPos2i glRasterPos2i(x::GLint, y::GLint)::Void
export glRasterPos2i
@getCFun libGL glRasterPos2iv glRasterPos2iv(v::Ptr{GLint})::Void
export glRasterPos2iv
@getCFun libGL glRasterPos2s glRasterPos2s(x::GLshort, y::GLshort)::Void
export glRasterPos2s
@getCFun libGL glRasterPos2sv glRasterPos2sv(v::Ptr{GLshort})::Void
export glRasterPos2sv
@getCFun libGL glRasterPos3d glRasterPos3d(x::GLdouble, y::GLdouble, z::GLdouble)::Void
export glRasterPos3d
@getCFun libGL glRasterPos3dv glRasterPos3dv(v::Ptr{GLdouble})::Void
export glRasterPos3dv
@getCFun libGL glRasterPos3f glRasterPos3f(x::GLfloat, y::GLfloat, z::GLfloat)::Void
export glRasterPos3f
@getCFun libGL glRasterPos3fv glRasterPos3fv(v::Ptr{GLfloat})::Void
export glRasterPos3fv
@getCFun libGL glRasterPos3i glRasterPos3i(x::GLint, y::GLint, z::GLint)::Void
export glRasterPos3i
@getCFun libGL glRasterPos3iv glRasterPos3iv(v::Ptr{GLint})::Void
export glRasterPos3iv
@getCFun libGL glRasterPos3s glRasterPos3s(x::GLshort, y::GLshort, z::GLshort)::Void
export glRasterPos3s
@getCFun libGL glRasterPos3sv glRasterPos3sv(v::Ptr{GLshort})::Void
export glRasterPos3sv
@getCFun libGL glRasterPos4d glRasterPos4d(x::GLdouble, y::GLdouble, z::GLdouble, w::GLdouble)::Void
export glRasterPos4d
@getCFun libGL glRasterPos4dv glRasterPos4dv(v::Ptr{GLdouble})::Void
export glRasterPos4dv
@getCFun libGL glRasterPos4f glRasterPos4f(x::GLfloat, y::GLfloat, z::GLfloat, w::GLfloat)::Void
export glRasterPos4f
@getCFun libGL glRasterPos4fv glRasterPos4fv(v::Ptr{GLfloat})::Void
export glRasterPos4fv
@getCFun libGL glRasterPos4i glRasterPos4i(x::GLint, y::GLint, z::GLint, w::GLint)::Void
export glRasterPos4i
@getCFun libGL glRasterPos4iv glRasterPos4iv(v::Ptr{GLint})::Void
export glRasterPos4iv
@getCFun libGL glRasterPos4s glRasterPos4s(x::GLshort, y::GLshort, z::GLshort, w::GLshort)::Void
export glRasterPos4s
@getCFun libGL glRasterPos4sv glRasterPos4sv(v::Ptr{GLshort})::Void
export glRasterPos4sv
@getCFun libGL glReadBuffer glReadBuffer(mode::GLenum)::Void
export glReadBuffer
@getCFun libGL glReadPixels glReadPixels(x::GLint, y::GLint, width::GLsizei, height::GLsizei, format::GLenum, TYPE::GLenum, pixels::Ptr{Void})::Void
export glReadPixels
@getCFun libGL glRectd glRectd(x1::GLdouble, y1::GLdouble, x2::GLdouble, y2::GLdouble)::Void
export glRectd
@getCFun libGL glRectdv glRectdv(v1::arrays.GLdoubleArray, v2::Ptr{GLdouble})::Void
export glRectdv
@getCFun libGL glRectf glRectf(x1::GLfloat, y1::GLfloat, x2::GLfloat, y2::GLfloat)::Void
export glRectf
@getCFun libGL glRectfv glRectfv(v1::arrays.GLfloatArray, v2::Ptr{GLfloat})::Void
export glRectfv
@getCFun libGL glRecti glRecti(x1::GLint, y1::GLint, x2::GLint, y2::GLint)::Void
export glRecti
@getCFun libGL glRectiv glRectiv(v1::arrays.GLintArray, v2::Ptr{GLint})::Void
export glRectiv
@getCFun libGL glRects glRects(x1::GLshort, y1::GLshort, x2::GLshort, y2::GLshort)::Void
export glRects
@getCFun libGL glRectsv glRectsv(v1::arrays.GLshortArray, v2::Ptr{GLshort})::Void
export glRectsv
@getCFun libGL glRenderMode glRenderMode(mode::GLenum)::GLint
export glRenderMode
@getCFun libGL glRotated glRotated(angle::GLdouble, x::GLdouble, y::GLdouble, z::GLdouble)::Void
export glRotated
@getCFun libGL glRotatef glRotatef(angle::GLfloat, x::GLfloat, y::GLfloat, z::GLfloat)::Void
export glRotatef
@getCFun libGL glScaled glScaled(x::GLdouble, y::GLdouble, z::GLdouble)::Void
export glScaled
@getCFun libGL glScalef glScalef(x::GLfloat, y::GLfloat, z::GLfloat)::Void
export glScalef
@getCFun libGL glScissor glScissor(x::GLint, y::GLint, width::GLsizei, height::GLsizei)::Void
export glScissor
@getCFun libGL glSelectBuffer glSelectBuffer(size::GLsizei, buffer::Ptr{GLuint})::Void
export glSelectBuffer
@getCFun libGL glShadeModel glShadeModel(mode::GLenum)::Void
export glShadeModel
@getCFun libGL glStencilFunc glStencilFunc(func::GLenum, ref::GLint, mask::GLuint)::Void
export glStencilFunc
@getCFun libGL glStencilMask glStencilMask(mask::GLuint)::Void
export glStencilMask
@getCFun libGL glStencilOp glStencilOp(fail::GLenum, zfail::GLenum, zpass::GLenum)::Void
export glStencilOp
@getCFun libGL glTexCoord1d glTexCoord1d(s::GLdouble)::Void
export glTexCoord1d
@getCFun libGL glTexCoord1dv glTexCoord1dv(v::Ptr{GLdouble})::Void
export glTexCoord1dv
@getCFun libGL glTexCoord1f glTexCoord1f(s::GLfloat)::Void
export glTexCoord1f
@getCFun libGL glTexCoord1fv glTexCoord1fv(v::Ptr{GLfloat})::Void
export glTexCoord1fv
@getCFun libGL glTexCoord1i glTexCoord1i(s::GLint)::Void
export glTexCoord1i
@getCFun libGL glTexCoord1iv glTexCoord1iv(v::Ptr{GLint})::Void
export glTexCoord1iv
@getCFun libGL glTexCoord1s glTexCoord1s(s::GLshort)::Void
export glTexCoord1s
@getCFun libGL glTexCoord1sv glTexCoord1sv(v::Ptr{GLshort})::Void
export glTexCoord1sv
@getCFun libGL glTexCoord2d glTexCoord2d(s::GLdouble, t::GLdouble)::Void
export glTexCoord2d
@getCFun libGL glTexCoord2dv glTexCoord2dv(v::Ptr{GLdouble})::Void
export glTexCoord2dv
@getCFun libGL glTexCoord2f glTexCoord2f(s::GLfloat, t::GLfloat)::Void
export glTexCoord2f
@getCFun libGL glTexCoord2fv glTexCoord2fv(v::Ptr{GLfloat})::Void
export glTexCoord2fv
@getCFun libGL glTexCoord2i glTexCoord2i(s::GLint, t::GLint)::Void
export glTexCoord2i
@getCFun libGL glTexCoord2iv glTexCoord2iv(v::Ptr{GLint})::Void
export glTexCoord2iv
@getCFun libGL glTexCoord2s glTexCoord2s(s::GLshort, t::GLshort)::Void
export glTexCoord2s
@getCFun libGL glTexCoord2sv glTexCoord2sv(v::Ptr{GLshort})::Void
export glTexCoord2sv
@getCFun libGL glTexCoord3d glTexCoord3d(s::GLdouble, t::GLdouble, r::GLdouble)::Void
export glTexCoord3d
@getCFun libGL glTexCoord3dv glTexCoord3dv(v::Ptr{GLdouble})::Void
export glTexCoord3dv
@getCFun libGL glTexCoord3f glTexCoord3f(s::GLfloat, t::GLfloat, r::GLfloat)::Void
export glTexCoord3f
@getCFun libGL glTexCoord3fv glTexCoord3fv(v::Ptr{GLfloat})::Void
export glTexCoord3fv
@getCFun libGL glTexCoord3i glTexCoord3i(s::GLint, t::GLint, r::GLint)::Void
export glTexCoord3i
@getCFun libGL glTexCoord3iv glTexCoord3iv(v::Ptr{GLint})::Void
export glTexCoord3iv
@getCFun libGL glTexCoord3s glTexCoord3s(s::GLshort, t::GLshort, r::GLshort)::Void
export glTexCoord3s
@getCFun libGL glTexCoord3sv glTexCoord3sv(v::Ptr{GLshort})::Void
export glTexCoord3sv
@getCFun libGL glTexCoord4d glTexCoord4d(s::GLdouble, t::GLdouble, r::GLdouble, q::GLdouble)::Void
export glTexCoord4d
@getCFun libGL glTexCoord4dv glTexCoord4dv(v::Ptr{GLdouble})::Void
export glTexCoord4dv
@getCFun libGL glTexCoord4f glTexCoord4f(s::GLfloat, t::GLfloat, r::GLfloat, q::GLfloat)::Void
export glTexCoord4f
@getCFun libGL glTexCoord4fv glTexCoord4fv(v::Ptr{GLfloat})::Void
export glTexCoord4fv
@getCFun libGL glTexCoord4i glTexCoord4i(s::GLint, t::GLint, r::GLint, q::GLint)::Void
export glTexCoord4i
@getCFun libGL glTexCoord4iv glTexCoord4iv(v::Ptr{GLint})::Void
export glTexCoord4iv
@getCFun libGL glTexCoord4s glTexCoord4s(s::GLshort, t::GLshort, r::GLshort, q::GLshort)::Void
export glTexCoord4s
@getCFun libGL glTexCoord4sv glTexCoord4sv(v::Ptr{GLshort})::Void
export glTexCoord4sv
@getCFun libGL glTexEnvf glTexEnvf(target::GLenum, pname::GLenum, param::GLfloat)::Void
export glTexEnvf
@getCFun libGL glTexEnvfv glTexEnvfv(target::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glTexEnvfv
@getCFun libGL glTexEnvi glTexEnvi(target::GLenum, pname::GLenum, param::GLint)::Void
export glTexEnvi
@getCFun libGL glTexEnviv glTexEnviv(target::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glTexEnviv
@getCFun libGL glTexGend glTexGend(coord::GLenum, pname::GLenum, param::GLdouble)::Void
export glTexGend
@getCFun libGL glTexGendv glTexGendv(coord::GLenum, pname::GLenum, params::Ptr{GLdouble})::Void
export glTexGendv
@getCFun libGL glTexGenf glTexGenf(coord::GLenum, pname::GLenum, param::GLfloat)::Void
export glTexGenf
@getCFun libGL glTexGenfv glTexGenfv(coord::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glTexGenfv
@getCFun libGL glTexGeni glTexGeni(coord::GLenum, pname::GLenum, param::GLint)::Void
export glTexGeni
@getCFun libGL glTexGeniv glTexGeniv(coord::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glTexGeniv
@getCFun libGL glTexImage1D glTexImage1D(target::GLenum, level::GLint, internalformat::GLint, width::GLsizei, border::GLint, format::GLenum, TYPE::GLenum, pixels::Ptr{Void})::Void
export glTexImage1D
@getCFun libGL glTexImage2D glTexImage2D(target::GLenum, level::GLint, internalformat::GLint, width::GLsizei, height::GLsizei, border::GLint, format::GLenum, TYPE::GLenum, pixels::Ptr{Void})::Void
export glTexImage2D
@getCFun libGL glTexParameterf glTexParameterf(target::GLenum, pname::GLenum, param::GLfloat)::Void
export glTexParameterf
@getCFun libGL glTexParameterfv glTexParameterfv(target::GLenum, pname::GLenum, params::Ptr{GLfloat})::Void
export glTexParameterfv
@getCFun libGL glTexParameteri glTexParameteri(target::GLenum, pname::GLenum, param::GLint)::Void
export glTexParameteri
@getCFun libGL glTexParameteriv glTexParameteriv(target::GLenum, pname::GLenum, params::Ptr{GLint})::Void
export glTexParameteriv
@getCFun libGL glTranslated glTranslated(x::GLdouble, y::GLdouble, z::GLdouble)::Void
export glTranslated
@getCFun libGL glTranslatef glTranslatef(x::GLfloat, y::GLfloat, z::GLfloat)::Void
export glTranslatef
@getCFun libGL glVertex2d glVertex2d(x::GLdouble, y::GLdouble)::Void
export glVertex2d
@getCFun libGL glVertex2dv glVertex2dv(v::Ptr{GLdouble})::Void
export glVertex2dv
@getCFun libGL glVertex2f glVertex2f(x::GLfloat, y::GLfloat)::Void
export glVertex2f
@getCFun libGL glVertex2fv glVertex2fv(v::Ptr{GLfloat})::Void
export glVertex2fv
@getCFun libGL glVertex2i glVertex2i(x::GLint, y::GLint)::Void
export glVertex2i
@getCFun libGL glVertex2iv glVertex2iv(v::Ptr{GLint})::Void
export glVertex2iv
@getCFun libGL glVertex2s glVertex2s(x::GLshort, y::GLshort)::Void
export glVertex2s
@getCFun libGL glVertex2sv glVertex2sv(v::Ptr{GLshort})::Void
export glVertex2sv
