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#ifdef GL_VERSION_1_0
if (!strncmp(name, "GL_", 3)) {
i(GL_FALSE)
i(GL_TRUE)
i(GL_BYTE)
i(GL_UNSIGNED_BYTE)
i(GL_SHORT)
i(GL_UNSIGNED_SHORT)
i(GL_INT)
i(GL_UNSIGNED_INT)
i(GL_FLOAT)
i(GL_DOUBLE)
i(GL_2_BYTES)
i(GL_3_BYTES)
i(GL_4_BYTES)
i(GL_LINES)
i(GL_POINTS)
i(GL_LINE_STRIP)
i(GL_LINE_LOOP)
i(GL_TRIANGLES)
i(GL_TRIANGLE_STRIP)
i(GL_TRIANGLE_FAN)
i(GL_QUADS)
i(GL_QUAD_STRIP)
i(GL_POLYGON)
i(GL_EDGE_FLAG)
i(GL_V2F)
i(GL_V3F)
i(GL_C4UB_V2F)
i(GL_C4UB_V3F)
i(GL_C3F_V3F)
i(GL_N3F_V3F)
i(GL_C4F_N3F_V3F)
i(GL_T2F_V3F)
i(GL_T4F_V4F)
i(GL_T2F_C4UB_V3F)
i(GL_T2F_C3F_V3F)
i(GL_T2F_N3F_V3F)
i(GL_T2F_C4F_N3F_V3F)
i(GL_T4F_C4F_N3F_V4F)
i(GL_MATRIX_MODE)
i(GL_MODELVIEW)
i(GL_PROJECTION)
i(GL_TEXTURE)
i(GL_POINT_SMOOTH)
i(GL_POINT_SIZE)
i(GL_POINT_SIZE_GRANULARITY)
i(GL_POINT_SIZE_RANGE)
i(GL_LINE_SMOOTH)
i(GL_LINE_STIPPLE)
i(GL_LINE_STIPPLE_PATTERN)
i(GL_LINE_STIPPLE_REPEAT)
i(GL_LINE_WIDTH)
i(GL_LINE_WIDTH_GRANULARITY)
i(GL_LINE_WIDTH_RANGE)
i(GL_POINT)
i(GL_LINE)
i(GL_FILL)
i(GL_CCW)
i(GL_CW)
i(GL_FRONT)
i(GL_BACK)
i(GL_CULL_FACE)
i(GL_CULL_FACE_MODE)
i(GL_POLYGON_SMOOTH)
i(GL_POLYGON_STIPPLE)
i(GL_FRONT_FACE)
i(GL_POLYGON_MODE)
i(GL_COMPILE)
i(GL_COMPILE_AND_EXECUTE)
i(GL_LIST_BASE)
i(GL_LIST_INDEX)
i(GL_LIST_MODE)
i(GL_NEVER)
i(GL_LESS)
i(GL_GEQUAL)
i(GL_LEQUAL)
i(GL_GREATER)
i(GL_NOTEQUAL)
i(GL_EQUAL)
i(GL_ALWAYS)
i(GL_DEPTH_TEST)
i(GL_DEPTH_BITS)
i(GL_DEPTH_CLEAR_VALUE)
i(GL_DEPTH_FUNC)
i(GL_DEPTH_RANGE)
i(GL_DEPTH_WRITEMASK)
i(GL_DEPTH_COMPONENT)
i(GL_LIGHTING)
i(GL_LIGHT0)
i(GL_LIGHT1)
i(GL_LIGHT2)
i(GL_LIGHT3)
i(GL_LIGHT4)
i(GL_LIGHT5)
i(GL_LIGHT6)
i(GL_LIGHT7)
i(GL_SPOT_EXPONENT)
i(GL_SPOT_CUTOFF)
i(GL_CONSTANT_ATTENUATION)
i(GL_LINEAR_ATTENUATION)
i(GL_QUADRATIC_ATTENUATION)
i(GL_AMBIENT)
i(GL_DIFFUSE)
i(GL_SPECULAR)
i(GL_SHININESS)
i(GL_EMISSION)
i(GL_POSITION)
i(GL_SPOT_DIRECTION)
i(GL_AMBIENT_AND_DIFFUSE)
i(GL_COLOR_INDEXES)
