Renamed from GL.pas 6/14/1998 Paul Rice to avoid conflicts with others' work. // This translataion for Delphi 32 bit provided courtesy of: // Artemis Alliance, Inc. 289 E. 5th St, #211 St. Paul, Mn 55101 (612) 227-7172 71043.2142@compuserve.com // Custom software development, specializing in Delphi and CAD. // // ********************************************************************* // NOTE : If you find any errors or omissions please email them to Richard Hansen at : // 71043.2142@compuserve.com or 70242.3367@compuserve.com // Any future updates will be placed on the BDELPHI32 forum on CompuServe. // // ********************************************************************* HISTORY ********************************************************************* 03/25/96 First translation RWH // // ********************************************************************* (*++ BUILD Version: 0004 // Increment this if a change has global effects
Copyright (c) 1985-95, Microsoft Corporation
Module Name:
gl.h
Abstract:
Procedure declarations, constant definitions and macros for the OpenGL
component.
--*) (*
** Copyright 1991-1993, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*) *************************************************************/
glAccum - *************************************************************
glAlphaFunc -
glBegin -
glBitmap -
glBlendFunc -
glCallList -
glCallLists -
glClear -
glClearAccum -
glClearColor -
glClearDepth -
glClearIndex -
glClearStencil -
glClipPlane -
glColor3b -
glColor3bv -
glColor3d -
glColor3dv -
glColor3f -
glColor3fv -
glColor3i -
glColor3iv -
glColor3s -
glColor3sv -
glColor3ub -
glColor3ubv -
glColor3ui -
glColor3uiv -
glColor3us -
glColor3usv -
glColor4b -
glColor4bv -
glColor4d -
glColor4dv -
glColor4f -
glColor4fv -
glColor4i -
glColor4iv -
glColor4s -
glColor4sv -
glColor4ub -
glColor4ubv -
glColor4ui -
glColor4uiv -
glColor4us -
glColor4usv -
glColorMask -
glColorMaterial -
glCopyPixels -
glCullFace -
glDeleteLists -
glDepthFunc -
glDepthMask -
glDepthRange -
glDisable -
glDrawBuffer -
glDrawPixels -
glEdgeFlag -
glEdgeFlagv -
glEnable -
glEnd -
glEndList -
glEvalCoord1d -
glEvalCoord1dv -
glEvalCoord1f -
glEvalCoord1fv -
glEvalCoord2d -
glEvalCoord2dv -
glEvalCoord2f -
glEvalCoord2fv -
glEvalMesh1 -
glEvalMesh2 -
glEvalPoint1 -
glEvalPoint2 -
glFeedbackBuffer -
glFinish -
glFlush -
glFogf -
glFogfv -
glFogi -
glFogiv -
glFrontFace -
glFrustum -
glGenLists - WINGDIAPI GLuint APIENTRY glGenLists (GLsizei range);
glGetBooleanv -
glGetClipPlane -
glGetDoublev -
glGetError - WINGDIAPI GLenum APIENTRY glGetError (void);
glGetFloatv -
glGetIntegerv -
glGetLightfv -
glGetLightiv -
glGetMapdv -
glGetMapfv -
glGetMapiv -
glGetMaterialfv -
glGetMaterialiv -
glGetPixelMapfv -
glGetPixelMapuiv -
glGetPixelMapusv -
glGetPolygonStipple -
glGetString - WINGDIAPI const GLubyte * APIENTRY glGetString(GLenum name);
glGetTexEnvfv -
glGetTexEnviv -
glGetTexGendv -
glGetTexGenfv -
glGetTexGeniv -
glGetTexImage -
glGetTexLevelParameterfv -
glGetTexLevelParameteriv -
glGetTexParameterfv -
glGetTexParameteriv -
glHint -
glIndexd -
glIndexdv -
glIndexf -
glIndexfv -
glIndexi -
glIndexiv -
glIndexMask -
glIndexs -
glIndexsv -
glInitNames -
glIsEnabled - WINGDIAPI GLboolean APIENTRY glIsEnabled(GLenum cap);
glIsList - WINGDIAPI GLboolean APIENTRY glIsList(GLuint list);
glLightf -
glLightfv -
glLighti -
glLightiv -
glLightModelf -
glLightModelfv -
glLightModeli -
glLightModeliv -
glLineStipple -
glLineWidth -
glListBase -
glLoadIdentity -
glLoadMatrixd -
glLoadMatrixf -
glLoadName -
glLogicOp -
glMap1d -
glMap1f -
glMap2d -
glMap2f -
glMapGrid1d -
glMapGrid1f -
glMapGrid2d -
glMapGrid2f -
glMaterialf -
glMaterialfv -
glMateriali -
glMaterialiv -
glMatrixMode -
glMultMatrixd -
glMultMatrixf -
glNewList -
glNormal3b -
glNormal3bv -
glNormal3d -
glNormal3dv -
glNormal3f -
glNormal3fv -
glNormal3i -
glNormal3iv -
glNormal3s -
glNormal3sv -
glOrtho -
glPassThrough -
glPixelMapfv -
glPixelMapuiv -
glPixelMapusv -
glPixelStoref -
glPixelStorei -
glPixelTransferf -
glPixelTransferi -
glPixelZoom -
glPointSize -
glPolygonMode -
glPolygonStipple -
glPopAttrib -
glPopMatrix -
glPopName -
glPushAttrib -
glPushMatrix -
glPushName -
glRasterPos2d -
glRasterPos2dv -
glRasterPos2f -
glRasterPos2fv -
glRasterPos2i -
glRasterPos2iv -
glRasterPos2s -
glRasterPos2sv -
glRasterPos3d -
glRasterPos3dv -
glRasterPos3f -
glRasterPos3fv -
glRasterPos3i -
glRasterPos3iv -
glRasterPos3s -
glRasterPos3sv -
glRasterPos4d -
glRasterPos4dv -
glRasterPos4f -
glRasterPos4fv -
glRasterPos4i -
glRasterPos4iv -
glRasterPos4s -
glRasterPos4sv -
glReadBuffer -
glReadPixels -
glRectd -
glRectdv -
glRectf -
glRectfv -
glRecti -
glRectiv -
glRects -
glRectsv -
glRenderMode - WINGDIAPI GLint APIENTRY glRenderMode(GLenum mode);
glRotated -
glRotatef -
glScaled -
glScalef -
glScissor -
glSelectBuffer -
glShadeModel -
glStencilFunc -
glStencilMask -
glStencilOp -
glTexCoord1d -
glTexCoord1dv -
glTexCoord1f -
glTexCoord1fv -
glTexCoord1i -
glTexCoord1iv -
glTexCoord1s -
glTexCoord1sv -
glTexCoord2d -
glTexCoord2dv -
glTexCoord2f -
glTexCoord2fv -
glTexCoord2i -
glTexCoord2iv -
glTexCoord2s -
glTexCoord2sv -
glTexCoord3d -
glTexCoord3dv -
glTexCoord3f -
glTexCoord3fv -
glTexCoord3i -
glTexCoord3iv -
glTexCoord3s -
glTexCoord3sv -
glTexCoord4d -
glTexCoord4dv -
glTexCoord4f -
glTexCoord4fv -
glTexCoord4i -
glTexCoord4iv -
glTexCoord4s -
glTexCoord4sv -
glTexEnvf -
glTexEnvfv -
glTexEnvi -
glTexEnviv -
glTexGend -
glTexGendv -
glTexGenf -
glTexGenfv -
glTexGeni -
glTexGeniv -
glTexImage1D -
glTexImage2D -
glTexParameterf -
glTexParameterfv -
glTexParameteri -
glTexParameteriv -
glTranslated -
glTranslatef -
glVertex2d -
glVertex2dv -
glVertex2f -
glVertex2fv -
glVertex2i -
glVertex2iv -
glVertex2s -
glVertex2sv -
glVertex3d -
glVertex3dv -
glVertex3f -
glVertex3fv -
glVertex3i -
glVertex3iv -
glVertex3s -
glVertex3sv -
glVertex4d -
glVertex4dv -
glVertex4f -
glVertex4fv -
glVertex4i -
glVertex4iv -
glVertex4s -
glVertex4sv -
glViewport -
DOUBLE_
FLOAT
GLbitfield
GLboolean
GLbyte
GLclampd
GLclampf
GLdouble
GLenum
GLfloat
GLint
GLshort
GLsizei
GLubyte
GLuint
GLushort
INT
PGLboolean
PGLbyte
PGLdouble
PGLfloat
PGLint
PGLshort
PGLubyte
PGLuint
PGLushort
SHORT
SIGNED_CHAR
TPFNGLADDSWAPHINTRECTWINPROC
TPFNGLARRAYELEMENTEXTPROC
TPFNGLCOLORPOINTEREXTPROC
TPFNGLDRAWARRAYSEXTPROC
TPFNGLEDGEFLAGPOINTEREXTPROC
TPFNGLGETPOINTERVEXTPROC
TPFNGLINDEXPOINTEREXTPROC
TPFNGLNORMALPOINTEREXTPROC
TPFNGLTEXCOORDPOINTEREXTPROC
TPFNGLVERTEXPOINTEREXTPROC