@getCFun libGL glVertex3d glVertex3d(x::GLdouble, y::GLdouble, z::GLdouble)::Void
export glVertex3d
@getCFun libGL glVertex3dv glVertex3dv(v::Ptr{GLdouble})::Void
export glVertex3dv
@getCFun libGL glVertex3f glVertex3f(x::GLfloat, y::GLfloat, z::GLfloat)::Void
export glVertex3f
@getCFun libGL glVertex3fv glVertex3fv(v::Ptr{GLfloat})::Void
export glVertex3fv
@getCFun libGL glVertex3i glVertex3i(x::GLint, y::GLint, z::GLint)::Void
export glVertex3i
@getCFun libGL glVertex3iv glVertex3iv(v::Ptr{GLint})::Void
export glVertex3iv
@getCFun libGL glVertex3s glVertex3s(x::GLshort, y::GLshort, z::GLshort)::Void
export glVertex3s
@getCFun libGL glVertex3sv glVertex3sv(v::Ptr{GLshort})::Void
export glVertex3sv
@getCFun libGL glVertex4d glVertex4d(x::GLdouble, y::GLdouble, z::GLdouble, w::GLdouble)::Void
export glVertex4d
@getCFun libGL glVertex4dv glVertex4dv(v::Ptr{GLdouble})::Void
export glVertex4dv
@getCFun libGL glVertex4f glVertex4f(x::GLfloat, y::GLfloat, z::GLfloat, w::GLfloat)::Void
export glVertex4f
@getCFun libGL glVertex4fv glVertex4fv(v::Ptr{GLfloat})::Void
export glVertex4fv
@getCFun libGL glVertex4i glVertex4i(x::GLint, y::GLint, z::GLint, w::GLint)::Void
export glVertex4i
@getCFun libGL glVertex4iv glVertex4iv(v::Ptr{GLint})::Void
export glVertex4iv
@getCFun libGL glVertex4s glVertex4s(x::GLshort, y::GLshort, z::GLshort, w::GLshort)::Void
export glVertex4s
@getCFun libGL glVertex4sv glVertex4sv(v::Ptr{GLshort})::Void
export glVertex4sv
@getCFun libGL glViewport glViewport(x::GLint, y::GLint, width::GLsizei, height::GLsizei)::Void
export glViewport
typealias GLeglImageOES Ptr
export GLeglImageOES
const GL_VERSION_1_1 = 1
export GL_VERSION_1_1
const GL_VERSION_1_2 = 1
export GL_VERSION_1_2
const GL_VERSION_1_3 = 1
export GL_VERSION_1_3
const GL_ARB_imaging = 1
export GL_ARB_imaging
const GL_FALSE = 0x0
export GL_FALSE
const GL_TRUE = 0x1
export GL_TRUE
const GL_BYTE = 0x1400
export GL_BYTE
const GL_UNSIGNED_BYTE = 0x1401
export GL_UNSIGNED_BYTE
const GL_SHORT = 0x1402
export GL_SHORT
const GL_UNSIGNED_SHORT = 0x1403
export GL_UNSIGNED_SHORT
const GL_INT = 0x1404
export GL_INT
const GL_UNSIGNED_INT = 0x1405
export GL_UNSIGNED_INT
const GL_FLOAT = 0x1406
export GL_FLOAT
const GL_2_BYTES = 0x1407
export GL_2_BYTES
const GL_3_BYTES = 0x1408
export GL_3_BYTES
const GL_4_BYTES = 0x1409
export GL_4_BYTES
const GL_DOUBLE = 0x140A
export GL_DOUBLE
const GL_POINTS = 0x0000
export GL_POINTS
const GL_LINES = 0x0001
export GL_LINES
const GL_LINE_LOOP = 0x0002
export GL_LINE_LOOP
const GL_LINE_STRIP = 0x0003
export GL_LINE_STRIP
const GL_TRIANGLES = 0x0004
export GL_TRIANGLES
const GL_TRIANGLE_STRIP = 0x0005
export GL_TRIANGLE_STRIP
const GL_TRIANGLE_FAN = 0x0006
export GL_TRIANGLE_FAN
const GL_QUADS = 0x0007
export GL_QUADS
const GL_QUAD_STRIP = 0x0008
export GL_QUAD_STRIP
const GL_POLYGON = 0x0009
export GL_POLYGON
const GL_VERTEX_ARRAY = 0x8074
export GL_VERTEX_ARRAY
const GL_NORMAL_ARRAY = 0x8075
export GL_NORMAL_ARRAY
const GL_COLOR_ARRAY = 0x8076
export GL_COLOR_ARRAY
const GL_INDEX_ARRAY = 0x8077
export GL_INDEX_ARRAY
const GL_TEXTURE_COORD_ARRAY = 0x8078
export GL_TEXTURE_COORD_ARRAY
const GL_EDGE_FLAG_ARRAY = 0x8079
export GL_EDGE_FLAG_ARRAY
const GL_VERTEX_ARRAY_SIZE = 0x807A
export GL_VERTEX_ARRAY_SIZE
const GL_VERTEX_ARRAY_TYPE = 0x807B
export GL_VERTEX_ARRAY_TYPE
const GL_VERTEX_ARRAY_STRIDE = 0x807C
export GL_VERTEX_ARRAY_STRIDE
const GL_NORMAL_ARRAY_TYPE = 0x807E
export GL_NORMAL_ARRAY_TYPE
const GL_NORMAL_ARRAY_STRIDE = 0x807F
export GL_NORMAL_ARRAY_STRIDE
const GL_COLOR_ARRAY_SIZE = 0x8081
export GL_COLOR_ARRAY_SIZE
const GL_COLOR_ARRAY_TYPE = 0x8082
export GL_COLOR_ARRAY_TYPE
const GL_COLOR_ARRAY_STRIDE = 0x8083
export GL_COLOR_ARRAY_STRIDE
const GL_INDEX_ARRAY_TYPE = 0x8085
export GL_INDEX_ARRAY_TYPE
const GL_INDEX_ARRAY_STRIDE = 0x8086
export GL_INDEX_ARRAY_STRIDE
const GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088
export GL_TEXTURE_COORD_ARRAY_SIZE
const GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089
export GL_TEXTURE_COORD_ARRAY_TYPE
const GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A
export GL_TEXTURE_COORD_ARRAY_STRIDE
const GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C
export GL_EDGE_FLAG_ARRAY_STRIDE
const GL_VERTEX_ARRAY_POINTER = 0x808E
export GL_VERTEX_ARRAY_POINTER
const GL_NORMAL_ARRAY_POINTER = 0x808F
export GL_NORMAL_ARRAY_POINTER
const GL_COLOR_ARRAY_POINTER = 0x8090
export GL_COLOR_ARRAY_POINTER
const GL_INDEX_ARRAY_POINTER = 0x8091
export GL_INDEX_ARRAY_POINTER
const GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092
export GL_TEXTURE_COORD_ARRAY_POINTER
const GL_EDGE_FLAG_ARRAY_POINTER = 0x8093
export GL_EDGE_FLAG_ARRAY_POINTER
const GL_V2F = 0x2A20
export GL_V2F
const GL_V3F = 0x2A21
export GL_V3F
const GL_C4UB_V2F = 0x2A22
export GL_C4UB_V2F
const GL_C4UB_V3F = 0x2A23
export GL_C4UB_V3F
const GL_C3F_V3F = 0x2A24
export GL_C3F_V3F
const GL_N3F_V3F = 0x2A25
export GL_N3F_V3F
const GL_C4F_N3F_V3F = 0x2A26
export GL_C4F_N3F_V3F
const GL_T2F_V3F = 0x2A27
export GL_T2F_V3F
const GL_T4F_V4F = 0x2A28
export GL_T4F_V4F
const GL_T2F_C4UB_V3F = 0x2A29
export GL_T2F_C4UB_V3F
const GL_T2F_C3F_V3F = 0x2A2A
export GL_T2F_C3F_V3F
const GL_T2F_N3F_V3F = 0x2A2B
export GL_T2F_N3F_V3F
const GL_T2F_C4F_N3F_V3F = 0x2A2C
export GL_T2F_C4F_N3F_V3F
const GL_T4F_C4F_N3F_V4F = 0x2A2D
export GL_T4F_C4F_N3F_V4F
const GL_MATRIX_MODE = 0x0BA0
export GL_MATRIX_MODE
const GL_MODELVIEW = 0x1700
export GL_MODELVIEW
const GL_PROJECTION = 0x1701
export GL_PROJECTION
const GL_TEXTURE = 0x1702
export GL_TEXTURE
const GL_POINT_SMOOTH = 0x0B10
export GL_POINT_SMOOTH
const GL_POINT_SIZE = 0x0B11
export GL_POINT_SIZE
const GL_POINT_SIZE_GRANULARITY = 0x0B13
export GL_POINT_SIZE_GRANULARITY
const GL_POINT_SIZE_RANGE = 0x0B12
export GL_POINT_SIZE_RANGE
const GL_LINE_SMOOTH = 0x0B20
export GL_LINE_SMOOTH
const GL_LINE_STIPPLE = 0x0B24
export GL_LINE_STIPPLE
const GL_LINE_STIPPLE_PATTERN = 0x0B25
export GL_LINE_STIPPLE_PATTERN
const GL_LINE_STIPPLE_REPEAT = 0x0B26
export GL_LINE_STIPPLE_REPEAT
const GL_LINE_WIDTH = 0x0B21
export GL_LINE_WIDTH
const GL_LINE_WIDTH_GRANULARITY = 0x0B23
export GL_LINE_WIDTH_GRANULARITY
const GL_LINE_WIDTH_RANGE = 0x0B22
export GL_LINE_WIDTH_RANGE
const GL_POINT = 0x1B00
export GL_POINT
const GL_LINE = 0x1B01
export GL_LINE
const GL_FILL = 0x1B02
export GL_FILL
const GL_CW = 0x0900
export GL_CW
const GL_CCW = 0x0901
export GL_CCW
const GL_FRONT = 0x0404
export GL_FRONT
const GL_BACK = 0x0405
export GL_BACK
const GL_POLYGON_MODE = 0x0B40
export GL_POLYGON_MODE
const GL_POLYGON_SMOOTH = 0x0B41
export GL_POLYGON_SMOOTH
const GL_POLYGON_STIPPLE = 0x0B42
export GL_POLYGON_STIPPLE
const GL_EDGE_FLAG = 0x0B43
export GL_EDGE_FLAG
const GL_CULL_FACE = 0x0B44
export GL_CULL_FACE
const GL_CULL_FACE_MODE = 0x0B45
export GL_CULL_FACE_MODE
const GL_FRONT_FACE = 0x0B46
export GL_FRONT_FACE
const GL_POLYGON_OFFSET_FACTOR = 0x8038
export GL_POLYGON_OFFSET_FACTOR
const GL_POLYGON_OFFSET_UNITS = 0x2A00
export GL_POLYGON_OFFSET_UNITS
const GL_POLYGON_OFFSET_POINT = 0x2A01
export GL_POLYGON_OFFSET_POINT
const GL_POLYGON_OFFSET_LINE = 0x2A02
export GL_POLYGON_OFFSET_LINE
const GL_POLYGON_OFFSET_FILL = 0x8037
export GL_POLYGON_OFFSET_FILL
const GL_COMPILE = 0x1300
export GL_COMPILE
const GL_COMPILE_AND_EXECUTE = 0x1301
export GL_COMPILE_AND_EXECUTE
const GL_LIST_BASE = 0x0B32
export GL_LIST_BASE
const GL_LIST_INDEX = 0x0B33
export GL_LIST_INDEX
const GL_LIST_MODE = 0x0B30
export GL_LIST_MODE
const GL_NEVER = 0x0200
export GL_NEVER
const GL_LESS = 0x0201
export GL_LESS
const GL_EQUAL = 0x0202
export GL_EQUAL
const GL_LEQUAL = 0x0203
export GL_LEQUAL
const GL_GREATER = 0x0204
export GL_GREATER
const GL_NOTEQUAL = 0x0205
export GL_NOTEQUAL
const GL_GEQUAL = 0x0206
export GL_GEQUAL
const GL_ALWAYS = 0x0207
export GL_ALWAYS
const GL_DEPTH_TEST = 0x0B71
export GL_DEPTH_TEST
const GL_DEPTH_BITS = 0x0D56
export GL_DEPTH_BITS
const GL_DEPTH_CLEAR_VALUE = 0x0B73
export GL_DEPTH_CLEAR_VALUE
const GL_DEPTH_FUNC = 0x0B74
export GL_DEPTH_FUNC
const GL_DEPTH_RANGE = 0x0B70
export GL_DEPTH_RANGE
const GL_DEPTH_WRITEMASK = 0x0B72
export GL_DEPTH_WRITEMASK
const GL_DEPTH_COMPONENT = 0x1902
export GL_DEPTH_COMPONENT
const GL_LIGHTING = 0x0B50
export GL_LIGHTING
const GL_LIGHT0 = 0x4000
export GL_LIGHT0
const GL_LIGHT1 = 0x4001
export GL_LIGHT1
const GL_LIGHT2 = 0x4002
export GL_LIGHT2
const GL_LIGHT3 = 0x4003
export GL_LIGHT3
const GL_LIGHT4 = 0x4004
export GL_LIGHT4
const GL_LIGHT5 = 0x4005
export GL_LIGHT5
const GL_LIGHT6 = 0x4006
export GL_LIGHT6
const GL_LIGHT7 = 0x4007
export GL_LIGHT7
const GL_SPOT_EXPONENT = 0x1205
export GL_SPOT_EXPONENT
const GL_SPOT_CUTOFF = 0x1206
export GL_SPOT_CUTOFF
const GL_CONSTANT_ATTENUATION = 0x1207
export GL_CONSTANT_ATTENUATION
const GL_LINEAR_ATTENUATION = 0x1208
export GL_LINEAR_ATTENUATION
const GL_QUADRATIC_ATTENUATION = 0x1209
export GL_QUADRATIC_ATTENUATION
const GL_AMBIENT = 0x1200
export GL_AMBIENT
const GL_DIFFUSE = 0x1201
export GL_DIFFUSE
const GL_SPECULAR = 0x1202
export GL_SPECULAR
const GL_SHININESS = 0x1601
export GL_SHININESS
const GL_EMISSION = 0x1600
export GL_EMISSION
const GL_POSITION = 0x1203
export GL_POSITION
const GL_SPOT_DIRECTION = 0x1204
export GL_SPOT_DIRECTION
const GL_AMBIENT_AND_DIFFUSE = 0x1602
export GL_AMBIENT_AND_DIFFUSE
const GL_COLOR_INDEXES = 0x1603
export GL_COLOR_INDEXES
const GL_LIGHT_MODEL_TWO_SIDE = 0x0B52
export GL_LIGHT_MODEL_TWO_SIDE
const GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51
export GL_LIGHT_MODEL_LOCAL_VIEWER
const GL_LIGHT_MODEL_AMBIENT = 0x0B53
export GL_LIGHT_MODEL_AMBIENT
const GL_FRONT_AND_BACK = 0x0408
export GL_FRONT_AND_BACK
const GL_SHADE_MODEL = 0x0B54
export GL_SHADE_MODEL
const GL_FLAT = 0x1D00
export GL_FLAT
const GL_SMOOTH = 0x1D01
export GL_SMOOTH
const GL_COLOR_MATERIAL = 0x0B57
export GL_COLOR_MATERIAL
const GL_COLOR_MATERIAL_FACE = 0x0B55
export GL_COLOR_MATERIAL_FACE
const GL_COLOR_MATERIAL_PARAMETER = 0x0B56
