#pragma once #include #include namespace gl46 { // import enums to namespace // AccumOp using gl::GL_ACCUM; using gl::GL_LOAD; using gl::GL_RETURN; using gl::GL_MULT; using gl::GL_ADD; // AlphaFunction using gl::GL_NEVER; using gl::GL_LESS; using gl::GL_EQUAL; using gl::GL_LEQUAL; using gl::GL_GREATER; using gl::GL_NOTEQUAL; using gl::GL_GEQUAL; using gl::GL_ALWAYS; // AtomicCounterBufferPName using gl::GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER; using gl::GL_ATOMIC_COUNTER_BUFFER_BINDING; using gl::GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE; using gl::GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS; using gl::GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES; using gl::GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER; using gl::GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER; using gl::GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER; using gl::GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER; using gl::GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER; // AttributeType using gl::GL_FLOAT_VEC2; using gl::GL_FLOAT_VEC3; using gl::GL_FLOAT_VEC4; using gl::GL_INT_VEC2; using gl::GL_INT_VEC3; using gl::GL_INT_VEC4; using gl::GL_BOOL; using gl::GL_BOOL_VEC2; using gl::GL_BOOL_VEC3; using gl::GL_BOOL_VEC4; using gl::GL_FLOAT_MAT2; using gl::GL_FLOAT_MAT3; using gl::GL_FLOAT_MAT4; using gl::GL_SAMPLER_1D; using gl::GL_SAMPLER_2D; using gl::GL_SAMPLER_3D; using gl::GL_SAMPLER_CUBE; using gl::GL_SAMPLER_1D_SHADOW; using gl::GL_SAMPLER_2D_SHADOW; using gl::GL_SAMPLER_2D_RECT; using gl::GL_SAMPLER_2D_RECT_SHADOW; using gl::GL_FLOAT_MAT2x3; using gl::GL_FLOAT_MAT2x4; using gl::GL_FLOAT_MAT3x2; using gl::GL_FLOAT_MAT3x4; using gl::GL_FLOAT_MAT4x2; using gl::GL_FLOAT_MAT4x3; // BindTransformFeedbackTarget using gl::GL_TRANSFORM_FEEDBACK; // BlendEquationModeEXT using gl::GL_LOGIC_OP; using gl::GL_FUNC_ADD; using gl::GL_FUNC_SUBTRACT; using gl::GL_FUNC_REVERSE_SUBTRACT; // BlendingFactor using gl::GL_ZERO; using gl::GL_SRC_COLOR; using gl::GL_ONE_MINUS_SRC_COLOR; using gl::GL_SRC_ALPHA; using gl::GL_ONE_MINUS_SRC_ALPHA; using gl::GL_DST_ALPHA; using gl::GL_ONE_MINUS_DST_ALPHA; using gl::GL_DST_COLOR; using gl::GL_ONE_MINUS_DST_COLOR; using gl::GL_SRC_ALPHA_SATURATE; using gl::GL_CONSTANT_COLOR; using gl::GL_ONE_MINUS_CONSTANT_COLOR; using gl::GL_CONSTANT_ALPHA; using gl::GL_ONE_MINUS_CONSTANT_ALPHA; using gl::GL_SRC1_ALPHA; using gl::GL_SRC1_COLOR; using gl::GL_ONE_MINUS_SRC1_COLOR; using gl::GL_ONE_MINUS_SRC1_ALPHA; using gl::GL_ONE; // BlitFramebufferFilter using gl::GL_NEAREST; using gl::GL_LINEAR; // Buffer using gl::GL_COLOR; using gl::GL_DEPTH; using gl::GL_STENCIL; // BufferAccessARB using gl::GL_READ_ONLY; using gl::GL_WRITE_ONLY; using gl::GL_READ_WRITE; // BufferStorageTarget using gl::GL_ARRAY_BUFFER; using gl::GL_ELEMENT_ARRAY_BUFFER; using gl::GL_PIXEL_PACK_BUFFER; using gl::GL_PIXEL_UNPACK_BUFFER; using gl::GL_UNIFORM_BUFFER; using gl::GL_TEXTURE_BUFFER; using gl::GL_TRANSFORM_FEEDBACK_BUFFER; using gl::GL_COPY_READ_BUFFER; using gl::GL_COPY_WRITE_BUFFER; using gl::GL_DRAW_INDIRECT_BUFFER; using gl::GL_SHADER_STORAGE_BUFFER; using gl::GL_DISPATCH_INDIRECT_BUFFER; using gl::GL_QUERY_BUFFER; using gl::GL_ATOMIC_COUNTER_BUFFER; // BufferTargetARB // using gl::GL_ARRAY_BUFFER; // reuse BufferStorageTarget // using gl::GL_ELEMENT_ARRAY_BUFFER; // reuse BufferStorageTarget // using gl::GL_PIXEL_PACK_BUFFER; // reuse BufferStorageTarget // using gl::GL_PIXEL_UNPACK_BUFFER; // reuse BufferStorageTarget // using gl::GL_UNIFORM_BUFFER; // reuse BufferStorageTarget // using gl::GL_TEXTURE_BUFFER; // reuse BufferStorageTarget // using gl::GL_TRANSFORM_FEEDBACK_BUFFER; // reuse BufferStorageTarget // using gl::GL_COPY_READ_BUFFER; // reuse BufferStorageTarget // using gl::GL_COPY_WRITE_BUFFER; // reuse BufferStorageTarget // using gl::GL_DRAW_INDIRECT_BUFFER; // reuse BufferStorageTarget // using gl::GL_SHADER_STORAGE_BUFFER; // reuse BufferStorageTarget // using gl::GL_DISPATCH_INDIRECT_BUFFER; // reuse BufferStorageTarget // using gl::GL_QUERY_BUFFER; // reuse BufferStorageTarget // using gl::GL_ATOMIC_COUNTER_BUFFER; // reuse BufferStorageTarget // BufferUsageARB using gl::GL_STREAM_DRAW; using gl::GL_STREAM_READ; using gl::GL_STREAM_COPY; using gl::GL_STATIC_DRAW; using gl::GL_STATIC_READ; using gl::GL_STATIC_COPY; using gl::GL_DYNAMIC_DRAW; using gl::GL_DYNAMIC_READ; using gl::GL_DYNAMIC_COPY; // CheckFramebufferStatusTarget using gl::GL_READ_FRAMEBUFFER; using gl::GL_DRAW_FRAMEBUFFER; using gl::GL_FRAMEBUFFER; // ClipControlDepth using gl::GL_NEGATIVE_ONE_TO_ONE; using gl::GL_ZERO_TO_ONE; // ClipControlOrigin using gl::GL_LOWER_LEFT; using gl::GL_UPPER_LEFT; // ClipPlaneName using gl::GL_CLIP_DISTANCE0; using gl::GL_CLIP_PLANE0; using gl::GL_CLIP_DISTANCE1; using gl::GL_CLIP_PLANE1; using gl::GL_CLIP_DISTANCE2; using gl::GL_CLIP_PLANE2; using gl::GL_CLIP_DISTANCE3; using gl::GL_CLIP_PLANE3; using gl::GL_CLIP_DISTANCE4; using gl::GL_CLIP_PLANE4; using gl::GL_CLIP_DISTANCE5; using gl::GL_CLIP_PLANE5; using gl::GL_CLIP_DISTANCE6; using gl::GL_CLIP_DISTANCE7; // ColorBuffer using gl::GL_NONE; using gl::GL_FRONT_LEFT; using gl::GL_FRONT_RIGHT; using gl::GL_BACK_LEFT; using gl::GL_BACK_RIGHT; using gl::GL_FRONT; using gl::GL_BACK; using gl::GL_LEFT; using gl::GL_RIGHT; using gl::GL_FRONT_AND_BACK; using gl::GL_COLOR_ATTACHMENT0; using gl::GL_COLOR_ATTACHMENT1; using gl::GL_COLOR_ATTACHMENT2; using gl::GL_COLOR_ATTACHMENT3; using gl::GL_COLOR_ATTACHMENT4; using gl::GL_COLOR_ATTACHMENT5; using gl::GL_COLOR_ATTACHMENT6; using gl::GL_COLOR_ATTACHMENT7; using gl::GL_COLOR_ATTACHMENT8; using gl::GL_COLOR_ATTACHMENT9; using gl::GL_COLOR_ATTACHMENT10; using gl::GL_COLOR_ATTACHMENT11; using gl::GL_COLOR_ATTACHMENT12; using gl::GL_COLOR_ATTACHMENT13; using gl::GL_COLOR_ATTACHMENT14; using gl::GL_COLOR_ATTACHMENT15; using gl::GL_COLOR_ATTACHMENT16; using gl::GL_COLOR_ATTACHMENT17; using gl::GL_COLOR_ATTACHMENT18; using gl::GL_COLOR_ATTACHMENT19; using gl::GL_COLOR_ATTACHMENT20; using gl::GL_COLOR_ATTACHMENT21; using gl::GL_COLOR_ATTACHMENT22; using gl::GL_COLOR_ATTACHMENT23; using gl::GL_COLOR_ATTACHMENT24; using gl::GL_COLOR_ATTACHMENT25; using gl::GL_COLOR_ATTACHMENT26; using gl::GL_COLOR_ATTACHMENT27; using gl::GL_COLOR_ATTACHMENT28; using gl::GL_COLOR_ATTACHMENT29; using gl::GL_COLOR_ATTACHMENT30; using gl::GL_COLOR_ATTACHMENT31; // ColorMaterialFace // using gl::GL_FRONT; // reuse ColorBuffer // using gl::GL_BACK; // reuse ColorBuffer // using gl::GL_FRONT_AND_BACK; // reuse ColorBuffer // ColorMaterialParameter using gl::GL_AMBIENT; using gl::GL_DIFFUSE; using gl::GL_SPECULAR; using gl::GL_EMISSION; using gl::GL_AMBIENT_AND_DIFFUSE; // ColorPointerType using gl::GL_BYTE; using gl::GL_UNSIGNED_BYTE; using gl::GL_SHORT; using gl::GL_UNSIGNED_SHORT; using gl::GL_INT; using gl::GL_UNSIGNED_INT; using gl::GL_FLOAT; using gl::GL_DOUBLE; // CopyBufferSubDataTarget // using gl::GL_ARRAY_BUFFER; // reuse BufferStorageTarget // using gl::GL_ELEMENT_ARRAY_BUFFER; // reuse BufferStorageTarget // using gl::GL_PIXEL_PACK_BUFFER; // reuse BufferStorageTarget // using gl::GL_PIXEL_UNPACK_BUFFER; // reuse BufferStorageTarget // using gl::GL_UNIFORM_BUFFER; // reuse BufferStorageTarget // using gl::GL_TEXTURE_BUFFER; // reuse BufferStorageTarget // using gl::GL_TRANSFORM_FEEDBACK_BUFFER; // reuse BufferStorageTarget // using gl::GL_COPY_READ_BUFFER; // reuse BufferStorageTarget // using gl::GL_COPY_WRITE_BUFFER; // reuse BufferStorageTarget // using gl::GL_DRAW_INDIRECT_BUFFER; // reuse BufferStorageTarget // using gl::GL_SHADER_STORAGE_BUFFER; // reuse BufferStorageTarget // using gl::GL_DISPATCH_INDIRECT_BUFFER; // reuse BufferStorageTarget // using gl::GL_QUERY_BUFFER; // reuse BufferStorageTarget // using gl::GL_ATOMIC_COUNTER_BUFFER; // reuse BufferStorageTarget // CullFaceMode // using gl::GL_FRONT; // reuse ColorBuffer // using gl::GL_BACK; // reuse ColorBuffer // using gl::GL_FRONT_AND_BACK; // reuse ColorBuffer // DebugSeverity using gl::GL_DONT_CARE; using gl::GL_DEBUG_SEVERITY_HIGH; using gl::GL_DEBUG_SEVERITY_MEDIUM; using gl::GL_DEBUG_SEVERITY_LOW; // DebugSource // using gl::GL_DONT_CARE; // reuse DebugSeverity using gl::GL_DEBUG_SOURCE_API; using gl::GL_DEBUG_SOURCE_WINDOW_SYSTEM; using gl::GL_DEBUG_SOURCE_SHADER_COMPILER; using gl::GL_DEBUG_SOURCE_THIRD_PARTY; using gl::GL_DEBUG_SOURCE_APPLICATION; using gl::GL_DEBUG_SOURCE_OTHER; // DebugType // using gl::GL_DONT_CARE; // reuse DebugSeverity using gl::GL_DEBUG_TYPE_ERROR; using gl::GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR; using gl::GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR; using gl::GL_DEBUG_TYPE_PORTABILITY; using gl::GL_DEBUG_TYPE_PERFORMANCE; using gl::GL_DEBUG_TYPE_OTHER; using gl::GL_DEBUG_TYPE_MARKER; using gl::GL_DEBUG_TYPE_PUSH_GROUP; using gl::GL_DEBUG_TYPE_POP_GROUP; // DepthFunction // using gl::GL_NEVER; // reuse AlphaFunction // using gl::GL_LESS; // reuse AlphaFunction // using gl::GL_EQUAL; // reuse AlphaFunction // using gl::GL_LEQUAL; // reuse AlphaFunction // using gl::GL_GREATER; // reuse AlphaFunction // using gl::GL_NOTEQUAL; // reuse AlphaFunction // using gl::GL_GEQUAL; // reuse AlphaFunction // using gl::GL_ALWAYS; // reuse AlphaFunction // DrawBufferMode // using gl::GL_NONE; // reuse ColorBuffer // using gl::GL_FRONT_LEFT; // reuse ColorBuffer // using gl::GL_FRONT_RIGHT; // reuse ColorBuffer // using gl::GL_BACK_LEFT; // reuse ColorBuffer // using gl::GL_BACK_RIGHT; // reuse ColorBuffer // using gl::GL_FRONT; // reuse ColorBuffer // using gl::GL_BACK; // reuse ColorBuffer // using gl::GL_LEFT; // reuse ColorBuffer // using gl::GL_RIGHT; // reuse ColorBuffer // using gl::GL_FRONT_AND_BACK; // reuse ColorBuffer using gl::GL_AUX0; using gl::GL_AUX1; using gl::GL_AUX2; using gl::GL_AUX3; // DrawElementsType // using gl::GL_UNSIGNED_BYTE; // reuse ColorPointerType // using gl::GL_UNSIGNED_SHORT; // reuse ColorPointerType // using gl::GL_UNSIGNED_INT; // reuse ColorPointerType // EnableCap using gl::GL_POINT_SMOOTH; using gl::GL_LINE_SMOOTH; using gl::GL_LINE_STIPPLE; using gl::GL_POLYGON_SMOOTH; using gl::GL_POLYGON_STIPPLE; using gl::GL_CULL_FACE; using gl::GL_LIGHTING; using gl::GL_COLOR_MATERIAL; using gl::GL_FOG; using gl::GL_DEPTH_TEST; using gl::GL_STENCIL_TEST; using gl::GL_NORMALIZE; using gl::GL_ALPHA_TEST; using gl::GL_DITHER; using gl::GL_BLEND; using gl::GL_INDEX_LOGIC_OP; using gl::GL_COLOR_LOGIC_OP; using gl::GL_SCISSOR_TEST; using gl::GL_TEXTURE_GEN_S; using gl::GL_TEXTURE_GEN_T; using gl::GL_TEXTURE_GEN_R; using gl::GL_TEXTURE_GEN_Q; using gl::GL_AUTO_NORMAL; using gl::GL_MAP1_COLOR_4; using