UNSIGNED_CHAR
UNSIGNED_INT
UNSIGNED_SHORT
GL_2D
GL_2_BYTES
GL_3D
GL_3D_COLOR
GL_3D_COLOR_TEXTURE
GL_3_BYTES
GL_4D_COLOR_TEXTURE
GL_4_BYTES
GL_ACCUM
GL_ACCUM_ALPHA_BITS
GL_ACCUM_BLUE_BITS
GL_ACCUM_BUFFER_BIT
GL_ACCUM_CLEAR_VALUE
GL_ACCUM_GREEN_BITS
GL_ACCUM_RED_BITS
GL_ADD
GL_ALL_ATTRIB_BITS
GL_ALPHA
GL_ALPHA_BIAS
GL_ALPHA_BITS
GL_ALPHA_SCALE
GL_ALPHA_TEST
GL_ALPHA_TEST_FUNC
GL_ALPHA_TEST_REF
GL_ALWAYS
GL_AMBIENT
GL_AMBIENT_AND_DIFFUSE
GL_AND
GL_AND_INVERTED
GL_AND_REVERSE
GL_ATTRIB_STACK_DEPTH
GL_AUTO_NORMAL
GL_AUX0
GL_AUX1
GL_AUX2
GL_AUX3
GL_AUX_BUFFERS
GL_BACK
GL_BACK_LEFT
GL_BACK_RIGHT
GL_BITMAP
GL_BITMAP_TOKEN
GL_BLEND
GL_BLEND_DST
GL_BLEND_SRC
GL_BLUE
GL_BLUE_BIAS
GL_BLUE_BITS
GL_BLUE_SCALE
GL_BYTE
GL_CCW
GL_CLAMP
GL_CLEAR
GL_CLIP_PLANE0
GL_CLIP_PLANE1
GL_CLIP_PLANE2
GL_CLIP_PLANE3
GL_CLIP_PLANE4
GL_CLIP_PLANE5
GL_COEFF
GL_COLOR
GL_COLOR_ARRAY_COUNT_EXT
GL_COLOR_ARRAY_EXT
GL_COLOR_ARRAY_POINTER_EXT
GL_COLOR_ARRAY_SIZE_EXT
GL_COLOR_ARRAY_STRIDE_EXT
GL_COLOR_ARRAY_TYPE_EXT
GL_COLOR_BUFFER_BIT
GL_COLOR_CLEAR_VALUE
GL_COLOR_INDEX
GL_COLOR_INDEXES
GL_COLOR_MATERIAL
GL_COLOR_MATERIAL_FACE
GL_COLOR_MATERIAL_PARAMETER
GL_COLOR_WRITEMASK
GL_COMPILE
GL_COMPILE_AND_EXECUTE
GL_CONSTANT_ATTENUATION
GL_COPY
GL_COPY_INVERTED
GL_COPY_PIXEL_TOKEN
GL_CULL_FACE
GL_CULL_FACE_MODE
GL_CURRENT_BIT
GL_CURRENT_COLOR
GL_CURRENT_INDEX
GL_CURRENT_NORMAL
GL_CURRENT_RASTER_COLOR
GL_CURRENT_RASTER_DISTANCE
GL_CURRENT_RASTER_INDEX
GL_CURRENT_RASTER_POSITION
GL_CURRENT_RASTER_POSITION_VALID
GL_CURRENT_RASTER_TEXTURE_COORDS
GL_CURRENT_TEXTURE_COORDS
GL_CW
GL_DECAL
GL_DECR
GL_DEPTH
GL_DEPTH_BIAS
GL_DEPTH_BITS
GL_DEPTH_BUFFER_BIT
GL_DEPTH_CLEAR_VALUE
GL_DEPTH_COMPONENT
GL_DEPTH_FUNC
GL_DEPTH_RANGE
GL_DEPTH_SCALE
GL_DEPTH_TEST
GL_DEPTH_WRITEMASK
GL_DIFFUSE
GL_DITHER
GL_DOMAIN
GL_DONT_CARE
GL_DOUBLEBUFFER
GL_DOUBLE_EXT
GL_DRAW_BUFFER
GL_DRAW_PIXEL_TOKEN
GL_DST_ALPHA
GL_DST_COLOR
GL_EDGE_FLAG
GL_EDGE_FLAG_ARRAY_COUNT_EXT
GL_EDGE_FLAG_ARRAY_EXT
GL_EDGE_FLAG_ARRAY_POINTER_EXT
GL_EDGE_FLAG_ARRAY_STRIDE_EXT
GL_EMISSION
GL_ENABLE_BIT
GL_EQUAL
GL_EQUIV
GL_EVAL_BIT
GL_EXP
GL_EXP2
GL_EXTENSIONS
GL_EXT_vertex_array
GL_EYE_LINEAR
GL_EYE_PLANE
GL_FALSE
GL_FASTEST
GL_FEEDBACK
GL_FILL
GL_FLAT
GL_FLOAT
GL_FOG
GL_FOG_BIT
GL_FOG_COLOR
GL_FOG_DENSITY
GL_FOG_END
GL_FOG_HINT
GL_FOG_INDEX
GL_FOG_MODE
GL_FOG_START
GL_FRONT
GL_FRONT_AND_BACK
GL_FRONT_FACE
GL_FRONT_LEFT
GL_FRONT_RIGHT
GL_GEQUAL
GL_GREATER
GL_GREEN
GL_GREEN_BIAS
GL_GREEN_BITS
GL_GREEN_SCALE
GL_HINT_BIT
GL_INCR
GL_INDEX_ARRAY_COUNT_EXT
GL_INDEX_ARRAY_EXT
GL_INDEX_ARRAY_POINTER_EXT
GL_INDEX_ARRAY_STRIDE_EXT
GL_INDEX_ARRAY_TYPE_EXT
GL_INDEX_BITS
GL_INDEX_CLEAR_VALUE
GL_INDEX_MODE
GL_INDEX_OFFSET
GL_INDEX_SHIFT
GL_INDEX_WRITEMASK
GL_INT
GL_INVALID_ENUM
GL_INVALID_OPERATION
GL_INVALID_VALUE
GL_INVERT
GL_KEEP
GL_LEFT
GL_LEQUAL
GL_LESS
GL_LIGHT0
GL_LIGHT1
GL_LIGHT2
GL_LIGHT3
GL_LIGHT4
GL_LIGHT5
GL_LIGHT6
GL_LIGHT7
GL_LIGHTING
GL_LIGHTING_BIT
GL_LIGHT_MODEL_AMBIENT
GL_LIGHT_MODEL_LOCAL_VIEWER
GL_LIGHT_MODEL_TWO_SIDE
GL_LINE
GL_LINEAR
GL_LINEAR_ATTENUATION
GL_LINEAR_MIPMAP_LINEAR
GL_LINEAR_MIPMAP_NEAREST
GL_LINES
GL_LINE_BIT
GL_LINE_LOOP
GL_LINE_RESET_TOKEN
GL_LINE_SMOOTH
GL_LINE_SMOOTH_HINT
GL_LINE_STIPPLE
GL_LINE_STIPPLE_PATTERN
GL_LINE_STIPPLE_REPEAT
GL_LINE_STRIP
GL_LINE_TOKEN
GL_LINE_WIDTH
GL_LINE_WIDTH_GRANULARITY
GL_LINE_WIDTH_RANGE
GL_LIST_BASE
GL_LIST_BIT
GL_LIST_INDEX
GL_LIST_MODE
GL_LOAD
GL_LOGIC_OP
GL_LOGIC_OP_MODE
GL_LUMINANCE
GL_LUMINANCE_ALPHA
GL_MAP1_COLOR_4
GL_MAP1_GRID_DOMAIN
GL_MAP1_GRID_SEGMENTS
GL_MAP1_INDEX
GL_MAP1_NORMAL
GL_MAP1_TEXTURE_COORD_1
GL_MAP1_TEXTURE_COORD_2
GL_MAP1_TEXTURE_COORD_3
GL_MAP1_TEXTURE_COORD_4
GL_MAP1_VERTEX_3
GL_MAP1_VERTEX_4
GL_MAP2_COLOR_4
GL_MAP2_GRID_DOMAIN
GL_MAP2_GRID_SEGMENTS
GL_MAP2_INDEX
GL_MAP2_NORMAL
GL_MAP2_TEXTURE_COORD_1
GL_MAP2_TEXTURE_COORD_2
GL_MAP2_TEXTURE_COORD_3
GL_MAP2_TEXTURE_COORD_4
GL_MAP2_VERTEX_3
GL_MAP2_VERTEX_4
GL_MAP_COLOR
GL_MAP_STENCIL
GL_MATRIX_MODE
GL_MAX_ATTRIB_STACK_DEPTH
GL_MAX_CLIP_PLANES
GL_MAX_EVAL_ORDER
GL_MAX_LIGHTS
GL_MAX_LIST_NESTING
GL_MAX_MODELVIEW_STACK_DEPTH
GL_MAX_NAME_STACK_DEPTH
GL_MAX_PIXEL_MAP_TABLE
GL_MAX_PROJECTION_STACK_DEPTH
GL_MAX_TEXTURE_SIZE
GL_MAX_TEXTURE_STACK_DEPTH
GL_MAX_VIEWPORT_DIMS
GL_MODELVIEW
GL_MODELVIEW_MATRIX
GL_MODELVIEW_STACK_DEPTH
GL_MODULATE
GL_MULT
GL_NAME_STACK_DEPTH
GL_NAND
GL_NEAREST
GL_NEAREST_MIPMAP_LINEAR
GL_NEAREST_MIPMAP_NEAREST
GL_NEVER
GL_NICEST
GL_NONE
GL_NOOP
GL_NOR
GL_NORMALIZE
GL_NORMAL_ARRAY_COUNT_EXT
GL_NORMAL_ARRAY_EXT
GL_NORMAL_ARRAY_POINTER_EXT
GL_NORMAL_ARRAY_STRIDE_EXT
GL_NORMAL_ARRAY_TYPE_EXT
GL_NOTEQUAL
GL_NO_ERROR
GL_OBJECT_LINEAR
GL_OBJECT_PLANE
GL_ONE
GL_ONE_MINUS_DST_ALPHA
GL_ONE_MINUS_DST_COLOR
GL_ONE_MINUS_SRC_ALPHA
GL_ONE_MINUS_SRC_COLOR
GL_OR
GL_ORDER
GL_OR_INVERTED
GL_OR_REVERSE
GL_OUT_OF_MEMORY
GL_PACK_ALIGNMENT
GL_PACK_LSB_FIRST
GL_PACK_ROW_LENGTH
GL_PACK_SKIP_PIXELS
GL_PACK_SKIP_ROWS
GL_PACK_SWAP_BYTES
GL_PASS_THROUGH_TOKEN
GL_PERSPECTIVE_CORRECTION_HINT
GL_PIXEL_MAP_A_TO_A
GL_PIXEL_MAP_A_TO_A_SIZE
GL_PIXEL_MAP_B_TO_B
GL_PIXEL_MAP_B_TO_B_SIZE
GL_PIXEL_MAP_G_TO_G
GL_PIXEL_MAP_G_TO_G_SIZE
GL_PIXEL_MAP_I_TO_A
GL_PIXEL_MAP_I_TO_A_SIZE
GL_PIXEL_MAP_I_TO_B
GL_PIXEL_MAP_I_TO_B_SIZE
GL_PIXEL_MAP_I_TO_G
GL_PIXEL_MAP_I_TO_G_SIZE
GL_PIXEL_MAP_I_TO_I
GL_PIXEL_MAP_I_TO_I_SIZE
GL_PIXEL_MAP_I_TO_R
GL_PIXEL_MAP_I_TO_R_SIZE
GL_PIXEL_MAP_R_TO_R
GL_PIXEL_MAP_R_TO_R_SIZE
GL_PIXEL_MAP_S_TO_S
GL_PIXEL_MAP_S_TO_S_SIZE
GL_PIXEL_MODE_BIT
GL_POINT
GL_POINTS
GL_POINT_BIT
GL_POINT_SIZE
GL_POINT_SIZE_GRANULARITY
GL_POINT_SIZE_RANGE
GL_POINT_SMOOTH
GL_POINT_SMOOTH_HINT
GL_POINT_TOKEN
GL_POLYGON
GL_POLYGON_BIT
GL_POLYGON_MODE
GL_POLYGON_SMOOTH
GL_POLYGON_SMOOTH_HINT
GL_POLYGON_STIPPLE
GL_POLYGON_STIPPLE_BIT
GL_POLYGON_TOKEN
GL_POSITION
GL_PROJECTION
GL_PROJECTION_MATRIX
GL_PROJECTION_STACK_DEPTH
GL_Q
GL_QUADRATIC_ATTENUATION
GL_QUADS
GL_QUAD_STRIP
GL_R
GL_READ_BUFFER
GL_RED
GL_RED_BIAS
GL_RED_BITS
GL_RED_SCALE
GL_RENDER
GL_RENDERER
GL_RENDER_MODE
GL_REPEAT
GL_REPLACE
GL_RETURN
GL_RGB
GL_RGBA
GL_RGBA_MODE
GL_RIGHT
GL_S
GL_SCISSOR_BIT
GL_SCISSOR_BOX
GL_SCISSOR_TEST
GL_SELECT
GL_SET
GL_SHADE_MODEL
GL_SHININESS
GL_SHORT
GL_SMOOTH
GL_SPECULAR
GL_SPHERE_MAP
GL_SPOT_CUTOFF
GL_SPOT_DIRECTION
GL_SPOT_EXPONENT
GL_SRC_ALPHA
GL_SRC_ALPHA_SATURATE
GL_SRC_COLOR
GL_STACK_OVERFLOW
GL_STACK_UNDERFLOW
GL_STENCIL
GL_STENCIL_BITS
GL_STENCIL_BUFFER_BIT
GL_STENCIL_CLEAR_VALUE
GL_STENCIL_FAIL
GL_STENCIL_FUNC
GL_STENCIL_INDEX
GL_STENCIL_PASS_DEPTH_FAIL
GL_STENCIL_PASS_DEPTH_PASS
GL_STENCIL_REF
GL_STENCIL_TEST
GL_STENCIL_VALUE_MASK
GL_STENCIL_WRITEMASK
GL_STEREO