export GL_COLOR_MATERIAL_PARAMETER
const GL_NORMALIZE = 0x0BA1
export GL_NORMALIZE
const GL_CLIP_PLANE0 = 0x3000
export GL_CLIP_PLANE0
const GL_CLIP_PLANE1 = 0x3001
export GL_CLIP_PLANE1
const GL_CLIP_PLANE2 = 0x3002
export GL_CLIP_PLANE2
const GL_CLIP_PLANE3 = 0x3003
export GL_CLIP_PLANE3
const GL_CLIP_PLANE4 = 0x3004
export GL_CLIP_PLANE4
const GL_CLIP_PLANE5 = 0x3005
export GL_CLIP_PLANE5
const GL_ACCUM_RED_BITS = 0x0D58
export GL_ACCUM_RED_BITS
const GL_ACCUM_GREEN_BITS = 0x0D59
export GL_ACCUM_GREEN_BITS
const GL_ACCUM_BLUE_BITS = 0x0D5A
export GL_ACCUM_BLUE_BITS
const GL_ACCUM_ALPHA_BITS = 0x0D5B
export GL_ACCUM_ALPHA_BITS
const GL_ACCUM_CLEAR_VALUE = 0x0B80
export GL_ACCUM_CLEAR_VALUE
const GL_ACCUM = 0x0100
export GL_ACCUM
const GL_ADD = 0x0104
export GL_ADD
const GL_LOAD = 0x0101
export GL_LOAD
const GL_MULT = 0x0103
export GL_MULT
const GL_RETURN = 0x0102
export GL_RETURN
const GL_ALPHA_TEST = 0x0BC0
export GL_ALPHA_TEST
const GL_ALPHA_TEST_REF = 0x0BC2
export GL_ALPHA_TEST_REF
const GL_ALPHA_TEST_FUNC = 0x0BC1
export GL_ALPHA_TEST_FUNC
const GL_BLEND = 0x0BE2
export GL_BLEND
const GL_BLEND_SRC = 0x0BE1
export GL_BLEND_SRC
const GL_BLEND_DST = 0x0BE0
export GL_BLEND_DST
const GL_ZERO = 0x0
export GL_ZERO
const GL_ONE = 0x1
export GL_ONE
const GL_SRC_COLOR = 0x0300
export GL_SRC_COLOR
const GL_ONE_MINUS_SRC_COLOR = 0x0301
export GL_ONE_MINUS_SRC_COLOR
const GL_SRC_ALPHA = 0x0302
export GL_SRC_ALPHA
const GL_ONE_MINUS_SRC_ALPHA = 0x0303
export GL_ONE_MINUS_SRC_ALPHA
const GL_DST_ALPHA = 0x0304
export GL_DST_ALPHA
const GL_ONE_MINUS_DST_ALPHA = 0x0305
export GL_ONE_MINUS_DST_ALPHA
const GL_DST_COLOR = 0x0306
export GL_DST_COLOR
const GL_ONE_MINUS_DST_COLOR = 0x0307
export GL_ONE_MINUS_DST_COLOR
const GL_SRC_ALPHA_SATURATE = 0x0308
export GL_SRC_ALPHA_SATURATE
const GL_FEEDBACK = 0x1C01
export GL_FEEDBACK
const GL_RENDER = 0x1C00
export GL_RENDER
const GL_SELECT = 0x1C02
export GL_SELECT
const GL_2D = 0x0600
export GL_2D
const GL_3D = 0x0601
export GL_3D
const GL_3D_COLOR = 0x0602
export GL_3D_COLOR
const GL_3D_COLOR_TEXTURE = 0x0603
export GL_3D_COLOR_TEXTURE
const GL_4D_COLOR_TEXTURE = 0x0604
export GL_4D_COLOR_TEXTURE
const GL_POINT_TOKEN = 0x0701
export GL_POINT_TOKEN
const GL_LINE_TOKEN = 0x0702
export GL_LINE_TOKEN
const GL_LINE_RESET_TOKEN = 0x0707
export GL_LINE_RESET_TOKEN
const GL_POLYGON_TOKEN = 0x0703
export GL_POLYGON_TOKEN
const GL_BITMAP_TOKEN = 0x0704
export GL_BITMAP_TOKEN
const GL_DRAW_PIXEL_TOKEN = 0x0705
export GL_DRAW_PIXEL_TOKEN
const GL_COPY_PIXEL_TOKEN = 0x0706
export GL_COPY_PIXEL_TOKEN
const GL_PASS_THROUGH_TOKEN = 0x0700
export GL_PASS_THROUGH_TOKEN
const GL_FEEDBACK_BUFFER_POINTER = 0x0DF0
export GL_FEEDBACK_BUFFER_POINTER
const GL_FEEDBACK_BUFFER_SIZE = 0x0DF1
export GL_FEEDBACK_BUFFER_SIZE
const GL_FEEDBACK_BUFFER_TYPE = 0x0DF2
export GL_FEEDBACK_BUFFER_TYPE
const GL_SELECTION_BUFFER_POINTER = 0x0DF3
export GL_SELECTION_BUFFER_POINTER
const GL_SELECTION_BUFFER_SIZE = 0x0DF4
export GL_SELECTION_BUFFER_SIZE
const GL_FOG = 0x0B60
export GL_FOG
const GL_FOG_MODE = 0x0B65
export GL_FOG_MODE
const GL_FOG_DENSITY = 0x0B62
export GL_FOG_DENSITY
const GL_FOG_COLOR = 0x0B66
export GL_FOG_COLOR
const GL_FOG_INDEX = 0x0B61
export GL_FOG_INDEX
const GL_FOG_START = 0x0B63
export GL_FOG_START
const GL_FOG_END = 0x0B64
export GL_FOG_END
const GL_LINEAR = 0x2601
export GL_LINEAR
const GL_EXP = 0x0800
export GL_EXP
const GL_EXP2 = 0x0801
export GL_EXP2
const GL_LOGIC_OP = 0x0BF1
export GL_LOGIC_OP
const GL_INDEX_LOGIC_OP = 0x0BF1
export GL_INDEX_LOGIC_OP
const GL_COLOR_LOGIC_OP = 0x0BF2
export GL_COLOR_LOGIC_OP
const GL_LOGIC_OP_MODE = 0x0BF0
export GL_LOGIC_OP_MODE
const GL_CLEAR = 0x1500
export GL_CLEAR
const GL_SET = 0x150F
export GL_SET
const GL_COPY = 0x1503
export GL_COPY
const GL_COPY_INVERTED = 0x150C
export GL_COPY_INVERTED
const GL_NOOP = 0x1505
export GL_NOOP
const GL_INVERT = 0x150A
export GL_INVERT
const GL_AND = 0x1501
export GL_AND
const GL_NAND = 0x150E
export GL_NAND
const GL_OR = 0x1507
export GL_OR
const GL_NOR = 0x1508
export GL_NOR
const GL_XOR = 0x1506
export GL_XOR
const GL_EQUIV = 0x1509
export GL_EQUIV
const GL_AND_REVERSE = 0x1502
export GL_AND_REVERSE
const GL_AND_INVERTED = 0x1504
export GL_AND_INVERTED
const GL_OR_REVERSE = 0x150B
export GL_OR_REVERSE
const GL_OR_INVERTED = 0x150D
export GL_OR_INVERTED
const GL_STENCIL_BITS = 0x0D57
export GL_STENCIL_BITS
const GL_STENCIL_TEST = 0x0B90
export GL_STENCIL_TEST
const GL_STENCIL_CLEAR_VALUE = 0x0B91
export GL_STENCIL_CLEAR_VALUE
const GL_STENCIL_FUNC = 0x0B92
export GL_STENCIL_FUNC
const GL_STENCIL_VALUE_MASK = 0x0B93
export GL_STENCIL_VALUE_MASK
const GL_STENCIL_FAIL = 0x0B94
export GL_STENCIL_FAIL
const GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95
export GL_STENCIL_PASS_DEPTH_FAIL
const GL_STENCIL_PASS_DEPTH_PASS = 0x0B96
export GL_STENCIL_PASS_DEPTH_PASS
const GL_STENCIL_REF = 0x0B97
export GL_STENCIL_REF
const GL_STENCIL_WRITEMASK = 0x0B98
export GL_STENCIL_WRITEMASK
const GL_STENCIL_INDEX = 0x1901
export GL_STENCIL_INDEX
const GL_KEEP = 0x1E00
export GL_KEEP
const GL_REPLACE = 0x1E01
export GL_REPLACE
const GL_INCR = 0x1E02
export GL_INCR
const GL_DECR = 0x1E03
export GL_DECR
const GL_NONE = 0x0
export GL_NONE
const GL_LEFT = 0x0406
export GL_LEFT
const GL_RIGHT = 0x0407
export GL_RIGHT
const GL_FRONT_LEFT = 0x0400
export GL_FRONT_LEFT
const GL_FRONT_RIGHT = 0x0401
export GL_FRONT_RIGHT
const GL_BACK_LEFT = 0x0402
export GL_BACK_LEFT
const GL_BACK_RIGHT = 0x0403
export GL_BACK_RIGHT
const GL_AUX0 = 0x0409
export GL_AUX0
const GL_AUX1 = 0x040A
export GL_AUX1
const GL_AUX2 = 0x040B
export GL_AUX2
const GL_AUX3 = 0x040C
export GL_AUX3
const GL_COLOR_INDEX = 0x1900
export GL_COLOR_INDEX
const GL_RED = 0x1903
export GL_RED
const GL_GREEN = 0x1904
export GL_GREEN
const GL_BLUE = 0x1905
export GL_BLUE
const GL_ALPHA = 0x1906
export GL_ALPHA
const GL_LUMINANCE = 0x1909
export GL_LUMINANCE
const GL_LUMINANCE_ALPHA = 0x190A
export GL_LUMINANCE_ALPHA
const GL_ALPHA_BITS = 0x0D55
export GL_ALPHA_BITS
const GL_RED_BITS = 0x0D52
export GL_RED_BITS
const GL_GREEN_BITS = 0x0D53
export GL_GREEN_BITS
const GL_BLUE_BITS = 0x0D54
export GL_BLUE_BITS
const GL_INDEX_BITS = 0x0D51
export GL_INDEX_BITS
const GL_SUBPIXEL_BITS = 0x0D50
export GL_SUBPIXEL_BITS
const GL_AUX_BUFFERS = 0x0C00
export GL_AUX_BUFFERS
const GL_READ_BUFFER = 0x0C02
export GL_READ_BUFFER
const GL_DRAW_BUFFER = 0x0C01
export GL_DRAW_BUFFER
const GL_DOUBLEBUFFER = 0x0C32
export GL_DOUBLEBUFFER
const GL_STEREO = 0x0C33
export GL_STEREO
const GL_BITMAP = 0x1A00
export GL_BITMAP
const GL_COLOR = 0x1800
export GL_COLOR
const GL_DEPTH = 0x1801
export GL_DEPTH
const GL_STENCIL = 0x1802
export GL_STENCIL
const GL_DITHER = 0x0BD0
export GL_DITHER
const GL_RGB = 0x1907
export GL_RGB
const GL_RGBA = 0x1908
export GL_RGBA
const GL_MAX_LIST_NESTING = 0x0B31
export GL_MAX_LIST_NESTING
const GL_MAX_EVAL_ORDER = 0x0D30
export GL_MAX_EVAL_ORDER
const GL_MAX_LIGHTS = 0x0D31
export GL_MAX_LIGHTS
const GL_MAX_CLIP_PLANES = 0x0D32
export GL_MAX_CLIP_PLANES
const GL_MAX_TEXTURE_SIZE = 0x0D33
export GL_MAX_TEXTURE_SIZE
const GL_MAX_PIXEL_MAP_TABLE = 0x0D34
export GL_MAX_PIXEL_MAP_TABLE
const GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35
export GL_MAX_ATTRIB_STACK_DEPTH
const GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36
export GL_MAX_MODELVIEW_STACK_DEPTH
const GL_MAX_NAME_STACK_DEPTH = 0x0D37
export GL_MAX_NAME_STACK_DEPTH
const GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38
export GL_MAX_PROJECTION_STACK_DEPTH
const GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39
export GL_MAX_TEXTURE_STACK_DEPTH
const GL_MAX_VIEWPORT_DIMS = 0x0D3A
export GL_MAX_VIEWPORT_DIMS
const GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 0x0D3B
export GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
const GL_ATTRIB_STACK_DEPTH = 0x0BB0
export GL_ATTRIB_STACK_DEPTH
const GL_CLIENT_ATTRIB_STACK_DEPTH = 0x0BB1
export GL_CLIENT_ATTRIB_STACK_DEPTH
const GL_COLOR_CLEAR_VALUE = 0x0C22
export GL_COLOR_CLEAR_VALUE
const GL_COLOR_WRITEMASK = 0x0C23
export GL_COLOR_WRITEMASK
const GL_CURRENT_INDEX = 0x0B01
export GL_CURRENT_INDEX
const GL_CURRENT_COLOR = 0x0B00
export GL_CURRENT_COLOR
const GL_CURRENT_NORMAL = 0x0B02
export GL_CURRENT_NORMAL
const GL_CURRENT_RASTER_COLOR = 0x0B04
export GL_CURRENT_RASTER_COLOR
const GL_CURRENT_RASTER_DISTANCE = 0x0B09
export GL_CURRENT_RASTER_DISTANCE
const GL_CURRENT_RASTER_INDEX = 0x0B05
export GL_CURRENT_RASTER_INDEX
const GL_CURRENT_RASTER_POSITION = 0x0B07
export GL_CURRENT_RASTER_POSITION
const GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06
export GL_CURRENT_RASTER_TEXTURE_COORDS
const GL_CURRENT_RASTER_POSITION_VALID = 0x0B08
export GL_CURRENT_RASTER_POSITION_VALID
const GL_CURRENT_TEXTURE_COORDS = 0x0B03
export GL_CURRENT_TEXTURE_COORDS
const GL_INDEX_CLEAR_VALUE = 0x0C20
export GL_INDEX_CLEAR_VALUE
const GL_INDEX_MODE = 0x0C30
export GL_INDEX_MODE
const GL_INDEX_WRITEMASK = 0x0C21
export GL_INDEX_WRITEMASK
const GL_MODELVIEW_MATRIX = 0x0BA6
export GL_MODELVIEW_MATRIX
const GL_MODELVIEW_STACK_DEPTH = 0x0BA3
export GL_MODELVIEW_STACK_DEPTH
const GL_NAME_STACK_DEPTH = 0x0D70
export GL_NAME_STACK_DEPTH
const GL_PROJECTION_MATRIX = 0x0BA7
export GL_PROJECTION_MATRIX
const GL_PROJECTION_STACK_DEPTH = 0x0BA4
export GL_PROJECTION_STACK_DEPTH
const GL_RENDER_MODE = 0x0C40
export GL_RENDER_MODE
const GL_RGBA_MODE = 0x0C31
export GL_RGBA_MODE
const GL_TEXTURE_MATRIX = 0x0BA8
export GL_TEXTURE_MATRIX
const GL_TEXTURE_STACK_DEPTH = 0x0BA5
export GL_TEXTURE_STACK_DEPTH
const GL_VIEWPORT = 0x0BA2
export GL_VIEWPORT
const GL_AUTO_NORMAL = 0x0D80
export GL_AUTO_NORMAL
const GL_MAP1_COLOR_4 = 0x0D90
export GL_MAP1_COLOR_4
const GL_MAP1_INDEX = 0x0D91
export GL_MAP1_INDEX
const GL_MAP1_NORMAL = 0x0D92
export GL_MAP1_NORMAL
const GL_MAP1_TEXTURE_COORD_1 = 0x0D93
export GL_MAP1_TEXTURE_COORD_1
const GL_MAP1_TEXTURE_COORD_2 = 0x0D94
export GL_MAP1_TEXTURE_COORD_2