gl::GL_MAP1_INDEX; using gl::GL_MAP1_NORMAL; using gl::GL_MAP1_TEXTURE_COORD_1; using gl::GL_MAP1_TEXTURE_COORD_2; using gl::GL_MAP1_TEXTURE_COORD_3; using gl::GL_MAP1_TEXTURE_COORD_4; using gl::GL_MAP1_VERTEX_3; using gl::GL_MAP1_VERTEX_4; using gl::GL_MAP2_COLOR_4; using gl::GL_MAP2_INDEX; using gl::GL_MAP2_NORMAL; using gl::GL_MAP2_TEXTURE_COORD_1; using gl::GL_MAP2_TEXTURE_COORD_2; using gl::GL_MAP2_TEXTURE_COORD_3; using gl::GL_MAP2_TEXTURE_COORD_4; using gl::GL_MAP2_VERTEX_3; using gl::GL_MAP2_VERTEX_4; using gl::GL_TEXTURE_1D; using gl::GL_TEXTURE_2D; using gl::GL_POLYGON_OFFSET_POINT; using gl::GL_POLYGON_OFFSET_LINE; // using gl::GL_CLIP_PLANE0; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE1; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE2; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE3; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE4; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE5; // reuse ClipPlaneName using gl::GL_LIGHT0; using gl::GL_LIGHT1; using gl::GL_LIGHT2; using gl::GL_LIGHT3; using gl::GL_LIGHT4; using gl::GL_LIGHT5; using gl::GL_LIGHT6; using gl::GL_LIGHT7; using gl::GL_POLYGON_OFFSET_FILL; using gl::GL_VERTEX_ARRAY; using gl::GL_NORMAL_ARRAY; using gl::GL_COLOR_ARRAY; using gl::GL_INDEX_ARRAY; using gl::GL_TEXTURE_COORD_ARRAY; using gl::GL_EDGE_FLAG_ARRAY; // ErrorCode using gl::GL_NO_ERROR; using gl::GL_INVALID_ENUM; using gl::GL_INVALID_VALUE; using gl::GL_INVALID_OPERATION; using gl::GL_STACK_OVERFLOW; using gl::GL_STACK_UNDERFLOW; using gl::GL_OUT_OF_MEMORY; using gl::GL_INVALID_FRAMEBUFFER_OPERATION; // FeedBackToken using gl::GL_PASS_THROUGH_TOKEN; using gl::GL_POINT_TOKEN; using gl::GL_LINE_TOKEN; using gl::GL_POLYGON_TOKEN; using gl::GL_BITMAP_TOKEN; using gl::GL_DRAW_PIXEL_TOKEN; using gl::GL_COPY_PIXEL_TOKEN; using gl::GL_LINE_RESET_TOKEN; // FeedbackType using gl::GL_2D; using gl::GL_3D; using gl::GL_3D_COLOR; using gl::GL_3D_COLOR_TEXTURE; using gl::GL_4D_COLOR_TEXTURE; // FogCoordinatePointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // FogMode using gl::GL_EXP; using gl::GL_EXP2; // using gl::GL_LINEAR; // reuse BlitFramebufferFilter // FogPName using gl::GL_FOG_INDEX; using gl::GL_FOG_DENSITY; using gl::GL_FOG_START; using gl::GL_FOG_END; using gl::GL_FOG_MODE; using gl::GL_FOG_COORD_SRC; // FogParameter // using gl::GL_FOG_INDEX; // reuse FogPName // using gl::GL_FOG_DENSITY; // reuse FogPName // using gl::GL_FOG_START; // reuse FogPName // using gl::GL_FOG_END; // reuse FogPName // using gl::GL_FOG_MODE; // reuse FogPName using gl::GL_FOG_COLOR; // FogPointerTypeEXT // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // FogPointerTypeIBM // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // FramebufferAttachment using gl::GL_MAX_COLOR_ATTACHMENTS; // using gl::GL_COLOR_ATTACHMENT0; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT1; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT2; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT3; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT4; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT5; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT6; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT7; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT8; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT9; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT10; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT11; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT12; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT13; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT14; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT15; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT16; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT17; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT18; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT19; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT20; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT21; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT22; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT23; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT24; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT25; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT26; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT27; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT28; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT29; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT30; // reuse ColorBuffer // using gl::GL_COLOR_ATTACHMENT31; // reuse ColorBuffer using gl::GL_DEPTH_ATTACHMENT; // FramebufferAttachmentParameterName using gl::GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING; using gl::GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE; using gl::GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE; using gl::GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE; using gl::GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE; using gl::GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE; using gl::GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE; using gl::GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE; using gl::GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME; using gl::GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL; using gl::GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE; using gl::GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER; using gl::GL_FRAMEBUFFER_ATTACHMENT_LAYERED; // FramebufferParameterName using gl::GL_FRAMEBUFFER_DEFAULT_WIDTH; using gl::GL_FRAMEBUFFER_DEFAULT_HEIGHT; using gl::GL_FRAMEBUFFER_DEFAULT_LAYERS; using gl::GL_FRAMEBUFFER_DEFAULT_SAMPLES; using gl::GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS; // FramebufferStatus using gl::GL_FRAMEBUFFER_UNDEFINED; using gl::GL_FRAMEBUFFER_COMPLETE; using gl::GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; using gl::GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; using gl::GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER; using gl::GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER; using gl::GL_FRAMEBUFFER_UNSUPPORTED; using gl::GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE; using gl::GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS; // FramebufferTarget // using gl::GL_READ_FRAMEBUFFER; // reuse CheckFramebufferStatusTarget // using gl::GL_DRAW_FRAMEBUFFER; // reuse CheckFramebufferStatusTarget // using gl::GL_FRAMEBUFFER; // reuse CheckFramebufferStatusTarget // FrontFaceDirection using gl::GL_CW; using gl::GL_CCW; // GetFramebufferParameter using gl::GL_DOUBLEBUFFER; using gl::GL_STEREO; using gl::GL_SAMPLE_BUFFERS; using gl::GL_SAMPLES; using gl::GL_IMPLEMENTATION_COLOR_READ_TYPE; using gl::GL_IMPLEMENTATION_COLOR_READ_FORMAT; // using gl::GL_FRAMEBUFFER_DEFAULT_WIDTH; // reuse FramebufferParameterName // using gl::GL_FRAMEBUFFER_DEFAULT_HEIGHT; // reuse FramebufferParameterName // using gl::GL_FRAMEBUFFER_DEFAULT_LAYERS; // reuse FramebufferParameterName // using gl::GL_FRAMEBUFFER_DEFAULT_SAMPLES; // reuse FramebufferParameterName // using gl::GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS; // reuse FramebufferParameterName // GetMapQuery using gl::GL_COEFF; using gl::GL_ORDER; using gl::GL_DOMAIN; // GetPName using gl::GL_CURRENT_COLOR; using gl::GL_CURRENT_INDEX; using gl::GL_CURRENT_NORMAL; using gl::GL_CURRENT_TEXTURE_COORDS; using gl::GL_CURRENT_RASTER_COLOR; using gl::GL_CURRENT_RASTER_INDEX; using gl::GL_CURRENT_RASTER_TEXTURE_COORDS; using gl::GL_CURRENT_RASTER_POSITION; using gl::GL_CURRENT_RASTER_POSITION_VALID; using gl::GL_CURRENT_RASTER_DISTANCE; // using gl::GL_POINT_SMOOTH; // reuse EnableCap using gl::GL_POINT_SIZE; using gl::GL_POINT_SIZE_RANGE; using gl::GL_SMOOTH_POINT_SIZE_RANGE; using gl::GL_POINT_SIZE_GRANULARITY; using gl::GL_SMOOTH_POINT_SIZE_GRANULARITY; // using gl::GL_LINE_SMOOTH; // reuse EnableCap using gl::GL_LINE_WIDTH; using gl::GL_LINE_WIDTH_RANGE; using gl::GL_SMOOTH_LINE_WIDTH_RANGE; using gl::GL_LINE_WIDTH_GRANULARITY; using gl::GL_SMOOTH_LINE_WIDTH_GRANULARITY; // using gl::GL_LINE_STIPPLE; // reuse EnableCap using gl::GL_LINE_STIPPLE_PATTERN; using gl::GL_LINE_STIPPLE_REPEAT; using gl::GL_LIST_MODE; using gl::GL_MAX_LIST_NESTING; using gl::GL_LIST_BASE; using gl::GL_LIST_INDEX; using gl::GL_POLYGON_MODE; // using gl::GL_POLYGON_SMOOTH; // reuse EnableCap // using gl::GL_POLYGON_STIPPLE; // reuse EnableCap using gl::GL_EDGE_FLAG; // using gl::GL_CULL_FACE; // reuse EnableCap using gl::GL_CULL_FACE_MODE; using gl::GL_FRONT_FACE; // using gl::GL_LIGHTING; // reuse EnableCap using gl::GL_LIGHT_MODEL_LOCAL_VIEWER; using gl::GL_LIGHT_MODEL_TWO_SIDE; using gl::GL_LIGHT_MODEL_AMBIENT; using gl::GL_SHADE_MODEL; using gl::GL_COLOR_MATERIAL_FACE; using gl::GL_COLOR_MATERIAL_PARAMETER; // using gl::GL_COLOR_MATERIAL; // reuse EnableCap // using gl::GL_FOG; // reuse EnableCap // using gl::GL_FOG_INDEX; // reuse FogPName // using gl::GL_FOG_DENSITY; // reuse FogPName // using gl::GL_FOG_START; // reuse FogPName // using gl::GL_FOG_END; // reuse FogPName // using gl::GL_FOG_MODE; // reuse FogPName // using gl::GL_FOG_COLOR; // reuse FogParameter using gl::GL_DEPTH_RANGE; // using gl::GL_DEPTH_TEST; // reuse EnableCap using gl::GL_DEPTH_WRITEMASK; using gl::GL_DEPTH_CLEAR_VALUE; using gl::GL_DEPTH_FUNC; using gl::GL_ACCUM_CLEAR_VALUE; // using gl::GL_STENCIL_TEST; // reuse EnableCap using gl::GL_STENCIL_CLEAR_VALUE; using gl::GL_STENCIL_FUNC; using gl::GL_STENCIL_VALUE_MASK; using gl::GL_STENCIL_FAIL; using gl::GL_STENCIL_PASS_DEPTH_FAIL; using gl::GL_STENCIL_PASS_DEPTH_PASS; using gl::GL_STENCIL_REF; using gl::GL_STENCIL_WRITEMASK; using gl::GL_MATRIX_MODE; // using gl::GL_NORMALIZE; // reuse EnableCap using gl::GL_VIEWPORT; using gl::GL_MODELVIEW_STACK_DEPTH; using gl::GL_PROJECTION_STACK_DEPTH; using gl::GL_TEXTURE_STACK_DEPTH; using gl::GL_MODELVIEW_MATRIX; using gl::GL_PROJECTION_MATRIX; using gl::GL_TEXTURE_MATRIX; using gl::GL_ATTRIB_STACK_DEPTH; using gl::GL_CLIENT_ATTRIB_STACK_DEPTH; // using gl::GL_ALPHA_TEST; // reuse EnableCap using gl::GL_ALPHA_TEST_FUNC; using gl::GL_ALPHA_TEST_REF; // using gl::GL_DITHER; // reuse EnableCap using gl::GL_BLEND_DST; using gl::GL_BLEND_SRC; // using gl::GL_BLEND; // reuse EnableCap using gl::GL_LOGIC_OP_MODE; // using gl::GL_INDEX_LOGIC_OP; // reuse EnableCap // using gl::GL_LOGIC_OP; // reuse BlendEquationModeEXT // using gl::GL_COLOR_LOGIC_OP; // reuse EnableCap using gl::GL_AUX_BUFFERS; using gl::GL_DRAW_BUFFER; using gl::GL_READ_BUFFER; using gl::GL_SCISSOR_BOX; // using gl::GL_SCISSOR_TEST; // reuse EnableCap using