GL_SUBPIXEL_BITS
GL_T
GL_TEXTURE
GL_TEXTURE_1D
GL_TEXTURE_2D
GL_TEXTURE_BIT
GL_TEXTURE_BORDER
GL_TEXTURE_BORDER_COLOR
GL_TEXTURE_COMPONENTS
GL_TEXTURE_COORD_ARRAY_COUNT_EXT
GL_TEXTURE_COORD_ARRAY_EXT
GL_TEXTURE_COORD_ARRAY_POINTER_EXT
GL_TEXTURE_COORD_ARRAY_SIZE_EXT
GL_TEXTURE_COORD_ARRAY_STRIDE_EXT
GL_TEXTURE_COORD_ARRAY_TYPE_EXT
GL_TEXTURE_ENV
GL_TEXTURE_ENV_COLOR
GL_TEXTURE_ENV_MODE
GL_TEXTURE_GEN_MODE
GL_TEXTURE_GEN_Q
GL_TEXTURE_GEN_R
GL_TEXTURE_GEN_S
GL_TEXTURE_GEN_T
GL_TEXTURE_HEIGHT
GL_TEXTURE_MAG_FILTER
GL_TEXTURE_MATRIX
GL_TEXTURE_MIN_FILTER
GL_TEXTURE_STACK_DEPTH
GL_TEXTURE_WIDTH
GL_TEXTURE_WRAP_S
GL_TEXTURE_WRAP_T
GL_TRANSFORM_BIT
GL_TRIANGLES
GL_TRIANGLE_FAN
GL_TRIANGLE_STRIP
GL_TRUE
GL_UNPACK_ALIGNMENT
GL_UNPACK_LSB_FIRST
GL_UNPACK_ROW_LENGTH
GL_UNPACK_SKIP_PIXELS
GL_UNPACK_SKIP_ROWS
GL_UNPACK_SWAP_BYTES
GL_UNSIGNED_BYTE
GL_UNSIGNED_INT
GL_UNSIGNED_SHORT
GL_VENDOR
GL_VERSION
GL_VERTEX_ARRAY_COUNT_EXT
GL_VERTEX_ARRAY_EXT
GL_VERTEX_ARRAY_POINTER_EXT
GL_VERTEX_ARRAY_SIZE_EXT
GL_VERTEX_ARRAY_STRIDE_EXT
GL_VERTEX_ARRAY_TYPE_EXT
GL_VIEWPORT
GL_VIEWPORT_BIT
GL_WIN_swap_hint
GL_XOR
GL_ZERO
GL_ZOOM_X
GL_ZOOM_Y
Procedure glAccum(op: GLenum; value: GLfloat);
*************************************************************
Procedure glAlphaFunc(func: GLenum; ref: GLclampf);
Procedure glBegin(mode: GLenum);
Procedure glBitmap(width: GLsizei; height: GLsizei; xorig: GLfloat;
yorig: GLfloat; xmove: GLfloat; ymove: GLfloat; bitmap: PGLubyte);
Procedure glBlendFunc(sfactor: GLenum; dfactor: GLenum);
Procedure glCallList(list: GLuint);
Procedure glCallLists(n: GLsizei; atype: GLenum; const lists);
Procedure glClear(mask: GLbitfield);
Procedure glClearAccum(red: GLfloat; green: GLfloat; blue: GLfloat; alpha: GLfloat);
Procedure glClearColor(red: GLclampf; green: GLclampf; blue: GLclampf; alpha: GLclampf);
Procedure glClearDepth(depth: GLclampd);
Procedure glClearIndex(c: GLfloat);
Procedure glClearStencil(s: GLint);
Procedure glClipPlane(plane: GLenum; equation: PGLdouble);
Procedure glColor3b(red: GLbyte; green: GLbyte; blue: GLbyte);
Procedure glColor3bv(v: PGLbyte);
Procedure glColor3d(red: GLdouble; green: GLdouble; blue: GLdouble);
Procedure glColor3dv(v: PGLdouble);
Procedure glColor3f(red: GLfloat; green: GLfloat; blue: GLfloat);
Procedure glColor3fv(v: PGLfloat);
Procedure glColor3i(red: GLint; green: GLint; blue: GLint);
Procedure glColor3iv(v: PGLint);
Procedure glColor3s(red: GLshort; green: GLshort; blue: GLshort);
Procedure glColor3sv(v: PGLshort);
Procedure glColor3ub(red: GLubyte; green: GLubyte; blue: GLubyte);
Procedure glColor3ubv(v: PGLubyte);
Procedure glColor3ui(red: GLuint; green: GLuint; blue: GLuint);
Procedure glColor3uiv(v: PGLuint);
Procedure glColor3us(red: GLushort; green: GLushort; blue: GLushort);
Procedure glColor3usv(v: PGLushort);
Procedure glColor4b(red: GLbyte; green: GLbyte; blue: GLbyte; alpha: GLbyte);
Procedure glColor4bv(v: PGLbyte);
Procedure glColor4d(red: GLdouble; green: GLdouble; blue: GLdouble; alpha: GLdouble);
Procedure glColor4dv(v: PGLdouble);
Procedure glColor4f(red: GLfloat; green: GLfloat; blue: GLfloat; alpha: GLfloat);
Procedure glColor4fv(v: PGLfloat);
Procedure glColor4i(red: GLint; green: GLint; blue: GLint; alpha: GLint);
Procedure glColor4iv(v: PGLint);
Procedure glColor4s(red: GLshort; green: GLshort; blue: GLshort; alpha: GLshort);
Procedure glColor4sv(v: PGLshort);
Procedure glColor4ub(red: GLubyte; green: GLubyte; blue: GLubyte; alpha: GLubyte);
Procedure glColor4ubv(v: PGLubyte);
Procedure glColor4ui(red: GLuint; green: GLuint; blue: GLuint; alpha: GLuint);
Procedure glColor4uiv(v: PGLuint);
Procedure glColor4us(red: GLushort; green: GLushort; blue: GLushort; alpha: GLushort);
Procedure glColor4usv(v: PGLushort);
Procedure glColorMask(red: GLboolean; green: GLboolean; blue: GLboolean; alpha: GLboolean);
Procedure glColorMaterial(face: GLenum; mode: GLenum);
Procedure glCopyPixels(x: GLint; y: GLint; width: GLsizei; height: GLsizei; atype: GLenum);
Procedure glCullFace(mode: GLenum);
Procedure glDeleteLists(list: GLuint; range: GLsizei);
Procedure glDepthFunc(func: GLenum);
Procedure glDepthMask(flag: GLboolean);
Procedure glDepthRange(zNear: GLclampd; zFar: GLclampd);
Procedure glDisable(cap: GLenum);
Procedure glDrawBuffer(mode: GLenum);
Procedure glDrawPixels(width: GLsizei; height: GLsizei; format: GLenum; atype: GLenum; const pixels);
Procedure glEdgeFlag(flag: GLboolean);
Procedure glEdgeFlagv(flag: PGLboolean);
Procedure glEnable(cap: GLenum);
Procedure glEnd;
Procedure glEndList;
Procedure glEvalCoord1d(u: GLdouble);
Procedure glEvalCoord1dv(u: PGLdouble);
Procedure glEvalCoord1f(u: GLfloat);
Procedure glEvalCoord1fv(u: PGLfloat);
Procedure glEvalCoord2d(u: GLdouble; v: GLdouble);
Procedure glEvalCoord2dv(u: PGLdouble);
Procedure glEvalCoord2f(u: GLfloat; v: GLfloat);
Procedure glEvalCoord2fv(u: PGLfloat);
Procedure glEvalMesh1(mode: GLenum; i1: GLint; i2: GLint);
Procedure glEvalMesh2(mode: GLenum; i1: GLint; i2: GLint; j1: GLint; j2: GLint);
Procedure glEvalPoint1(i: GLint);
Procedure glEvalPoint2(i: GLint; j: GLint);
Procedure glFeedbackBuffer(size: GLsizei; atype: GLenum; buffer: PGLfloat);
Procedure glFinish;
Procedure glFlush;
Procedure glFogf(pname: GLenum; param: GLfloat);
Procedure glFogfv(pname: GLenum; params: PGLfloat);
Procedure glFogi(pname: GLenum; param: GLint);
Procedure glFogiv(pname: GLenum; params: PGLint);
Procedure glFrontFace(mode: GLenum);
Procedure glFrustum(left: GLdouble; right: GLdouble; bottom: GLdouble; top: GLdouble;
zNear: GLdouble; zFar: GLdouble);
Function glGenLists(range: GLsizei): GLuint;
WINGDIAPI GLuint APIENTRY glGenLists (GLsizei range);
Procedure glGetBooleanv(pname: GLenum; params: PGLboolean);
Procedure glGetClipPlane(plane: GLenum; equation: PGLdouble);
Procedure glGetDoublev(pname: GLenum; params: PGLdouble);
Function glGetError: GLenum;
WINGDIAPI GLenum APIENTRY glGetError (void);
Procedure glGetFloatv(pname: GLenum; params: PGLfloat);
Procedure glGetIntegerv(pname: GLenum; params: PGLint);
Procedure glGetLightfv(light: GLenum; pname: GLenum; params: PGLfloat);
Procedure glGetLightiv(light: GLenum; pname: GLenum; params: PGLint);
Procedure glGetMapdv(target: GLenum; query: GLenum; v: PGLdouble);
Procedure glGetMapfv(target: GLenum; query: GLenum; v: PGLfloat);
Procedure glGetMapiv(target: GLenum; query: GLenum; v: PGLint);
Procedure glGetMaterialfv(face: GLenum; pname: GLenum; params: PGLfloat);
Procedure glGetMaterialiv(face: GLenum; pname: GLenum; params: PGLint);