const GL_MAP1_TEXTURE_COORD_3 = 0x0D95
export GL_MAP1_TEXTURE_COORD_3
const GL_MAP1_TEXTURE_COORD_4 = 0x0D96
export GL_MAP1_TEXTURE_COORD_4
const GL_MAP1_VERTEX_3 = 0x0D97
export GL_MAP1_VERTEX_3
const GL_MAP1_VERTEX_4 = 0x0D98
export GL_MAP1_VERTEX_4
const GL_MAP2_COLOR_4 = 0x0DB0
export GL_MAP2_COLOR_4
const GL_MAP2_INDEX = 0x0DB1
export GL_MAP2_INDEX
const GL_MAP2_NORMAL = 0x0DB2
export GL_MAP2_NORMAL
const GL_MAP2_TEXTURE_COORD_1 = 0x0DB3
export GL_MAP2_TEXTURE_COORD_1
const GL_MAP2_TEXTURE_COORD_2 = 0x0DB4
export GL_MAP2_TEXTURE_COORD_2
const GL_MAP2_TEXTURE_COORD_3 = 0x0DB5
export GL_MAP2_TEXTURE_COORD_3
const GL_MAP2_TEXTURE_COORD_4 = 0x0DB6
export GL_MAP2_TEXTURE_COORD_4
const GL_MAP2_VERTEX_3 = 0x0DB7
export GL_MAP2_VERTEX_3
const GL_MAP2_VERTEX_4 = 0x0DB8
export GL_MAP2_VERTEX_4
const GL_MAP1_GRID_DOMAIN = 0x0DD0
export GL_MAP1_GRID_DOMAIN
const GL_MAP1_GRID_SEGMENTS = 0x0DD1
export GL_MAP1_GRID_SEGMENTS
const GL_MAP2_GRID_DOMAIN = 0x0DD2
export GL_MAP2_GRID_DOMAIN
const GL_MAP2_GRID_SEGMENTS = 0x0DD3
export GL_MAP2_GRID_SEGMENTS
const GL_COEFF = 0x0A00
export GL_COEFF
const GL_ORDER = 0x0A01
export GL_ORDER
const GL_DOMAIN = 0x0A02
export GL_DOMAIN
const GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50
export GL_PERSPECTIVE_CORRECTION_HINT
const GL_POINT_SMOOTH_HINT = 0x0C51
export GL_POINT_SMOOTH_HINT
const GL_LINE_SMOOTH_HINT = 0x0C52
export GL_LINE_SMOOTH_HINT
const GL_POLYGON_SMOOTH_HINT = 0x0C53
export GL_POLYGON_SMOOTH_HINT
const GL_FOG_HINT = 0x0C54
export GL_FOG_HINT
const GL_DONT_CARE = 0x1100
export GL_DONT_CARE
const GL_FASTEST = 0x1101
export GL_FASTEST
const GL_NICEST = 0x1102
export GL_NICEST
const GL_SCISSOR_BOX = 0x0C10
export GL_SCISSOR_BOX
const GL_SCISSOR_TEST = 0x0C11
export GL_SCISSOR_TEST
const GL_MAP_COLOR = 0x0D10
export GL_MAP_COLOR
const GL_MAP_STENCIL = 0x0D11
export GL_MAP_STENCIL
const GL_INDEX_SHIFT = 0x0D12
export GL_INDEX_SHIFT
const GL_INDEX_OFFSET = 0x0D13
export GL_INDEX_OFFSET
const GL_RED_SCALE = 0x0D14
export GL_RED_SCALE
const GL_RED_BIAS = 0x0D15
export GL_RED_BIAS
const GL_GREEN_SCALE = 0x0D18
export GL_GREEN_SCALE
const GL_GREEN_BIAS = 0x0D19
export GL_GREEN_BIAS
const GL_BLUE_SCALE = 0x0D1A
export GL_BLUE_SCALE
const GL_BLUE_BIAS = 0x0D1B
export GL_BLUE_BIAS
const GL_ALPHA_SCALE = 0x0D1C
export GL_ALPHA_SCALE
const GL_ALPHA_BIAS = 0x0D1D
export GL_ALPHA_BIAS
const GL_DEPTH_SCALE = 0x0D1E
export GL_DEPTH_SCALE
const GL_DEPTH_BIAS = 0x0D1F
export GL_DEPTH_BIAS
const GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1
export GL_PIXEL_MAP_S_TO_S_SIZE
const GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0
export GL_PIXEL_MAP_I_TO_I_SIZE
const GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2
export GL_PIXEL_MAP_I_TO_R_SIZE
const GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3
export GL_PIXEL_MAP_I_TO_G_SIZE
const GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4
export GL_PIXEL_MAP_I_TO_B_SIZE
const GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5
export GL_PIXEL_MAP_I_TO_A_SIZE
const GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6
export GL_PIXEL_MAP_R_TO_R_SIZE
const GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7
export GL_PIXEL_MAP_G_TO_G_SIZE
const GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8
export GL_PIXEL_MAP_B_TO_B_SIZE
const GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9
export GL_PIXEL_MAP_A_TO_A_SIZE
const GL_PIXEL_MAP_S_TO_S = 0x0C71
export GL_PIXEL_MAP_S_TO_S
const GL_PIXEL_MAP_I_TO_I = 0x0C70
export GL_PIXEL_MAP_I_TO_I
const GL_PIXEL_MAP_I_TO_R = 0x0C72
export GL_PIXEL_MAP_I_TO_R
const GL_PIXEL_MAP_I_TO_G = 0x0C73
export GL_PIXEL_MAP_I_TO_G
const GL_PIXEL_MAP_I_TO_B = 0x0C74
export GL_PIXEL_MAP_I_TO_B
const GL_PIXEL_MAP_I_TO_A = 0x0C75
export GL_PIXEL_MAP_I_TO_A
const GL_PIXEL_MAP_R_TO_R = 0x0C76
export GL_PIXEL_MAP_R_TO_R
const GL_PIXEL_MAP_G_TO_G = 0x0C77
export GL_PIXEL_MAP_G_TO_G
const GL_PIXEL_MAP_B_TO_B = 0x0C78
export GL_PIXEL_MAP_B_TO_B
const GL_PIXEL_MAP_A_TO_A = 0x0C79
export GL_PIXEL_MAP_A_TO_A
const GL_PACK_ALIGNMENT = 0x0D05
export GL_PACK_ALIGNMENT
const GL_PACK_LSB_FIRST = 0x0D01
export GL_PACK_LSB_FIRST
const GL_PACK_ROW_LENGTH = 0x0D02
export GL_PACK_ROW_LENGTH
const GL_PACK_SKIP_PIXELS = 0x0D04
export GL_PACK_SKIP_PIXELS
const GL_PACK_SKIP_ROWS = 0x0D03
export GL_PACK_SKIP_ROWS
const GL_PACK_SWAP_BYTES = 0x0D00
export GL_PACK_SWAP_BYTES
const GL_UNPACK_ALIGNMENT = 0x0CF5
export GL_UNPACK_ALIGNMENT
const GL_UNPACK_LSB_FIRST = 0x0CF1
export GL_UNPACK_LSB_FIRST
const GL_UNPACK_ROW_LENGTH = 0x0CF2
export GL_UNPACK_ROW_LENGTH
const GL_UNPACK_SKIP_PIXELS = 0x0CF4
export GL_UNPACK_SKIP_PIXELS
const GL_UNPACK_SKIP_ROWS = 0x0CF3
export GL_UNPACK_SKIP_ROWS
const GL_UNPACK_SWAP_BYTES = 0x0CF0
export GL_UNPACK_SWAP_BYTES
const GL_ZOOM_X = 0x0D16
export GL_ZOOM_X
const GL_ZOOM_Y = 0x0D17
export GL_ZOOM_Y
const GL_TEXTURE_ENV = 0x2300
export GL_TEXTURE_ENV
const GL_TEXTURE_ENV_MODE = 0x2200
export GL_TEXTURE_ENV_MODE
const GL_TEXTURE_1D = 0x0DE0
export GL_TEXTURE_1D
const GL_TEXTURE_2D = 0x0DE1
export GL_TEXTURE_2D
const GL_TEXTURE_WRAP_S = 0x2802
export GL_TEXTURE_WRAP_S
const GL_TEXTURE_WRAP_T = 0x2803
export GL_TEXTURE_WRAP_T
const GL_TEXTURE_MAG_FILTER = 0x2800
export GL_TEXTURE_MAG_FILTER
const GL_TEXTURE_MIN_FILTER = 0x2801
export GL_TEXTURE_MIN_FILTER
const GL_TEXTURE_ENV_COLOR = 0x2201
export GL_TEXTURE_ENV_COLOR
const GL_TEXTURE_GEN_S = 0x0C60
export GL_TEXTURE_GEN_S
const GL_TEXTURE_GEN_T = 0x0C61
export GL_TEXTURE_GEN_T
const GL_TEXTURE_GEN_R = 0x0C62
export GL_TEXTURE_GEN_R
const GL_TEXTURE_GEN_Q = 0x0C63
export GL_TEXTURE_GEN_Q
const GL_TEXTURE_GEN_MODE = 0x2500
export GL_TEXTURE_GEN_MODE
const GL_TEXTURE_BORDER_COLOR = 0x1004
export GL_TEXTURE_BORDER_COLOR
const GL_TEXTURE_WIDTH = 0x1000
export GL_TEXTURE_WIDTH
const GL_TEXTURE_HEIGHT = 0x1001
export GL_TEXTURE_HEIGHT
const GL_TEXTURE_BORDER = 0x1005
export GL_TEXTURE_BORDER
const GL_TEXTURE_COMPONENTS = 0x1003
export GL_TEXTURE_COMPONENTS
const GL_TEXTURE_RED_SIZE = 0x805C
export GL_TEXTURE_RED_SIZE
const GL_TEXTURE_GREEN_SIZE = 0x805D
export GL_TEXTURE_GREEN_SIZE
const GL_TEXTURE_BLUE_SIZE = 0x805E
export GL_TEXTURE_BLUE_SIZE
const GL_TEXTURE_ALPHA_SIZE = 0x805F
export GL_TEXTURE_ALPHA_SIZE
const GL_TEXTURE_LUMINANCE_SIZE = 0x8060
export GL_TEXTURE_LUMINANCE_SIZE
const GL_TEXTURE_INTENSITY_SIZE = 0x8061
export GL_TEXTURE_INTENSITY_SIZE
const GL_NEAREST_MIPMAP_NEAREST = 0x2700
export GL_NEAREST_MIPMAP_NEAREST
const GL_NEAREST_MIPMAP_LINEAR = 0x2702
export GL_NEAREST_MIPMAP_LINEAR
const GL_LINEAR_MIPMAP_NEAREST = 0x2701
export GL_LINEAR_MIPMAP_NEAREST
const GL_LINEAR_MIPMAP_LINEAR = 0x2703
export GL_LINEAR_MIPMAP_LINEAR
const GL_OBJECT_LINEAR = 0x2401
export GL_OBJECT_LINEAR
const GL_OBJECT_PLANE = 0x2501
export GL_OBJECT_PLANE
const GL_EYE_LINEAR = 0x2400
export GL_EYE_LINEAR
const GL_EYE_PLANE = 0x2502
export GL_EYE_PLANE
const GL_SPHERE_MAP = 0x2402
export GL_SPHERE_MAP
const GL_DECAL = 0x2101
export GL_DECAL
const GL_MODULATE = 0x2100
export GL_MODULATE
const GL_NEAREST = 0x2600
export GL_NEAREST
const GL_REPEAT = 0x2901
export GL_REPEAT
const GL_CLAMP = 0x2900
export GL_CLAMP
const GL_S = 0x2000
export GL_S
const GL_T = 0x2001
export GL_T
const GL_R = 0x2002
export GL_R
const GL_Q = 0x2003
export GL_Q
const GL_VENDOR = 0x1F00
export GL_VENDOR
const GL_RENDERER = 0x1F01
export GL_RENDERER
const GL_VERSION = 0x1F02
export GL_VERSION
const GL_EXTENSIONS = 0x1F03
export GL_EXTENSIONS
const GL_NO_ERROR = 0x0
export GL_NO_ERROR
const GL_INVALID_ENUM = 0x0500
export GL_INVALID_ENUM
const GL_INVALID_VALUE = 0x0501
export GL_INVALID_VALUE
const GL_INVALID_OPERATION = 0x0502
export GL_INVALID_OPERATION
const GL_STACK_OVERFLOW = 0x0503
export GL_STACK_OVERFLOW
const GL_STACK_UNDERFLOW = 0x0504
export GL_STACK_UNDERFLOW
const GL_OUT_OF_MEMORY = 0x0505
export GL_OUT_OF_MEMORY
const GL_CURRENT_BIT = 0x00000001
export GL_CURRENT_BIT
const GL_POINT_BIT = 0x00000002
export GL_POINT_BIT
const GL_LINE_BIT = 0x00000004
export GL_LINE_BIT
const GL_POLYGON_BIT = 0x00000008
export GL_POLYGON_BIT
const GL_POLYGON_STIPPLE_BIT = 0x00000010
export GL_POLYGON_STIPPLE_BIT
const GL_PIXEL_MODE_BIT = 0x00000020
export GL_PIXEL_MODE_BIT
const GL_LIGHTING_BIT = 0x00000040
export GL_LIGHTING_BIT
const GL_FOG_BIT = 0x00000080
export GL_FOG_BIT
const GL_DEPTH_BUFFER_BIT = 0x00000100
export GL_DEPTH_BUFFER_BIT
const GL_ACCUM_BUFFER_BIT = 0x00000200
export GL_ACCUM_BUFFER_BIT
const GL_STENCIL_BUFFER_BIT = 0x00000400
export GL_STENCIL_BUFFER_BIT
const GL_VIEWPORT_BIT = 0x00000800
export GL_VIEWPORT_BIT
const GL_TRANSFORM_BIT = 0x00001000
export GL_TRANSFORM_BIT
const GL_ENABLE_BIT = 0x00002000
export GL_ENABLE_BIT
const GL_COLOR_BUFFER_BIT = 0x00004000
export GL_COLOR_BUFFER_BIT
const GL_HINT_BIT = 0x00008000
export GL_HINT_BIT
const GL_EVAL_BIT = 0x00010000
export GL_EVAL_BIT
const GL_LIST_BIT = 0x00020000
export GL_LIST_BIT
const GL_TEXTURE_BIT = 0x00040000
export GL_TEXTURE_BIT
const GL_SCISSOR_BIT = 0x00080000
export GL_SCISSOR_BIT
const GL_ALL_ATTRIB_BITS = 0x000FFFFF
export GL_ALL_ATTRIB_BITS
const GL_PROXY_TEXTURE_1D = 0x8063
export GL_PROXY_TEXTURE_1D
const GL_PROXY_TEXTURE_2D = 0x8064
export GL_PROXY_TEXTURE_2D
const GL_TEXTURE_PRIORITY = 0x8066
export GL_TEXTURE_PRIORITY
const GL_TEXTURE_RESIDENT = 0x8067
export GL_TEXTURE_RESIDENT
const GL_TEXTURE_BINDING_1D = 0x8068
export GL_TEXTURE_BINDING_1D
const GL_TEXTURE_BINDING_2D = 0x8069
export GL_TEXTURE_BINDING_2D
const GL_TEXTURE_INTERNAL_FORMAT = 0x1003
export GL_TEXTURE_INTERNAL_FORMAT
const GL_ALPHA4 = 0x803B
export GL_ALPHA4
const GL_ALPHA8 = 0x803C
export GL_ALPHA8
const GL_ALPHA12 = 0x803D
export GL_ALPHA12
const GL_ALPHA16 = 0x803E
export GL_ALPHA16
const GL_LUMINANCE4 = 0x803F
export GL_LUMINANCE4
const GL_LUMINANCE8 = 0x8040
export GL_LUMINANCE8
const GL_LUMINANCE12 = 0x8041
export GL_LUMINANCE12
const GL_LUMINANCE16 = 0x8042
export GL_LUMINANCE16
const GL_LUMINANCE4_ALPHA4 = 0x8043