gl::GL_INDEX_CLEAR_VALUE; using gl::GL_INDEX_WRITEMASK; using gl::GL_COLOR_CLEAR_VALUE; using gl::GL_COLOR_WRITEMASK; using gl::GL_INDEX_MODE; using gl::GL_RGBA_MODE; // using gl::GL_DOUBLEBUFFER; // reuse GetFramebufferParameter // using gl::GL_STEREO; // reuse GetFramebufferParameter using gl::GL_RENDER_MODE; using gl::GL_PERSPECTIVE_CORRECTION_HINT; using gl::GL_POINT_SMOOTH_HINT; using gl::GL_LINE_SMOOTH_HINT; using gl::GL_POLYGON_SMOOTH_HINT; using gl::GL_FOG_HINT; // using gl::GL_TEXTURE_GEN_S; // reuse EnableCap // using gl::GL_TEXTURE_GEN_T; // reuse EnableCap // using gl::GL_TEXTURE_GEN_R; // reuse EnableCap // using gl::GL_TEXTURE_GEN_Q; // reuse EnableCap using gl::GL_PIXEL_MAP_I_TO_I_SIZE; using gl::GL_PIXEL_MAP_S_TO_S_SIZE; using gl::GL_PIXEL_MAP_I_TO_R_SIZE; using gl::GL_PIXEL_MAP_I_TO_G_SIZE; using gl::GL_PIXEL_MAP_I_TO_B_SIZE; using gl::GL_PIXEL_MAP_I_TO_A_SIZE; using gl::GL_PIXEL_MAP_R_TO_R_SIZE; using gl::GL_PIXEL_MAP_G_TO_G_SIZE; using gl::GL_PIXEL_MAP_B_TO_B_SIZE; using gl::GL_PIXEL_MAP_A_TO_A_SIZE; using gl::GL_UNPACK_SWAP_BYTES; using gl::GL_UNPACK_LSB_FIRST; using gl::GL_UNPACK_ROW_LENGTH; using gl::GL_UNPACK_SKIP_ROWS; using gl::GL_UNPACK_SKIP_PIXELS; using gl::GL_UNPACK_ALIGNMENT; using gl::GL_PACK_SWAP_BYTES; using gl::GL_PACK_LSB_FIRST; using gl::GL_PACK_ROW_LENGTH; using gl::GL_PACK_SKIP_ROWS; using gl::GL_PACK_SKIP_PIXELS; using gl::GL_PACK_ALIGNMENT; using gl::GL_MAP_COLOR; using gl::GL_MAP_STENCIL; using gl::GL_INDEX_SHIFT; using gl::GL_INDEX_OFFSET; using gl::GL_RED_SCALE; using gl::GL_RED_BIAS; using gl::GL_ZOOM_X; using gl::GL_ZOOM_Y; using gl::GL_GREEN_SCALE; using gl::GL_GREEN_BIAS; using gl::GL_BLUE_SCALE; using gl::GL_BLUE_BIAS; using gl::GL_ALPHA_SCALE; using gl::GL_ALPHA_BIAS; using gl::GL_DEPTH_SCALE; using gl::GL_DEPTH_BIAS; using gl::GL_MAX_EVAL_ORDER; using gl::GL_MAX_LIGHTS; using gl::GL_MAX_CLIP_DISTANCES; using gl::GL_MAX_CLIP_PLANES; using gl::GL_MAX_TEXTURE_SIZE; using gl::GL_MAX_PIXEL_MAP_TABLE; using gl::GL_MAX_ATTRIB_STACK_DEPTH; using gl::GL_MAX_MODELVIEW_STACK_DEPTH; using gl::GL_MAX_NAME_STACK_DEPTH; using gl::GL_MAX_PROJECTION_STACK_DEPTH; using gl::GL_MAX_TEXTURE_STACK_DEPTH; using gl::GL_MAX_VIEWPORT_DIMS; using gl::GL_MAX_CLIENT_ATTRIB_STACK_DEPTH; using gl::GL_SUBPIXEL_BITS; using gl::GL_INDEX_BITS; using gl::GL_RED_BITS; using gl::GL_GREEN_BITS; using gl::GL_BLUE_BITS; using gl::GL_ALPHA_BITS; using gl::GL_DEPTH_BITS; using gl::GL_STENCIL_BITS; using gl::GL_ACCUM_RED_BITS; using gl::GL_ACCUM_GREEN_BITS; using gl::GL_ACCUM_BLUE_BITS; using gl::GL_ACCUM_ALPHA_BITS; using gl::GL_NAME_STACK_DEPTH; // using gl::GL_AUTO_NORMAL; // reuse EnableCap // using gl::GL_MAP1_COLOR_4; // reuse EnableCap // using gl::GL_MAP1_INDEX; // reuse EnableCap // using gl::GL_MAP1_NORMAL; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_1; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_2; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_3; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_4; // reuse EnableCap // using gl::GL_MAP1_VERTEX_3; // reuse EnableCap // using gl::GL_MAP1_VERTEX_4; // reuse EnableCap // using gl::GL_MAP2_COLOR_4; // reuse EnableCap // using gl::GL_MAP2_INDEX; // reuse EnableCap // using gl::GL_MAP2_NORMAL; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_1; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_2; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_3; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_4; // reuse EnableCap // using gl::GL_MAP2_VERTEX_3; // reuse EnableCap // using gl::GL_MAP2_VERTEX_4; // reuse EnableCap using gl::GL_MAP1_GRID_DOMAIN; using gl::GL_MAP1_GRID_SEGMENTS; using gl::GL_MAP2_GRID_DOMAIN; using gl::GL_MAP2_GRID_SEGMENTS; // using gl::GL_TEXTURE_1D; // reuse EnableCap // using gl::GL_TEXTURE_2D; // reuse EnableCap using gl::GL_FEEDBACK_BUFFER_SIZE; using gl::GL_FEEDBACK_BUFFER_TYPE; using gl::GL_SELECTION_BUFFER_SIZE; using gl::GL_POLYGON_OFFSET_UNITS; // using gl::GL_POLYGON_OFFSET_POINT; // reuse EnableCap // using gl::GL_POLYGON_OFFSET_LINE; // reuse EnableCap // using gl::GL_CLIP_PLANE0; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE1; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE2; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE3; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE4; // reuse ClipPlaneName // using gl::GL_CLIP_PLANE5; // reuse ClipPlaneName // using gl::GL_LIGHT0; // reuse EnableCap // using gl::GL_LIGHT1; // reuse EnableCap // using gl::GL_LIGHT2; // reuse EnableCap // using gl::GL_LIGHT3; // reuse EnableCap // using gl::GL_LIGHT4; // reuse EnableCap // using gl::GL_LIGHT5; // reuse EnableCap // using gl::GL_LIGHT6; // reuse EnableCap // using gl::GL_LIGHT7; // reuse EnableCap // using gl::GL_POLYGON_OFFSET_FILL; // reuse EnableCap using gl::GL_POLYGON_OFFSET_FACTOR; using gl::GL_TEXTURE_BINDING_1D; using gl::GL_TEXTURE_BINDING_2D; using gl::GL_TEXTURE_BINDING_3D; // using gl::GL_VERTEX_ARRAY; // reuse EnableCap // using gl::GL_NORMAL_ARRAY; // reuse EnableCap // using gl::GL_COLOR_ARRAY; // reuse EnableCap // using gl::GL_INDEX_ARRAY; // reuse EnableCap // using gl::GL_TEXTURE_COORD_ARRAY; // reuse EnableCap // using gl::GL_EDGE_FLAG_ARRAY; // reuse EnableCap using gl::GL_VERTEX_ARRAY_SIZE; using gl::GL_VERTEX_ARRAY_TYPE; using gl::GL_VERTEX_ARRAY_STRIDE; using gl::GL_NORMAL_ARRAY_TYPE; using gl::GL_NORMAL_ARRAY_STRIDE; using gl::GL_COLOR_ARRAY_SIZE; using gl::GL_COLOR_ARRAY_TYPE; using gl::GL_COLOR_ARRAY_STRIDE; using gl::GL_INDEX_ARRAY_TYPE; using gl::GL_INDEX_ARRAY_STRIDE; using gl::GL_TEXTURE_COORD_ARRAY_SIZE; using gl::GL_TEXTURE_COORD_ARRAY_TYPE; using gl::GL_TEXTURE_COORD_ARRAY_STRIDE; using gl::GL_EDGE_FLAG_ARRAY_STRIDE; using gl::GL_LIGHT_MODEL_COLOR_CONTROL; using gl::GL_ALIASED_POINT_SIZE_RANGE; using gl::GL_ALIASED_LINE_WIDTH_RANGE; // GetPixelMap using gl::GL_PIXEL_MAP_I_TO_I; using gl::GL_PIXEL_MAP_S_TO_S; using gl::GL_PIXEL_MAP_I_TO_R; using gl::GL_PIXEL_MAP_I_TO_G; using gl::GL_PIXEL_MAP_I_TO_B; using gl::GL_PIXEL_MAP_I_TO_A; using gl::GL_PIXEL_MAP_R_TO_R; using gl::GL_PIXEL_MAP_G_TO_G; using gl::GL_PIXEL_MAP_B_TO_B; using gl::GL_PIXEL_MAP_A_TO_A; // GetPointervPName using gl::GL_FEEDBACK_BUFFER_POINTER; using gl::GL_SELECTION_BUFFER_POINTER; using gl::GL_VERTEX_ARRAY_POINTER; using gl::GL_NORMAL_ARRAY_POINTER; using gl::GL_COLOR_ARRAY_POINTER; using gl::GL_INDEX_ARRAY_POINTER; using gl::GL_TEXTURE_COORD_ARRAY_POINTER; using gl::GL_EDGE_FLAG_ARRAY_POINTER; using gl::GL_DEBUG_CALLBACK_FUNCTION; using gl::GL_DEBUG_CALLBACK_USER_PARAM; // GetTextureParameter using gl::GL_TEXTURE_WIDTH; using gl::GL_TEXTURE_HEIGHT; using gl::GL_TEXTURE_COMPONENTS; using gl::GL_TEXTURE_INTERNAL_FORMAT; using gl::GL_TEXTURE_BORDER_COLOR; using gl::GL_TEXTURE_BORDER; using gl::GL_TEXTURE_MAG_FILTER; using gl::GL_TEXTURE_MIN_FILTER; using gl::GL_TEXTURE_WRAP_S; using gl::GL_TEXTURE_WRAP_T; using gl::GL_TEXTURE_RED_SIZE; using gl::GL_TEXTURE_GREEN_SIZE; using gl::GL_TEXTURE_BLUE_SIZE; using gl::GL_TEXTURE_ALPHA_SIZE; using gl::GL_TEXTURE_LUMINANCE_SIZE; using gl::GL_TEXTURE_INTENSITY_SIZE; using gl::GL_TEXTURE_PRIORITY; using gl::GL_TEXTURE_RESIDENT; // GraphicsResetStatus // using gl::GL_NO_ERROR; // reuse ErrorCode using gl::GL_GUILTY_CONTEXT_RESET; using gl::GL_INNOCENT_CONTEXT_RESET; using gl::GL_UNKNOWN_CONTEXT_RESET; // HintMode // using gl::GL_DONT_CARE; // reuse DebugSeverity using gl::GL_FASTEST; using gl::GL_NICEST; // HintTarget // using gl::GL_PERSPECTIVE_CORRECTION_HINT; // reuse GetPName // using gl::GL_POINT_SMOOTH_HINT; // reuse GetPName // using gl::GL_LINE_SMOOTH_HINT; // reuse GetPName // using gl::GL_POLYGON_SMOOTH_HINT; // reuse GetPName // using gl::GL_FOG_HINT; // reuse GetPName using gl::GL_GENERATE_MIPMAP_HINT; using gl::GL_PROGRAM_BINARY_RETRIEVABLE_HINT; using gl::GL_TEXTURE_COMPRESSION_HINT; using gl::GL_FRAGMENT_SHADER_DERIVATIVE_HINT; // IndexPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // InterleavedArrayFormat using gl::GL_V2F; using gl::GL_V3F; using gl::GL_C4UB_V2F; using gl::GL_C4UB_V3F; using gl::GL_C3F_V3F; using gl::GL_N3F_V3F; using gl::GL_C4F_N3F_V3F; using gl::GL_T2F_V3F; using gl::GL_T4F_V4F; using gl::GL_T2F_C4UB_V3F; using gl::GL_T2F_C3F_V3F; using gl::GL_T2F_N3F_V3F; using gl::GL_T2F_C4F_N3F_V3F; using gl::GL_T4F_C4F_N3F_V4F; // InternalFormat using gl::GL_DEPTH_COMPONENT; using gl::GL_RED; using gl::GL_RGB; using gl::GL_RGBA; using gl::GL_R3_G3_B2; using gl::GL_ALPHA4; using gl::GL_ALPHA8; using gl::GL_ALPHA12; using gl::GL_ALPHA16; using gl::GL_LUMINANCE4; using gl::GL_LUMINANCE8; using gl::GL_LUMINANCE12; using gl::GL_LUMINANCE16; using gl::GL_LUMINANCE4_ALPHA4; using gl::GL_LUMINANCE6_ALPHA2; using gl::GL_LUMINANCE8_ALPHA8; using gl::GL_LUMINANCE12_ALPHA4; using gl::GL_LUMINANCE12_ALPHA12; using gl::GL_LUMINANCE16_ALPHA16; using gl::GL_INTENSITY; using gl::GL_INTENSITY4; using gl::GL_INTENSITY8; using gl::GL_INTENSITY12; using gl::GL_INTENSITY16; using gl::GL_RGB4; using gl::GL_RGB5; using gl::GL_RGB8; using gl::GL_RGB10; using gl::GL_RGB12; using gl::GL_RGB16; using gl::GL_RGBA4; using gl::GL_RGB5_A1; using gl::GL_RGBA8; using gl::GL_RGB10_A2; using gl::GL_RGBA12; using gl::GL_RGBA16; using gl::GL_DEPTH_COMPONENT16; using gl::GL_COMPRESSED_RED; using gl::GL_COMPRESSED_RG; using gl::GL_RG; using gl::GL_R8; using gl::GL_R16; using gl::GL_RG8; using gl::GL_RG16; using gl::GL_R16F; using gl::GL_R32F; using gl::GL_RG16F; using gl::GL_RG32F; using gl::GL_R8I; using gl::GL_R8UI; using gl::GL_R16I; using gl::GL_R16UI; using gl::GL_R32I; using gl::GL_R32UI; using gl::GL_RG8I; using gl::GL_RG8UI; using gl::GL_RG16I; using gl::GL_RG16UI; using gl::GL_RG32I; using gl::GL_RG32UI; using gl::GL_COMPRESSED_RGB; using gl::GL_COMPRESSED_RGBA; using gl::GL_DEPTH_STENCIL; using gl::GL_RGBA32F; using gl::GL_RGBA16F; using gl::GL_RGB16F; using gl::GL_DEPTH24_STENCIL8; using gl::GL_R11F_G11F_B10F; using gl::GL_RGB9_E5; using gl::GL_SRGB; using gl::GL_SRGB8; using gl::GL_SRGB_ALPHA; using gl::GL_SRGB8_ALPHA8; using gl::GL_COMPRESSED_SRGB; using gl::GL_COMPRESSED_SRGB_ALPHA; using gl::GL_DEPTH_COMPONENT32F; using gl::GL_DEPTH32F_STENCIL8; using gl::GL_RGBA32UI; using gl::GL_RGB32UI; using gl::GL_RGBA16UI; using gl::GL_RGB16UI; using gl::GL_RGBA8UI; using gl::GL_RGB8UI; using gl::GL_RGBA32I; using gl::GL_RGB32I; using gl::GL_RGBA16I; using gl::GL_RGB16I; using gl::GL_RGBA8I; using gl::GL_RGB8I; using gl::GL_COMPRESSED_RED_RGTC1; using gl::GL_COMPRESSED_SIGNED_RED_RGTC1; using gl::GL_COMPRESSED_RG_RGTC2; using gl::GL_COMPRESSED_SIGNED_RG_RGTC2; using gl::GL_COMPRESSED_RGBA_BPTC_UNORM; using gl::GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM; using gl::GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT; using