Procedure glGetPixelMapfv(map: GLenum; values: PGLfloat);
Procedure glGetPixelMapuiv(map: GLenum; values: PGLuint);
Procedure glGetPixelMapusv(map: GLenum; values: PGLushort);
Procedure glGetPolygonStipple(mask: PGLubyte);
Function glGetString(name: GLenum): PGLubyte;
WINGDIAPI const GLubyte * APIENTRY glGetString(GLenum name);
Procedure glGetTexEnvfv(target: GLenum; pname: GLenum; params: PGLfloat);
Procedure glGetTexEnviv(target: GLenum; pname: GLenum; params: PGLint);
Procedure glGetTexGendv(coord: GLenum; pname: GLenum; params: PGLdouble);
Procedure glGetTexGenfv(coord: GLenum; pname: GLenum; params: PGLfloat);
Procedure glGetTexGeniv(coord: GLenum; pname: GLenum; params: PGLint);
Procedure glGetTexImage(target: GLenum; level: GLint; format: GLenum; atype: GLenum; pixels: Pointer);
Procedure glGetTexLevelParameterfv(target: GLenum; level: GLint; pname: GLenum; params: PGLfloat);
Procedure glGetTexLevelParameteriv(target: GLenum; level: GLint; pname: GLenum; params: PGLint);
Procedure glGetTexParameterfv(target: GLenum; pname: GLenum; params: PGLfloat);
Procedure glGetTexParameteriv(target: GLenum; pname: GLenum; params: PGLint);
Procedure glHint(target: GLenum; mode: GLenum);
Procedure glIndexd(c: GLdouble);
Procedure glIndexdv(c: PGLdouble);
Procedure glIndexf(c: GLfloat);
Procedure glIndexfv(c: PGLfloat);
Procedure glIndexi(c: GLint);
Procedure glIndexiv(c: PGLint);
Procedure glIndexMask(mask: GLuint);
Procedure glIndexs(c: GLshort);
Procedure glIndexsv(c: PGLshort);
Procedure glInitNames;
Function glIsEnabled(cap: GLenum): GLboolean;
WINGDIAPI GLboolean APIENTRY glIsEnabled(GLenum cap);
Function glIsList(list: GLuint): GLboolean;
WINGDIAPI GLboolean APIENTRY glIsList(GLuint list);
Procedure glLightf(light: GLenum; pname: GLenum; param: GLfloat);
Procedure glLightfv(light: GLenum; pname: GLenum; params: PGLfloat);
Procedure glLighti(light: GLenum; pname: GLenum; param: GLint);
Procedure glLightiv(light: GLenum; pname: GLenum; params: PGLint);
Procedure glLightModelf(pname: GLenum; param: GLfloat);
Procedure glLightModelfv(pname: GLenum; params: PGLfloat);
Procedure glLightModeli(pname: GLenum; param: GLint);
Procedure glLightModeliv(pname: GLenum; params: PGLint);
Procedure glLineStipple(factor: GLint; pattern: GLushort);
Procedure glLineWidth(width: GLfloat);
Procedure glListBase(base: GLuint);
Procedure glLoadIdentity;
Procedure glLoadMatrixd(m: PGLdouble);
Procedure glLoadMatrixf(m: PGLfloat);
Procedure glLoadName(name: GLuint);
Procedure glLogicOp(opcode: GLenum);
Procedure glMap1d(target: GLenum; u1: GLdouble; u2: GLdouble; stride: GLint; order: GLint; points: PGLdouble);
Procedure glMap1f(target: GLenum; u1: GLfloat; u2: GLfloat; stride: GLint; order: GLint; points: PGLfloat);
Procedure glMap2d(target: GLenum; u1: GLdouble; u2: GLdouble; ustride: GLint; uorder: GLint; v1: GLdouble; v2: GLdouble;
vstride: GLint; vorder: GLint; points: PGLdouble);
Procedure glMap2f(target: GLenum; u1: GLfloat; u2: GLfloat; ustride: GLint;
uorder: GLint; v1: GLfloat; v2: GLfloat; vstride: GLint; vorder: GLint; points: PGLfloat);
Procedure glMapGrid1d(un: GLint; u1: GLdouble; u2: GLdouble);
Procedure glMapGrid1f(un: GLint; u1: GLfloat; u2: GLfloat);
Procedure glMapGrid2d(un: GLint; u1: GLdouble; u2: GLdouble; vn: GLint; v1: GLdouble; v2: GLdouble);
Procedure glMapGrid2f(un: GLint; u1: GLfloat; u2: GLfloat; vn: GLint; v1: GLfloat; v2: GLfloat);
Procedure glMaterialf(face: GLenum; pname: GLenum; param: GLfloat);
Procedure glMaterialfv(face: GLenum; pname: GLenum; params: PGLfloat);
Procedure glMateriali(face: GLenum; pname: GLenum; param: GLint);
Procedure glMaterialiv(face: GLenum; pname: GLenum; params: PGLint);
Procedure glMatrixMode(mode: GLenum);
Procedure glMultMatrixd(m: PGLdouble);
Procedure glMultMatrixf(m: PGLfloat);
Procedure glNewList(list: GLuint; mode: GLenum);
Procedure glNormal3b(nx: GLbyte; ny: GLbyte; nz: GLbyte);
Procedure glNormal3bv(v: PGLbyte);
Procedure glNormal3d(nx: GLdouble; ny: GLdouble; nz: GLdouble);
Procedure glNormal3dv(v: PGLdouble);
Procedure glNormal3f(nx: GLfloat; ny: GLfloat; nz: GLfloat);
Procedure glNormal3fv(v: PGLfloat);
Procedure glNormal3i(nx: GLint; ny: GLint; nz: GLint);
Procedure glNormal3iv(v: PGLint);
Procedure glNormal3s(nx: GLshort; ny: GLshort; nz: GLshort);
Procedure glNormal3sv(v: PGLshort);
Procedure glOrtho(left: GLdouble; right: GLdouble; bottom: GLdouble; top: GLdouble; zNear: GLdouble; zFar: GLdouble);
Procedure glPassThrough(token: GLfloat);
Procedure glPixelMapfv(map: GLenum; mapsize: GLsizei; values: PGLfloat);
Procedure glPixelMapuiv(map: GLenum; mapsize: GLsizei; values: PGLuint);
Procedure glPixelMapusv(map: GLenum; mapsize: GLsizei; values: PGLushort);
Procedure glPixelStoref(pname: GLenum; param: GLfloat);
Procedure glPixelStorei(pname: GLenum; param: GLint);
Procedure glPixelTransferf(pname: GLenum; param: GLfloat);
Procedure glPixelTransferi(pname: GLenum; param: GLint);
Procedure glPixelZoom(xfactor: GLfloat; yfactor: GLfloat);
Procedure glPointSize(size: GLfloat);
Procedure glPolygonMode(face: GLenum; mode: GLenum);
Procedure glPolygonStipple(mask: PGLubyte);
Procedure glPopAttrib;
Procedure glPopMatrix;
Procedure glPopName;
Procedure glPushAttrib(mask: GLbitfield);
Procedure glPushMatrix;
Procedure glPushName(name: GLuint);
Procedure glRasterPos2d(x: GLdouble; y: GLdouble);
Procedure glRasterPos2dv(v: PGLdouble);
Procedure glRasterPos2f(x: GLfloat; y: GLfloat);
Procedure glRasterPos2fv(v: PGLfloat);
Procedure glRasterPos2i(x: GLint; y: GLint);
Procedure glRasterPos2iv(v: PGLint);
Procedure glRasterPos2s(x: GLshort; y: GLshort);
Procedure glRasterPos2sv(v: PGLshort);
Procedure glRasterPos3d(x: GLdouble; y: GLdouble; z: GLdouble);
Procedure glRasterPos3dv(v: PGLdouble);
Procedure glRasterPos3f(x: GLfloat; y: GLfloat; z: GLfloat);
Procedure glRasterPos3fv(v: PGLfloat);
Procedure glRasterPos3i(x: GLint; y: GLint; z: GLint);
Procedure glRasterPos3iv(v: PGLint);
Procedure glRasterPos3s(x: GLshort; y: GLshort; z: GLshort);
Procedure glRasterPos3sv(v: PGLshort);
Procedure glRasterPos4d(x: GLdouble; y: GLdouble; z: GLdouble; w: GLdouble);
Procedure glRasterPos4dv(v: PGLdouble);
Procedure glRasterPos4f(x: GLfloat; y: GLfloat; z: GLfloat; w: GLfloat);
Procedure glRasterPos4fv(v: PGLfloat);
Procedure glRasterPos4i(x: GLint; y: GLint; z: GLint; w: GLint);
Procedure glRasterPos4iv(v: PGLint);
Procedure glRasterPos4s(x: GLshort; y: GLshort; z: GLshort; w: GLshort);
Procedure glRasterPos4sv(v: PGLshort);
Procedure glReadBuffer(mode: GLenum);