export GL_LUMINANCE4_ALPHA4
const GL_LUMINANCE6_ALPHA2 = 0x8044
export GL_LUMINANCE6_ALPHA2
const GL_LUMINANCE8_ALPHA8 = 0x8045
export GL_LUMINANCE8_ALPHA8
const GL_LUMINANCE12_ALPHA4 = 0x8046
export GL_LUMINANCE12_ALPHA4
const GL_LUMINANCE12_ALPHA12 = 0x8047
export GL_LUMINANCE12_ALPHA12
const GL_LUMINANCE16_ALPHA16 = 0x8048
export GL_LUMINANCE16_ALPHA16
const GL_INTENSITY = 0x8049
export GL_INTENSITY
const GL_INTENSITY4 = 0x804A
export GL_INTENSITY4
const GL_INTENSITY8 = 0x804B
export GL_INTENSITY8
const GL_INTENSITY12 = 0x804C
export GL_INTENSITY12
const GL_INTENSITY16 = 0x804D
export GL_INTENSITY16
const GL_R3_G3_B2 = 0x2A10
export GL_R3_G3_B2
const GL_RGB4 = 0x804F
export GL_RGB4
const GL_RGB5 = 0x8050
export GL_RGB5
const GL_RGB8 = 0x8051
export GL_RGB8
const GL_RGB10 = 0x8052
export GL_RGB10
const GL_RGB12 = 0x8053
export GL_RGB12
const GL_RGB16 = 0x8054
export GL_RGB16
const GL_RGBA2 = 0x8055
export GL_RGBA2
const GL_RGBA4 = 0x8056
export GL_RGBA4
const GL_RGB5_A1 = 0x8057
export GL_RGB5_A1
const GL_RGBA8 = 0x8058
export GL_RGBA8
const GL_RGB10_A2 = 0x8059
export GL_RGB10_A2
const GL_RGBA12 = 0x805A
export GL_RGBA12
const GL_RGBA16 = 0x805B
export GL_RGBA16
const GL_CLIENT_PIXEL_STORE_BIT = 0x00000001
export GL_CLIENT_PIXEL_STORE_BIT
const GL_CLIENT_VERTEX_ARRAY_BIT = 0x00000002
export GL_CLIENT_VERTEX_ARRAY_BIT
const GL_ALL_CLIENT_ATTRIB_BITS = 0xFFFFFFFF
export GL_ALL_CLIENT_ATTRIB_BITS
const GL_CLIENT_ALL_ATTRIB_BITS = 0xFFFFFFFF
export GL_CLIENT_ALL_ATTRIB_BITS
const GL_RESCALE_NORMAL = 0x803A
export GL_RESCALE_NORMAL
const GL_CLAMP_TO_EDGE = 0x812F
export GL_CLAMP_TO_EDGE
const GL_MAX_ELEMENTS_VERTICES = 0x80E8
export GL_MAX_ELEMENTS_VERTICES
const GL_MAX_ELEMENTS_INDICES = 0x80E9
export GL_MAX_ELEMENTS_INDICES
const GL_BGR = 0x80E0
export GL_BGR
const GL_BGRA = 0x80E1
export GL_BGRA
const GL_UNSIGNED_BYTE_3_3_2 = 0x8032
export GL_UNSIGNED_BYTE_3_3_2
const GL_UNSIGNED_BYTE_2_3_3_REV = 0x8362
export GL_UNSIGNED_BYTE_2_3_3_REV
const GL_UNSIGNED_SHORT_5_6_5 = 0x8363
export GL_UNSIGNED_SHORT_5_6_5
const GL_UNSIGNED_SHORT_5_6_5_REV = 0x8364
export GL_UNSIGNED_SHORT_5_6_5_REV
const GL_UNSIGNED_SHORT_4_4_4_4 = 0x8033
export GL_UNSIGNED_SHORT_4_4_4_4
const GL_UNSIGNED_SHORT_4_4_4_4_REV = 0x8365
export GL_UNSIGNED_SHORT_4_4_4_4_REV
const GL_UNSIGNED_SHORT_5_5_5_1 = 0x8034
export GL_UNSIGNED_SHORT_5_5_5_1
const GL_UNSIGNED_SHORT_1_5_5_5_REV = 0x8366
export GL_UNSIGNED_SHORT_1_5_5_5_REV
const GL_UNSIGNED_INT_8_8_8_8 = 0x8035
export GL_UNSIGNED_INT_8_8_8_8
const GL_UNSIGNED_INT_8_8_8_8_REV = 0x8367
export GL_UNSIGNED_INT_8_8_8_8_REV
const GL_UNSIGNED_INT_10_10_10_2 = 0x8036
export GL_UNSIGNED_INT_10_10_10_2
const GL_UNSIGNED_INT_2_10_10_10_REV = 0x8368
export GL_UNSIGNED_INT_2_10_10_10_REV
const GL_LIGHT_MODEL_COLOR_CONTROL = 0x81F8
export GL_LIGHT_MODEL_COLOR_CONTROL
const GL_SINGLE_COLOR = 0x81F9
export GL_SINGLE_COLOR
const GL_SEPARATE_SPECULAR_COLOR = 0x81FA
export GL_SEPARATE_SPECULAR_COLOR
const GL_TEXTURE_MIN_LOD = 0x813A
export GL_TEXTURE_MIN_LOD
const GL_TEXTURE_MAX_LOD = 0x813B
export GL_TEXTURE_MAX_LOD
const GL_TEXTURE_BASE_LEVEL = 0x813C
export GL_TEXTURE_BASE_LEVEL
const GL_TEXTURE_MAX_LEVEL = 0x813D
export GL_TEXTURE_MAX_LEVEL
const GL_SMOOTH_POINT_SIZE_RANGE = 0x0B12
export GL_SMOOTH_POINT_SIZE_RANGE
const GL_SMOOTH_POINT_SIZE_GRANULARITY = 0x0B13
export GL_SMOOTH_POINT_SIZE_GRANULARITY
const GL_SMOOTH_LINE_WIDTH_RANGE = 0x0B22
export GL_SMOOTH_LINE_WIDTH_RANGE
const GL_SMOOTH_LINE_WIDTH_GRANULARITY = 0x0B23
export GL_SMOOTH_LINE_WIDTH_GRANULARITY
const GL_ALIASED_POINT_SIZE_RANGE = 0x846D
export GL_ALIASED_POINT_SIZE_RANGE
const GL_ALIASED_LINE_WIDTH_RANGE = 0x846E
export GL_ALIASED_LINE_WIDTH_RANGE
const GL_PACK_SKIP_IMAGES = 0x806B
export GL_PACK_SKIP_IMAGES
const GL_PACK_IMAGE_HEIGHT = 0x806C
export GL_PACK_IMAGE_HEIGHT
const GL_UNPACK_SKIP_IMAGES = 0x806D
export GL_UNPACK_SKIP_IMAGES
const GL_UNPACK_IMAGE_HEIGHT = 0x806E
export GL_UNPACK_IMAGE_HEIGHT
const GL_TEXTURE_3D = 0x806F
export GL_TEXTURE_3D
const GL_PROXY_TEXTURE_3D = 0x8070
export GL_PROXY_TEXTURE_3D
const GL_TEXTURE_DEPTH = 0x8071
export GL_TEXTURE_DEPTH
const GL_TEXTURE_WRAP_R = 0x8072
export GL_TEXTURE_WRAP_R
const GL_MAX_3D_TEXTURE_SIZE = 0x8073
export GL_MAX_3D_TEXTURE_SIZE
const GL_TEXTURE_BINDING_3D = 0x806A
export GL_TEXTURE_BINDING_3D
const GL_CONSTANT_COLOR = 0x8001
export GL_CONSTANT_COLOR
const GL_ONE_MINUS_CONSTANT_COLOR = 0x8002
export GL_ONE_MINUS_CONSTANT_COLOR
const GL_CONSTANT_ALPHA = 0x8003
export GL_CONSTANT_ALPHA
const GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004
export GL_ONE_MINUS_CONSTANT_ALPHA
const GL_COLOR_TABLE = 0x80D0
export GL_COLOR_TABLE
const GL_POST_CONVOLUTION_COLOR_TABLE = 0x80D1
export GL_POST_CONVOLUTION_COLOR_TABLE
const GL_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D2
export GL_POST_COLOR_MATRIX_COLOR_TABLE
const GL_PROXY_COLOR_TABLE = 0x80D3
export GL_PROXY_COLOR_TABLE
const GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = 0x80D4
export GL_PROXY_POST_CONVOLUTION_COLOR_TABLE
const GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = 0x80D5
export GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE
const GL_COLOR_TABLE_SCALE = 0x80D6
export GL_COLOR_TABLE_SCALE
const GL_COLOR_TABLE_BIAS = 0x80D7
export GL_COLOR_TABLE_BIAS
const GL_COLOR_TABLE_FORMAT = 0x80D8
export GL_COLOR_TABLE_FORMAT
const GL_COLOR_TABLE_WIDTH = 0x80D9
export GL_COLOR_TABLE_WIDTH
const GL_COLOR_TABLE_RED_SIZE = 0x80DA
export GL_COLOR_TABLE_RED_SIZE
const GL_COLOR_TABLE_GREEN_SIZE = 0x80DB
export GL_COLOR_TABLE_GREEN_SIZE
const GL_COLOR_TABLE_BLUE_SIZE = 0x80DC
export GL_COLOR_TABLE_BLUE_SIZE
const GL_COLOR_TABLE_ALPHA_SIZE = 0x80DD
export GL_COLOR_TABLE_ALPHA_SIZE
const GL_COLOR_TABLE_LUMINANCE_SIZE = 0x80DE
export GL_COLOR_TABLE_LUMINANCE_SIZE
const GL_COLOR_TABLE_INTENSITY_SIZE = 0x80DF
export GL_COLOR_TABLE_INTENSITY_SIZE
const GL_CONVOLUTION_1D = 0x8010
export GL_CONVOLUTION_1D
const GL_CONVOLUTION_2D = 0x8011
export GL_CONVOLUTION_2D
const GL_SEPARABLE_2D = 0x8012
export GL_SEPARABLE_2D
const GL_CONVOLUTION_BORDER_MODE = 0x8013
export GL_CONVOLUTION_BORDER_MODE
const GL_CONVOLUTION_FILTER_SCALE = 0x8014
export GL_CONVOLUTION_FILTER_SCALE
const GL_CONVOLUTION_FILTER_BIAS = 0x8015
export GL_CONVOLUTION_FILTER_BIAS
const GL_REDUCE = 0x8016
export GL_REDUCE
const GL_CONVOLUTION_FORMAT = 0x8017
export GL_CONVOLUTION_FORMAT
const GL_CONVOLUTION_WIDTH = 0x8018
export GL_CONVOLUTION_WIDTH
const GL_CONVOLUTION_HEIGHT = 0x8019
export GL_CONVOLUTION_HEIGHT
const GL_MAX_CONVOLUTION_WIDTH = 0x801A
export GL_MAX_CONVOLUTION_WIDTH
const GL_MAX_CONVOLUTION_HEIGHT = 0x801B
export GL_MAX_CONVOLUTION_HEIGHT
const GL_POST_CONVOLUTION_RED_SCALE = 0x801C
export GL_POST_CONVOLUTION_RED_SCALE
const GL_POST_CONVOLUTION_GREEN_SCALE = 0x801D
export GL_POST_CONVOLUTION_GREEN_SCALE
const GL_POST_CONVOLUTION_BLUE_SCALE = 0x801E
export GL_POST_CONVOLUTION_BLUE_SCALE
const GL_POST_CONVOLUTION_ALPHA_SCALE = 0x801F
export GL_POST_CONVOLUTION_ALPHA_SCALE
const GL_POST_CONVOLUTION_RED_BIAS = 0x8020
export GL_POST_CONVOLUTION_RED_BIAS
const GL_POST_CONVOLUTION_GREEN_BIAS = 0x8021
export GL_POST_CONVOLUTION_GREEN_BIAS
const GL_POST_CONVOLUTION_BLUE_BIAS = 0x8022
export GL_POST_CONVOLUTION_BLUE_BIAS
const GL_POST_CONVOLUTION_ALPHA_BIAS = 0x8023
export GL_POST_CONVOLUTION_ALPHA_BIAS
const GL_CONSTANT_BORDER = 0x8151
export GL_CONSTANT_BORDER
const GL_REPLICATE_BORDER = 0x8153
export GL_REPLICATE_BORDER
const GL_CONVOLUTION_BORDER_COLOR = 0x8154
export GL_CONVOLUTION_BORDER_COLOR
const GL_COLOR_MATRIX = 0x80B1
export GL_COLOR_MATRIX
const GL_COLOR_MATRIX_STACK_DEPTH = 0x80B2
export GL_COLOR_MATRIX_STACK_DEPTH
const GL_MAX_COLOR_MATRIX_STACK_DEPTH = 0x80B3
export GL_MAX_COLOR_MATRIX_STACK_DEPTH
const GL_POST_COLOR_MATRIX_RED_SCALE = 0x80B4
export GL_POST_COLOR_MATRIX_RED_SCALE
const GL_POST_COLOR_MATRIX_GREEN_SCALE = 0x80B5
export GL_POST_COLOR_MATRIX_GREEN_SCALE
const GL_POST_COLOR_MATRIX_BLUE_SCALE = 0x80B6
export GL_POST_COLOR_MATRIX_BLUE_SCALE
const GL_POST_COLOR_MATRIX_ALPHA_SCALE = 0x80B7
export GL_POST_COLOR_MATRIX_ALPHA_SCALE
const GL_POST_COLOR_MATRIX_RED_BIAS = 0x80B8
export GL_POST_COLOR_MATRIX_RED_BIAS
const GL_POST_COLOR_MATRIX_GREEN_BIAS = 0x80B9
export GL_POST_COLOR_MATRIX_GREEN_BIAS
const GL_POST_COLOR_MATRIX_BLUE_BIAS = 0x80BA
export GL_POST_COLOR_MATRIX_BLUE_BIAS
const GL_POST_COLOR_MATRIX_ALPHA_BIAS = 0x80BB
export GL_POST_COLOR_MATRIX_ALPHA_BIAS
const GL_HISTOGRAM = 0x8024
export GL_HISTOGRAM
const GL_PROXY_HISTOGRAM = 0x8025
export GL_PROXY_HISTOGRAM
const GL_HISTOGRAM_WIDTH = 0x8026
export GL_HISTOGRAM_WIDTH
const GL_HISTOGRAM_FORMAT = 0x8027
export GL_HISTOGRAM_FORMAT
const GL_HISTOGRAM_RED_SIZE = 0x8028
export GL_HISTOGRAM_RED_SIZE
const GL_HISTOGRAM_GREEN_SIZE = 0x8029
export GL_HISTOGRAM_GREEN_SIZE
const GL_HISTOGRAM_BLUE_SIZE = 0x802A
export GL_HISTOGRAM_BLUE_SIZE
const GL_HISTOGRAM_ALPHA_SIZE = 0x802B
export GL_HISTOGRAM_ALPHA_SIZE
const GL_HISTOGRAM_LUMINANCE_SIZE = 0x802C
export GL_HISTOGRAM_LUMINANCE_SIZE
const GL_HISTOGRAM_SINK = 0x802D
export GL_HISTOGRAM_SINK
const GL_MINMAX = 0x802E
export GL_MINMAX
const GL_MINMAX_FORMAT = 0x802F
export GL_MINMAX_FORMAT
const GL_MINMAX_SINK = 0x8030
export GL_MINMAX_SINK
const GL_TABLE_TOO_LARGE = 0x8031
export GL_TABLE_TOO_LARGE
const GL_BLEND_EQUATION = 0x8009
export GL_BLEND_EQUATION
const GL_MIN = 0x8007
export GL_MIN
const GL_MAX = 0x8008
export GL_MAX
const GL_FUNC_ADD = 0x8006
export GL_FUNC_ADD
const GL_FUNC_SUBTRACT = 0x800A
export GL_FUNC_SUBTRACT
const GL_FUNC_REVERSE_SUBTRACT = 0x800B
export GL_FUNC_REVERSE_SUBTRACT
const GL_BLEND_COLOR = 0x8005
export GL_BLEND_COLOR
const GL_TEXTURE0 = 0x84C0
export GL_TEXTURE0
const GL_TEXTURE1 = 0x84C1
export GL_TEXTURE1
const GL_TEXTURE2 = 0x84C2
export GL_TEXTURE2
const GL_TEXTURE3 = 0x84C3
export GL_TEXTURE3
const GL_TEXTURE4 = 0x84C4
export GL_TEXTURE4
const GL_TEXTURE5 = 0x84C5
export GL_TEXTURE5