gl::GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT; using gl::GL_R8_SNORM; using gl::GL_RG8_SNORM; using gl::GL_RGB8_SNORM; using gl::GL_RGBA8_SNORM; using gl::GL_R16_SNORM; using gl::GL_RG16_SNORM; using gl::GL_RGB16_SNORM; using gl::GL_RGB10_A2UI; using gl::GL_COMPRESSED_R11_EAC; using gl::GL_COMPRESSED_SIGNED_R11_EAC; using gl::GL_COMPRESSED_RG11_EAC; using gl::GL_COMPRESSED_SIGNED_RG11_EAC; using gl::GL_COMPRESSED_RGB8_ETC2; using gl::GL_COMPRESSED_SRGB8_ETC2; using gl::GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2; using gl::GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2; using gl::GL_COMPRESSED_RGBA8_ETC2_EAC; using gl::GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC; // InternalFormatPName // using gl::GL_SAMPLES; // reuse GetFramebufferParameter using gl::GL_GENERATE_MIPMAP; using gl::GL_INTERNALFORMAT_SUPPORTED; using gl::GL_INTERNALFORMAT_PREFERRED; using gl::GL_INTERNALFORMAT_RED_SIZE; using gl::GL_INTERNALFORMAT_GREEN_SIZE; using gl::GL_INTERNALFORMAT_BLUE_SIZE; using gl::GL_INTERNALFORMAT_ALPHA_SIZE; using gl::GL_INTERNALFORMAT_DEPTH_SIZE; using gl::GL_INTERNALFORMAT_STENCIL_SIZE; using gl::GL_INTERNALFORMAT_SHARED_SIZE; using gl::GL_INTERNALFORMAT_RED_TYPE; using gl::GL_INTERNALFORMAT_GREEN_TYPE; using gl::GL_INTERNALFORMAT_BLUE_TYPE; using gl::GL_INTERNALFORMAT_ALPHA_TYPE; using gl::GL_INTERNALFORMAT_DEPTH_TYPE; using gl::GL_INTERNALFORMAT_STENCIL_TYPE; using gl::GL_MAX_WIDTH; using gl::GL_MAX_HEIGHT; using gl::GL_MAX_DEPTH; using gl::GL_MAX_LAYERS; using gl::GL_COLOR_COMPONENTS; using gl::GL_COLOR_RENDERABLE; using gl::GL_DEPTH_RENDERABLE; using gl::GL_STENCIL_RENDERABLE; using gl::GL_FRAMEBUFFER_RENDERABLE; using gl::GL_FRAMEBUFFER_RENDERABLE_LAYERED; using gl::GL_FRAMEBUFFER_BLEND; using gl::GL_READ_PIXELS; using gl::GL_READ_PIXELS_FORMAT; using gl::GL_READ_PIXELS_TYPE; using gl::GL_TEXTURE_IMAGE_FORMAT; using gl::GL_TEXTURE_IMAGE_TYPE; using gl::GL_GET_TEXTURE_IMAGE_FORMAT; using gl::GL_GET_TEXTURE_IMAGE_TYPE; using gl::GL_MIPMAP; using gl::GL_AUTO_GENERATE_MIPMAP; using gl::GL_COLOR_ENCODING; using gl::GL_SRGB_READ; using gl::GL_SRGB_WRITE; using gl::GL_FILTER; using gl::GL_VERTEX_TEXTURE; using gl::GL_TESS_CONTROL_TEXTURE; using gl::GL_TESS_EVALUATION_TEXTURE; using gl::GL_GEOMETRY_TEXTURE; using gl::GL_FRAGMENT_TEXTURE; using gl::GL_COMPUTE_TEXTURE; using gl::GL_TEXTURE_SHADOW; using gl::GL_TEXTURE_GATHER; using gl::GL_TEXTURE_GATHER_SHADOW; using gl::GL_SHADER_IMAGE_LOAD; using gl::GL_SHADER_IMAGE_STORE; using gl::GL_SHADER_IMAGE_ATOMIC; using gl::GL_IMAGE_TEXEL_SIZE; using gl::GL_IMAGE_COMPATIBILITY_CLASS; using gl::GL_IMAGE_PIXEL_FORMAT; using gl::GL_IMAGE_PIXEL_TYPE; using gl::GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST; using gl::GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST; using gl::GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE; using gl::GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE; using gl::GL_TEXTURE_COMPRESSED_BLOCK_WIDTH; using gl::GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT; using gl::GL_TEXTURE_COMPRESSED_BLOCK_SIZE; using gl::GL_CLEAR_BUFFER; using gl::GL_TEXTURE_VIEW; using gl::GL_VIEW_COMPATIBILITY_CLASS; using gl::GL_TEXTURE_COMPRESSED; using gl::GL_IMAGE_FORMAT_COMPATIBILITY_TYPE; using gl::GL_CLEAR_TEXTURE; using gl::GL_NUM_SAMPLE_COUNTS; // LightEnvModeSGIX // using gl::GL_ADD; // reuse AccumOp using gl::GL_REPLACE; using gl::GL_MODULATE; // LightModelColorControl using gl::GL_SINGLE_COLOR; using gl::GL_SEPARATE_SPECULAR_COLOR; // LightModelParameter // using gl::GL_LIGHT_MODEL_LOCAL_VIEWER; // reuse GetPName // using gl::GL_LIGHT_MODEL_TWO_SIDE; // reuse GetPName // using gl::GL_LIGHT_MODEL_AMBIENT; // reuse GetPName // using gl::GL_LIGHT_MODEL_COLOR_CONTROL; // reuse GetPName // LightName // using gl::GL_LIGHT0; // reuse EnableCap // using gl::GL_LIGHT1; // reuse EnableCap // using gl::GL_LIGHT2; // reuse EnableCap // using gl::GL_LIGHT3; // reuse EnableCap // using gl::GL_LIGHT4; // reuse EnableCap // using gl::GL_LIGHT5; // reuse EnableCap // using gl::GL_LIGHT6; // reuse EnableCap // using gl::GL_LIGHT7; // reuse EnableCap // LightParameter // using gl::GL_AMBIENT; // reuse ColorMaterialParameter // using gl::GL_DIFFUSE; // reuse ColorMaterialParameter // using gl::GL_SPECULAR; // reuse ColorMaterialParameter using gl::GL_POSITION; using gl::GL_SPOT_DIRECTION; using gl::GL_SPOT_EXPONENT; using gl::GL_SPOT_CUTOFF; using gl::GL_CONSTANT_ATTENUATION; using gl::GL_LINEAR_ATTENUATION; using gl::GL_QUADRATIC_ATTENUATION; // ListMode using gl::GL_COMPILE; using gl::GL_COMPILE_AND_EXECUTE; // ListNameType // using gl::GL_BYTE; // reuse ColorPointerType // using gl::GL_UNSIGNED_BYTE; // reuse ColorPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_UNSIGNED_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_UNSIGNED_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType using gl::GL_2_BYTES; using gl::GL_3_BYTES; using gl::GL_4_BYTES; // LogicOp using gl::GL_CLEAR; using gl::GL_AND; using gl::GL_AND_REVERSE; using gl::GL_COPY; using gl::GL_AND_INVERTED; using gl::GL_NOOP; using gl::GL_XOR; using gl::GL_OR; using gl::GL_NOR; using gl::GL_EQUIV; using gl::GL_INVERT; using gl::GL_OR_REVERSE; using gl::GL_COPY_INVERTED; using gl::GL_OR_INVERTED; using gl::GL_NAND; using gl::GL_SET; // MapQuery // using gl::GL_COEFF; // reuse GetMapQuery // using gl::GL_ORDER; // reuse GetMapQuery // using gl::GL_DOMAIN; // reuse GetMapQuery // MapTarget // using gl::GL_MAP1_COLOR_4; // reuse EnableCap // using gl::GL_MAP1_INDEX; // reuse EnableCap // using gl::GL_MAP1_NORMAL; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_1; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_2; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_3; // reuse EnableCap // using gl::GL_MAP1_TEXTURE_COORD_4; // reuse EnableCap // using gl::GL_MAP1_VERTEX_3; // reuse EnableCap // using gl::GL_MAP1_VERTEX_4; // reuse EnableCap // using gl::GL_MAP2_COLOR_4; // reuse EnableCap // using gl::GL_MAP2_INDEX; // reuse EnableCap // using gl::GL_MAP2_NORMAL; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_1; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_2; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_3; // reuse EnableCap // using gl::GL_MAP2_TEXTURE_COORD_4; // reuse EnableCap // using gl::GL_MAP2_VERTEX_3; // reuse EnableCap // using gl::GL_MAP2_VERTEX_4; // reuse EnableCap // MaterialFace // using gl::GL_FRONT; // reuse ColorBuffer // using gl::GL_BACK; // reuse ColorBuffer // using gl::GL_FRONT_AND_BACK; // reuse ColorBuffer // MaterialParameter // using gl::GL_AMBIENT; // reuse ColorMaterialParameter // using gl::GL_DIFFUSE; // reuse ColorMaterialParameter // using gl::GL_SPECULAR; // reuse ColorMaterialParameter // using gl::GL_EMISSION; // reuse ColorMaterialParameter using gl::GL_SHININESS; // using gl::GL_AMBIENT_AND_DIFFUSE; // reuse ColorMaterialParameter using gl::GL_COLOR_INDEXES; // MatrixMode using gl::GL_MODELVIEW; using gl::GL_PROJECTION; using gl::GL_TEXTURE; // MeshMode1 using gl::GL_POINT; using gl::GL_LINE; // MeshMode2 // using gl::GL_POINT; // reuse MeshMode1 // using gl::GL_LINE; // reuse MeshMode1 using gl::GL_FILL; // NormalPointerType // using gl::GL_BYTE; // reuse ColorPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // ObjectIdentifier // using gl::GL_TEXTURE; // reuse MatrixMode // using gl::GL_VERTEX_ARRAY; // reuse EnableCap using gl::GL_BUFFER; using gl::GL_SHADER; using gl::GL_PROGRAM; using gl::GL_QUERY; using gl::GL_PROGRAM_PIPELINE; using gl::GL_SAMPLER; // using gl::GL_FRAMEBUFFER; // reuse CheckFramebufferStatusTarget using gl::GL_RENDERBUFFER; // using gl::GL_TRANSFORM_FEEDBACK; // reuse BindTransformFeedbackTarget // PatchParameterName using gl::GL_PATCH_VERTICES; using gl::GL_PATCH_DEFAULT_INNER_LEVEL; using gl::GL_PATCH_DEFAULT_OUTER_LEVEL; // PathColor using gl::GL_PRIMARY_COLOR; // PathFillMode // using gl::GL_INVERT; // reuse LogicOp // PathFontStyle // using gl::GL_NONE; // reuse ColorBuffer // PathGenMode // using gl::GL_NONE; // reuse ColorBuffer using gl::GL_EYE_LINEAR; using gl::GL_OBJECT_LINEAR; using gl::GL_CONSTANT; // PathTransformType // using gl::GL_NONE; // reuse ColorBuffer // PipelineParameterName using gl::GL_ACTIVE_PROGRAM; using gl::GL_FRAGMENT_SHADER; using gl::GL_VERTEX_SHADER; using gl::GL_INFO_LOG_LENGTH; using gl::GL_GEOMETRY_SHADER; using gl::GL_TESS_EVALUATION_SHADER; using gl::GL_TESS_CONTROL_SHADER; // PixelCopyType // using gl::GL_COLOR; // reuse Buffer // using gl::GL_DEPTH; // reuse Buffer // using gl::GL_STENCIL; // reuse Buffer // PixelFormat // using gl::GL_UNSIGNED_SHORT; // reuse ColorPointerType // using gl::GL_UNSIGNED_INT; // reuse ColorPointerType using gl::GL_COLOR_INDEX; using gl::GL_STENCIL_INDEX; // using gl::GL_DEPTH_COMPONENT; // reuse InternalFormat // using gl::GL_RED; // reuse InternalFormat using gl::GL_GREEN; using gl::GL_BLUE; using gl::GL_ALPHA; // using gl::GL_RGB; // reuse InternalFormat // using gl::GL_RGBA; // reuse InternalFormat using gl::GL_LUMINANCE; using gl::GL_LUMINANCE_ALPHA; // PixelMap // using gl::GL_PIXEL_MAP_I_TO_I; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_S_TO_S; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_I_TO_R; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_I_TO_G; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_I_TO_B; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_I_TO_A; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_R_TO_R; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_G_TO_G; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_B_TO_B; // reuse GetPixelMap // using gl::GL_PIXEL_MAP_A_TO_A; // reuse GetPixelMap // PixelStoreParameter // using gl::GL_UNPACK_SWAP_BYTES; // reuse GetPName // using gl::GL_UNPACK_LSB_FIRST; // reuse GetPName // using gl::GL_UNPACK_ROW_LENGTH; // reuse GetPName // using gl::GL_UNPACK_SKIP_ROWS; // reuse GetPName // using gl::GL_UNPACK_SKIP_PIXELS; // reuse GetPName // using gl::GL_UNPACK_ALIGNMENT; // reuse GetPName // using gl::GL_PACK_SWAP_BYTES; // reuse GetPName // using gl::GL_PACK_LSB_FIRST; // reuse GetPName // using gl::GL_PACK_ROW_LENGTH; // reuse GetPName // using gl::GL_PACK_SKIP_ROWS; // reuse GetPName // using gl::GL_PACK_SKIP_PIXELS; // reuse GetPName // using gl::GL_PACK_ALIGNMENT; // reuse GetPName using gl::GL_PACK_SKIP_IMAGES; using gl::GL_PACK_IMAGE_HEIGHT; using gl::GL_UNPACK_SKIP_IMAGES; using gl::GL_UNPACK_IMAGE_HEIGHT; // PixelTexGenMode // using gl::GL_NONE; // reuse ColorBuffer // using gl::GL_RGB; // reuse InternalFormat // using gl::GL_RGBA; // reuse InternalFormat // using gl::GL_LUMINANCE; // reuse