Procedure glReadPixels(x: GLint; y: GLint; width: GLsizei; height: GLsizei; format: GLenum; atype: GLenum; pixels: Pointer);
Procedure glRectd(x1: GLdouble; y1: GLdouble; x2: GLdouble; y2: GLdouble);
Procedure glRectdv(v1: PGLdouble; v2: PGLdouble);
Procedure glRectf(x1: GLfloat; y1: GLfloat; x2: GLfloat; y2: GLfloat);
Procedure glRectfv(v1: PGLfloat; v2: PGLfloat);
Procedure glRecti(x1: GLint; y1: GLint; x2: GLint; y2: GLint);
Procedure glRectiv(v1: PGLint; v2: PGLint);
Procedure glRects(x1: GLshort; y1: GLshort; x2: GLshort; y2: GLshort);
Procedure glRectsv(v1: PGLshort; v2: PGLshort);
Function glRenderMode(mode: GLenum): GLint;
WINGDIAPI GLint APIENTRY glRenderMode(GLenum mode);
Procedure glRotated(angle: GLdouble; x: GLdouble; y: GLdouble; z: GLdouble);
Procedure glRotatef(angle: GLfloat; x: GLfloat; y: GLfloat; z: GLfloat);
Procedure glScaled(x: GLdouble; y: GLdouble; z: GLdouble);
Procedure glScalef(x: GLfloat; y: GLfloat; z: GLfloat);
Procedure glScissor(x: GLint; y: GLint; width: GLsizei; height: GLsizei);
Procedure glSelectBuffer(size: GLsizei; buffer: PGLuint);
Procedure glShadeModel(mode: GLenum);
Procedure glStencilFunc(func: GLenum; ref: GLint; mask: GLuint);
Procedure glStencilMask(mask: GLuint);
Procedure glStencilOp(fail: GLenum; zfail: GLenum; zpass: GLenum);
Procedure glTexCoord1d(s: GLdouble);
Procedure glTexCoord1dv(v: PGLdouble);
Procedure glTexCoord1f(s: GLfloat);
Procedure glTexCoord1fv(v: PGLfloat);
Procedure glTexCoord1i(s: GLint);
Procedure glTexCoord1iv(v: PGLint);
Procedure glTexCoord1s(s: GLshort);
Procedure glTexCoord1sv(v: PGLshort);
Procedure glTexCoord2d(s: GLdouble; t: GLdouble);
Procedure glTexCoord2dv(v: PGLdouble);
Procedure glTexCoord2f(s: GLfloat; t: GLfloat);
Procedure glTexCoord2fv(v: PGLfloat);
Procedure glTexCoord2i(s: GLint; t: GLint);
Procedure glTexCoord2iv(v: PGLint);
Procedure glTexCoord2s(s: GLshort; t: GLshort);
Procedure glTexCoord2sv(v: PGLshort);
Procedure glTexCoord3d(s: GLdouble; t: GLdouble; r: GLdouble);
Procedure glTexCoord3dv(v: PGLdouble);
Procedure glTexCoord3f(s: GLfloat; t: GLfloat; r: GLfloat);
Procedure glTexCoord3fv(v: PGLfloat);
Procedure glTexCoord3i(s: GLint; t: GLint; r: GLint);
Procedure glTexCoord3iv(v: PGLint);
Procedure glTexCoord3s(s: GLshort; t: GLshort; r: GLshort);
Procedure glTexCoord3sv(v: PGLshort);
Procedure glTexCoord4d(s: GLdouble; t: GLdouble; r: GLdouble; q: GLdouble);
Procedure glTexCoord4dv(v: PGLdouble);
Procedure glTexCoord4f(s: GLfloat; t: GLfloat; r: GLfloat; q: GLfloat);
Procedure glTexCoord4fv(v: PGLfloat);
Procedure glTexCoord4i(s: GLint; t: GLint; r: GLint; q: GLint);
Procedure glTexCoord4iv(v: PGLint);
Procedure glTexCoord4s(s: GLshort; t: GLshort; r: GLshort; q: GLshort);
Procedure glTexCoord4sv(v: PGLshort);
Procedure glTexEnvf(target: GLenum; pname: GLenum; param: GLfloat);
Procedure glTexEnvfv(target: GLenum; pname: GLenum; params: PGLfloat);
Procedure glTexEnvi(target: GLenum; pname: GLenum; param: GLint);
Procedure glTexEnviv(target: GLenum; pname: GLenum; params: PGLint);
Procedure glTexGend(coord: GLenum; pname: GLenum; param: GLdouble);
Procedure glTexGendv(coord: GLenum; pname: GLenum; params: PGLdouble);
Procedure glTexGenf(coord: GLenum; pname: GLenum; param: GLfloat);
Procedure glTexGenfv(coord: GLenum; pname: GLenum; params: PGLfloat);
Procedure glTexGeni(coord: GLenum; pname: GLenum; param: GLint);
Procedure glTexGeniv(coord: GLenum; pname: GLenum; params: PGLint);
Procedure glTexImage1D(target: GLenum; level: GLint; components: GLint; width: GLsizei; border: GLint;
format: GLenum; atype: GLenum; const pixels);
Procedure glTexImage2D(target: GLenum; level: GLint; components: GLint; width: GLsizei; height: GLsizei;
border: GLint; format: GLenum; atype: GLenum; const pixels);
Procedure glTexParameterf(target: GLenum; pname: GLenum; param: GLfloat);
Procedure glTexParameterfv(target: GLenum; pname: GLenum; params: PGLfloat);
Procedure glTexParameteri(target: GLenum; pname: GLenum; param: GLint);
Procedure glTexParameteriv(target: GLenum; pname: GLenum; params: PGLint);
Procedure glTranslated(x: GLdouble; y: GLdouble; z: GLdouble);
Procedure glTranslatef(x: GLfloat; y: GLfloat; z: GLfloat);
Procedure glVertex2d(x: GLdouble; y: GLdouble);
Procedure glVertex2dv(v: PGLdouble);
Procedure glVertex2f(x: GLfloat; y: GLfloat);
Procedure glVertex2fv(v: PGLfloat);
Procedure glVertex2i(x: GLint; y: GLint);
Procedure glVertex2iv(v: PGLint);
Procedure glVertex2s(x: GLshort; y: GLshort);
Procedure glVertex2sv(v: PGLshort);
Procedure glVertex3d(x: GLdouble; y: GLdouble; z: GLdouble);
Procedure glVertex3dv(v: PGLdouble);
Procedure glVertex3f(x: GLfloat; y: GLfloat; z: GLfloat);
Procedure glVertex3fv(v: PGLfloat);
Procedure glVertex3i(x: GLint; y: GLint; z: GLint);
Procedure glVertex3iv(v: PGLint);
Procedure glVertex3s(x: GLshort; y: GLshort; z: GLshort);
Procedure glVertex3sv(v: PGLshort);
Procedure glVertex4d(x: GLdouble; y: GLdouble; z: GLdouble; w: GLdouble);
Procedure glVertex4dv(v: PGLdouble);
Procedure glVertex4f(x: GLfloat; y: GLfloat; z: GLfloat; w: GLfloat);
Procedure glVertex4fv(v: PGLfloat);
Procedure glVertex4i(x: GLint; y: GLint; z: GLint; w: GLint);
Procedure glVertex4iv(v: PGLint);
Procedure glVertex4s(x: GLshort; y: GLshort; z: GLshort; w: GLshort);
Procedure glVertex4sv(v: PGLshort);
Procedure glViewport(x: GLint; y: GLint; width: GLsizei; height: GLsizei);
DOUBLE_ = Double
FLOAT = Single
GLbitfield = UNSIGNED_INT
GLboolean = Boolean
GLbyte = SIGNED_CHAR
GLclampd = DOUBLE_
GLclampf = FLOAT
GLdouble = DOUBLE_
GLenum = UNSIGNED_INT
GLfloat = FLOAT
GLint = INT
GLshort = SHORT
GLsizei = INT
GLubyte = UNSIGNED_CHAR
GLuint = UNSIGNED_INT
GLushort = UNSIGNED_SHORT
INT = Integer
PGLboolean = ^GLboolean
unsigned char
PGLbyte = ^GLbyte
PGLdouble = ^GLdouble
PGLfloat = ^GLfloat
PGLint = ^GLint
PGLshort = ^GLshort
PGLubyte = ^GLubyte
PGLuint = ^GLuint
PGLushort = ^GLushort
SHORT = SmallInt
SIGNED_CHAR = ShortInt
TPFNGLADDSWAPHINTRECTWINPROC = Procedure(x: GLint; y: GLint; width: GLsizei; height: GLsizei)
WIN_swap_hint {typedef WINGDIAPI void(APIENTRY * PFNGLADDSWAPHINTRECTWINPROC) (GLint x; GLint y; GLsizei width; GLsizei height);
TPFNGLARRAYELEMENTEXTPROC = Procedure(i: GLint)
EXT_vertex_array {typedef void(APIENTRY * PFNGLARRAYELEMENTEXTPROC)(GLint i);
TPFNGLCOLORPOINTEREXTPROC = Procedure(size: GLint; atype: GLenum; stride: GLsizei; count: GLsizei; const p)
typedef void(APIENTRY * PFNGLCOLORPOINTEREXTPROC)(GLint size; GLenum type; GLsizei stride;