const GL_TEXTURE6 = 0x84C6
export GL_TEXTURE6
const GL_TEXTURE7 = 0x84C7
export GL_TEXTURE7
const GL_TEXTURE8 = 0x84C8
export GL_TEXTURE8
const GL_TEXTURE9 = 0x84C9
export GL_TEXTURE9
const GL_TEXTURE10 = 0x84CA
export GL_TEXTURE10
const GL_TEXTURE11 = 0x84CB
export GL_TEXTURE11
const GL_TEXTURE12 = 0x84CC
export GL_TEXTURE12
const GL_TEXTURE13 = 0x84CD
export GL_TEXTURE13
const GL_TEXTURE14 = 0x84CE
export GL_TEXTURE14
const GL_TEXTURE15 = 0x84CF
export GL_TEXTURE15
const GL_TEXTURE16 = 0x84D0
export GL_TEXTURE16
const GL_TEXTURE17 = 0x84D1
export GL_TEXTURE17
const GL_TEXTURE18 = 0x84D2
export GL_TEXTURE18
const GL_TEXTURE19 = 0x84D3
export GL_TEXTURE19
const GL_TEXTURE20 = 0x84D4
export GL_TEXTURE20
const GL_TEXTURE21 = 0x84D5
export GL_TEXTURE21
const GL_TEXTURE22 = 0x84D6
export GL_TEXTURE22
const GL_TEXTURE23 = 0x84D7
export GL_TEXTURE23
const GL_TEXTURE24 = 0x84D8
export GL_TEXTURE24
const GL_TEXTURE25 = 0x84D9
export GL_TEXTURE25
const GL_TEXTURE26 = 0x84DA
export GL_TEXTURE26
const GL_TEXTURE27 = 0x84DB
export GL_TEXTURE27
const GL_TEXTURE28 = 0x84DC
export GL_TEXTURE28
const GL_TEXTURE29 = 0x84DD
export GL_TEXTURE29
const GL_TEXTURE30 = 0x84DE
export GL_TEXTURE30
const GL_TEXTURE31 = 0x84DF
export GL_TEXTURE31
const GL_ACTIVE_TEXTURE = 0x84E0
export GL_ACTIVE_TEXTURE
const GL_CLIENT_ACTIVE_TEXTURE = 0x84E1
export GL_CLIENT_ACTIVE_TEXTURE
const GL_MAX_TEXTURE_UNITS = 0x84E2
export GL_MAX_TEXTURE_UNITS
const GL_NORMAL_MAP = 0x8511
export GL_NORMAL_MAP
const GL_REFLECTION_MAP = 0x8512
export GL_REFLECTION_MAP
const GL_TEXTURE_CUBE_MAP = 0x8513
export GL_TEXTURE_CUBE_MAP
const GL_TEXTURE_BINDING_CUBE_MAP = 0x8514
export GL_TEXTURE_BINDING_CUBE_MAP
const GL_TEXTURE_CUBE_MAP_POSITIVE_X = 0x8515
export GL_TEXTURE_CUBE_MAP_POSITIVE_X
const GL_TEXTURE_CUBE_MAP_NEGATIVE_X = 0x8516
export GL_TEXTURE_CUBE_MAP_NEGATIVE_X
const GL_TEXTURE_CUBE_MAP_POSITIVE_Y = 0x8517
export GL_TEXTURE_CUBE_MAP_POSITIVE_Y
const GL_TEXTURE_CUBE_MAP_NEGATIVE_Y = 0x8518
export GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
const GL_TEXTURE_CUBE_MAP_POSITIVE_Z = 0x8519
export GL_TEXTURE_CUBE_MAP_POSITIVE_Z
const GL_TEXTURE_CUBE_MAP_NEGATIVE_Z = 0x851A
export GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
const GL_PROXY_TEXTURE_CUBE_MAP = 0x851B
export GL_PROXY_TEXTURE_CUBE_MAP
const GL_MAX_CUBE_MAP_TEXTURE_SIZE = 0x851C
export GL_MAX_CUBE_MAP_TEXTURE_SIZE
const GL_COMPRESSED_ALPHA = 0x84E9
export GL_COMPRESSED_ALPHA
const GL_COMPRESSED_LUMINANCE = 0x84EA
export GL_COMPRESSED_LUMINANCE
const GL_COMPRESSED_LUMINANCE_ALPHA = 0x84EB
export GL_COMPRESSED_LUMINANCE_ALPHA
const GL_COMPRESSED_INTENSITY = 0x84EC
export GL_COMPRESSED_INTENSITY
const GL_COMPRESSED_RGB = 0x84ED
export GL_COMPRESSED_RGB
const GL_COMPRESSED_RGBA = 0x84EE
export GL_COMPRESSED_RGBA
const GL_TEXTURE_COMPRESSION_HINT = 0x84EF
export GL_TEXTURE_COMPRESSION_HINT
const GL_TEXTURE_COMPRESSED_IMAGE_SIZE = 0x86A0
export GL_TEXTURE_COMPRESSED_IMAGE_SIZE
const GL_TEXTURE_COMPRESSED = 0x86A1
export GL_TEXTURE_COMPRESSED
const GL_NUM_COMPRESSED_TEXTURE_FORMATS = 0x86A2
export GL_NUM_COMPRESSED_TEXTURE_FORMATS
const GL_COMPRESSED_TEXTURE_FORMATS = 0x86A3
export GL_COMPRESSED_TEXTURE_FORMATS
const GL_MULTISAMPLE = 0x809D
export GL_MULTISAMPLE
const GL_SAMPLE_ALPHA_TO_COVERAGE = 0x809E
export GL_SAMPLE_ALPHA_TO_COVERAGE
const GL_SAMPLE_ALPHA_TO_ONE = 0x809F
export GL_SAMPLE_ALPHA_TO_ONE
const GL_SAMPLE_COVERAGE = 0x80A0
export GL_SAMPLE_COVERAGE
const GL_SAMPLE_BUFFERS = 0x80A8
export GL_SAMPLE_BUFFERS
const GL_SAMPLES = 0x80A9
export GL_SAMPLES
const GL_SAMPLE_COVERAGE_VALUE = 0x80AA
export GL_SAMPLE_COVERAGE_VALUE
const GL_SAMPLE_COVERAGE_INVERT = 0x80AB
export GL_SAMPLE_COVERAGE_INVERT
const GL_MULTISAMPLE_BIT = 0x20000000
export GL_MULTISAMPLE_BIT
const GL_TRANSPOSE_MODELVIEW_MATRIX = 0x84E3
export GL_TRANSPOSE_MODELVIEW_MATRIX
const GL_TRANSPOSE_PROJECTION_MATRIX = 0x84E4
export GL_TRANSPOSE_PROJECTION_MATRIX
const GL_TRANSPOSE_TEXTURE_MATRIX = 0x84E5
export GL_TRANSPOSE_TEXTURE_MATRIX
const GL_TRANSPOSE_COLOR_MATRIX = 0x84E6
export GL_TRANSPOSE_COLOR_MATRIX
const GL_COMBINE = 0x8570
export GL_COMBINE
const GL_COMBINE_RGB = 0x8571
export GL_COMBINE_RGB
const GL_COMBINE_ALPHA = 0x8572
export GL_COMBINE_ALPHA
const GL_SOURCE0_RGB = 0x8580
export GL_SOURCE0_RGB
const GL_SOURCE1_RGB = 0x8581
export GL_SOURCE1_RGB
const GL_SOURCE2_RGB = 0x8582
export GL_SOURCE2_RGB
const GL_SOURCE0_ALPHA = 0x8588
export GL_SOURCE0_ALPHA
const GL_SOURCE1_ALPHA = 0x8589
export GL_SOURCE1_ALPHA
const GL_SOURCE2_ALPHA = 0x858A
export GL_SOURCE2_ALPHA
const GL_OPERAND0_RGB = 0x8590
export GL_OPERAND0_RGB
const GL_OPERAND1_RGB = 0x8591
export GL_OPERAND1_RGB
const GL_OPERAND2_RGB = 0x8592
export GL_OPERAND2_RGB
const GL_OPERAND0_ALPHA = 0x8598
export GL_OPERAND0_ALPHA
const GL_OPERAND1_ALPHA = 0x8599
export GL_OPERAND1_ALPHA
const GL_OPERAND2_ALPHA = 0x859A
export GL_OPERAND2_ALPHA
const GL_RGB_SCALE = 0x8573
export GL_RGB_SCALE
const GL_ADD_SIGNED = 0x8574
export GL_ADD_SIGNED
const GL_INTERPOLATE = 0x8575
export GL_INTERPOLATE
const GL_SUBTRACT = 0x84E7
export GL_SUBTRACT
const GL_CONSTANT = 0x8576
export GL_CONSTANT
const GL_PRIMARY_COLOR = 0x8577
export GL_PRIMARY_COLOR
const GL_PREVIOUS = 0x8578
export GL_PREVIOUS
const GL_DOT3_RGB = 0x86AE
export GL_DOT3_RGB
const GL_DOT3_RGBA = 0x86AF
export GL_DOT3_RGBA
const GL_CLAMP_TO_BORDER = 0x812D
export GL_CLAMP_TO_BORDER
const GL_ARB_multitexture = 1
export GL_ARB_multitexture
const GL_TEXTURE0_ARB = 0x84C0
export GL_TEXTURE0_ARB
const GL_TEXTURE1_ARB = 0x84C1
export GL_TEXTURE1_ARB
const GL_TEXTURE2_ARB = 0x84C2
export GL_TEXTURE2_ARB
const GL_TEXTURE3_ARB = 0x84C3
export GL_TEXTURE3_ARB
const GL_TEXTURE4_ARB = 0x84C4
export GL_TEXTURE4_ARB
const GL_TEXTURE5_ARB = 0x84C5
export GL_TEXTURE5_ARB
const GL_TEXTURE6_ARB = 0x84C6
export GL_TEXTURE6_ARB
const GL_TEXTURE7_ARB = 0x84C7
export GL_TEXTURE7_ARB
const GL_TEXTURE8_ARB = 0x84C8
export GL_TEXTURE8_ARB
const GL_TEXTURE9_ARB = 0x84C9
export GL_TEXTURE9_ARB
const GL_TEXTURE10_ARB = 0x84CA
export GL_TEXTURE10_ARB
const GL_TEXTURE11_ARB = 0x84CB
export GL_TEXTURE11_ARB
const GL_TEXTURE12_ARB = 0x84CC
export GL_TEXTURE12_ARB
const GL_TEXTURE13_ARB = 0x84CD
export GL_TEXTURE13_ARB
const GL_TEXTURE14_ARB = 0x84CE
export GL_TEXTURE14_ARB
const GL_TEXTURE15_ARB = 0x84CF
export GL_TEXTURE15_ARB
const GL_TEXTURE16_ARB = 0x84D0
export GL_TEXTURE16_ARB
const GL_TEXTURE17_ARB = 0x84D1
export GL_TEXTURE17_ARB
const GL_TEXTURE18_ARB = 0x84D2
export GL_TEXTURE18_ARB
const GL_TEXTURE19_ARB = 0x84D3
export GL_TEXTURE19_ARB
const GL_TEXTURE20_ARB = 0x84D4
export GL_TEXTURE20_ARB
const GL_TEXTURE21_ARB = 0x84D5
export GL_TEXTURE21_ARB
const GL_TEXTURE22_ARB = 0x84D6
export GL_TEXTURE22_ARB
const GL_TEXTURE23_ARB = 0x84D7
export GL_TEXTURE23_ARB
const GL_TEXTURE24_ARB = 0x84D8
export GL_TEXTURE24_ARB
const GL_TEXTURE25_ARB = 0x84D9
export GL_TEXTURE25_ARB
const GL_TEXTURE26_ARB = 0x84DA
export GL_TEXTURE26_ARB
const GL_TEXTURE27_ARB = 0x84DB
export GL_TEXTURE27_ARB
const GL_TEXTURE28_ARB = 0x84DC
export GL_TEXTURE28_ARB
const GL_TEXTURE29_ARB = 0x84DD
export GL_TEXTURE29_ARB
const GL_TEXTURE30_ARB = 0x84DE
export GL_TEXTURE30_ARB
const GL_TEXTURE31_ARB = 0x84DF
export GL_TEXTURE31_ARB
const GL_ACTIVE_TEXTURE_ARB = 0x84E0
export GL_ACTIVE_TEXTURE_ARB
const GL_CLIENT_ACTIVE_TEXTURE_ARB = 0x84E1
export GL_CLIENT_ACTIVE_TEXTURE_ARB
const GL_MAX_TEXTURE_UNITS_ARB = 0x84E2
export GL_MAX_TEXTURE_UNITS_ARB
const GL_MESA_shader_debug = 1
export GL_MESA_shader_debug
const GL_DEBUG_OBJECT_MESA = 0x8759
export GL_DEBUG_OBJECT_MESA
const GL_DEBUG_PRINT_MESA = 0x875A
export GL_DEBUG_PRINT_MESA
const GL_DEBUG_ASSERT_MESA = 0x875B
export GL_DEBUG_ASSERT_MESA
const GL_MESA_packed_depth_stencil = 1
export GL_MESA_packed_depth_stencil
const GL_DEPTH_STENCIL_MESA = 0x8750
export GL_DEPTH_STENCIL_MESA
const GL_UNSIGNED_INT_24_8_MESA = 0x8751
export GL_UNSIGNED_INT_24_8_MESA
const GL_UNSIGNED_INT_8_24_REV_MESA = 0x8752
export GL_UNSIGNED_INT_8_24_REV_MESA
const GL_UNSIGNED_SHORT_15_1_MESA = 0x8753
export GL_UNSIGNED_SHORT_15_1_MESA
const GL_UNSIGNED_SHORT_1_15_REV_MESA = 0x8754
export GL_UNSIGNED_SHORT_1_15_REV_MESA
const GL_MESA_program_debug = 1
export GL_MESA_program_debug
const GL_FRAGMENT_PROGRAM_POSITION_MESA = 0x8bb0
export GL_FRAGMENT_PROGRAM_POSITION_MESA
const GL_FRAGMENT_PROGRAM_CALLBACK_MESA = 0x8bb1
export GL_FRAGMENT_PROGRAM_CALLBACK_MESA
const GL_FRAGMENT_PROGRAM_CALLBACK_FUNC_MESA = 0x8bb2
export GL_FRAGMENT_PROGRAM_CALLBACK_FUNC_MESA
const GL_FRAGMENT_PROGRAM_CALLBACK_DATA_MESA = 0x8bb3
export GL_FRAGMENT_PROGRAM_CALLBACK_DATA_MESA
const GL_VERTEX_PROGRAM_POSITION_MESA = 0x8bb4
export GL_VERTEX_PROGRAM_POSITION_MESA
const GL_VERTEX_PROGRAM_CALLBACK_MESA = 0x8bb5
export GL_VERTEX_PROGRAM_CALLBACK_MESA
const GL_VERTEX_PROGRAM_CALLBACK_FUNC_MESA = 0x8bb6
export GL_VERTEX_PROGRAM_CALLBACK_FUNC_MESA
const GL_VERTEX_PROGRAM_CALLBACK_DATA_MESA = 0x8bb7
export GL_VERTEX_PROGRAM_CALLBACK_DATA_MESA
const GL_MESA_texture_array = 1
export GL_MESA_texture_array
const GL_TEXTURE_1D_ARRAY_EXT = 0x8C18
export GL_TEXTURE_1D_ARRAY_EXT
const GL_PROXY_TEXTURE_1D_ARRAY_EXT = 0x8C19
export GL_PROXY_TEXTURE_1D_ARRAY_EXT
const GL_TEXTURE_2D_ARRAY_EXT = 0x8C1A
export GL_TEXTURE_2D_ARRAY_EXT
const GL_PROXY_TEXTURE_2D_ARRAY_EXT = 0x8C1B
export GL_PROXY_TEXTURE_2D_ARRAY_EXT
const GL_TEXTURE_BINDING_1D_ARRAY_EXT = 0x8C1C
export GL_TEXTURE_BINDING_1D_ARRAY_EXT
const GL_TEXTURE_BINDING_2D_ARRAY_EXT = 0x8C1D
export GL_TEXTURE_BINDING_2D_ARRAY_EXT
const GL_MAX_ARRAY_TEXTURE_LAYERS_EXT = 0x88FF
export GL_MAX_ARRAY_TEXTURE_LAYERS_EXT
const GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT = 0x8CD4
export GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT
const GL_ATI_blend_equation_separate = 1
export GL_ATI_blend_equation_separate
const GL_ALPHA_BLEND_EQUATION_ATI = 0x883D
export GL_ALPHA_BLEND_EQUATION_ATI
const GL_OES_EGL_image = 1
export GL_OES_EGL_image