i(GL_LIGHT_MODEL_TWO_SIDE)
i(GL_LIGHT_MODEL_LOCAL_VIEWER)
i(GL_LIGHT_MODEL_AMBIENT)
i(GL_FRONT_AND_BACK)
i(GL_SHADE_MODEL)
i(GL_FLAT)
i(GL_SMOOTH)
i(GL_COLOR_MATERIAL)
i(GL_COLOR_MATERIAL_FACE)
i(GL_COLOR_MATERIAL_PARAMETER)
i(GL_NORMALIZE)
i(GL_CLIP_PLANE0)
i(GL_CLIP_PLANE1)
i(GL_CLIP_PLANE2)
i(GL_CLIP_PLANE3)
i(GL_CLIP_PLANE4)
i(GL_CLIP_PLANE5)
i(GL_ACCUM_RED_BITS)
i(GL_ACCUM_GREEN_BITS)
i(GL_ACCUM_BLUE_BITS)
i(GL_ACCUM_ALPHA_BITS)
i(GL_ACCUM_CLEAR_VALUE)
i(GL_ACCUM)
i(GL_ADD)
i(GL_LOAD)
i(GL_MULT)
i(GL_RETURN)
i(GL_ALPHA_TEST)
i(GL_ALPHA_TEST_REF)
i(GL_ALPHA_TEST_FUNC)
i(GL_BLEND)
i(GL_BLEND_SRC)
i(GL_BLEND_DST)
i(GL_ZERO)
i(GL_ONE)
i(GL_SRC_COLOR)
i(GL_ONE_MINUS_SRC_COLOR)
i(GL_DST_COLOR)
i(GL_ONE_MINUS_DST_COLOR)
i(GL_SRC_ALPHA)
i(GL_ONE_MINUS_SRC_ALPHA)
i(GL_DST_ALPHA)
i(GL_ONE_MINUS_DST_ALPHA)
i(GL_SRC_ALPHA_SATURATE)
#if !defined(GL_SRC_ALPHA_SATURATE) || defined(GL_CONSTANT_COLOR)
i(GL_CONSTANT_COLOR)
i(GL_ONE_MINUS_CONSTANT_COLOR)
i(GL_CONSTANT_ALPHA)
i(GL_ONE_MINUS_CONSTANT_ALPHA)
#endif
i(GL_FEEDBACK)
i(GL_RENDER)
i(GL_SELECT)
i(GL_2D)
i(GL_3D)
i(GL_3D_COLOR)
i(GL_3D_COLOR_TEXTURE)
i(GL_4D_COLOR_TEXTURE)
i(GL_POINT_TOKEN)
i(GL_LINE_TOKEN)
i(GL_LINE_RESET_TOKEN)
i(GL_POLYGON_TOKEN)
i(GL_BITMAP_TOKEN)
i(GL_DRAW_PIXEL_TOKEN)
i(GL_COPY_PIXEL_TOKEN)
i(GL_PASS_THROUGH_TOKEN)
i(GL_FEEDBACK_BUFFER_SIZE)
i(GL_FEEDBACK_BUFFER_TYPE)
i(GL_FOG)
i(GL_FOG_MODE)
i(GL_FOG_DENSITY)
i(GL_FOG_COLOR)
i(GL_FOG_INDEX)
i(GL_FOG_START)
i(GL_FOG_END)
i(GL_LINEAR)
i(GL_EXP)
i(GL_EXP2)
i(GL_LOGIC_OP)
i(GL_LOGIC_OP_MODE)
i(GL_CLEAR)
i(GL_SET)
i(GL_COPY)
i(GL_COPY_INVERTED)
i(GL_NOOP)
i(GL_INVERT)
i(GL_AND)
i(GL_NAND)
i(GL_OR)
i(GL_NOR)
i(GL_XOR)
i(GL_EQUIV)
i(GL_AND_REVERSE)
i(GL_AND_INVERTED)
i(GL_OR_REVERSE)
i(GL_OR_INVERTED)
i(GL_STENCIL_TEST)
i(GL_STENCIL_WRITEMASK)
i(GL_STENCIL_BITS)
i(GL_STENCIL_FUNC)
i(GL_STENCIL_VALUE_MASK)
i(GL_STENCIL_REF)
i(GL_STENCIL_FAIL)
i(GL_STENCIL_PASS_DEPTH_PASS)
