# Copyright (c) 2001, Stanford University # All rights reserved. # # See the file LICENSE.txt for information on redistributing this software. GLenum GL_MATRIX_MODE g->transform.matrixMode GLint GL_MODELVIEW_STACK_DEPTH g->transform.modelViewStack.depth+1 GLint GL_PROJECTION_STACK_DEPTH g->transform.projectionStack.depth+1 GLint GL_TEXTURE_STACK_DEPTH g->transform.textureStack[g->texture.curTextureUnit].depth+1 GLint GL_COLOR_MATRIX_STACK_DEPTH g->transform.colorStack.depth+1 GLdefault GL_MODELVIEW_MATRIX g->transform.modelViewStack.top->m00 g->transform.modelViewStack.top->m01 g->transform.modelViewStack.top->m02 g->transform.modelViewStack.top->m03 g->transform.modelViewStack.top->m10 g->transform.modelViewStack.top->m11 g->transform.modelViewStack.top->m12 g->transform.modelViewStack.top->m13 g->transform.modelViewStack.top->m20 g->transform.modelViewStack.top->m21 g->transform.modelViewStack.top->m22 g->transform.modelViewStack.top->m23 g->transform.modelViewStack.top->m30 g->transform.modelViewStack.top->m31 g->transform.modelViewStack.top->m32 g->transform.modelViewStack.top->m33 GLdefault GL_PROJECTION_MATRIX g->transform.projectionStack.top->m00 g->transform.projectionStack.top->m01 g->transform.projectionStack.top->m02 g->transform.projectionStack.top->m03 g->transform.projectionStack.top->m10 g->transform.projectionStack.top->m11 g->transform.projectionStack.top->m12 g->transform.projectionStack.top->m13 g->transform.projectionStack.top->m20 g->transform.projectionStack.top->m21 g->transform.projectionStack.top->m22 g->transform.projectionStack.top->m23 g->transform.projectionStack.top->m30 g->transform.projectionStack.top->m31 g->transform.projectionStack.top->m32 g->transform.projectionStack.top->m33 GLdefault GL_TEXTURE_MATRIX g->transform.textureStack[g->texture.curTextureUnit].top->m00 g->transform.textureStack[g->texture.curTextureUnit].top->m01 g->transform.textureStack[g->texture.curTextureUnit].top->m02 g->transform.textureStack[g->texture.curTextureUnit].top->m03 g->transform.textureStack[g->texture.curTextureUnit].top->m10 g->transform.textureStack[g->texture.curTextureUnit].top->m11 g->transform.textureStack[g->texture.curTextureUnit].top->m12 g->transform.textureStack[g->texture.curTextureUnit].top->m13 g->transform.textureStack[g->texture.curTextureUnit].top->m20 g->transform.textureStack[g->texture.curTextureUnit].top->m21 g->transform.textureStack[g->texture.curTextureUnit].top->m22 g->transform.textureStack[g->texture.curTextureUnit].top->m23 g->transform.textureStack[g->texture.curTextureUnit].top->m30 g->transform.textureStack[g->texture.curTextureUnit].top->m31 g->transform.textureStack[g->texture.curTextureUnit].top->m32 g->transform.textureStack[g->texture.curTextureUnit].top->m33 GLdefault GL_COLOR_MATRIX g->transform.colorStack.top->m00 g->transform.colorStack.top->m01 g->transform.colorStack.top->m02 g->transform.colorStack.top->m03 g->transform.colorStack.top->m10 g->transform.colorStack.top->m11 