end


text:
"""
Algorithm for finding k-cliques (complete subgraphs of order k).

Based on "Arbority and Subgraph Listing Algorithms" by Norshige Chiba and Takao
Nishizeki. The original paper may be found at
https://pdfs.semanticscholar.org/0d19/245a27bc65a87a8014d5b8a66fb514c8ff0b.pdf?_ga=2.251120710.1988770043.1596204199-972144793.1596204199.

Code copied from https://github.com/arbenson/HigherOrderClustering.jl/blob/master/src/cliques.jl
"""

using MatrixNetworks
using LinearAlgebra
using SparseArrays

function _kcliques(A::SparseMatrixCSC{T,Int64}, k::Int64) where T
    A = min.(A, 1)
    A -= Diagonal(A)
    # "global" variables for the recursive algorithm
    n = size(A, 2)
    adjacency_lists = Vector{Vector{Int64}}()
    for v = 1:n
        push!(adjacency_lists, filter(x -> x != v, findnz(A[:, v])[1]))
    end
    C = Int64[]
    labels = k * ones(Int64, n)
    counts = zeros(Int64, n)
    cliques = []

    # Get all neighbors of a node with a given label
    function neighbors(node::Int64, label::Int64)
        index = 1
        for nbr in adjacency_lists[node]
            nbr_label = labels[nbr]
            if nbr_label == label; index += 1; end
            if nbr_label  > label; break; end
        end
        return adjacency_lists[node][1:(index - 1)]
    end

    # Get the number of neighbors of a node with a given label
    function num_neighbors(node::Int64, label::Int64)
        index = 1
        for nbr in adjacency_lists[node]
            nbr_label = labels[nbr]
            if nbr_label == label; index += 1; end
            if nbr_label  > label; break; end
        end
        return index - 1
    end

    # Get the nodes in U in sorted order that need to be processed
    function nodes_to_process(U::Vector{Int64}, label::Int64)
        sorted_nbrs = sort([(num_neighbors(v, label), v) for v in U], rev=true)
        return [x[2] for x in sorted_nbrs if x[1] > 1]
    end

    # Adjust adjacency lists of neighbors of nodes in U to put neighbors with a
    # given label in the front.
    function move_front(U::Vector{Int64}, label::Int64)
        for v in U
            front_nbrs = Int64[]
            back_nbrs  = Int64[]
            for nbr in adjacency_lists[v]
                if labels[nbr] == label; push!(front_nbrs, nbr)
                else                     push!(back_nbrs, nbr)
                end
            end
            num_front = length(front_nbrs)
            total = length(adjacency_lists[v])
            adjacency_lists[v][1:num_front] = front_nbrs
            adjacency_lists[v][(num_front + 1):total] = back_nbrs
        end
    end

    # Adjust adjacency lists of neighbors of nodes in U to put node vi directly
    # after nodes with a given label.
    function move_after(U::Vector{Int64}, vi::Int64, label::Int64)
        for v in U
            front_nbrs = Int64[]
            for nbr in adjacency_lists[v]
                if nbr == vi; continue; end
                if labels[nbr] <= label; push!(front_nbrs, nbr)
                else                     break
                end
            end
            num_front = length(front_nbrs)
            adjacency_lists[v][1:num_front] = front_nbrs
            adjacency_lists[v][num_front + 1] = vi
        end
    end