i(GL_STENCIL_PASS_DEPTH_FAIL)
i(GL_STENCIL_CLEAR_VALUE)
i(GL_STENCIL_INDEX)
i(GL_KEEP)
i(GL_REPLACE)
i(GL_INCR)
i(GL_DECR)
i(GL_NONE)
i(GL_LEFT)
i(GL_RIGHT)
i(GL_FRONT)
i(GL_BACK)
i(GL_FRONT_AND_BACK)
i(GL_FRONT_LEFT)
i(GL_FRONT_RIGHT)
i(GL_BACK_LEFT)
i(GL_BACK_RIGHT)
i(GL_AUX0)
i(GL_AUX1)
i(GL_AUX2)
i(GL_AUX3)
i(GL_COLOR_INDEX)
i(GL_RED)
i(GL_GREEN)
i(GL_BLUE)
i(GL_ALPHA)
i(GL_LUMINANCE)
i(GL_LUMINANCE_ALPHA)
i(GL_ALPHA_BITS)
i(GL_RED_BITS)
i(GL_GREEN_BITS)
i(GL_BLUE_BITS)
i(GL_INDEX_BITS)
i(GL_SUBPIXEL_BITS)
i(GL_AUX_BUFFERS)
i(GL_READ_BUFFER)
i(GL_DRAW_BUFFER)
i(GL_DOUBLEBUFFER)
i(GL_STEREO)
i(GL_BITMAP)
i(GL_COLOR)
i(GL_DEPTH)
i(GL_STENCIL)
i(GL_DITHER)
i(GL_RGB)
i(GL_RGBA)
i(GL_MAX_LIST_NESTING)
i(GL_MAX_ATTRIB_STACK_DEPTH)
i(GL_MAX_MODELVIEW_STACK_DEPTH)
i(GL_MAX_NAME_STACK_DEPTH)
i(GL_MAX_PROJECTION_STACK_DEPTH)
i(GL_MAX_TEXTURE_STACK_DEPTH)
i(GL_MAX_EVAL_ORDER)
i(GL_MAX_LIGHTS)
i(GL_MAX_CLIP_PLANES)
i(GL_MAX_TEXTURE_SIZE)
i(GL_MAX_PIXEL_MAP_TABLE)
i(GL_MAX_VIEWPORT_DIMS)
i(GL_ATTRIB_STACK_DEPTH)
i(GL_CLIENT_ATTRIB_STACK_DEPTH)
i(GL_COLOR_CLEAR_VALUE)
i(GL_COLOR_WRITEMASK)
i(GL_CURRENT_INDEX)
i(GL_CURRENT_COLOR)
i(GL_CURRENT_NORMAL)
i(GL_CURRENT_RASTER_COLOR)
i(GL_CURRENT_RASTER_DISTANCE)
i(GL_CURRENT_RASTER_INDEX)
i(GL_CURRENT_RASTER_POSITION)
i(GL_CURRENT_RASTER_TEXTURE_COORDS)
i(GL_CURRENT_RASTER_POSITION_VALID)
i(GL_CURRENT_TEXTURE_COORDS)
i(GL_INDEX_CLEAR_VALUE)
i(GL_INDEX_MODE)
i(GL_INDEX_WRITEMASK)
i(GL_MODELVIEW_MATRIX)
i(GL_MODELVIEW_STACK_DEPTH)
i(GL_NAME_STACK_DEPTH)
i(GL_PROJECTION_MATRIX)
i(GL_PROJECTION_STACK_DEPTH)
i(GL_RENDER_MODE)
i(GL_RGBA_MODE)
i(GL_TEXTURE_MATRIX)
i(GL_TEXTURE_STACK_DEPTH)
i(GL_VIEWPORT)
i(GL_AUTO_NORMAL)
i(GL_MAP1_COLOR_4)
i(GL_MAP1_GRID_DOMAIN)
i(GL_MAP1_GRID_SEGMENTS)
i(GL_MAP1_INDEX)
i(GL_MAP1_NORMAL)
i(GL_MAP1_TEXTURE_COORD_1)
i(GL_MAP1_TEXTURE_COORD_2)
i(GL_MAP1_TEXTURE_COORD_3)
i(GL_MAP1_TEXTURE_COORD_4)