g->transform.colorStack.top->m12 g->transform.colorStack.top->m13 g->transform.colorStack.top->m20 g->transform.colorStack.top->m21 g->transform.colorStack.top->m22 g->transform.colorStack.top->m23 g->transform.colorStack.top->m30 g->transform.colorStack.top->m31 g->transform.colorStack.top->m32 g->transform.colorStack.top->m33 GLint GL_ATTRIB_STACK_DEPTH g->attrib.attribStackDepth GLint GL_ACTIVE_TEXTURE_ARB g->texture.curTextureUnit+GL_TEXTURE0_ARB GLint GL_CLIENT_ACTIVE_TEXTURE_ARB g->client.curClientTextureUnit+GL_TEXTURE0_ARB GLint GL_VIEWPORT g->viewport.viewportX g->viewport.viewportY g->viewport.viewportW g->viewport.viewportH GLclampd GL_DEPTH_RANGE g->viewport.nearClip g->viewport.farClip GLint GL_SCISSOR_BOX g->viewport.scissorX g->viewport.scissorY g->viewport.scissorW g->viewport.scissorH GLboolean GL_SCISSOR_TEST g->viewport.scissorTest GLenum GL_COLOR_MATERIAL_PARAMETER g->lighting.colorMaterialMode GLenum GL_COLOR_MATERIAL_FACE g->lighting.colorMaterialFace GLclampf GL_LIGHT_MODEL_AMBIENT g->lighting.lightModelAmbient.r g->lighting.lightModelAmbient.g g->lighting.lightModelAmbient.b g->lighting.lightModelAmbient.a GLboolean GL_LIGHT_MODEL_LOCAL_VIEWER g->lighting.lightModelLocalViewer GLboolean GL_LIGHT_MODEL_TWO_SIDE g->lighting.lightModelTwoSide GLenum GL_SHADE_MODEL g->lighting.shadeModel GLfloat GL_FOG_COLOR g->fog.color.r g->fog.color.g g->fog.color.b g->fog.color.a GLfloat GL_FOG_DENSITY g->fog.density GLfloat GL_FOG_START g->fog.start GLfloat GL_FOG_END g->fog.end GLenum GL_FOG_MODE g->fog.mode GLint GL_FOG_INDEX g->fog.index GLenum GL_FRONT_FACE g->polygon.frontFace GLenum GL_CULL_FACE_MODE g->polygon.cullFaceMode GLenum GL_POLYGON_MODE g->polygon.frontMode g->polygon.backMode GLboolean GL_CULL_FACE g->polygon.cullFace GLboolean GL_POLYGON_OFFSET_FILL g->polygon.polygonOffsetFill GLboolean GL_POLYGON_OFFSET_LINE g->polygon.polygonOffsetLine GLboolean GL_POLYGON_OFFSET_POINT g->polygon.polygonOffsetPoint GLboolean GL_POLYGON_SMOOTH g->polygon.polygonSmooth GLboolean GL_POLYGON_STIPPLE g->polygon.polygonStipple GLfloat GL_POLYGON_OFFSET_FACTOR g->polygon.offsetFactor GLfloat GL_POLYGON_OFFSET_UNITS g->polygon.offsetUnits GLboolean GL_ALPHA_TEST g->buffer.alphaTest GLboolean GL_BLEND g->buffer.blend GLboolean GL_COLOR_LOGIC_OP g->buffer.logicOp GLboolean GL_COLOR_MATERIAL GL_FALSE GLboolean GL_CLIP_PLANE0 g->transform.clip[0] GLboolean GL_CLIP_PLANE1 g->transform.clip[1] GLboolean GL_CLIP_PLANE2 g->transform.clip[2] GLboolean GL_CLIP_PLANE3 g->transform.clip[3] GLboolean GL_CLIP_PLANE4 g->transform.clip[4] GLboolean GL_CLIP_PLANE5 g->transform.clip[5] GLboolean GL_DEPTH_TEST g->buffer.depthTest GLboolean GL_DEPTH_WRITEMASK g->buffer.depthMask GLboolean GL_DITHER g->buffer.dither GLboolean GL_INDEX_LOGIC_OP g->buffer.indexLogicOp GLboolean GL_FOG g->fog.enable GLboolean GL_LIGHT0 g->lighting.light[0].enable GLboolean GL_LIGHT1 g->lighting.light[1].enable GLboolean GL_LIGHT2 