GLsizei count; const GLvoid *pointer);
TPFNGLDRAWARRAYSEXTPROC = Procedure(mode: GLenum; first: GLint; count: GLsizei)
typedef void(APIENTRY * PFNGLDRAWARRAYSEXTPROC)(GLenum mode; GLint first; GLsizei count);
TPFNGLEDGEFLAGPOINTEREXTPROC = Procedure(stride: GLsizei; count: GLsizei; p: PGLboolean)
typedef void(APIENTRY * PFNGLEDGEFLAGPOINTEREXTPROC)(GLsizei stride; GLsizei count; const GLboolean *pointer);
TPFNGLGETPOINTERVEXTPROC = Procedure(pname: GLenum; var params: Pointer)
typedef void(APIENTRY * PFNGLGETPOINTERVEXTPROC)(GLenum pname; GLvoid* *params);
TPFNGLINDEXPOINTEREXTPROC = Procedure(atype: GLenum; stride: GLsizei; count: GLsizei; const p)
typedef void(APIENTRY * PFNGLINDEXPOINTEREXTPROC)(GLenum type; GLsizei stride; GLsizei count; const GLvoid *pointer);
TPFNGLNORMALPOINTEREXTPROC = Procedure(atype: GLenum; stride: GLsizei; count: GLsizei; const p)
typedef void(APIENTRY * PFNGLNORMALPOINTEREXTPROC)(GLenum type; GLsizei stride; GLsizei count; const GLvoid *pointer);
TPFNGLTEXCOORDPOINTEREXTPROC = Procedure(size: GLint; atype: GLenum; stride: GLsizei; count: GLsizei; const p)
typedef void(APIENTRY * PFNGLTEXCOORDPOINTEREXTPROC)(GLint size; GLenum type; GLsizei stride;
GLsizei count; const GLvoid *pointer);
TPFNGLVERTEXPOINTEREXTPROC = Procedure(size: GLint; atype: GLenum; stride: GLsizei; count: GLsizei; const p)
typedef void(APIENTRY * PFNGLVERTEXPOINTEREXTPROC)(GLint size; GLenum type; GLsizei stride;
GLsizei count; const GLvoid *pointer);
UNSIGNED_CHAR = Byte
UNSIGNED_INT = Cardinal
UNSIGNED_SHORT = Word
GL_2D = $0600
FeedBackMode
GL_2_BYTES = $1407
GL_3D = $0601
GL_3D_COLOR = $0602
GL_3D_COLOR_TEXTURE = $0603
GL_3_BYTES = $1408
GL_4D_COLOR_TEXTURE = $0604
GL_4_BYTES = $1409
GL_ACCUM = $0100
void GLvoid;} // AccumOp
GL_ACCUM_ALPHA_BITS = $0D5B
GL_ACCUM_BLUE_BITS = $0D5A
GL_ACCUM_BUFFER_BIT = $00000200
GL_ACCUM_CLEAR_VALUE = $0B80
GL_ACCUM_GREEN_BITS = $0D59
GL_ACCUM_RED_BITS = $0D58
GL_ADD = $0104
GL_ALL_ATTRIB_BITS = $000fffff
GL_ALPHA = $1906
GL_ALPHA_BIAS = $0D1D
GL_ALPHA_BITS = $0D55
GL_ALPHA_SCALE = $0D1C
GL_ALPHA_TEST = $0BC0
GL_ALPHA_TEST_FUNC = $0BC1
GL_ALPHA_TEST_REF = $0BC2
GL_ALWAYS = $0207
GL_AMBIENT = $1200
LightParameter
GL_AMBIENT_AND_DIFFUSE = $1602
GL_AND = $1501
GL_AND_INVERTED = $1504
GL_AND_REVERSE = $1502
GL_ATTRIB_STACK_DEPTH = $0BB0
GL_AUTO_NORMAL = $0D80
GL_AUX0 = $0409
GL_AUX1 = $040A
GL_AUX2 = $040B
GL_AUX3 = $040C
GL_AUX_BUFFERS = $0C00
GL_BACK = $0405
GL_BACK_LEFT = $0402
GL_BACK_RIGHT = $0403
GL_BITMAP = $1A00
PixelMap (*GL_PIXEL_MAP_I_TO_I*) (*GL_PIXEL_MAP_S_TO_S*) (*GL_PIXEL_MAP_I_TO_R*) (*GL_PIXEL_MAP_I_TO_G*) (*GL_PIXEL_MAP_I_TO_B*) (*GL_PIXEL_MAP_I_TO_A*) (*GL_PIXEL_MAP_R_TO_R*) (*GL_PIXEL_MAP_G_TO_G*) (*GL_PIXEL_MAP_B_TO_B*) (*GL_PIXEL_MAP_A_TO_A*) PixelStore (*GL_UNPACK_SWAP_BYTES*) (*GL_UNPACK_LSB_FIRST*) (*GL_UNPACK_ROW_LENGTH*) (*GL_UNPACK_SKIP_ROWS*) (*GL_UNPACK_SKIP_PIXELS*) (*GL_UNPACK_ALIGNMENT*) (*GL_PACK_SWAP_BYTES*) (*GL_PACK_LSB_FIRST*) (*GL_PACK_ROW_LENGTH*) (*GL_PACK_SKIP_ROWS*) (*GL_PACK_SKIP_PIXELS*) (*GL_PACK_ALIGNMENT*) PixelTransfer (*GL_MAP_COLOR*) (*GL_MAP_STENCIL*) (*GL_INDEX_SHIFT*) (*GL_INDEX_OFFSET*) (*GL_RED_SCALE*) (*GL_RED_BIAS*) (*GL_GREEN_SCALE*) (*GL_GREEN_BIAS*) (*GL_BLUE_SCALE*) (*GL_BLUE_BIAS*) (*GL_ALPHA_SCALE*) (*GL_ALPHA_BIAS*) (*GL_DEPTH_SCALE*) (*GL_DEPTH_BIAS*) PixelType
GL_BITMAP_TOKEN = $0704
GL_BLEND = $0BE2
GL_BLEND_DST = $0BE0
GL_BLEND_SRC = $0BE1
GL_BLUE = $1905
GL_BLUE_BIAS = $0D1B
GL_BLUE_BITS = $0D54
GL_BLUE_SCALE = $0D1A
GL_BYTE = $1400
ListNameType
GL_CCW = $0901
GL_CLAMP = $2900
GL_TEXTURE_BORDER_COLOR*) // TextureTarget (*GL_TEXTURE_1D*) (*GL_TEXTURE_2D*) // TextureWrapMode
GL_CLEAR = $1500
LogicOp
GL_CLIP_PLANE0 = $3000
ClearBufferMask (*GL_COLOR_BUFFER_BIT*) (*GL_ACCUM_BUFFER_BIT*) (*GL_STENCIL_BUFFER_BIT*) (*GL_DEPTH_BUFFER_BIT*) ClipPlaneName
GL_CLIP_PLANE1 = $3001
GL_CLIP_PLANE2 = $3002
GL_CLIP_PLANE3 = $3003
GL_CLIP_PLANE4 = $3004
GL_CLIP_PLANE5 = $3005
GL_COEFF = $0A00
GetMapTarget
GL_COLOR = $1800
MeshMode1 (*GL_POINT*) (*GL_LINE*) MeshMode2 (*GL_POINT*) (*GL_LINE*) (*GL_FILL*) NormalPointerType (*GL_BYTE*) (*GL_SHORT*) (*GL_INT*) (*GL_FLOAT*) (*GL_DOUBLE_EXT*) PixelCopyType
GL_COLOR_ARRAY_COUNT_EXT = $8084
GL_COLOR_ARRAY_EXT = $8076
GL_COLOR_ARRAY_POINTER_EXT = $8090
GL_COLOR_ARRAY_SIZE_EXT = $8081
GL_COLOR_ARRAY_STRIDE_EXT = $8083
GL_COLOR_ARRAY_TYPE_EXT = $8082
GL_COLOR_BUFFER_BIT = $00004000
GL_COLOR_CLEAR_VALUE = $0C22
GL_COLOR_INDEX = $1900
PixelFormat
GL_COLOR_INDEXES = $1603
GL_COLOR_MATERIAL = $0B57
GL_COLOR_MATERIAL_FACE = $0B55
GL_COLOR_MATERIAL_PARAMETER = $0B56
GL_COLOR_WRITEMASK = $0C23
GL_COMPILE = $1300
ListMode
GL_COMPILE_AND_EXECUTE = $1301
GL_CONSTANT_ATTENUATION = $1207
GL_COPY = $1503
GL_COPY_INVERTED = $150C
GL_COPY_PIXEL_TOKEN = $0706
GL_CULL_FACE = $0B44
GL_CULL_FACE_MODE = $0B45
GL_CURRENT_BIT = $00000001
AttribMask
GL_CURRENT_COLOR = $0B00
GetPixelMap (*GL_PIXEL_MAP_I_TO_I*) (*GL_PIXEL_MAP_S_TO_S*) (*GL_PIXEL_MAP_I_TO_R*) (*GL_PIXEL_MAP_I_TO_G*) (*GL_PIXEL_MAP_I_TO_B*) (*GL_PIXEL_MAP_I_TO_A*) (*GL_PIXEL_MAP_R_TO_R*) (*GL_PIXEL_MAP_G_TO_G*) (*GL_PIXEL_MAP_B_TO_B*) (*GL_PIXEL_MAP_A_TO_A*) GetPointerTarget (*GL_VERTEX_ARRAY_POINTER_EXT*) (*GL_NORMAL_ARRAY_POINTER_EXT*) (*GL_COLOR_ARRAY_POINTER_EXT*) (*GL_INDEX_ARRAY_POINTER_EXT*) (*GL_TEXTURE_COORD_ARRAY_POINTER_EXT*) (*GL_EDGE_FLAG_ARRAY_POINTER_EXT*) GetTarget
GL_CURRENT_INDEX = $0B01
GL_CURRENT_NORMAL = $0B02
GL_CURRENT_RASTER_COLOR = $0B04
GL_CURRENT_RASTER_DISTANCE = $0B09
GL_CURRENT_RASTER_INDEX = $0B05
GL_CURRENT_RASTER_POSITION = $0B07
GL_CURRENT_RASTER_POSITION_VALID = $0B08
GL_CURRENT_RASTER_TEXTURE_COORDS = $0B06
GL_CURRENT_TEXTURE_COORDS = $0B03
GL_CW = $0900
FogParameter (*GL_FOG_COLOR*) (*GL_FOG_DENSITY*) (*GL_FOG_END*) (*GL_FOG_INDEX*) (*GL_FOG_MODE*) (*GL_FOG_START*) FrontFaceDirection
GL_DECAL = $2101
GL_DECR = $1E03
GL_DEPTH = $1801
GL_DEPTH_BIAS = $0D1
GL_DEPTH_BITS = $0D56
GL_DEPTH_BUFFER_BIT = $00000100
GL_DEPTH_CLEAR_VALUE = $0B73
GL_DEPTH_COMPONENT = $1902
GL_DEPTH_FUNC = $0B74
GL_DEPTH_RANGE = $0B70
GL_DEPTH_SCALE = $0D1E
GL_DEPTH_TEST = $0B71
GL_DEPTH_WRITEMASK = $0B72
GL_DIFFUSE = $1201
GL_DITHER = $0BD0
GL_DOMAIN = $0A02
GL_DONT_CARE = $1100
HintMode
GL_DOUBLEBUFFER = $0C32
GL_DOUBLE_EXT = $140A
GL_DRAW_BUFFER = $0C01
GL_DRAW_PIXEL_TOKEN = $0705
GL_DST_ALPHA = $0304
GL_DST_COLOR = $0306
GL_SRC_ALPHA *) (*GL_ONE_MINUS_SRC_ALPHA *) (*GL_DST_ALPHA *) (*GL_ONE_MINUS_DST_ALPHA *) // BlendingFactorSrc
GL_EDGE_FLAG = $0B43
GL_EDGE_FLAG_ARRAY_COUNT_EXT = $808D
GL_EDGE_FLAG_ARRAY_EXT = $8079