i(GL_MAP1_VERTEX_3)
i(GL_MAP1_VERTEX_4)
i(GL_MAP2_COLOR_4)
i(GL_MAP2_GRID_DOMAIN)
i(GL_MAP2_GRID_SEGMENTS)
i(GL_MAP2_INDEX)
i(GL_MAP2_NORMAL)
i(GL_MAP2_TEXTURE_COORD_1)
i(GL_MAP2_TEXTURE_COORD_2)
i(GL_MAP2_TEXTURE_COORD_3)
i(GL_MAP2_TEXTURE_COORD_4)
i(GL_MAP2_VERTEX_3)
i(GL_MAP2_VERTEX_4)
i(GL_COEFF)
i(GL_DOMAIN)
i(GL_ORDER)
i(GL_FOG_HINT)
i(GL_LINE_SMOOTH_HINT)
i(GL_PERSPECTIVE_CORRECTION_HINT)
i(GL_POINT_SMOOTH_HINT)
i(GL_POLYGON_SMOOTH_HINT)
i(GL_DONT_CARE)
i(GL_FASTEST)
i(GL_NICEST)
i(GL_SCISSOR_TEST)
i(GL_SCISSOR_BOX)
i(GL_MAP_COLOR)
i(GL_MAP_STENCIL)
i(GL_INDEX_SHIFT)
i(GL_INDEX_OFFSET)
i(GL_RED_SCALE)
i(GL_RED_BIAS)
i(GL_GREEN_SCALE)
i(GL_GREEN_BIAS)
i(GL_BLUE_SCALE)
i(GL_BLUE_BIAS)
i(GL_ALPHA_SCALE)
i(GL_ALPHA_BIAS)
i(GL_DEPTH_SCALE)
i(GL_DEPTH_BIAS)
i(GL_PIXEL_MAP_S_TO_S_SIZE)
i(GL_PIXEL_MAP_I_TO_I_SIZE)
i(GL_PIXEL_MAP_I_TO_R_SIZE)
i(GL_PIXEL_MAP_I_TO_G_SIZE)
i(GL_PIXEL_MAP_I_TO_B_SIZE)
i(GL_PIXEL_MAP_I_TO_A_SIZE)
i(GL_PIXEL_MAP_R_TO_R_SIZE)
i(GL_PIXEL_MAP_G_TO_G_SIZE)
i(GL_PIXEL_MAP_B_TO_B_SIZE)
i(GL_PIXEL_MAP_A_TO_A_SIZE)
i(GL_PIXEL_MAP_S_TO_S)
i(GL_PIXEL_MAP_I_TO_I)
i(GL_PIXEL_MAP_I_TO_R)
i(GL_PIXEL_MAP_I_TO_G)
i(GL_PIXEL_MAP_I_TO_B)
i(GL_PIXEL_MAP_I_TO_A)
i(GL_PIXEL_MAP_R_TO_R)
i(GL_PIXEL_MAP_G_TO_G)
i(GL_PIXEL_MAP_B_TO_B)
i(GL_PIXEL_MAP_A_TO_A)
i(GL_PACK_ALIGNMENT)
i(GL_PACK_LSB_FIRST)
i(GL_PACK_ROW_LENGTH)
i(GL_PACK_SKIP_PIXELS)
i(GL_PACK_SKIP_ROWS)
i(GL_PACK_SWAP_BYTES)
i(GL_UNPACK_ALIGNMENT)
i(GL_UNPACK_LSB_FIRST)
i(GL_UNPACK_ROW_LENGTH)
i(GL_UNPACK_SKIP_PIXELS)
i(GL_UNPACK_SKIP_ROWS)
i(GL_UNPACK_SWAP_BYTES)
i(GL_ZOOM_X)
i(GL_ZOOM_Y)
i(GL_TEXTURE_ENV)
i(GL_TEXTURE_ENV_MODE)
i(GL_TEXTURE_1D)
i(GL_TEXTURE_2D)
i(GL_TEXTURE_WRAP_S)
i(GL_TEXTURE_WRAP_T)
i(GL_TEXTURE_MAG_FILTER)
i(GL_TEXTURE_MIN_FILTER)
i(GL_TEXTURE_ENV_COLOR)
i(GL_TEXTURE_GEN_S)
i(GL_TEXTURE_GEN_T)
i(GL_TEXTURE_GEN_MODE)
i(GL_TEXTURE_BORDER_COLOR)
i(GL_TEXTURE_WIDTH)
i(GL_TEXTURE_HEIGHT)
i(GL_TEXTURE_BORDER)