g->lighting.light[2].enable GLboolean GL_LIGHT3 g->lighting.light[3].enable GLboolean GL_LIGHT4 g->lighting.light[4].enable GLboolean GL_LIGHT5 g->lighting.light[5].enable GLboolean GL_LIGHT6 g->lighting.light[6].enable GLboolean GL_LIGHT7 g->lighting.light[7].enable GLboolean GL_LIGHTING g->lighting.lighting GLboolean GL_LINE_SMOOTH g->line.lineSmooth GLboolean GL_LINE_STIPPLE g->line.lineStipple GLint GL_LOGIC_OP_MODE g->buffer.logicOpMode GLboolean GL_POINT_SMOOTH g->point.pointSmooth GLfloat GL_POINT_SIZE g->point.pointSize GLfloat GL_POINT_SIZE_MIN_ARB g->point.minSize GLfloat GL_POINT_SIZE_MAX_ARB g->point.maxSize GLfloat GL_POINT_FADE_THRESHOLD_SIZE_ARB g->point.fadeThresholdSize GLfloat GL_POINT_SPRITE_COORD_ORIGIN g->point.spriteCoordOrigin GLfloat GL_POINT_DISTANCE_ATTENUATION_ARB g->point.distanceAttenuation[0] g->point.distanceAttenuation[1] g->point.distanceAttenuation[2] GLboolean GL_NORMALIZE g->transform.normalize GLboolean GL_TEXTURE_GEN_S g->texture.unit[g->texture.curTextureUnit].textureGen.s GLboolean GL_TEXTURE_GEN_T g->texture.unit[g->texture.curTextureUnit].textureGen.t GLboolean GL_TEXTURE_GEN_R g->texture.unit[g->texture.curTextureUnit].textureGen.r GLboolean GL_TEXTURE_GEN_Q g->texture.unit[g->texture.curTextureUnit].textureGen.q GLboolean GL_TEXTURE_1D g->texture.unit[g->texture.curTextureUnit].enabled1D GLboolean GL_TEXTURE_2D g->texture.unit[g->texture.curTextureUnit].enabled2D GLboolean GL_TEXTURE_3D g->texture.unit[g->texture.curTextureUnit].enabled3D GLfloat GL_LINE_WIDTH g->line.width GLint GL_LINE_STIPPLE_PATTERN g->line.pattern GLint GL_LINE_STIPPLE_REPEAT g->line.repeat GLboolean GL_PACK_SWAP_BYTES g->client.pack.swapBytes GLboolean GL_PACK_LSB_FIRST g->client.pack.psLSBFirst GLboolean GL_UNPACK_SWAP_BYTES g->client.unpack.swapBytes GLboolean GL_UNPACK_LSB_FIRST g->client.unpack.psLSBFirst GLint GL_PACK_ROW_LENGTH g->client.pack.rowLength GLint GL_PACK_SKIP_ROWS g->client.pack.skipRows GLint GL_PACK_SKIP_PIXELS g->client.pack.skipPixels GLint GL_PACK_ALIGNMENT g->client.pack.alignment GLint GL_PACK_IMAGE_HEIGHT g->client.pack.imageHeight GLint GL_PACK_SKIP_IMAGES g->client.pack.skipImages GLint GL_UNPACK_ROW_LENGTH g->client.unpack.rowLength GLint GL_UNPACK_SKIP_ROWS g->client.unpack.skipRows GLint GL_UNPACK_SKIP_PIXELS g->client.unpack.skipPixels GLint GL_UNPACK_ALIGNMENT g->client.unpack.alignment GLint GL_UNPACK_IMAGE_HEIGHT g->client.unpack.imageHeight GLint GL_UNPACK_SKIP_IMAGES g->client.unpack.skipImages GLfloat GL_ZOOM_X g->pixel.xZoom GLfloat GL_ZOOM_Y g->pixel.yZoom GLfloat GL_RED_BIAS g->pixel.bias.r GLfloat GL_GREEN_BIAS g->pixel.bias.g GLfloat GL_BLUE_BIAS g->pixel.bias.b GLfloat GL_ALPHA_BIAS g->pixel.bias.a GLfloat GL_RED_SCALE g->pixel.scale.r GLfloat GL_GREEN_SCALE g->pixel.scale.g GLfloat GL_BLUE_SCALE g->pixel.scale.b GLfloat GL_ALPHA_SCALE g->pixel.scale.a GLfloat GL_DEPTH_BIAS g->pixel.depthBias GLfloat GL_DEPTH_SCALE g->pixel.depthScale GLint GL_INDEX_OFFSET g->pixel.indexOffset