    # Process all current cliques, which each consist of:
    #   1. the nodes in the global stack C
    #   2. a node in U
    #   3. a neighbor of u with label 2
    function process_cliques(U::Vector{Int64})
        C_cnt = 0
        for v in U
            v_cnt = 0
            for nbr in neighbors(v, 2)
                # Only count (nbr, v) edge once.
                if nbr > v
                    counts[nbr] += 1
                    v_cnt += 1
                    push!(cliques, sort([[nbr, v]; C]))
                end
            end
            counts[v] += v_cnt
            C_cnt += v_cnt
        end
        counts[C] .+= C_cnt
    end

    # Recursive algorithm of Chiba and Nishizeki.
    function rcliques(U::Vector{Int64}, r::Int64)
        # Check base case
        if r == 2
            process_cliques(U)
            return
        end

        for (ind, v) in enumerate(nodes_to_process(U, r))
            # Get neighborhood of v
            Up = neighbors(v, r)
            labels[Up] .= r - 1
            move_front(Up, r - 1)

            # Recurse on neighborhood of node v
            push!(C, v)
            rcliques(Up, r - 1)
            pop!(C)

            # Restore neighborhood
            labels[Up] .= r

            # Eliminate v
            labels[v] = r + 1
            move_after(Up, v, r)
        end
    end

    rcliques(findall(vec(sum(A, dims=2)) .>= (k - 1)), k)
    return counts, cliques
end

"""
`kcliques`
===========
The Chiba-Nishizeki algorithm for finding all k-cliques in a graph. Found on
pp. 216 of the paper. Code from https://github.com/arbenson/HigherOrderClustering.jl

Arguments
---------
    - `A::MatrixNetwork`: The graph in which to search for k-cliques
    - `k::Int64`: The desired clique size

The algorithm takes advantage of the following observations:
    1) a node is in a k-clique iff the subgraph induced by its neighbors
       contains a (k-1)-clique.
    2) if v is in the subgraph "A" induced by the neighbors of u, and w is in
       the subgraph induced by the neighbors of v in "A", then [u,v,w] is a clique.
So, the algorithm recursively finds k-cliques by exploring subgraphs of subgraphs
of subgraphs ... of neighbors, taking note of which vertices remain after k
iterations.
"""
function kcliques(A::MatrixNetwork, k::Int64) where T
    S = sparse(A)
    S = min.(S, 1)
    S -= Diagonal(S)
    clique_counts = zeros(Int64, size(S, 1))
    (d, rt) = corenums(S)
    inds = findall(d .>= (k - 1))
    counts, cliques = _kcliques(S[inds, inds], k)
    clique_counts[inds] = counts
    return clique_counts, cliques
end

ext: jl


text:
using Test, DiscreteExteriorCalculus
using LinearAlgebra: norm, det
using StaticArrays: SVector

@testset "norm, wedge, and volume" begin
    m = Metric(3)
    @test norm(m, SVector{3, Float64}([1,2,3])) == norm([1,2,3])
    a1, a2 = 3.4, 2.8
    b1, b2 = -2.4, 20.3
    s = Simplex(Point(0, 0, 0), Point(a1, a2, 0), Point(b1, b2, 0))
    @test volume(m, s) ≈ det([[a1, a2] [b1, b2]])/2
    a1, a2, a3 = 3.4, 2.8, 3.9
    b1, b2, b3 = -2.4, 20.3, -3.2
    c1, c2, c3 = .1, -49.2, 12.0
    s = Simplex(Point(0, 0, 0), Point(a1, a2, a3), Point(b1, b2, b3), Point(c1, c2, c3))
    @test volume(m, s) ≈ det([[a1, a2, a3] [b1, b2, b3] [c1, c2, c3]])/6
    m = Metric(2)
    s = Simplex(Point(1,2))
    volume(m, s) == 1.0
end


text:
## Ball on beam
#TODO make inplace
function ballonbeam_dynamics(x::AbstractVector{T},u::AbstractVector{T}) where T
    g = 9.81
    m1 = .35
    m2 = 2
    l = 0.5

    z = x[1];
    theta = x[2];
    zdot = x[3];
    thetadot = x[4];
    F = u[1];
    zddot = z*thetadot^2-g*sin(theta);
    thetaddot = (F*l*cos(theta) - 2*m1*z*zdot*thetadot - m1*g*z*cos(theta) - (m2*g*l*cos(theta))/2) / (m2*l^2/3 + m1*z^2);

    sys = [zdot; thetadot; zddot; thetaddot];
end
n,m = 4,1
ballonbeam = Model(ballonbeam_dynamics,n,m)

max_issues_repo_name: MehrdadZareian/GMARA

max_forks_repo_name: MehrdadZareian/GMARA


text:
using Flux
println("NNPDE_tests")
using DiffEqFlux
println("Starting Soon!")
using ModelingToolkit
using DiffEqBase
using Test, NeuralPDE
using GalacticOptim
using Optim
using CUDA

using Random
Random.seed!(100)

cb = function (p,l)
    println("Current loss is: $l")
    return false
end

## Example 1, 3D PDE
@parameters x y t θ
@variables u(..)
@derivatives Dxx''~x
@derivatives Dyy''~y
@derivatives Dt'~t

# 3D PDE
eq  = Dt(u(x,y,t,θ)) ~ Dxx(u(x,y,t,θ)) + Dyy(u(x,y,t,θ))
# Initial and boundary conditions
bcs = [u(x,y,0,θ) ~ exp(x+y)*cos(x+y) ,
      # u(x,y,2,θ) ~ exp(x+y)*cos(x+y+4*2) ,
      u(0,y,t,θ) ~ exp(y)*cos(y+4t),
      u(2,y,t,θ) ~ exp(2+y)*cos(2+y+4t) ,
      u(x,0,t,θ) ~ exp(x)*cos(x+4t),
      u(x,2,t,θ) ~ exp(x+2)*cos(x+2+4t)]
# Space and time domains
domains = [x ∈ IntervalDomain(0.0,2.0),
          y ∈ IntervalDomain(0.0,2.0),
          t ∈ IntervalDomain(0.0,2.0)]

# Discretization
dx = 0.25; dy= 0.25; dt = 0.25
# Neural network
chain = FastChain(FastDense(3,16,Flux.σ),FastDense(16,16,Flux.σ),FastDense(16,1)) |>gpu

discretization = NeuralPDE.PhysicsInformedNN([dx,dy,dt],
                                             chain,
                                             strategy = NeuralPDE.GridTraining())
pde_system = PDESystem(eq,bcs,domains,[x,y,t],[u])
prob = NeuralPDE.discretize(pde_system,discretization)

res = GalacticOptim.solve(prob, ADAM(0.1), progress = false; cb = cb, maxiters=1000)
phi = discretization.phi

xs,ys,ts = [domain.domain.lower:dx:domain.domain.upper for (dx,domain) in zip([dx,dy,dt],domains)]
analytic_sol_func(x,y,t) = exp(x+y)*cos(x+y+4t)
u_real = [reshape([analytic_sol_func(x,y,t) for x in xs  for y in ys], (length(xs),length(ys)))  for t in ts ]
u_predict = [reshape([first(phi([x,y,t],res.minimizer)) for x in xs  for y in ys], (length(xs),length(ys)))  for t in ts ]
@test u_predict ≈ u_real atol = 200.0

# p1 =plot(xs, ys, u_predict, st=:surface);
# p2 = plot(xs, ys, u_real, st=:surface);
# plot(p1,p2)

## Example 2, ## Fokker-Planck equation
# the example took from this article https://arxiv.org/abs/1910.10503
@parameters x θ
@variables p(..)
@derivatives Dx'~x
@derivatives Dxx''~x

#2D PDE
α = 0.3
β = 0.5
_σ = 0.5
# Discretization
dx = 0.05
# here we use normalization condition: dx*p(x,θ) ~ 1, in order to get non-zero solution.
eq  = [(α - 3*β*x^2)*p(x,θ) + (α*x - β*x^3)*Dx(p(x,θ)) ~ (_σ^2/2)*Dxx(p(x,θ)),
       dx*p(x,θ) ~ 1.]

# Initial and boundary conditions
bcs = [p(-2.2,θ) ~ 0. ,p(2.2,θ) ~ 0. , p(-2.2,θ) ~ p(2.2,θ)]

# Space and time domains
domains = [x ∈ IntervalDomain(-2.2,2.2)]

# Neural network
chain = FastChain(FastDense(1,12,Flux.σ),FastDense(12,12,Flux.σ),FastDense(12,1)) |>gpu

discretization = NeuralPDE.PhysicsInformedNN(dx,
                                             chain,
                                             strategy= NeuralPDE.GridTraining())

pde_system = PDESystem(eq,bcs,domains,[x],[p])
prob = NeuralPDE.discretize(pde_system,discretization)

res = GalacticOptim.solve(prob, BFGS(); cb = cb, maxiters=8000)
phi = discretization.phi

analytic_sol_func(x) = 28*exp((1/(2*_σ^2))*(2*α*x^2 - β*x^4))

xs = [domain.domain.lower:dx:domain.domain.upper for domain in domains][1]
u_real  = [analytic_sol_func(x) for x in xs]
u_predict  = [first(phi(x,res.minimizer)) for x in xs]

@test u_predict ≈ u_real atol = 20.0

# plot(xs ,u_real, label = "analytic")
# plot!(xs ,u_predict, label = "predict")


text:
using SparseArrays: getcolptr, getrowval, getnzval, sparse
using LinearAlgebra: dot, Factorization, mul!
# function that takes in a multicolor colors and returns the corresponding sparsity sets
# each entry of the variable "colors" contains a different color,represented as iterable
# collection of basis functions
# The input variable "row_bases" contains an array of basis functions that are assigned to the
# different basis elements in "column_bases", according to the coloring of column_bases
# given by colors
function sparsity_set(colors,
                      row_centers::AbstractVector,
                      tree_function)
    I = Int[]
    J = Int[]
    offset = 0
    for color in colors
        column_centers = center.(color)
        tree = tree_function(reduce(hcat, column_centers))
        neighbors = nn(tree, row_centers)[1]
        # the i-th entry of neighbors contains the column j + offset that the ith row
        # is assigned to
        for (i, j) in enumerate(neighbors)
            push!(I, i)
            push!(J, j + offset)
        end
        offset += length(color)
    end
    return I, J
end

# function that takes in a column and scatters its values into the columns given by
# color_range sparse matrix L
function scatter_color!(L, vals, color_range)
    rowval = getrowval(L)
    colptr = getcolptr(L)
    nzval = getnzval(L)
    for j in first(color_range) : last(color_range)
        for i_index in colptr[j] : (colptr[j + 1] - 1)
            i = rowval[i_index]
            nzval[i_index] = vals[i]
        end
    end
end

function form_measurement_matrix(ordering)
    return reduce(hcat, [Vector(sum(coefficients.(color))) for color in ordering])
end

function measure(A::Factorization, measurement_matrix)
    return A \ measurement_matrix
end

function update_active_L(active_nzval, active_colptr, active_rowval, L, color_range)
    added_indices_range = L.colptr[first(color_range)] : (L.colptr[last(color_range) + 1] - 1)
    # appending the next elements to the active L
    append!(active_nzval, view(L.nzval, added_indices_range))
    append!(active_rowval, view(L.rowval, added_indices_range))
    append!(active_colptr, view(L.colptr, (first(color_range) + 1) : (last(color_range) + 1)))
    return SparseMatrixCSC(size(L, 1), last(color_range), active_colptr, active_rowval, active_nzval)
end

# ordering is a multicolor ordering of basis functions
function reconstruct(ordering, row_centers, measurement_matrix, measurement_results, tree_function)
    @assert length(ordering) == size(measurement_results, 2)
    I, J = sparsity_set(ordering, row_centers, tree_function)
    L = sparse(I, J, zeros(eltype(measurement_results), length(I)))
    # L_empty = L[:, 1:0]
    active_nzval, active_colptr, active_rowval = [f(L[:, 1 : 0]) for f in [getnzval, getcolptr, getrowval]]
    # going through the columns of the measurements
    temp = zeros(size(L, 2))
    offset = 0
    for k = 1 : size(measurement_results, 2)
        # Subtract the existing factor from measurement
        # TODO: avoid temporary allocations
        active_L = SparseMatrixCSC(size(L, 1), offset, active_colptr, active_rowval, active_nzval)

        @views mul!(temp[1 : offset], active_L', measurement_matrix[:, k])
        @views mul!(measurement_results[:, k], active_L, temp[1 : offset], -1, 1)
        # mul!(view(temp, 1 : (k - 1)), view(L, :, 1 : k - 1))
        # mul!(temp_col, view(L, :, 1 : k - 1)')

        # the range of column indices corresponding to the present color
        color_range = ((1 + offset) : (length(ordering[k]) + offset))
        active_L = update_active_L(active_nzval, active_colptr, active_rowval, L, color_range)
        # assign the values of the treated measurements to the corresponding columns of L
        scatter_color!(active_L, view(measurement_results, :, k), color_range)

        # normalize the column

        for (k_column, basis_function) in zip(color_range, ordering[k])
            @views active_L[:, k_column] ./= sqrt(dot(coefficients(basis_function), active_L[:, k_column]))
        end

        # update the offset that allows to assign column indices to entries of a given color
        offset += length(ordering[k])
    end

    return SparseMatrixCSC(size(L, 1), offset, active_colptr, active_rowval, active_nzval)
end


text:
module Spike

using Pkg
Pkg.resolve()

#===
共通パッケージ
===#

using CUDA,UnPack,CSV,DataFrames,JSON,JLD2,FileIO,ProgressMeter,Plots,IJulia,LinearAlgebra,Random

#===
全ファイル共通
===#
abstract type Models end
abstract type Layers end
abstract type Optimizer end

#===
各種ファイルの読み込み
===#

include("models/models.jl")
include("layers/layers.jl")
include("optimizer/optimizer.jl")
include("data_manipulation/data_manipulation.jl")

end

max_stars_repo_name: catmanium/Spike

max_issues_repo_name: catmanium/Spike

max_forks_repo_name: catmanium/Spike