i(GL_TEXTURE_COMPONENTS)
i(GL_TEXTURE_RED_SIZE)
i(GL_TEXTURE_GREEN_SIZE)
i(GL_TEXTURE_BLUE_SIZE)
i(GL_TEXTURE_ALPHA_SIZE)
i(GL_TEXTURE_LUMINANCE_SIZE)
i(GL_TEXTURE_INTENSITY_SIZE)
i(GL_NEAREST_MIPMAP_NEAREST)
i(GL_NEAREST_MIPMAP_LINEAR)
i(GL_LINEAR_MIPMAP_NEAREST)
i(GL_LINEAR_MIPMAP_LINEAR)
i(GL_OBJECT_LINEAR)
i(GL_OBJECT_PLANE)
i(GL_EYE_LINEAR)
i(GL_EYE_PLANE)
i(GL_SPHERE_MAP)
i(GL_DECAL)
i(GL_MODULATE)
i(GL_NEAREST)
i(GL_REPEAT)
i(GL_CLAMP)
i(GL_S)
i(GL_T)
i(GL_R)
i(GL_Q)
i(GL_TEXTURE_GEN_R)
i(GL_TEXTURE_GEN_Q)
i(GL_VENDOR)
i(GL_RENDERER)
i(GL_VERSION)
i(GL_EXTENSIONS)
i(GL_INVALID_VALUE)
i(GL_INVALID_ENUM)
i(GL_INVALID_OPERATION)
i(GL_STACK_OVERFLOW)
i(GL_STACK_UNDERFLOW)
i(GL_OUT_OF_MEMORY)
#ifdef GL_VERSION_1_1
i(GL_TEXTURE_RESIDENT)
i(GL_TEXTURE_BINDING_1D)
i(GL_TEXTURE_BINDING_2D)
i(GL_TEXTURE_PRIORITY)
i(GL_PROXY_TEXTURE_1D)
i(GL_PROXY_TEXTURE_2D)
i(GL_FEEDBACK_BUFFER_POINTER)
i(GL_VERTEX_ARRAY)
i(GL_NORMAL_ARRAY)
i(GL_COLOR_ARRAY)
i(GL_INDEX_ARRAY)
i(GL_TEXTURE_COORD_ARRAY)
i(GL_EDGE_FLAG_ARRAY)
i(GL_VERTEX_ARRAY_SIZE)
i(GL_VERTEX_ARRAY_TYPE)
i(GL_VERTEX_ARRAY_STRIDE)
i(GL_NORMAL_ARRAY_TYPE)
i(GL_NORMAL_ARRAY_STRIDE)
i(GL_COLOR_ARRAY_SIZE)
i(GL_COLOR_ARRAY_TYPE)
i(GL_COLOR_ARRAY_STRIDE)
i(GL_INDEX_ARRAY_TYPE)
i(GL_INDEX_ARRAY_STRIDE)
i(GL_TEXTURE_COORD_ARRAY_SIZE)
i(GL_TEXTURE_COORD_ARRAY_TYPE)
i(GL_TEXTURE_COORD_ARRAY_STRIDE)
i(GL_EDGE_FLAG_ARRAY_STRIDE)
i(GL_VERTEX_ARRAY_POINTER)
i(GL_NORMAL_ARRAY_POINTER)
i(GL_COLOR_ARRAY_POINTER)
i(GL_INDEX_ARRAY_POINTER)
i(GL_TEXTURE_COORD_ARRAY_POINTER)
i(GL_EDGE_FLAG_ARRAY_POINTER)
i(GL_POLYGON_OFFSET_FACTOR)
i(GL_POLYGON_OFFSET_UNITS)
i(GL_POLYGON_OFFSET_POINT)
i(GL_POLYGON_OFFSET_LINE)
i(GL_POLYGON_OFFSET_FILL)
i(GL_INDEX_LOGIC_OP)
i(GL_COLOR_LOGIC_OP)
i(GL_ALPHA4)
i(GL_ALPHA8)
i(GL_ALPHA12)
i(GL_ALPHA16)
i(GL_LUMINANCE4)
i(GL_LUMINANCE8)
i(GL_LUMINANCE12)
i(GL_LUMINANCE16)
i(GL_LUMINANCE4_ALPHA4)
i(GL_LUMINANCE6_ALPHA2)