GLint GL_INDEX_SHIFT g->pixel.indexShift GLboolean GL_MAP_COLOR g->pixel.mapColor GLboolean GL_MAP_STENCIL g->pixel.mapStencil GLint GL_PIXEL_MAP_A_TO_A_SIZE g->pixel.mapAtoAsize GLint GL_PIXEL_MAP_B_TO_B_SIZE g->pixel.mapBtoBsize GLint GL_PIXEL_MAP_G_TO_G_SIZE g->pixel.mapGtoGsize GLint GL_PIXEL_MAP_I_TO_A_SIZE g->pixel.mapItoAsize GLint GL_PIXEL_MAP_I_TO_B_SIZE g->pixel.mapItoBsize GLint GL_PIXEL_MAP_I_TO_G_SIZE g->pixel.mapItoGsize GLint GL_PIXEL_MAP_I_TO_I_SIZE g->pixel.mapItoIsize GLint GL_PIXEL_MAP_I_TO_R_SIZE g->pixel.mapItoRsize GLint GL_PIXEL_MAP_R_TO_R_SIZE g->pixel.mapRtoRsize GLint GL_PIXEL_MAP_S_TO_S_SIZE g->pixel.mapStoSsize GLboolean GL_AUTO_NORMAL g->eval.autoNormal GLboolean GL_MAP1_COLOR_4 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_INDEX g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_NORMAL g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_TEXTURE_COORD_1 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_TEXTURE_COORD_2 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_TEXTURE_COORD_3 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_TEXTURE_COORD_4 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_VERTEX_3 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP1_VERTEX_4 g->eval.enable1D[pname-GL_MAP1_COLOR_4] GLboolean GL_MAP2_COLOR_4 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_INDEX g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_NORMAL g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_TEXTURE_COORD_1 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_TEXTURE_COORD_2 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_TEXTURE_COORD_3 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_TEXTURE_COORD_4 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_VERTEX_3 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLboolean GL_MAP2_VERTEX_4 g->eval.enable2D[pname-GL_MAP2_COLOR_4] GLdouble GL_MAP1_GRID_DOMAIN g->eval.u11D g->eval.u21D GLint GL_MAP1_GRID_SEGMENTS g->eval.un1D GLdouble GL_MAP2_GRID_DOMAIN g->eval.u12D g->eval.u22D g->eval.v12D g->eval.v22D GLint GL_MAP2_GRID_SEGMENTS g->eval.un2D g->eval.vn2D GLint GL_NAME_STACK_DEPTH 0 GLenum GL_FOG_HINT g->hint.fog GLenum GL_LINE_SMOOTH_HINT g->hint.lineSmooth GLenum GL_POINT_SMOOTH_HINT g->hint.pointSmooth GLenum GL_POLYGON_SMOOTH_HINT g->hint.polygonSmooth GLenum GL_PERSPECTIVE_CORRECTION_HINT g->hint.perspectiveCorrection GLint GL_TEXTURE_BINDING_1D g->texture.unit[g->texture.curTextureUnit].currentTexture1D->id GLint GL_TEXTURE_BINDING_2D g->texture.unit[g->texture.curTextureUnit].currentTexture2D->id GLint GL_TEXTURE_BINDING_3D g->texture.unit[g->texture.curTextureUnit].currentTexture3D->id GLenum GL_TEXTURE_ENV_MODE g->texture.unit[g->texture.curTextureUnit].envMode GLboolean GL_VERTEX_ARRAY g->client.array.v.enabled GLint GL_VERTEX_ARRAY_SIZE g->client.array.v.size GLint GL_VERTEX_ARRAY_STRIDE g->client.array.v.stride GLint GL_VERTEX_ARRAY_TYPE g->client.array.v.type