PixelFormat // using gl::GL_LUMINANCE_ALPHA; // reuse PixelFormat // PixelTransferParameter // using gl::GL_MAP_COLOR; // reuse GetPName // using gl::GL_MAP_STENCIL; // reuse GetPName // using gl::GL_INDEX_SHIFT; // reuse GetPName // using gl::GL_INDEX_OFFSET; // reuse GetPName // using gl::GL_RED_SCALE; // reuse GetPName // using gl::GL_RED_BIAS; // reuse GetPName // using gl::GL_GREEN_SCALE; // reuse GetPName // using gl::GL_GREEN_BIAS; // reuse GetPName // using gl::GL_BLUE_SCALE; // reuse GetPName // using gl::GL_BLUE_BIAS; // reuse GetPName // using gl::GL_ALPHA_SCALE; // reuse GetPName // using gl::GL_ALPHA_BIAS; // reuse GetPName // using gl::GL_DEPTH_SCALE; // reuse GetPName // using gl::GL_DEPTH_BIAS; // reuse GetPName // PixelType // using gl::GL_BYTE; // reuse ColorPointerType // using gl::GL_UNSIGNED_BYTE; // reuse ColorPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_UNSIGNED_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_UNSIGNED_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType using gl::GL_BITMAP; using gl::GL_UNSIGNED_BYTE_3_3_2; using gl::GL_UNSIGNED_SHORT_4_4_4_4; using gl::GL_UNSIGNED_SHORT_5_5_5_1; using gl::GL_UNSIGNED_INT_8_8_8_8; using gl::GL_UNSIGNED_INT_10_10_10_2; // PointParameterNameSGIS using gl::GL_POINT_SIZE_MIN; using gl::GL_POINT_SIZE_MAX; using gl::GL_POINT_FADE_THRESHOLD_SIZE; using gl::GL_POINT_DISTANCE_ATTENUATION; // PolygonMode // using gl::GL_POINT; // reuse MeshMode1 // using gl::GL_LINE; // reuse MeshMode1 // using gl::GL_FILL; // reuse MeshMode2 // PrecisionType using gl::GL_LOW_FLOAT; using gl::GL_MEDIUM_FLOAT; using gl::GL_HIGH_FLOAT; using gl::GL_LOW_INT; using gl::GL_MEDIUM_INT; using gl::GL_HIGH_INT; // PrimitiveType using gl::GL_POINTS; using gl::GL_LINES; using gl::GL_LINE_LOOP; using gl::GL_LINE_STRIP; using gl::GL_TRIANGLES; using gl::GL_TRIANGLE_STRIP; using gl::GL_TRIANGLE_FAN; using gl::GL_QUADS; using gl::GL_QUAD_STRIP; using gl::GL_POLYGON; using gl::GL_LINES_ADJACENCY; using gl::GL_LINE_STRIP_ADJACENCY; using gl::GL_TRIANGLES_ADJACENCY; using gl::GL_TRIANGLE_STRIP_ADJACENCY; using gl::GL_PATCHES; // ProgramInterface // using gl::GL_TRANSFORM_FEEDBACK_BUFFER; // reuse BufferStorageTarget using gl::GL_UNIFORM; using gl::GL_UNIFORM_BLOCK; using gl::GL_PROGRAM_INPUT; using gl::GL_PROGRAM_OUTPUT; using gl::GL_BUFFER_VARIABLE; using gl::GL_SHADER_STORAGE_BLOCK; using gl::GL_VERTEX_SUBROUTINE; using gl::GL_TESS_CONTROL_SUBROUTINE; using gl::GL_TESS_EVALUATION_SUBROUTINE; using gl::GL_GEOMETRY_SUBROUTINE; using gl::GL_FRAGMENT_SUBROUTINE; using gl::GL_COMPUTE_SUBROUTINE; using gl::GL_VERTEX_SUBROUTINE_UNIFORM; using gl::GL_TESS_CONTROL_SUBROUTINE_UNIFORM; using gl::GL_TESS_EVALUATION_SUBROUTINE_UNIFORM; using gl::GL_GEOMETRY_SUBROUTINE_UNIFORM; using gl::GL_FRAGMENT_SUBROUTINE_UNIFORM; using gl::GL_COMPUTE_SUBROUTINE_UNIFORM; using gl::GL_TRANSFORM_FEEDBACK_VARYING; // ProgramInterfacePName using gl::GL_ACTIVE_RESOURCES; using gl::GL_MAX_NAME_LENGTH; using gl::GL_MAX_NUM_ACTIVE_VARIABLES; using gl::GL_MAX_NUM_COMPATIBLE_SUBROUTINES; // ProgramParameterPName // using gl::GL_PROGRAM_BINARY_RETRIEVABLE_HINT; // reuse HintTarget using gl::GL_PROGRAM_SEPARABLE; // ProgramPropertyARB using gl::GL_COMPUTE_WORK_GROUP_SIZE; using gl::GL_PROGRAM_BINARY_LENGTH; using gl::GL_GEOMETRY_VERTICES_OUT; using gl::GL_GEOMETRY_INPUT_TYPE; using gl::GL_GEOMETRY_OUTPUT_TYPE; using gl::GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH; using gl::GL_ACTIVE_UNIFORM_BLOCKS; using gl::GL_DELETE_STATUS; using gl::GL_LINK_STATUS; using gl::GL_VALIDATE_STATUS; // using gl::GL_INFO_LOG_LENGTH; // reuse PipelineParameterName using gl::GL_ATTACHED_SHADERS; using gl::GL_ACTIVE_UNIFORMS; using gl::GL_ACTIVE_UNIFORM_MAX_LENGTH; using gl::GL_ACTIVE_ATTRIBUTES; using gl::GL_ACTIVE_ATTRIBUTE_MAX_LENGTH; using gl::GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_MODE; using gl::GL_TRANSFORM_FEEDBACK_VARYINGS; using gl::GL_ACTIVE_ATOMIC_COUNTER_BUFFERS; // ProgramStagePName using gl::GL_ACTIVE_SUBROUTINES; using gl::GL_ACTIVE_SUBROUTINE_UNIFORMS; using gl::GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS; using gl::GL_ACTIVE_SUBROUTINE_MAX_LENGTH; using gl::GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH; // QueryObjectParameterName using gl::GL_QUERY_TARGET; using gl::GL_QUERY_RESULT; using gl::GL_QUERY_RESULT_AVAILABLE; using gl::GL_QUERY_RESULT_NO_WAIT; // QueryParameterName using gl::GL_QUERY_COUNTER_BITS; using gl::GL_CURRENT_QUERY; // QueryTarget using gl::GL_TIME_ELAPSED; using gl::GL_SAMPLES_PASSED; using gl::GL_ANY_SAMPLES_PASSED; using gl::GL_PRIMITIVES_GENERATED; using gl::GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; using gl::GL_ANY_SAMPLES_PASSED_CONSERVATIVE; // ReadBufferMode // using gl::GL_FRONT_LEFT; // reuse ColorBuffer // using gl::GL_FRONT_RIGHT; // reuse ColorBuffer // using gl::GL_BACK_LEFT; // reuse ColorBuffer // using gl::GL_BACK_RIGHT; // reuse ColorBuffer // using gl::GL_FRONT; // reuse ColorBuffer // using gl::GL_BACK; // reuse ColorBuffer // using gl::GL_LEFT; // reuse ColorBuffer // using gl::GL_RIGHT; // reuse ColorBuffer // using gl::GL_AUX0; // reuse DrawBufferMode // using gl::GL_AUX1; // reuse DrawBufferMode // using gl::GL_AUX2; // reuse DrawBufferMode // using gl::GL_AUX3; // reuse DrawBufferMode // RenderbufferParameterName using gl::GL_RENDERBUFFER_SAMPLES; using gl::GL_RENDERBUFFER_WIDTH; using gl::GL_RENDERBUFFER_HEIGHT; using gl::GL_RENDERBUFFER_INTERNAL_FORMAT; using gl::GL_RENDERBUFFER_RED_SIZE; using gl::GL_RENDERBUFFER_GREEN_SIZE; using gl::GL_RENDERBUFFER_BLUE_SIZE; using gl::GL_RENDERBUFFER_ALPHA_SIZE; using gl::GL_RENDERBUFFER_DEPTH_SIZE; using gl::GL_RENDERBUFFER_STENCIL_SIZE; // RenderbufferTarget // using gl::GL_RENDERBUFFER; // reuse ObjectIdentifier // RenderingMode using gl::GL_RENDER; using gl::GL_FEEDBACK; using gl::GL_SELECT; // SamplerParameterName // using gl::GL_TEXTURE_BORDER_COLOR; // reuse GetTextureParameter // using gl::GL_TEXTURE_MAG_FILTER; // reuse GetTextureParameter // using gl::GL_TEXTURE_MIN_FILTER; // reuse GetTextureParameter // using gl::GL_TEXTURE_WRAP_S; // reuse GetTextureParameter // using gl::GL_TEXTURE_WRAP_T; // reuse GetTextureParameter using gl::GL_TEXTURE_WRAP_R; using gl::GL_TEXTURE_MIN_LOD; using gl::GL_TEXTURE_MAX_LOD; using gl::GL_TEXTURE_COMPARE_MODE; using gl::GL_TEXTURE_COMPARE_FUNC; // ShaderParameterName using gl::GL_SHADER_TYPE; // using gl::GL_DELETE_STATUS; // reuse ProgramPropertyARB using gl::GL_COMPILE_STATUS; // using gl::GL_INFO_LOG_LENGTH; // reuse PipelineParameterName using gl::GL_SHADER_SOURCE_LENGTH; // ShaderType // using gl::GL_FRAGMENT_SHADER; // reuse PipelineParameterName // using gl::GL_VERTEX_SHADER; // reuse PipelineParameterName // using gl::GL_GEOMETRY_SHADER; // reuse PipelineParameterName // using gl::GL_TESS_EVALUATION_SHADER; // reuse PipelineParameterName // using gl::GL_TESS_CONTROL_SHADER; // reuse PipelineParameterName using gl::GL_COMPUTE_SHADER; // ShadingModel using gl::GL_FLAT; using gl::GL_SMOOTH; // StencilFaceDirection // using gl::GL_FRONT; // reuse ColorBuffer // using gl::GL_BACK; // reuse ColorBuffer // using gl::GL_FRONT_AND_BACK; // reuse ColorBuffer // StencilFunction // using gl::GL_NEVER; // reuse AlphaFunction // using gl::GL_LESS; // reuse AlphaFunction // using gl::GL_EQUAL; // reuse AlphaFunction // using gl::GL_LEQUAL; // reuse AlphaFunction // using gl::GL_GREATER; // reuse AlphaFunction // using gl::GL_NOTEQUAL; // reuse AlphaFunction // using gl::GL_GEQUAL; // reuse AlphaFunction // using gl::GL_ALWAYS; // reuse AlphaFunction // StencilOp // using gl::GL_ZERO; // reuse BlendingFactor // using gl::GL_INVERT; // reuse LogicOp using gl::GL_KEEP; // using gl::GL_REPLACE; // reuse LightEnvModeSGIX using gl::GL_INCR; using gl::GL_DECR; // StringName using gl::GL_VENDOR; using gl::GL_RENDERER; using gl::GL_VERSION; using gl::GL_EXTENSIONS; using gl::GL_SHADING_LANGUAGE_VERSION; // SubroutineParameterName using gl::GL_UNIFORM_SIZE; using gl::GL_UNIFORM_NAME_LENGTH; using gl::GL_NUM_COMPATIBLE_SUBROUTINES; using gl::GL_COMPATIBLE_SUBROUTINES; // SyncCondition using gl::GL_SYNC_GPU_COMMANDS_COMPLETE; // SyncParameterName using gl::GL_OBJECT_TYPE; using gl::GL_SYNC_CONDITION; using gl::GL_SYNC_STATUS; using gl::GL_SYNC_FLAGS; // SyncStatus using gl::GL_ALREADY_SIGNALED; using gl::GL_TIMEOUT_EXPIRED; using gl::GL_CONDITION_SATISFIED; using gl::GL_WAIT_FAILED; // TexCoordPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // TextureCoordName using gl::GL_S; using gl::GL_T; using gl::GL_R; using gl::GL_Q; // TextureEnvMode // using gl::GL_ADD; // reuse AccumOp // using gl::GL_BLEND; // reuse EnableCap // using gl::GL_MODULATE; // reuse LightEnvModeSGIX using gl::GL_DECAL; // TextureEnvParameter using gl::GL_TEXTURE_ENV_MODE; using gl::GL_TEXTURE_ENV_COLOR; // TextureEnvTarget using gl::GL_TEXTURE_ENV; // TextureGenMode // using gl::GL_EYE_LINEAR; // reuse PathGenMode // using gl::GL_OBJECT_LINEAR; // reuse PathGenMode using gl::GL_SPHERE_MAP; // TextureGenParameter using gl::GL_TEXTURE_GEN_MODE; using gl::GL_OBJECT_PLANE; using gl::GL_EYE_PLANE; // TextureMagFilter // using gl::GL_NEAREST; // reuse BlitFramebufferFilter // using gl::GL_LINEAR; // reuse BlitFramebufferFilter // TextureMinFilter // using gl::GL_NEAREST; // reuse BlitFramebufferFilter // using gl::GL_LINEAR; // reuse BlitFramebufferFilter using gl::GL_NEAREST_MIPMAP_NEAREST; using gl::GL_LINEAR_MIPMAP_NEAREST; using gl::GL_NEAREST_MIPMAP_LINEAR; using gl::GL_LINEAR_MIPMAP_LINEAR; // TextureParameterName // using gl::GL_TEXTURE_WIDTH; // reuse GetTextureParameter // using gl::GL_TEXTURE_HEIGHT; // reuse GetTextureParameter // using gl::GL_TEXTURE_COMPONENTS; // reuse GetTextureParameter // using gl::GL_TEXTURE_INTERNAL_FORMAT; // reuse GetTextureParameter // using gl::GL_TEXTURE_BORDER_COLOR; // reuse GetTextureParameter // using gl::GL_TEXTURE_BORDER; // reuse GetTextureParameter // using gl::GL_TEXTURE_MAG_FILTER; // reuse GetTextureParameter // using gl::GL_TEXTURE_MIN_FILTER; // reuse GetTextureParameter // using gl::GL_TEXTURE_WRAP_S; // reuse GetTextureParameter // using gl::GL_TEXTURE_WRAP_T; // reuse GetTextureParameter // using gl::GL_TEXTURE_RED_SIZE; // reuse GetTextureParameter // using gl::GL_TEXTURE_GREEN_SIZE; // reuse GetTextureParameter // using gl::GL_TEXTURE_BLUE_SIZE; // reuse GetTextureParameter // using gl::GL_TEXTURE_ALPHA_SIZE; // reuse GetTextureParameter // using gl::GL_TEXTURE_LUMINANCE_SIZE; // reuse GetTextureParameter // using gl::GL_TEXTURE_INTENSITY_SIZE; // reuse GetTextureParameter // using gl::GL_TEXTURE_PRIORITY; // reuse GetTextureParameter // using gl::GL_TEXTURE_RESIDENT; // reuse