GL_EDGE_FLAG_ARRAY_POINTER_EXT = $8093
GL_EDGE_FLAG_ARRAY_STRIDE_EXT = $808C
GL_EMISSION = $1600
MapTarget (*GL_MAP1_COLOR_4*) (*GL_MAP1_INDEX*) (*GL_MAP1_NORMAL*) (*GL_MAP1_TEXTURE_COORD_1*) (*GL_MAP1_TEXTURE_COORD_2*) (*GL_MAP1_TEXTURE_COORD_3*) (*GL_MAP1_TEXTURE_COORD_4*) (*GL_MAP1_VERTEX_3*) (*GL_MAP1_VERTEX_4*) (*GL_MAP2_COLOR_4*) (*GL_MAP2_INDEX*) (*GL_MAP2_NORMAL*) (*GL_MAP2_TEXTURE_COORD_1*) (*GL_MAP2_TEXTURE_COORD_2*) (*GL_MAP2_TEXTURE_COORD_3*) (*GL_MAP2_TEXTURE_COORD_4*) (*GL_MAP2_VERTEX_3*) (*GL_MAP2_VERTEX_4*) MaterialFace (*GL_FRONT*) (*GL_BACK*) (*GL_FRONT_AND_BACK*) MaterialParameter
GL_ENABLE_BIT = $00002000
GL_EQUAL = $0202
GL_EQUIV = $1509
GL_EVAL_BIT = $00010000
GL_EXP = $0800
FogMode (*GL_LINEAR
GL_EXP2 = $0801
GL_EXTENSIONS = $1F03
GL_EXT_vertex_array = 1
VertexPointerType (*GL_SHORT*) (*GL_INT*) (*GL_FLOAT*) (*GL_DOUBLE_EXT*) Extensions
GL_EYE_LINEAR = $2400
TextureGenMode
GL_EYE_PLANE = $2502
GL_FALSE = False
GL_FASTEST = $1101
GL_FEEDBACK = $1C01
GL_FILL = $1B02
GL_FLAT = $1D00
ShadingModel
GL_FLOAT = $1406
GL_FOG = $0B60
GL_FOG_BIT = $00000080
GL_FOG_COLOR = $0B66
GL_FOG_DENSITY = $0B62
GL_FOG_END = $0B64
GL_FOG_HINT = $0C54
GL_FOG_INDEX = $0B61
GL_FOG_MODE = $0B65
GL_FOG_START = $0B63
GL_FRONT = $0404
GL_FRONT_AND_BACK = $0408
GL_FRONT_FACE = $0B46
GL_FRONT_LEFT = $0400
GL_FRONT_RIGHT = $0401
GL_GEQUAL = $0206
GL_GREATER = $0204
GL_GREEN = $1904
GL_GREEN_BIAS = $0D19
GL_GREEN_BITS = $0D53
GL_GREEN_SCALE = $0D18
GL_HINT_BIT = $00008000
GL_INCR = $1E02
GL_INDEX_ARRAY_COUNT_EXT = $8087
GL_INDEX_ARRAY_EXT = $8077
GL_INDEX_ARRAY_POINTER_EXT = $8091
GL_INDEX_ARRAY_STRIDE_EXT = $8086
GL_INDEX_ARRAY_TYPE_EXT = $8085
GL_INDEX_BITS = $0D51
GL_INDEX_CLEAR_VALUE = $0C20
GL_INDEX_MODE = $0C30
GL_INDEX_OFFSET = $0D13
GL_INDEX_SHIFT = $0D12
GL_INDEX_WRITEMASK = $0C21
GL_INT = $1404
GL_INVALID_ENUM = $0500
GL_INVALID_OPERATION = $0502
GL_INVALID_VALUE = $0501
GL_INVERT = $150A
GL_KEEP = $1E00
StencilFunction (*GL_NEVER*) (*GL_LESS*) (*GL_EQUAL*) (*GL_LEQUAL*) (*GL_GREATER*) (*GL_NOTEQUAL*) (*GL_GEQUAL*) (*GL_ALWAYS*) StencilOp (*GL_ZERO
GL_LEFT = $0406
GL_LEQUAL = $0203
GL_LESS = $0201
GL_LIGHT0 = $4000
HintTarget (*GL_PERSPECTIVE_CORRECTION_HINT*) (*GL_POINT_SMOOTH_HINT*) (*GL_LINE_SMOOTH_HINT*) (*GL_POLYGON_SMOOTH_HINT*) (*GL_FOG_HINT*) IndexPointerType (*GL_SHORT*) (*GL_INT*) (*GL_FLOAT*) (*GL_DOUBLE_EXT*) LightModelParameter (*GL_LIGHT_MODEL_AMBIENT*) (*GL_LIGHT_MODEL_LOCAL_VIEWER*) (*GL_LIGHT_MODEL_TWO_SIDE*) LightName
GL_LIGHT1 = $4001
GL_LIGHT2 = $4002
GL_LIGHT3 = $4003
GL_LIGHT4 = $4004
GL_LIGHT5 = $4005
GL_LIGHT6 = $4006
GL_LIGHT7 = $4007
GL_LIGHTING = $0B50
GL_LIGHTING_BIT = $00000040
GL_LIGHT_MODEL_AMBIENT = $0B53
GL_LIGHT_MODEL_LOCAL_VIEWER = $0B51
GL_LIGHT_MODEL_TWO_SIDE = $0B52
GL_LINE = $1B01
GL_LINEAR = $2601
GL_LINEAR_ATTENUATION = $1208
GL_LINEAR_MIPMAP_LINEAR = $2703
GL_LINEAR_MIPMAP_NEAREST = $2701
GL_LINES = $0001
GL_LINE_BIT = $00000004
GL_LINE_LOOP = $0002
GL_LINE_RESET_TOKEN = $0707
GL_LINE_SMOOTH = $0B20
GL_LINE_SMOOTH_HINT = $0C52
GL_LINE_STIPPLE = $0B24
GL_LINE_STIPPLE_PATTERN = $0B25
GL_LINE_STIPPLE_REPEAT = $0B26
GL_LINE_STRIP = $0003
GL_LINE_TOKEN = $0702
GL_LINE_WIDTH = $0B21
GL_LINE_WIDTH_GRANULARITY = $0B23
GL_LINE_WIDTH_RANGE = $0B22
GL_LIST_BASE = $0B32
GL_LIST_BIT = $00020000
GL_LIST_INDEX = $0B33
GL_LIST_MODE = $0B30
GL_LOAD = $0101
GL_LOGIC_OP = $0BF1
GL_LOGIC_OP_MODE = $0BF0
GL_LUMINANCE = $1909
GL_LUMINANCE_ALPHA = $190A
GL_MAP1_COLOR_4 = $0D90
GL_MAP1_GRID_DOMAIN = $0DD0
GL_MAP1_GRID_SEGMENTS = $0DD1
GL_MAP1_INDEX = $0D91
GL_MAP1_NORMAL = $0D92
GL_MAP1_TEXTURE_COORD_1 = $0D93
GL_MAP1_TEXTURE_COORD_2 = $0D94
GL_MAP1_TEXTURE_COORD_3 = $0D95
GL_MAP1_TEXTURE_COORD_4 = $0D96
GL_MAP1_VERTEX_3 = $0D97
GL_MAP1_VERTEX_4 = $0D98
GL_MAP2_COLOR_4 = $0DB0
GL_MAP2_GRID_DOMAIN = $0DD2
GL_MAP2_GRID_SEGMENTS = $0DD3
GL_MAP2_INDEX = $0DB1
GL_MAP2_NORMAL = $0DB2
GL_MAP2_TEXTURE_COORD_1 = $0DB3
GL_MAP2_TEXTURE_COORD_2 = $0DB4
GL_MAP2_TEXTURE_COORD_3 = $0DB5
GL_MAP2_TEXTURE_COORD_4 = $0DB6
GL_MAP2_VERTEX_3 = $0DB7
GL_MAP2_VERTEX_4 = $0DB8
GL_MAP_COLOR = $0D10
GL_MAP_STENCIL = $0D11
GL_MATRIX_MODE = $0BA0
GL_MAX_ATTRIB_STACK_DEPTH = $0D35
GL_MAX_CLIP_PLANES = $0D32
GL_MAX_EVAL_ORDER = $0D30
GL_MAX_LIGHTS = $0D31
GL_MAX_LIST_NESTING = $0B31
GL_MAX_MODELVIEW_STACK_DEPTH = $0D36
GL_MAX_NAME_STACK_DEPTH = $0D37
GL_MAX_PIXEL_MAP_TABLE = $0D34
GL_MAX_PROJECTION_STACK_DEPTH = $0D38
GL_MAX_TEXTURE_SIZE = $0D33
GL_MAX_TEXTURE_STACK_DEPTH = $0D39
GL_MAX_VIEWPORT_DIMS = $0D3A
GL_MODELVIEW = $1700
GL_AMBIENT*) (*GL_DIFFUSE*) (*GL_SPECULAR*) // MatrixMode
GL_MODELVIEW_MATRIX = $0BA6
GL_MODELVIEW_STACK_DEPTH = $0BA3
GL_MODULATE = $2100
TexCoordPointerType (*GL_SHORT*) (*GL_INT*) (*GL_FLOAT*) (*GL_DOUBLE_EXT*) TextureEnvMode
GL_MULT = $0103
GL_NAME_STACK_DEPTH = $0D70
GL_NAND = $150E
GL_NEAREST = $2600
TextureMagFilter
GL_NEAREST_MIPMAP_LINEAR = $2702
GL_NEAREST_MIPMAP_NEAREST = $2700
TextureMinFilter (*GL_NEAREST*) (*GL_LINEAR
GL_NEVER = $0200
AlphaFunction
GL_NICEST = $1102
GL_NONE = 0
ColorMaterialFace (*GL_FRONT*) (*GL_BACK*) (*GL_FRONT_AND_BACK*) ColorMaterialParameter (*GL_AMBIENT*) (*GL_DIFFUSE*) (*GL_SPECULAR*) (*GL_EMISSION*) (*GL_AMBIENT_AND_DIFFUSE*) ColorPointerType (*GL_BYTE*) (*GL_UNSIGNED_BYTE*) (*GL_SHORT*) (*GL_UNSIGNED_SHORT*) (*GL_INT*) (*GL_UNSIGNED_INT*) (*GL_FLOAT*) (*GL_DOUBLE_EXT*) CullFaceMode (*GL_FRONT*) (*GL_BACK*) (*GL_FRONT_AND_BACK*) DepthFunction (*GL_NEVER*) (*GL_LESS*) (*GL_EQUAL*) (*GL_LEQUAL*) (*GL_GREATER*) (*GL_NOTEQUAL*) (*GL_GEQUAL*) (*GL_ALWAYS*) DrawBufferMode
GL_NOOP = $1505
GL_NOR = $1508
GL_NORMALIZE = $0BA1
GL_NORMAL_ARRAY_COUNT_EXT = $8080
GL_NORMAL_ARRAY_EXT = $8075
GL_NORMAL_ARRAY_POINTER_EXT = $808
GL_NORMAL_ARRAY_STRIDE_EXT = $807
GL_NORMAL_ARRAY_TYPE_EXT = $807E
GL_NOTEQUAL = $0205
GL_NO_ERROR = 0
Enable (*GL_FOG*) (*GL_LIGHTING*) (*GL_TEXTURE_1D*) (*GL_TEXTURE_2D*) (*GL_LINE_STIPPLE*) (*GL_POLYGON_STIPPLE*) (*GL_CULL_FACE*) (*GL_ALPHA_TEST*) (*GL_BLEND*) (*GL_LOGIC_OP*) (*GL_DITHER*) (*GL_STENCIL_TEST*) (*GL_DEPTH_TEST*) (*GL_CLIP_PLANE0*) (*GL_CLIP_PLANE1*) (*GL_CLIP_PLANE2*) (*GL_CLIP_PLANE3*) (*GL_CLIP_PLANE4*) (*GL_CLIP_PLANE5*) (*GL_LIGHT0*) (*GL_LIGHT1*) (*GL_LIGHT2*) (*GL_LIGHT3*) (*GL_LIGHT4*) (*GL_LIGHT5*) (*GL_LIGHT6*) (*GL_LIGHT7*) (*GL_TEXTURE_GEN_S*) (*GL_TEXTURE_GEN_T*) (*GL_TEXTURE_GEN_R*) (*GL_TEXTURE_GEN_Q*) (*GL_MAP1_VERTEX_3*) (*GL_MAP1_VERTEX_4*) (*GL_MAP1_COLOR_4*) (*GL_MAP1_INDEX*) (*GL_MAP1_NORMAL*) (*GL_MAP1_TEXTURE_COORD_1*) (*GL_MAP1_TEXTURE_COORD_2*) (*GL_MAP1_TEXTURE_COORD_3*) (*GL_MAP1_TEXTURE_COORD_4*) (*GL_MAP2_VERTEX_3*) (*GL_MAP2_VERTEX_4*) (*GL_MAP2_COLOR_4*) (*GL_MAP2_INDEX*) (*GL_MAP2_NORMAL*) (*GL_MAP2_TEXTURE_COORD_1*) (*GL_MAP2_TEXTURE_COORD_2*) (*GL_MAP2_TEXTURE_COORD_3*) (*GL_MAP2_TEXTURE_COORD_4*) (*GL_POINT_SMOOTH*) (*GL_LINE_SMOOTH*) (*GL_POLYGON_SMOOTH*) (*GL_SCISSOR_TEST*) (*GL_COLOR_MATERIAL*) (*GL_NORMALIZE*) (*GL_AUTO_NORMAL*) (*GL_VERTEX_ARRAY_EXT*) (*GL_NORMAL_ARRAY_EXT*) (*GL_COLOR_ARRAY_EXT*) (*GL_INDEX_ARRAY_EXT*) (*GL_TEXTURE_COORD_ARRAY_EXT*) (*GL_EDGE_FLAG_ARRAY_EXT*) ErrorCode