GLboolean GL_NORMAL_ARRAY g->client.array.n.enabled GLint GL_NORMAL_ARRAY_STRIDE g->client.array.n.stride GLint GL_NORMAL_ARRAY_TYPE g->client.array.n.type GLboolean GL_COLOR_ARRAY g->client.array.c.enabled GLint GL_COLOR_ARRAY_SIZE g->client.array.c.size GLint GL_COLOR_ARRAY_STRIDE g->client.array.c.stride GLint GL_COLOR_ARRAY_TYPE g->client.array.c.type GLboolean GL_INDEX_ARRAY g->client.array.i.enabled GLint GL_INDEX_ARRAY_STRIDE g->client.array.i.stride GLint GL_INDEX_ARRAY_TYPE g->client.array.i.type GLboolean GL_TEXTURE_COORD_ARRAY g->client.array.t[g->client.curClientTextureUnit].enabled GLint GL_TEXTURE_COORD_ARRAY_SIZE g->client.array.t[g->client.curClientTextureUnit].size GLint GL_TEXTURE_COORD_ARRAY_STRIDE g->client.array.t[g->client.curClientTextureUnit].stride GLint GL_TEXTURE_COORD_ARRAY_TYPE g->client.array.t[g->client.curClientTextureUnit].type GLboolean GL_EDGE_FLAG_ARRAY g->client.array.e.enabled GLint GL_EDGE_FLAG_ARRAY_STRIDE g->client.array.e.stride GLboolean GL_RGBA_MODE g->limits.rgbaMode GLboolean GL_INDEX_MODE (!g->limits.rgbaMode) GLint GL_AUX_BUFFERS g->limits.auxBuffers GLboolean GL_STEREO g->limits.stereo GLboolean GL_DOUBLEBUFFER g->limits.doubleBuffer GLint GL_INDEX_BITS g->limits.indexBits GLint GL_DEPTH_BITS g->limits.depthBits GLint GL_RED_BITS g->limits.redBits GLint GL_GREEN_BITS g->limits.greenBits GLint GL_BLUE_BITS g->limits.blueBits GLint GL_ALPHA_BITS g->limits.alphaBits GLint GL_STENCIL_BITS g->limits.stencilBits GLint GL_ACCUM_RED_BITS g->limits.accumRedBits GLint GL_ACCUM_GREEN_BITS g->limits.accumGreenBits GLint GL_ACCUM_BLUE_BITS g->limits.accumBlueBits GLint GL_ACCUM_ALPHA_BITS g->limits.accumAlphaBits GLclampf GL_COLOR_CLEAR_VALUE g->buffer.colorClearValue.r g->buffer.colorClearValue.g g->buffer.colorClearValue.b g->buffer.colorClearValue.a GLclampf GL_INDEX_CLEAR_VALUE g->buffer.indexClearValue GLclampd GL_DEPTH_CLEAR_VALUE g->buffer.depthClearValue GLfloat GL_ACCUM_CLEAR_VALUE g->buffer.accumClearValue.r g->buffer.accumClearValue.g g->buffer.accumClearValue.b g->buffer.accumClearValue.a GLenum GL_BLEND_SRC g->buffer.blendSrcRGB GLenum GL_BLEND_DST g->buffer.blendDstRGB #GLenum GL_BLEND_EQUATION g->buffer.blendEquation #GLclampf GL_BLEND_COLOR g->buffer.blendColor.r g->buffer.blendColor.g g->buffer.blendColor.b g->buffer.blendColor.a GLenum GL_DEPTH_FUNC g->buffer.depthFunc GLenum GL_ALPHA_TEST_FUNC g->buffer.alphaTestFunc GLint GL_ALPHA_TEST_REF g->buffer.alphaTestRef GLenum GL_DRAW_BUFFER __getDrawBuffer(g) GLenum GL_READ_BUFFER __getReadBuffer(g) GLboolean GL_COLOR_WRITEMASK g->buffer.colorWriteMask.r g->buffer.colorWriteMask.g g->buffer.colorWriteMask.b g->buffer.colorWriteMask.a GLint GL_INDEX_WRITEMASK g->buffer.indexWriteMask GLint GL_LIST_BASE g->lists.base GLint GL_LIST_INDEX g->lists.currentIndex GLenum GL_LIST_MODE g->lists.mode GLint GL_STENCIL_CLEAR_VALUE g->stencil.clearValue GLint GL_STENCIL_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].fail GLint