GetTextureParameter // using gl::GL_TEXTURE_WRAP_R; // reuse SamplerParameterName // using gl::GL_TEXTURE_MIN_LOD; // reuse SamplerParameterName // using gl::GL_TEXTURE_MAX_LOD; // reuse SamplerParameterName using gl::GL_TEXTURE_BASE_LEVEL; using gl::GL_TEXTURE_MAX_LEVEL; // using gl::GL_GENERATE_MIPMAP; // reuse InternalFormatPName using gl::GL_TEXTURE_LOD_BIAS; // using gl::GL_TEXTURE_COMPARE_MODE; // reuse SamplerParameterName // using gl::GL_TEXTURE_COMPARE_FUNC; // reuse SamplerParameterName using gl::GL_TEXTURE_SWIZZLE_R; using gl::GL_TEXTURE_SWIZZLE_G; using gl::GL_TEXTURE_SWIZZLE_B; using gl::GL_TEXTURE_SWIZZLE_A; using gl::GL_TEXTURE_SWIZZLE_RGBA; using gl::GL_DEPTH_STENCIL_TEXTURE_MODE; // TextureTarget // using gl::GL_TEXTURE_1D; // reuse EnableCap // using gl::GL_TEXTURE_2D; // reuse EnableCap using gl::GL_PROXY_TEXTURE_1D; using gl::GL_PROXY_TEXTURE_2D; using gl::GL_TEXTURE_3D; using gl::GL_PROXY_TEXTURE_3D; using gl::GL_TEXTURE_RECTANGLE; using gl::GL_PROXY_TEXTURE_RECTANGLE; using gl::GL_TEXTURE_CUBE_MAP; using gl::GL_TEXTURE_CUBE_MAP_POSITIVE_X; using gl::GL_TEXTURE_CUBE_MAP_NEGATIVE_X; using gl::GL_TEXTURE_CUBE_MAP_POSITIVE_Y; using gl::GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; using gl::GL_TEXTURE_CUBE_MAP_POSITIVE_Z; using gl::GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; using gl::GL_PROXY_TEXTURE_CUBE_MAP; using gl::GL_TEXTURE_1D_ARRAY; using gl::GL_PROXY_TEXTURE_1D_ARRAY; using gl::GL_TEXTURE_2D_ARRAY; using gl::GL_PROXY_TEXTURE_2D_ARRAY; using gl::GL_TEXTURE_CUBE_MAP_ARRAY; using gl::GL_PROXY_TEXTURE_CUBE_MAP_ARRAY; using gl::GL_TEXTURE_2D_MULTISAMPLE; using gl::GL_PROXY_TEXTURE_2D_MULTISAMPLE; using gl::GL_TEXTURE_2D_MULTISAMPLE_ARRAY; using gl::GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY; // TextureUnit using gl::GL_TEXTURE0; using gl::GL_TEXTURE1; using gl::GL_TEXTURE2; using gl::GL_TEXTURE3; using gl::GL_TEXTURE4; using gl::GL_TEXTURE5; using gl::GL_TEXTURE6; using gl::GL_TEXTURE7; using gl::GL_TEXTURE8; using gl::GL_TEXTURE9; using gl::GL_TEXTURE10; using gl::GL_TEXTURE11; using gl::GL_TEXTURE12; using gl::GL_TEXTURE13; using gl::GL_TEXTURE14; using gl::GL_TEXTURE15; using gl::GL_TEXTURE16; using gl::GL_TEXTURE17; using gl::GL_TEXTURE18; using gl::GL_TEXTURE19; using gl::GL_TEXTURE20; using gl::GL_TEXTURE21; using gl::GL_TEXTURE22; using gl::GL_TEXTURE23; using gl::GL_TEXTURE24; using gl::GL_TEXTURE25; using gl::GL_TEXTURE26; using gl::GL_TEXTURE27; using gl::GL_TEXTURE28; using gl::GL_TEXTURE29; using gl::GL_TEXTURE30; using gl::GL_TEXTURE31; // TextureWrapMode using gl::GL_CLAMP; using gl::GL_REPEAT; using gl::GL_CLAMP_TO_BORDER; using gl::GL_CLAMP_TO_EDGE; // TransformFeedbackPName using gl::GL_TRANSFORM_FEEDBACK_BUFFER_START; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_SIZE; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_BINDING; using gl::GL_TRANSFORM_FEEDBACK_PAUSED; using gl::GL_TRANSFORM_FEEDBACK_ACTIVE; // TypeEnum using gl::GL_QUERY_WAIT; using gl::GL_QUERY_NO_WAIT; using gl::GL_QUERY_BY_REGION_WAIT; using gl::GL_QUERY_BY_REGION_NO_WAIT; // UniformBlockPName using gl::GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER; using gl::GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER; using gl::GL_UNIFORM_BLOCK_BINDING; using gl::GL_UNIFORM_BLOCK_DATA_SIZE; using gl::GL_UNIFORM_BLOCK_NAME_LENGTH; using gl::GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS; using gl::GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES; using gl::GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER; using gl::GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER; using gl::GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER; using gl::GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER; // UniformPName using gl::GL_UNIFORM_TYPE; // using gl::GL_UNIFORM_SIZE; // reuse SubroutineParameterName // using gl::GL_UNIFORM_NAME_LENGTH; // reuse SubroutineParameterName using gl::GL_UNIFORM_BLOCK_INDEX; using gl::GL_UNIFORM_OFFSET; using gl::GL_UNIFORM_ARRAY_STRIDE; using gl::GL_UNIFORM_MATRIX_STRIDE; using gl::GL_UNIFORM_IS_ROW_MAJOR; using gl::GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX; // VertexArrayPName using gl::GL_VERTEX_ATTRIB_RELATIVE_OFFSET; using gl::GL_VERTEX_ATTRIB_ARRAY_ENABLED; using gl::GL_VERTEX_ATTRIB_ARRAY_SIZE; using gl::GL_VERTEX_ATTRIB_ARRAY_STRIDE; using gl::GL_VERTEX_ATTRIB_ARRAY_TYPE; using gl::GL_VERTEX_ATTRIB_ARRAY_LONG; using gl::GL_VERTEX_ATTRIB_ARRAY_NORMALIZED; using gl::GL_VERTEX_ATTRIB_ARRAY_INTEGER; using gl::GL_VERTEX_ATTRIB_ARRAY_DIVISOR; // VertexAttribEnum // using gl::GL_VERTEX_ATTRIB_ARRAY_ENABLED; // reuse VertexArrayPName // using gl::GL_VERTEX_ATTRIB_ARRAY_SIZE; // reuse VertexArrayPName // using gl::GL_VERTEX_ATTRIB_ARRAY_STRIDE; // reuse VertexArrayPName // using gl::GL_VERTEX_ATTRIB_ARRAY_TYPE; // reuse VertexArrayPName using gl::GL_CURRENT_VERTEX_ATTRIB; // using gl::GL_VERTEX_ATTRIB_ARRAY_NORMALIZED; // reuse VertexArrayPName using gl::GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING; // using gl::GL_VERTEX_ATTRIB_ARRAY_INTEGER; // reuse VertexArrayPName // using gl::GL_VERTEX_ATTRIB_ARRAY_DIVISOR; // reuse VertexArrayPName // VertexAttribPointerType // using gl::GL_BYTE; // reuse ColorPointerType // using gl::GL_UNSIGNED_BYTE; // reuse ColorPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_UNSIGNED_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_UNSIGNED_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType using gl::GL_HALF_FLOAT; using gl::GL_FIXED; using gl::GL_UNSIGNED_INT_2_10_10_10_REV; using gl::GL_UNSIGNED_INT_10F_11F_11F_REV; using gl::GL_INT_2_10_10_10_REV; // VertexAttribType // using gl::GL_BYTE; // reuse ColorPointerType // using gl::GL_UNSIGNED_BYTE; // reuse ColorPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_UNSIGNED_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_UNSIGNED_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // using gl::GL_HALF_FLOAT; // reuse VertexAttribPointerType // using gl::GL_FIXED; // reuse VertexAttribPointerType // using gl::GL_UNSIGNED_INT_2_10_10_10_REV; // reuse VertexAttribPointerType // using gl::GL_UNSIGNED_INT_10F_11F_11F_REV; // reuse VertexAttribPointerType // using gl::GL_INT_2_10_10_10_REV; // reuse VertexAttribPointerType // VertexBufferObjectParameter using gl::GL_BUFFER_IMMUTABLE_STORAGE; using gl::GL_BUFFER_STORAGE_FLAGS; using gl::GL_BUFFER_SIZE; using gl::GL_BUFFER_USAGE; using gl::GL_BUFFER_ACCESS; using gl::GL_BUFFER_MAPPED; using gl::GL_BUFFER_ACCESS_FLAGS; using gl::GL_BUFFER_MAP_LENGTH; using gl::GL_BUFFER_MAP_OFFSET; // VertexBufferObjectUsage // using gl::GL_STREAM_DRAW; // reuse BufferUsageARB // using gl::GL_STREAM_READ; // reuse BufferUsageARB // using gl::GL_STREAM_COPY; // reuse BufferUsageARB // using gl::GL_STATIC_DRAW; // reuse BufferUsageARB // using gl::GL_STATIC_READ; // reuse BufferUsageARB // using gl::GL_STATIC_COPY; // reuse BufferUsageARB // using gl::GL_DYNAMIC_DRAW; // reuse BufferUsageARB // using gl::GL_DYNAMIC_READ; // reuse BufferUsageARB // using gl::GL_DYNAMIC_COPY; // reuse BufferUsageARB // VertexPointerType // using gl::GL_SHORT; // reuse ColorPointerType // using gl::GL_INT; // reuse ColorPointerType // using gl::GL_FLOAT; // reuse ColorPointerType // using gl::GL_DOUBLE; // reuse ColorPointerType // VertexProvokingMode using gl::GL_FIRST_VERTEX_CONVENTION; using gl::GL_LAST_VERTEX_CONVENTION; // __UNGROUPED__ using gl::GL_CONTEXT_LOST; using gl::GL_TEXTURE_TARGET; using gl::GL_BLEND_COLOR; using gl::GL_MIN; using gl::GL_MAX; using gl::GL_BLEND_EQUATION; using gl::GL_BLEND_EQUATION_RGB; using gl::GL_RESCALE_NORMAL; using gl::GL_RGBA2; using gl::GL_TEXTURE_DEPTH; using gl::GL_MAX_3D_TEXTURE_SIZE; using gl::GL_MULTISAMPLE; using gl::GL_SAMPLE_ALPHA_TO_COVERAGE; using gl::GL_SAMPLE_ALPHA_TO_ONE; using gl::GL_SAMPLE_COVERAGE; using gl::GL_SAMPLE_COVERAGE_VALUE; using gl::GL_SAMPLE_COVERAGE_INVERT; using gl::GL_BLEND_DST_RGB; using gl::GL_BLEND_SRC_RGB; using gl::GL_BLEND_DST_ALPHA; using gl::GL_BLEND_SRC_ALPHA; using gl::GL_BGR; using gl::GL_BGRA; using gl::GL_MAX_ELEMENTS_VERTICES; using gl::GL_MAX_ELEMENTS_INDICES; using gl::GL_PARAMETER_BUFFER; using gl::GL_PARAMETER_BUFFER_ARB; using gl::GL_PARAMETER_BUFFER_BINDING; using gl::GL_PARAMETER_BUFFER_BINDING_ARB; using gl::GL_DEPTH_COMPONENT24; using gl::GL_DEPTH_COMPONENT32; using gl::GL_FRAMEBUFFER_DEFAULT; using gl::GL_DEPTH_STENCIL_ATTACHMENT; using gl::GL_MAJOR_VERSION; using gl::GL_MINOR_VERSION; using gl::GL_NUM_EXTENSIONS; using gl::GL_CONTEXT_FLAGS; using gl::GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED; using gl::GL_INDEX; using gl::GL_RG_INTEGER; using gl::GL_DEBUG_OUTPUT_SYNCHRONOUS; using gl::GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH; using gl::GL_LOSE_CONTEXT_ON_RESET; using gl::GL_RESET_NOTIFICATION_STRATEGY; using gl::GL_PROGRAM_PIPELINE_BINDING; using gl::GL_MAX_VIEWPORTS; using gl::GL_VIEWPORT_SUBPIXEL_BITS; using gl::GL_VIEWPORT_BOUNDS_RANGE; using gl::GL_LAYER_PROVOKING_VERTEX; using gl::GL_VIEWPORT_INDEX_PROVOKING_VERTEX; using gl::GL_UNDEFINED_VERTEX; using gl::GL_NO_RESET_NOTIFICATION; using gl::GL_MAX_COMPUTE_SHARED_MEMORY_SIZE; using gl::GL_MAX_COMPUTE_UNIFORM_COMPONENTS; using gl::GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_COMPUTE_ATOMIC_COUNTERS; using gl::GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS; using gl::GL_DEBUG_SEVERITY_NOTIFICATION; using gl::GL_MAX_DEBUG_GROUP_STACK_DEPTH; using gl::GL_DEBUG_GROUP_STACK_DEPTH; using gl::GL_MAX_UNIFORM_LOCATIONS; using gl::GL_MAX_COMBINED_DIMENSIONS; using gl::GL_DEPTH_COMPONENTS; using gl::GL_STENCIL_COMPONENTS; using gl::GL_MANUAL_GENERATE_MIPMAP; using gl::GL_FULL_SUPPORT; using gl::GL_CAVEAT_SUPPORT; using gl::GL_IMAGE_CLASS_4_X_32; using gl::GL_IMAGE_CLASS_2_X_32; using gl::GL_IMAGE_CLASS_1_X_32; using gl::GL_IMAGE_CLASS_4_X_16; using gl::GL_IMAGE_CLASS_2_X_16; using gl::GL_IMAGE_CLASS_1_X_16; using gl::GL_IMAGE_CLASS_4_X_8; using gl::GL_IMAGE_CLASS_2_X_8; using gl::GL_IMAGE_CLASS_1_X_8; using gl::GL_IMAGE_CLASS_11_11_10; using gl::GL_IMAGE_CLASS_10_10_10_2; using gl::GL_VIEW_CLASS_128_BITS; using gl::GL_VIEW_CLASS_96_BITS; using gl::GL_VIEW_CLASS_64_BITS; using gl::GL_VIEW_CLASS_48_BITS; using gl::GL_VIEW_CLASS_32_BITS; using gl::GL_VIEW_CLASS_24_BITS; using gl::GL_VIEW_CLASS_16_BITS; using gl::GL_VIEW_CLASS_8_BITS; using gl::GL_VIEW_CLASS_S3TC_DXT1_RGB; using gl::GL_VIEW_CLASS_S3TC_DXT1_RGBA; using gl::GL_VIEW_CLASS_S3TC_DXT3_RGBA; using gl::GL_VIEW_CLASS_S3TC_DXT5_RGBA; using gl::GL_VIEW_CLASS_RGTC1_RED; using gl::GL_VIEW_CLASS_RGTC2_RG; using gl::GL_VIEW_CLASS_BPTC_UNORM; using gl::GL_VIEW_CLASS_BPTC_FLOAT; using