GL_OBJECT_LINEAR = $2401
GL_OBJECT_PLANE = $2501
GL_ONE = 1
GL_ONE_MINUS_DST_ALPHA = $0305
GL_ONE_MINUS_DST_COLOR = $0307
GL_ONE_MINUS_SRC_ALPHA = $0303
GL_ONE_MINUS_SRC_COLOR = $0301
GL_OR = $1507
GL_ORDER = $0A01
GL_OR_INVERTED = $150D
GL_OR_REVERSE = $150B
GL_OUT_OF_MEMORY = $0505
GL_PACK_ALIGNMENT = $0D05
GL_PACK_LSB_FIRST = $0D01
GL_PACK_ROW_LENGTH = $0D02
GL_PACK_SKIP_PIXELS = $0D04
GL_PACK_SKIP_ROWS = $0D03
GL_PACK_SWAP_BYTES = $0D00
GL_PASS_THROUGH_TOKEN = $0700
FeedBackToken
GL_PERSPECTIVE_CORRECTION_HINT = $0C50
GL_PIXEL_MAP_A_TO_A = $0C79
GL_PIXEL_MAP_A_TO_A_SIZE = $0CB9
GL_PIXEL_MAP_B_TO_B = $0C78
GL_PIXEL_MAP_B_TO_B_SIZE = $0CB8
GL_PIXEL_MAP_G_TO_G = $0C77
GL_PIXEL_MAP_G_TO_G_SIZE = $0CB7
GL_PIXEL_MAP_I_TO_A = $0C75
GL_PIXEL_MAP_I_TO_A_SIZE = $0CB5
GL_PIXEL_MAP_I_TO_B = $0C74
GL_PIXEL_MAP_I_TO_B_SIZE = $0CB4
GL_PIXEL_MAP_I_TO_G = $0C73
GL_PIXEL_MAP_I_TO_G_SIZE = $0CB3
GL_PIXEL_MAP_I_TO_I = $0C70
GL_PIXEL_MAP_I_TO_I_SIZE = $0CB0
GL_PIXEL_MAP_I_TO_R = $0C72
GL_PIXEL_MAP_I_TO_R_SIZE = $0CB2
GL_PIXEL_MAP_R_TO_R = $0C76
GL_PIXEL_MAP_R_TO_R_SIZE = $0CB6
GL_PIXEL_MAP_S_TO_S = $0C71
GL_PIXEL_MAP_S_TO_S_SIZE = $0CB1
GL_PIXEL_MODE_BIT = $00000020
GL_POINT = $1B00
GL_BYTE*) (*GL_UNSIGNED_BYTE*) (*GL_SHORT*) (*GL_UNSIGNED_SHORT*) (*GL_INT*) (*GL_UNSIGNED_INT*) (*GL_FLOAT*) // PolygonMode
GL_POINTS = $0000
BeginMode
GL_POINT_BIT = $00000002
GL_POINT_SIZE = $0B11
GL_POINT_SIZE_GRANULARITY = $0B13
GL_POINT_SIZE_RANGE = $0B12
GL_POINT_SMOOTH = $0B10
GL_POINT_SMOOTH_HINT = $0C51
GL_POINT_TOKEN = $0701
GL_POLYGON = $0009
GL_POLYGON_BIT = $00000008
GL_POLYGON_MODE = $0B40
GL_POLYGON_SMOOTH = $0B41
GL_POLYGON_SMOOTH_HINT = $0C53
GL_POLYGON_STIPPLE = $0B42
GL_POLYGON_STIPPLE_BIT = $00000010
GL_POLYGON_TOKEN = $0703
GL_POSITION = $1203
GL_PROJECTION = $1701
GL_PROJECTION_MATRIX = $0BA7
GL_PROJECTION_STACK_DEPTH = $0BA4
GL_Q = $2003
GL_QUADRATIC_ATTENUATION = $1209
GL_QUADS = $0007
GL_QUAD_STRIP = $0008
GL_R = $2002
GL_READ_BUFFER = $0C02
GL_RED = $1903
GL_RED_BIAS = $0D15
GL_RED_BITS = $0D52
GL_RED_SCALE = $0D14
GL_RENDER = $1C00
ReadBufferMode (*GL_FRONT_LEFT*) (*GL_FRONT_RIGHT*) (*GL_BACK_LEFT*) (*GL_BACK_RIGHT*) (*GL_FRONT*) (*GL_BACK*) (*GL_LEFT*) (*GL_RIGHT*) (*GL_AUX0*) (*GL_AUX1*) (*GL_AUX2*) (*GL_AUX3*) RenderingMode
GL_RENDERER = $1F01
GL_RENDER_MODE = $0C40
GL_REPEAT = $2901
GL_REPLACE = $1E01
GL_RETURN = $0102
GL_RGB = $1907
GL_RGBA = $1908
GL_RGBA_MODE = $0C31
GL_RIGHT = $0407
GL_S = $2000
TextureCoordName
GL_SCISSOR_BIT = $00080000
GL_SCISSOR_BOX = $0C10
GL_SCISSOR_TEST = $0C11
GL_SELECT = $1C02
GL_SET = $150
GL_SHADE_MODEL = $0B54
GL_SHININESS = $1601
GL_SHORT = $1402
GL_SMOOTH = $1D01
GL_SPECULAR = $1202
GL_SPHERE_MAP = $2402
GL_SPOT_CUTOFF = $1206
GL_SPOT_DIRECTION = $1204
GL_SPOT_EXPONENT = $1205
GL_SRC_ALPHA = $0302
GL_SRC_ALPHA_SATURATE = $0308
GL_SRC_COLOR = $0300
GL_STACK_OVERFLOW = $0503
GL_STACK_UNDERFLOW = $0504
GL_STENCIL = $1802
GL_STENCIL_BITS = $0D57
GL_STENCIL_BUFFER_BIT = $00000400
GL_STENCIL_CLEAR_VALUE = $0B91
GL_STENCIL_FAIL = $0B94
GL_STENCIL_FUNC = $0B92
GL_STENCIL_INDEX = $1901
GL_STENCIL_PASS_DEPTH_FAIL = $0B95
GL_STENCIL_PASS_DEPTH_PASS = $0B96
GL_STENCIL_REF = $0B97
GL_STENCIL_TEST = $0B90
GL_STENCIL_VALUE_MASK = $0B93
GL_STENCIL_WRITEMASK = $0B98
GL_STEREO = $0C33
GL_SUBPIXEL_BITS = $0D50
GL_T = $2001
GL_TEXTURE = $1702
GL_TEXTURE_1D = $0DE0
GL_TEXTURE_2D = $0DE1
GL_TEXTURE_BIT = $00040000
GL_TEXTURE_BORDER = $1005
GL_TEXTURE_BORDER_COLOR = $1004
GL_TEXTURE_COMPONENTS = $1003
GL_TEXTURE_COORD_ARRAY_COUNT_EXT = $808B
GL_TEXTURE_COORD_ARRAY_EXT = $8078
GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092
GL_TEXTURE_COORD_ARRAY_SIZE_EXT = $8088
GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = $808A
GL_TEXTURE_COORD_ARRAY_TYPE_EXT = $8089
GL_TEXTURE_ENV = $2300
TextureEnvTarget
GL_TEXTURE_ENV_COLOR = $2201
GL_TEXTURE_ENV_MODE = $2200
GL_BLEND*) // TextureEnvParameter
GL_TEXTURE_GEN_MODE = $2500
TextureGenParameter
GL_TEXTURE_GEN_Q = $0C63
GL_TEXTURE_GEN_R = $0C62
GL_TEXTURE_GEN_S = $0C60
GL_TEXTURE_GEN_T = $0C61
GL_TEXTURE_HEIGHT = $1001
GL_TEXTURE_MAG_FILTER = $2800
TextureParameterName
GL_TEXTURE_MATRIX = $0BA8
GL_TEXTURE_MIN_FILTER = $2801
GL_TEXTURE_STACK_DEPTH = $0BA5
GL_TEXTURE_WIDTH = $1000
GL_VERTEX_ARRAY_EXT*) (*GL_NORMAL_ARRAY_EXT*) (*GL_COLOR_ARRAY_EXT*) (*GL_INDEX_ARRAY_EXT*) (*GL_TEXTURE_COORD_ARRAY_EXT*) (*GL_EDGE_FLAG_ARRAY_EXT*) (*GL_VERTEX_ARRAY_SIZE_EXT*) (*GL_VERTEX_ARRAY_TYPE_EXT*) (*GL_VERTEX_ARRAY_STRIDE_EXT*) (*GL_VERTEX_ARRAY_COUNT_EXT*) (*GL_NORMAL_ARRAY_TYPE_EXT*) (*GL_NORMAL_ARRAY_STRIDE_EXT*) (*GL_NORMAL_ARRAY_COUNT_EXT*) (*GL_COLOR_ARRAY_SIZE_EXT*) (*GL_COLOR_ARRAY_TYPE_EXT*) (*GL_COLOR_ARRAY_STRIDE_EXT*) (*GL_COLOR_ARRAY_COUNT_EXT*) (*GL_INDEX_ARRAY_TYPE_EXT*) (*GL_INDEX_ARRAY_STRIDE_EXT*) (*GL_INDEX_ARRAY_COUNT_EXT*) (*GL_TEXTURE_COORD_ARRAY_SIZE_EXT*) (*GL_TEXTURE_COORD_ARRAY_TYPE_EXT*) (*GL_TEXTURE_COORD_ARRAY_STRIDE_EXT*) (*GL_TEXTURE_COORD_ARRAY_COUNT_EXT*) (*GL_EDGE_FLAG_ARRAY_STRIDE_EXT*) (*GL_EDGE_FLAG_ARRAY_COUNT_EXT*) // GetTextureParameter (*GL_TEXTURE_MAG_FILTER*) (*GL_TEXTURE_MIN_FILTER*) (*GL_TEXTURE_WRAP_S*) (*GL_TEXTURE_WRAP_T
GL_TEXTURE_WRAP_S = $2802
GL_TEXTURE_WRAP_T = $2803
GL_TRANSFORM_BIT = $00001000
GL_TRIANGLES = $0004
GL_TRIANGLE_FAN = $0006
GL_TRIANGLE_STRIP = $0005
GL_TRUE = True
Boolean
GL_UNPACK_ALIGNMENT = $0CF5
GL_UNPACK_LSB_FIRST = $0CF1
GL_UNPACK_ROW_LENGTH = $0CF2
GL_UNPACK_SKIP_PIXELS = $0CF4
GL_UNPACK_SKIP_ROWS = $0CF3
GL_UNPACK_SWAP_BYTES = $0CF0
GL_UNSIGNED_BYTE = $1401
GL_UNSIGNED_INT = $1405
GL_UNSIGNED_SHORT = $1403
GL_VENDOR = $1F00
GL_INVERT*) // StringName
GL_VERSION = $1F02
GL_VERTEX_ARRAY_COUNT_EXT = $807D
GL_VERTEX_ARRAY_EXT = $8074
EXT_vertex_array
GL_VERTEX_ARRAY_POINTER_EXT = $808E
GL_VERTEX_ARRAY_SIZE_EXT = $807A
GL_VERTEX_ARRAY_STRIDE_EXT = $807C
GL_VERTEX_ARRAY_TYPE_EXT = $807B
GL_VIEWPORT = $0BA2
GL_VIEWPORT_BIT = $00000800
GL_WIN_swap_hint = 1
GL_XOR = $1506
GL_ZERO = 0
GL_ZERO *) (*GL_ONE
GL_ZOOM_X = $0D16
GL_ZOOM_Y = $0D17