i(GL_LUMINANCE8_ALPHA8)
i(GL_LUMINANCE12_ALPHA4)
i(GL_LUMINANCE12_ALPHA12)
i(GL_LUMINANCE16_ALPHA16)
i(GL_INTENSITY)
i(GL_INTENSITY4)
i(GL_INTENSITY8)
i(GL_INTENSITY12)
i(GL_INTENSITY16)
i(GL_R3_G3_B2)
i(GL_RGB4)
i(GL_RGB5)
i(GL_RGB8)
i(GL_RGB10)
i(GL_RGB12)
i(GL_RGB16)
i(GL_RGBA2)
i(GL_RGBA4)
i(GL_RGB5_A1)
i(GL_RGBA8)
i(GL_RGB10_A2)
i(GL_RGBA12)
i(GL_RGBA16)
#endif
#ifdef GL_VERSION_1_2
/* ADDED in 0.55 */
#ifndef GL_R3_G3_B2_EXT
#define GL_R3_G3_B2_EXT GL_R3_G3_B2
#endif
#ifndef GL_COLOR_TABLE_FORMAT_EXT
#define GL_COLOR_TABLE_FORMAT_EXT GL_COLOR_TABLE_FORMAT
#endif
#ifndef GL_COLOR_TABLE_WIDTH_EXT
#define GL_COLOR_TABLE_WIDTH_EXT GL_COLOR_TABLE_WIDTH
#endif
#ifndef GL_COLOR_TABLE_RED_SIZE_EXT
#define GL_COLOR_TABLE_RED_SIZE_EXT GL_COLOR_TABLE_RED_SIZE
#endif
#ifndef GL_COLOR_TABLE_GREEN_SIZE_EXT
#define GL_COLOR_TABLE_GREEN_SIZE_EXT GL_COLOR_TABLE_GREEN_SIZE
#endif
#ifndef GL_COLOR_TABLE_BLUE_SIZE_EXT
#define GL_COLOR_TABLE_BLUE_SIZE_EXT GL_COLOR_TABLE_BLUE_SIZE
#endif
#ifndef GL_COLOR_TABLE_ALPHA_SIZE_EXT
#define GL_COLOR_TABLE_ALPHA_SIZE_EXT GL_COLOR_TABLE_ALPHA_SIZE
#endif
#ifndef GL_COLOR_TABLE_LUMINANCE_SIZE_EXT
#define GL_COLOR_TABLE_LUMINANCE_SIZE_EXT GL_COLOR_TABLE_LUMINANCE_SIZE
#endif
#ifndef GL_COLOR_TABLE_INTENSITY_SIZE_EXT
#define GL_COLOR_TABLE_INTENSITY_SIZE_EXT GL_COLOR_TABLE_INTENSITY_SIZE
#endif
/* ADDED in 0.55 */
/* ErrorCode */
i(GL_NO_ERROR)
/* GetTarget */
i(GL_MAX_CLIENT_ATTRIB_STACK_DEPTH)
i(GL_SELECTION_BUFFER_POINTER)
i(GL_SELECTION_BUFFER_SIZE)
/* GetTextureParameter */
i(GL_TEXTURE_INTERNAL_FORMAT)
#else
// fake bgr constants so OpenGL::Image::Targa will work on GL1.1
#ifdef GL_EXT_bgra
i(GL_BGR)
i(GL_BGRA)
#endif
#endif
/* 18 */ // TODO: i'm not sure these are real, don't see them in gl.h or the exts
#ifdef GL_EXT_cmyka
i(GL_CMYK)
i(GL_CMYKA)
i(GL_PACK_CMYK_HINT)
i(GL_UNPACK_CMYK_HINT)
#endif
/* 30 */
#if defined(GL_EXT_vertex_array)