gl::GL_VERTEX_ATTRIB_BINDING; using gl::GL_VERTEX_BINDING_DIVISOR; using gl::GL_VERTEX_BINDING_OFFSET; using gl::GL_VERTEX_BINDING_STRIDE; using gl::GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET; using gl::GL_MAX_VERTEX_ATTRIB_BINDINGS; using gl::GL_TEXTURE_VIEW_MIN_LEVEL; using gl::GL_TEXTURE_VIEW_NUM_LEVELS; using gl::GL_TEXTURE_VIEW_MIN_LAYER; using gl::GL_TEXTURE_VIEW_NUM_LAYERS; using gl::GL_TEXTURE_IMMUTABLE_LEVELS; using gl::GL_MAX_VERTEX_ATTRIB_STRIDE; using gl::GL_DISPLAY_LIST; using gl::GL_MAX_LABEL_LENGTH; using gl::GL_NUM_SHADING_LANGUAGE_VERSIONS; using gl::GL_TRANSFORM_FEEDBACK_OVERFLOW; using gl::GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB; using gl::GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW; using gl::GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB; using gl::GL_VERTICES_SUBMITTED; using gl::GL_VERTICES_SUBMITTED_ARB; using gl::GL_PRIMITIVES_SUBMITTED; using gl::GL_PRIMITIVES_SUBMITTED_ARB; using gl::GL_VERTEX_SHADER_INVOCATIONS; using gl::GL_VERTEX_SHADER_INVOCATIONS_ARB; using gl::GL_TESS_CONTROL_SHADER_PATCHES; using gl::GL_TESS_CONTROL_SHADER_PATCHES_ARB; using gl::GL_TESS_EVALUATION_SHADER_INVOCATIONS; using gl::GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB; using gl::GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED; using gl::GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB; using gl::GL_FRAGMENT_SHADER_INVOCATIONS; using gl::GL_FRAGMENT_SHADER_INVOCATIONS_ARB; using gl::GL_COMPUTE_SHADER_INVOCATIONS; using gl::GL_COMPUTE_SHADER_INVOCATIONS_ARB; using gl::GL_CLIPPING_INPUT_PRIMITIVES; using gl::GL_CLIPPING_INPUT_PRIMITIVES_ARB; using gl::GL_CLIPPING_OUTPUT_PRIMITIVES; using gl::GL_CLIPPING_OUTPUT_PRIMITIVES_ARB; using gl::GL_MAX_CULL_DISTANCES; using gl::GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES; using gl::GL_CONTEXT_RELEASE_BEHAVIOR; using gl::GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH; using gl::GL_UNSIGNED_BYTE_2_3_3_REV; using gl::GL_UNSIGNED_SHORT_5_6_5; using gl::GL_UNSIGNED_SHORT_5_6_5_REV; using gl::GL_UNSIGNED_SHORT_4_4_4_4_REV; using gl::GL_UNSIGNED_SHORT_1_5_5_5_REV; using gl::GL_UNSIGNED_INT_8_8_8_8_REV; using gl::GL_MIRRORED_REPEAT; using gl::GL_FOG_COORDINATE_SOURCE; using gl::GL_FOG_COORD; using gl::GL_FOG_COORDINATE; using gl::GL_FRAGMENT_DEPTH; using gl::GL_CURRENT_FOG_COORD; using gl::GL_CURRENT_FOG_COORDINATE; using gl::GL_FOG_COORDINATE_ARRAY_TYPE; using gl::GL_FOG_COORD_ARRAY_TYPE; using gl::GL_FOG_COORDINATE_ARRAY_STRIDE; using gl::GL_FOG_COORD_ARRAY_STRIDE; using gl::GL_FOG_COORDINATE_ARRAY_POINTER; using gl::GL_FOG_COORD_ARRAY_POINTER; using gl::GL_FOG_COORDINATE_ARRAY; using gl::GL_FOG_COORD_ARRAY; using gl::GL_COLOR_SUM; using gl::GL_CURRENT_SECONDARY_COLOR; using gl::GL_SECONDARY_COLOR_ARRAY_SIZE; using gl::GL_SECONDARY_COLOR_ARRAY_TYPE; using gl::GL_SECONDARY_COLOR_ARRAY_STRIDE; using gl::GL_SECONDARY_COLOR_ARRAY_POINTER; using gl::GL_SECONDARY_COLOR_ARRAY; using gl::GL_CURRENT_RASTER_SECONDARY_COLOR; using gl::GL_ACTIVE_TEXTURE; using gl::GL_CLIENT_ACTIVE_TEXTURE; using gl::GL_MAX_TEXTURE_UNITS; using gl::GL_TRANSPOSE_MODELVIEW_MATRIX; using gl::GL_TRANSPOSE_PROJECTION_MATRIX; using gl::GL_TRANSPOSE_TEXTURE_MATRIX; using gl::GL_TRANSPOSE_COLOR_MATRIX; using gl::GL_SUBTRACT; using gl::GL_MAX_RENDERBUFFER_SIZE; using gl::GL_COMPRESSED_ALPHA; using gl::GL_COMPRESSED_LUMINANCE; using gl::GL_COMPRESSED_LUMINANCE_ALPHA; using gl::GL_COMPRESSED_INTENSITY; using gl::GL_TEXTURE_BINDING_RECTANGLE; using gl::GL_MAX_RECTANGLE_TEXTURE_SIZE; using gl::GL_UNSIGNED_INT_24_8; using gl::GL_MAX_TEXTURE_LOD_BIAS; using gl::GL_TEXTURE_MAX_ANISOTROPY; using gl::GL_TEXTURE_MAX_ANISOTROPY_EXT; using gl::GL_MAX_TEXTURE_MAX_ANISOTROPY; using gl::GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT; using gl::GL_TEXTURE_FILTER_CONTROL; using gl::GL_INCR_WRAP; using gl::GL_DECR_WRAP; using gl::GL_NORMAL_MAP; using gl::GL_REFLECTION_MAP; using gl::GL_TEXTURE_BINDING_CUBE_MAP; using gl::GL_MAX_CUBE_MAP_TEXTURE_SIZE; using gl::GL_COMBINE; using gl::GL_COMBINE_RGB; using gl::GL_COMBINE_ALPHA; using gl::GL_RGB_SCALE; using gl::GL_ADD_SIGNED; using gl::GL_INTERPOLATE; using gl::GL_PREVIOUS; using gl::GL_SOURCE0_RGB; using gl::GL_SRC0_RGB; using gl::GL_SOURCE1_RGB; using gl::GL_SRC1_RGB; using gl::GL_SOURCE2_RGB; using gl::GL_SRC2_RGB; using gl::GL_SOURCE0_ALPHA; using gl::GL_SRC0_ALPHA; using gl::GL_SOURCE1_ALPHA; using gl::GL_SOURCE2_ALPHA; using gl::GL_SRC2_ALPHA; using gl::GL_OPERAND0_RGB; using gl::GL_OPERAND1_RGB; using gl::GL_OPERAND2_RGB; using gl::GL_OPERAND0_ALPHA; using gl::GL_OPERAND1_ALPHA; using gl::GL_OPERAND2_ALPHA; using gl::GL_VERTEX_ARRAY_BINDING; using gl::GL_PROGRAM_POINT_SIZE; using gl::GL_VERTEX_PROGRAM_POINT_SIZE; using gl::GL_VERTEX_PROGRAM_TWO_SIDE; using gl::GL_VERTEX_ATTRIB_ARRAY_POINTER; using gl::GL_DEPTH_CLAMP; using gl::GL_TEXTURE_COMPRESSED_IMAGE_SIZE; using gl::GL_NUM_COMPRESSED_TEXTURE_FORMATS; using gl::GL_COMPRESSED_TEXTURE_FORMATS; using gl::GL_DOT3_RGB; using gl::GL_DOT3_RGBA; using gl::GL_MIRROR_CLAMP_TO_EDGE; using gl::GL_NUM_PROGRAM_BINARY_FORMATS; using gl::GL_PROGRAM_BINARY_FORMATS; using gl::GL_STENCIL_BACK_FUNC; using gl::GL_STENCIL_BACK_FAIL; using gl::GL_STENCIL_BACK_PASS_DEPTH_FAIL; using gl::GL_STENCIL_BACK_PASS_DEPTH_PASS; using gl::GL_RGB32F; using gl::GL_MAX_DRAW_BUFFERS; using gl::GL_DRAW_BUFFER0; using gl::GL_DRAW_BUFFER1; using gl::GL_DRAW_BUFFER2; using gl::GL_DRAW_BUFFER3; using gl::GL_DRAW_BUFFER4; using gl::GL_DRAW_BUFFER5; using gl::GL_DRAW_BUFFER6; using gl::GL_DRAW_BUFFER7; using gl::GL_DRAW_BUFFER8; using gl::GL_DRAW_BUFFER9; using gl::GL_DRAW_BUFFER10; using gl::GL_DRAW_BUFFER11; using gl::GL_DRAW_BUFFER12; using gl::GL_DRAW_BUFFER13; using gl::GL_DRAW_BUFFER14; using gl::GL_DRAW_BUFFER15; using gl::GL_BLEND_EQUATION_ALPHA; using gl::GL_TEXTURE_DEPTH_SIZE; using gl::GL_DEPTH_TEXTURE_MODE; using gl::GL_COMPARE_REF_TO_TEXTURE; using gl::GL_COMPARE_R_TO_TEXTURE; using gl::GL_TEXTURE_CUBE_MAP_SEAMLESS; using gl::GL_POINT_SPRITE; using gl::GL_COORD_REPLACE; using gl::GL_MAX_VERTEX_ATTRIBS; using gl::GL_MAX_TESS_CONTROL_INPUT_COMPONENTS; using gl::GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS; using gl::GL_MAX_TEXTURE_COORDS; using gl::GL_MAX_TEXTURE_IMAGE_UNITS; using gl::GL_GEOMETRY_SHADER_INVOCATIONS; using gl::GL_ARRAY_BUFFER_BINDING; using gl::GL_ELEMENT_ARRAY_BUFFER_BINDING; using gl::GL_VERTEX_ARRAY_BUFFER_BINDING; using gl::GL_NORMAL_ARRAY_BUFFER_BINDING; using gl::GL_COLOR_ARRAY_BUFFER_BINDING; using gl::GL_INDEX_ARRAY_BUFFER_BINDING; using gl::GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING; using gl::GL_EDGE_FLAG_ARRAY_BUFFER_BINDING; using gl::GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING; using gl::GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING; using gl::GL_FOG_COORD_ARRAY_BUFFER_BINDING; using gl::GL_WEIGHT_ARRAY_BUFFER_BINDING; using gl::GL_BUFFER_MAP_POINTER; using gl::GL_PIXEL_PACK_BUFFER_BINDING; using gl::GL_PIXEL_UNPACK_BUFFER_BINDING; using gl::GL_TEXTURE_STENCIL_SIZE; using gl::GL_MAX_DUAL_SOURCE_DRAW_BUFFERS; using gl::GL_MAX_ARRAY_TEXTURE_LAYERS; using gl::GL_MIN_PROGRAM_TEXEL_OFFSET; using gl::GL_MAX_PROGRAM_TEXEL_OFFSET; using gl::GL_SAMPLER_BINDING; using gl::GL_CLAMP_VERTEX_COLOR; using gl::GL_CLAMP_FRAGMENT_COLOR; using gl::GL_CLAMP_READ_COLOR; using gl::GL_FIXED_ONLY; using gl::GL_UNIFORM_BUFFER_BINDING; using gl::GL_UNIFORM_BUFFER_START; using gl::GL_UNIFORM_BUFFER_SIZE; using gl::GL_MAX_VERTEX_UNIFORM_BLOCKS; using gl::GL_MAX_GEOMETRY_UNIFORM_BLOCKS; using gl::GL_MAX_FRAGMENT_UNIFORM_BLOCKS; using gl::GL_MAX_COMBINED_UNIFORM_BLOCKS; using gl::GL_MAX_UNIFORM_BUFFER_BINDINGS; using gl::GL_MAX_UNIFORM_BLOCK_SIZE; using gl::GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; using gl::GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS; using gl::GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; using gl::GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT; using gl::GL_MAX_FRAGMENT_UNIFORM_COMPONENTS; using gl::GL_MAX_VERTEX_UNIFORM_COMPONENTS; using gl::GL_MAX_VARYING_COMPONENTS; using gl::GL_MAX_VARYING_FLOATS; using gl::GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS; using gl::GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS; using gl::GL_ACTIVE_PROGRAM_EXT; using gl::GL_CURRENT_PROGRAM; using gl::GL_TEXTURE_RED_TYPE; using gl::GL_TEXTURE_GREEN_TYPE; using gl::GL_TEXTURE_BLUE_TYPE; using gl::GL_TEXTURE_ALPHA_TYPE; using gl::GL_TEXTURE_LUMINANCE_TYPE; using gl::GL_TEXTURE_INTENSITY_TYPE; using gl::GL_TEXTURE_DEPTH_TYPE; using gl::GL_UNSIGNED_NORMALIZED; using gl::GL_TEXTURE_BINDING_1D_ARRAY; using gl::GL_TEXTURE_BINDING_2D_ARRAY; using gl::GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS; using gl::GL_TEXTURE_BUFFER_BINDING; using gl::GL_MAX_TEXTURE_BUFFER_SIZE; using gl::GL_TEXTURE_BINDING_BUFFER; using gl::GL_TEXTURE_BUFFER_DATA_STORE_BINDING; using gl::GL_SAMPLE_SHADING; using gl::GL_MIN_SAMPLE_SHADING_VALUE; using gl::GL_UNSIGNED_INT_5_9_9_9_REV; using gl::GL_TEXTURE_SHARED_SIZE; using gl::GL_SLUMINANCE_ALPHA; using gl::GL_SLUMINANCE8_ALPHA8; using gl::GL_SLUMINANCE; using gl::GL_SLUMINANCE8; using gl::GL_COMPRESSED_SLUMINANCE; using gl::GL_COMPRESSED_SLUMINANCE_ALPHA; using gl::GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; using gl::GL_RASTERIZER_DISCARD; using gl::GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; using gl::GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; using gl::GL_INTERLEAVED_ATTRIBS; using gl::GL_SEPARATE_ATTRIBS; using gl::GL_POINT_SPRITE_COORD_ORIGIN; using gl::GL_STENCIL_BACK_REF; using gl::GL_STENCIL_BACK_VALUE_MASK; using gl::GL_STENCIL_BACK_WRITEMASK; using gl::GL_DRAW_FRAMEBUFFER_BINDING; using gl::GL_FRAMEBUFFER_BINDING; using gl::GL_RENDERBUFFER_BINDING; using gl::GL_READ_FRAMEBUFFER_BINDING; using gl::GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE; using gl::GL_STENCIL_ATTACHMENT; using gl::GL_STENCIL_INDEX1; using gl::GL_STENCIL_INDEX4; using gl::GL_STENCIL_INDEX8; using gl::GL_STENCIL_INDEX16; using gl::GL_MAX_SAMPLES; using gl::GL_RGB565; using gl::GL_PRIMITIVE_RESTART_FIXED_INDEX; using gl::GL_MAX_ELEMENT_INDEX; using gl::GL_RED_INTEGER; using gl::GL_GREEN_INTEGER; using gl::GL_BLUE_INTEGER; using gl::GL_ALPHA_INTEGER; using gl::GL_RGB_INTEGER; using gl::GL_RGBA_INTEGER; using gl::GL_BGR_INTEGER; using gl::GL_BGRA_INTEGER; using gl::GL_FLOAT_32_UNSIGNED_INT_24_8_REV; using gl::GL_FRAMEBUFFER_SRGB; using gl::GL_SAMPLER_1D_ARRAY; using gl::GL_SAMPLER_2D_ARRAY; using gl::GL_SAMPLER_BUFFER; using gl::GL_SAMPLER_1D_ARRAY_SHADOW; using gl::GL_SAMPLER_2D_ARRAY_SHADOW; using gl::GL_SAMPLER_CUBE_SHADOW; using