GL_STENCIL_BACK_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].fail GLint GL_STENCIL_FUNC g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].func GLint GL_STENCIL_BACK_FUNC g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].func GLint GL_STENCIL_PASS_DEPTH_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthFail GLint GL_STENCIL_BACK_PASS_DEPTH_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthFail GLint GL_STENCIL_PASS_DEPTH_PASS g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthPass GLint GL_STENCIL_BACK_PASS_DEPTH_PASS g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthPass GLint GL_STENCIL_REF g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].ref GLint GL_STENCIL_BACK_REF g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].ref GLboolean GL_STENCIL_TEST g->stencil.stencilTest GLint GL_STENCIL_VALUE_MASK g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].mask GLint GL_STENCIL_BACK_VALUE_MASK g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].mask GLint GL_STENCIL_WRITEMASK g->stencil.writeMask GLfloat GL_CURRENT_INDEX g->current.colorIndex GLclampf GL_CURRENT_COLOR g->current.vertexAttrib[VERT_ATTRIB_COLOR0][0] g->current.vertexAttrib[VERT_ATTRIB_COLOR0][1] g->current.vertexAttrib[VERT_ATTRIB_COLOR0][2] g->current.vertexAttrib[VERT_ATTRIB_COLOR0][3] GLclampf GL_CURRENT_NORMAL g->current.vertexAttrib[VERT_ATTRIB_NORMAL][0] g->current.vertexAttrib[VERT_ATTRIB_NORMAL][1] g->current.vertexAttrib[VERT_ATTRIB_NORMAL][2] GLfloat GL_CURRENT_TEXTURE_COORDS g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][0] g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][1] g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][2] g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][3] GLboolean GL_EDGE_FLAG g->current.edgeFlag #?b?ub?s?us?i?ui?f?d GL_CURRENT_RASTER_POSITION g->current.rasterpos?.x g->current.rasterpos?.y g->current.rasterpos?.z g->current.rasterpos?.w GLfloat GL_CURRENT_RASTER_POSITION g->current.rasterAttrib[VERT_ATTRIB_POS][0] g->current.rasterAttrib[VERT_ATTRIB_POS][1] g->current.rasterAttrib[VERT_ATTRIB_POS][2] g->current.rasterAttrib[VERT_ATTRIB_POS][3] GLboolean GL_CURRENT_RASTER_POSITION_VALID g->current.rasterValid #?s?i?f?d GL_CURRENT_RASTER_TEXTURE_COORDS g->current.rastertexture?.s g->current.rastertexture?.t g->current.rastertexture?.p g->current.rastertexture?.q GLfloat GL_CURRENT_RASTER_TEXTURE_COORDS g->current.rasterAttrib[VERT_ATTRIB_TEX0][0] g->current.rasterAttrib[VERT_ATTRIB_TEX0][1] g->current.rasterAttrib[VERT_ATTRIB_TEX0][2] g->current.rasterAttrib[VERT_ATTRIB_TEX0][3] #GLclampf?b?ub?s?us?i?ui?f?d GL_CURRENT_RASTER_COLOR g->current.rastercolor?.r g->current.rastercolor?.g g->current.rastercolor?.b g->current.rastercolor?.a GLfloat GL_CURRENT_RASTER_COLOR g->current.rasterAttrib[VERT_ATTRIB_COLOR0][0] g->current.rasterAttrib[VERT_ATTRIB_COLOR0][1] g->current.rasterAttrib[VERT_ATTRIB_COLOR0][2] g->current.rasterAttrib[VERT_ATTRIB_COLOR0][3] GLfloat