gl::GL_UNSIGNED_INT_VEC2; using gl::GL_UNSIGNED_INT_VEC3; using gl::GL_UNSIGNED_INT_VEC4; using gl::GL_INT_SAMPLER_1D; using gl::GL_INT_SAMPLER_2D; using gl::GL_INT_SAMPLER_3D; using gl::GL_INT_SAMPLER_CUBE; using gl::GL_INT_SAMPLER_2D_RECT; using gl::GL_INT_SAMPLER_1D_ARRAY; using gl::GL_INT_SAMPLER_2D_ARRAY; using gl::GL_INT_SAMPLER_BUFFER; using gl::GL_UNSIGNED_INT_SAMPLER_1D; using gl::GL_UNSIGNED_INT_SAMPLER_2D; using gl::GL_UNSIGNED_INT_SAMPLER_3D; using gl::GL_UNSIGNED_INT_SAMPLER_CUBE; using gl::GL_UNSIGNED_INT_SAMPLER_2D_RECT; using gl::GL_UNSIGNED_INT_SAMPLER_1D_ARRAY; using gl::GL_UNSIGNED_INT_SAMPLER_2D_ARRAY; using gl::GL_UNSIGNED_INT_SAMPLER_BUFFER; using gl::GL_MAX_GEOMETRY_UNIFORM_COMPONENTS; using gl::GL_MAX_GEOMETRY_OUTPUT_VERTICES; using gl::GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS; using gl::GL_MAX_SUBROUTINES; using gl::GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS; using gl::GL_SHADER_BINARY_FORMATS; using gl::GL_NUM_SHADER_BINARY_FORMATS; using gl::GL_SHADER_COMPILER; using gl::GL_MAX_VERTEX_UNIFORM_VECTORS; using gl::GL_MAX_VARYING_VECTORS; using gl::GL_MAX_FRAGMENT_UNIFORM_VECTORS; using gl::GL_QUERY_WAIT_INVERTED; using gl::GL_QUERY_NO_WAIT_INVERTED; using gl::GL_QUERY_BY_REGION_WAIT_INVERTED; using gl::GL_QUERY_BY_REGION_NO_WAIT_INVERTED; using gl::GL_POLYGON_OFFSET_CLAMP; using gl::GL_POLYGON_OFFSET_CLAMP_EXT; using gl::GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS; using gl::GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE; using gl::GL_TRANSFORM_FEEDBACK_BINDING; using gl::GL_TIMESTAMP; using gl::GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION; using gl::GL_PROVOKING_VERTEX; using gl::GL_SAMPLE_LOCATION_ARB; using gl::GL_SAMPLE_POSITION; using gl::GL_SAMPLE_MASK; using gl::GL_SAMPLE_MASK_VALUE; using gl::GL_MAX_SAMPLE_MASK_WORDS; using gl::GL_MAX_GEOMETRY_SHADER_INVOCATIONS; using gl::GL_MIN_FRAGMENT_INTERPOLATION_OFFSET; using gl::GL_MAX_FRAGMENT_INTERPOLATION_OFFSET; using gl::GL_FRAGMENT_INTERPOLATION_OFFSET_BITS; using gl::GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET; using gl::GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET; using gl::GL_MAX_TRANSFORM_FEEDBACK_BUFFERS; using gl::GL_MAX_VERTEX_STREAMS; using gl::GL_TESS_CONTROL_OUTPUT_VERTICES; using gl::GL_TESS_GEN_MODE; using gl::GL_TESS_GEN_SPACING; using gl::GL_TESS_GEN_VERTEX_ORDER; using gl::GL_TESS_GEN_POINT_MODE; using gl::GL_ISOLINES; using gl::GL_FRACTIONAL_ODD; using gl::GL_FRACTIONAL_EVEN; using gl::GL_MAX_PATCH_VERTICES; using gl::GL_MAX_TESS_GEN_LEVEL; using gl::GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS; using gl::GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS; using gl::GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS; using gl::GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS; using gl::GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS; using gl::GL_MAX_TESS_PATCH_COMPONENTS; using gl::GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS; using gl::GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS; using gl::GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS; using gl::GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS; using gl::GL_COPY_READ_BUFFER_BINDING; using gl::GL_COPY_WRITE_BUFFER_BINDING; using gl::GL_MAX_IMAGE_UNITS; using gl::GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS; using gl::GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES; using gl::GL_IMAGE_BINDING_NAME; using gl::GL_IMAGE_BINDING_LEVEL; using gl::GL_IMAGE_BINDING_LAYERED; using gl::GL_IMAGE_BINDING_LAYER; using gl::GL_IMAGE_BINDING_ACCESS; using gl::GL_DRAW_INDIRECT_BUFFER_BINDING; using gl::GL_DOUBLE_MAT2; using gl::GL_DOUBLE_MAT3; using gl::GL_DOUBLE_MAT4; using gl::GL_DOUBLE_MAT2x3; using gl::GL_DOUBLE_MAT2x4; using gl::GL_DOUBLE_MAT3x2; using gl::GL_DOUBLE_MAT3x4; using gl::GL_DOUBLE_MAT4x2; using gl::GL_DOUBLE_MAT4x3; using gl::GL_VERTEX_BINDING_BUFFER; using gl::GL_RGBA16_SNORM; using gl::GL_SIGNED_NORMALIZED; using gl::GL_PRIMITIVE_RESTART; using gl::GL_PRIMITIVE_RESTART_INDEX; using gl::GL_DOUBLE_VEC2; using gl::GL_DOUBLE_VEC3; using gl::GL_DOUBLE_VEC4; using gl::GL_TEXTURE_BINDING_CUBE_MAP_ARRAY; using gl::GL_SAMPLER_CUBE_MAP_ARRAY; using gl::GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW; using gl::GL_INT_SAMPLER_CUBE_MAP_ARRAY; using gl::GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY; using gl::GL_IMAGE_1D; using gl::GL_IMAGE_2D; using gl::GL_IMAGE_3D; using gl::GL_IMAGE_2D_RECT; using gl::GL_IMAGE_CUBE; using gl::GL_IMAGE_BUFFER; using gl::GL_IMAGE_1D_ARRAY; using gl::GL_IMAGE_2D_ARRAY; using gl::GL_IMAGE_CUBE_MAP_ARRAY; using gl::GL_IMAGE_2D_MULTISAMPLE; using gl::GL_IMAGE_2D_MULTISAMPLE_ARRAY; using gl::GL_INT_IMAGE_1D; using gl::GL_INT_IMAGE_2D; using gl::GL_INT_IMAGE_3D; using gl::GL_INT_IMAGE_2D_RECT; using gl::GL_INT_IMAGE_CUBE; using gl::GL_INT_IMAGE_BUFFER; using gl::GL_INT_IMAGE_1D_ARRAY; using gl::GL_INT_IMAGE_2D_ARRAY; using gl::GL_INT_IMAGE_CUBE_MAP_ARRAY; using gl::GL_INT_IMAGE_2D_MULTISAMPLE; using gl::GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY; using gl::GL_UNSIGNED_INT_IMAGE_1D; using gl::GL_UNSIGNED_INT_IMAGE_2D; using gl::GL_UNSIGNED_INT_IMAGE_3D; using gl::GL_UNSIGNED_INT_IMAGE_2D_RECT; using gl::GL_UNSIGNED_INT_IMAGE_CUBE; using gl::GL_UNSIGNED_INT_IMAGE_BUFFER; using gl::GL_UNSIGNED_INT_IMAGE_1D_ARRAY; using gl::GL_UNSIGNED_INT_IMAGE_2D_ARRAY; using gl::GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY; using gl::GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE; using gl::GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY; using gl::GL_MAX_IMAGE_SAMPLES; using gl::GL_IMAGE_BINDING_FORMAT; using gl::GL_MIN_MAP_BUFFER_ALIGNMENT; using gl::GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE; using gl::GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS; using gl::GL_MAX_VERTEX_IMAGE_UNIFORMS; using gl::GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS; using gl::GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS; using gl::GL_MAX_GEOMETRY_IMAGE_UNIFORMS; using gl::GL_MAX_FRAGMENT_IMAGE_UNIFORMS; using gl::GL_MAX_COMBINED_IMAGE_UNIFORMS; using gl::GL_SHADER_STORAGE_BUFFER_BINDING; using gl::GL_SHADER_STORAGE_BUFFER_START; using gl::GL_SHADER_STORAGE_BUFFER_SIZE; using gl::GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS; using gl::GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS; using gl::GL_MAX_SHADER_STORAGE_BLOCK_SIZE; using gl::GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT; using gl::GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB; using gl::GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS; using gl::GL_DISPATCH_INDIRECT_BUFFER_BINDING; using gl::GL_TEXTURE_BINDING_2D_MULTISAMPLE; using gl::GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY; using gl::GL_TEXTURE_SAMPLES; using gl::GL_TEXTURE_FIXED_SAMPLE_LOCATIONS; using gl::GL_SAMPLER_2D_MULTISAMPLE; using gl::GL_INT_SAMPLER_2D_MULTISAMPLE; using gl::GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE; using gl::GL_SAMPLER_2D_MULTISAMPLE_ARRAY; using gl::GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY; using gl::GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY; using gl::GL_MAX_COLOR_TEXTURE_SAMPLES; using gl::GL_MAX_DEPTH_TEXTURE_SAMPLES; using gl::GL_MAX_INTEGER_SAMPLES; using gl::GL_MAX_SERVER_WAIT_TIMEOUT; using gl::GL_SYNC_FENCE; using gl::GL_UNSIGNALED; using gl::GL_SIGNALED; using gl::GL_MAX_VERTEX_OUTPUT_COMPONENTS; using gl::GL_MAX_GEOMETRY_INPUT_COMPONENTS; using gl::GL_MAX_GEOMETRY_OUTPUT_COMPONENTS; using gl::GL_MAX_FRAGMENT_INPUT_COMPONENTS; using gl::GL_CONTEXT_PROFILE_MASK; using gl::GL_UNPACK_COMPRESSED_BLOCK_WIDTH; using gl::GL_UNPACK_COMPRESSED_BLOCK_HEIGHT; using gl::GL_UNPACK_COMPRESSED_BLOCK_DEPTH; using gl::GL_UNPACK_COMPRESSED_BLOCK_SIZE; using gl::GL_PACK_COMPRESSED_BLOCK_WIDTH; using gl::GL_PACK_COMPRESSED_BLOCK_HEIGHT; using gl::GL_PACK_COMPRESSED_BLOCK_DEPTH; using gl::GL_PACK_COMPRESSED_BLOCK_SIZE; using gl::GL_TEXTURE_IMMUTABLE_FORMAT; using gl::GL_MAX_DEBUG_MESSAGE_LENGTH; using gl::GL_MAX_DEBUG_LOGGED_MESSAGES; using gl::GL_DEBUG_LOGGED_MESSAGES; using gl::GL_QUERY_BUFFER_BINDING; using gl::GL_TEXTURE_BUFFER_OFFSET; using gl::GL_TEXTURE_BUFFER_SIZE; using gl::GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT; using gl::GL_MAX_COMPUTE_UNIFORM_BLOCKS; using gl::GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS; using gl::GL_MAX_COMPUTE_IMAGE_UNIFORMS; using gl::GL_MAX_COMPUTE_WORK_GROUP_COUNT; using gl::GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB; using gl::GL_MAX_COMPUTE_WORK_GROUP_SIZE; using gl::GL_ATOMIC_COUNTER_BUFFER_START; using gl::GL_ATOMIC_COUNTER_BUFFER_SIZE; using gl::GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS; using gl::GL_MAX_VERTEX_ATOMIC_COUNTERS; using gl::GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS; using gl::GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS; using gl::GL_MAX_GEOMETRY_ATOMIC_COUNTERS; using gl::GL_MAX_FRAGMENT_ATOMIC_COUNTERS; using gl::GL_MAX_COMBINED_ATOMIC_COUNTERS; using gl::GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE; using gl::GL_UNSIGNED_INT_ATOMIC_COUNTER; using gl::GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS; using gl::GL_DEBUG_OUTPUT; using gl::GL_IS_PER_PATCH; using gl::GL_NAME_LENGTH; using gl::GL_TYPE; using gl::GL_ARRAY_SIZE; using gl::GL_OFFSET; using gl::GL_BLOCK_INDEX; using gl::GL_ARRAY_STRIDE; using gl::GL_MATRIX_STRIDE; using gl::GL_IS_ROW_MAJOR; using gl::GL_ATOMIC_COUNTER_BUFFER_INDEX; using gl::GL_BUFFER_BINDING; using gl::GL_BUFFER_DATA_SIZE; using gl::GL_NUM_ACTIVE_VARIABLES; using gl::GL_ACTIVE_VARIABLES; using gl::GL_REFERENCED_BY_VERTEX_SHADER; using gl::GL_REFERENCED_BY_TESS_CONTROL_SHADER; using gl::GL_REFERENCED_BY_TESS_EVALUATION_SHADER; using gl::GL_REFERENCED_BY_GEOMETRY_SHADER; using gl::GL_REFERENCED_BY_FRAGMENT_SHADER; using gl::GL_REFERENCED_BY_COMPUTE_SHADER; using gl::GL_TOP_LEVEL_ARRAY_SIZE; using gl::GL_TOP_LEVEL_ARRAY_STRIDE; using gl::GL_LOCATION; using gl::GL_LOCATION_INDEX; using gl::GL_MAX_FRAMEBUFFER_WIDTH; using gl::GL_MAX_FRAMEBUFFER_HEIGHT; using gl::GL_MAX_FRAMEBUFFER_LAYERS; using gl::GL_MAX_FRAMEBUFFER_SAMPLES; using gl::GL_LOCATION_COMPONENT; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_INDEX; using gl::GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE; using gl::GL_CLIP_ORIGIN; using gl::GL_CLIP_DEPTH_MODE; using gl::GL_SHADER_BINARY_FORMAT_SPIR_V; using gl::GL_SHADER_BINARY_FORMAT_SPIR_V_ARB; using gl::GL_SPIR_V_BINARY; using gl::GL_SPIR_V_BINARY_ARB; using gl::GL_SPIR_V_EXTENSIONS; using gl::GL_NUM_SPIR_V_EXTENSIONS; } // namespace gl46