GL_CURRENT_RASTER_DISTANCE g->current.rasterAttrib[VERT_ATTRIB_FOG][0] GLdouble GL_CURRENT_RASTER_INDEX g->current.rasterIndex #GLclampf GL_CURRENT_SECONDARY_COLOR_EXT g->lighting.vertexAttrib[VERT_ATTRIB_COLOR1][0] g->lighting.vertexAttrib[VERT_ATTRIB_COLOR1][1] g->lighting.vertexAttrib[VERT_ATTRIB_COLOR1][2] #GLint GL_SECONDARY_COLOR_ARRAY_SIZE_EXT #GLint GL_SECONDARY_COLOR_ARRAY_TYPE_EXT #GLint GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT GLint GL_MAX_VERTEX_ATTRIBS_ARB g->limits.maxVertexProgramAttribs # Implementation-dependent limits queries GLint GL_MAX_TEXTURE_UNITS_ARB g->limits.maxTextureUnits GLint GL_MAX_TEXTURE_SIZE g->limits.maxTextureSize GLint GL_MAX_3D_TEXTURE_SIZE g->limits.max3DTextureSize GLint GL_MAX_LIGHTS g->limits.maxLights GLint GL_MAX_CLIP_PLANES g->limits.maxClipPlanes GLint GL_MAX_PROJECTION_STACK_DEPTH g->limits.maxProjectionStackDepth GLint GL_MAX_MODELVIEW_STACK_DEPTH g->limits.maxModelviewStackDepth GLint GL_MAX_TEXTURE_STACK_DEPTH g->limits.maxTextureStackDepth GLint GL_MAX_COLOR_MATRIX_STACK_DEPTH g->limits.maxColorStackDepth GLint GL_MAX_ATTRIB_STACK_DEPTH g->limits.maxAttribStackDepth GLint GL_MAX_CLIENT_ATTRIB_STACK_DEPTH g->limits.maxClientAttribStackDepth GLint GL_MAX_NAME_STACK_DEPTH g->limits.maxNameStackDepth GLint GL_MAX_ELEMENTS_INDICES g->limits.maxElementsIndices GLint GL_MAX_ELEMENTS_VERTICES g->limits.maxElementsVertices GLint GL_MAX_EVAL_ORDER g->limits.maxEvalOrder GLint GL_MAX_LIST_NESTING g->limits.maxListNesting GLint GL_MAX_PIXEL_MAP_TABLE g->limits.maxPixelMapTable GLint GL_MAX_VIEWPORT_DIMS g->limits.maxViewportDims[0] g->limits.maxViewportDims[1] GLint GL_SUBPIXEL_BITS g->limits.subpixelBits GLfloat GL_ALIASED_POINT_SIZE_RANGE g->limits.aliasedPointSizeRange[0] g->limits.aliasedPointSizeRange[1] GLfloat GL_SMOOTH_POINT_SIZE_RANGE g->limits.smoothPointSizeRange[0] g->limits.smoothPointSizeRange[1] GLfloat GL_SMOOTH_POINT_SIZE_GRANULARITY g->limits.pointSizeGranularity GLfloat GL_ALIASED_LINE_WIDTH_RANGE g->limits.aliasedLineWidthRange[0] g->limits.aliasedLineWidthRange[1] GLfloat GL_SMOOTH_LINE_WIDTH_RANGE g->limits.smoothLineWidthRange[0] g->limits.smoothLineWidthRange[1] GLfloat GL_SMOOTH_LINE_WIDTH_GRANULARITY g->limits.lineWidthGranularity GLint GL_RENDER_MODE g->renderMode # Feedback GLint GL_FEEDBACK_BUFFER_SIZE g->feedback.bufferSize GLint GL_FEEDBACK_BUFFER_TYPE g->feedback.type GLint GL_SELECTION_BUFFER_SIZE g->selection.bufferSize # FBO GLint GL_FRAMEBUFFER_BINDING_EXT (g->framebufferobject.drawFB?g->framebufferobject.drawFB->id:0) GLint GL_READ_FRAMEBUFFER_BINDING (g->framebufferobject.readFB?g->framebufferobject.readFB->id:0) GLint GL_RENDERBUFFER_BINDING_EXT (g->framebufferobject.renderbuffer?g->framebufferobject.renderbuffer->id:0) #CVA GLint GL_ARRAY_ELEMENT_LOCK_FIRST_EXT g->client.array.lockFirst GLint GL_ARRAY_ELEMENT_LOCK_COUNT_EXT g->client.array.lockCount GLint GL_ACTIVE_STENCIL_FACE_EXT g->stencil.activeStencilFace