# ifndef GL_EXT_vertex_array_is_faked // TODO: what the hell is this about?
i(GL_VERTEX_ARRAY_COUNT_EXT)
i(GL_NORMAL_ARRAY_COUNT_EXT)
i(GL_COLOR_ARRAY_COUNT_EXT)
i(GL_INDEX_ARRAY_COUNT_EXT)
i(GL_TEXTURE_COORD_ARRAY_COUNT_EXT)
i(GL_EDGE_FLAG_ARRAY_COUNT_EXT)
# endif
#endif
/* 79 */
#if defined(GL_EXT_clip_volume_hint) && defined(GL_VOLUME_CLIPPING_HINT_EXT)
i(GL_VOLUME_CLIPPING_HINT_EXT)
#endif
#if defined(GL_EXT_paletted_texture)
i(GL_COLOR_TABLE_FORMAT_EXT)
i(GL_COLOR_TABLE_WIDTH_EXT)
i(GL_COLOR_TABLE_RED_SIZE_EXT)
i(GL_COLOR_TABLE_GREEN_SIZE_EXT)
i(GL_COLOR_TABLE_BLUE_SIZE_EXT)
i(GL_COLOR_TABLE_ALPHA_SIZE_EXT)
i(GL_COLOR_TABLE_LUMINANCE_SIZE_EXT)
i(GL_COLOR_TABLE_INTENSITY_SIZE_EXT)
#endif
#if defined(GL_EXT_Cg_shader)
i(GL_CG_VERTEX_SHADER_EXT)
i(GL_CG_FRAGMENT_SHADER_EXT)
#endif
/* FROM glext_procs.h */
#if defined(__glext_procs_h_)
#include "glext_consts.h"
#endif
i(GL_CURRENT_BIT)
i(GL_POINT_BIT)
i(GL_LINE_BIT)
i(GL_POLYGON_BIT)
i(GL_POLYGON_STIPPLE_BIT)
i(GL_PIXEL_MODE_BIT)
i(GL_LIGHTING_BIT)
i(GL_FOG_BIT)
i(GL_DEPTH_BUFFER_BIT)
i(GL_ACCUM_BUFFER_BIT)
i(GL_STENCIL_BUFFER_BIT)
i(GL_VIEWPORT_BIT)
i(GL_TRANSFORM_BIT)
i(GL_ENABLE_BIT)
i(GL_COLOR_BUFFER_BIT)
i(GL_HINT_BIT)
i(GL_EVAL_BIT)
i(GL_LIST_BIT)
i(GL_TEXTURE_BIT)
i(GL_SCISSOR_BIT)
i(GL_ALL_ATTRIB_BITS)
i(GL_CLIENT_PIXEL_STORE_BIT)
i(GL_CLIENT_VERTEX_ARRAY_BIT)
i(MAX_GL_TEXPARAMETER_COUNT)
i(MAX_GL_TEXENV_COUNT)
i(MAX_GL_TEXGEN_COUNT)
i(MAX_GL_MATERIAL_COUNT)
i(MAX_GL_MAP_COUNT)
i(MAX_GL_LIGHT_COUNT)
i(MAX_GL_LIGHTMODEL_COUNT)
i(MAX_GL_FOG_COUNT)
i(MAX_GL_GET_COUNT)
/*
* Mesa 3D version 3.3 and 3.4 define GL_ALL_CLIENT_ATTRIB_BITS The
* OpenGL Specification (1.1 and 1.2) defines this macro as well. Older
* versions of Mesa3D used to have GL_CLIENT_ALL_ATTRIB_BITS. Older
* versions of this module, and much code out there also uses this older
* macro.
*
* To be fully backward compatible, but also to be correct, both will be
* defined here, copied from each other. This should ensure that this
* compiles and works against any OpenGL library that uses either, and
* allow code that uses either.
*/
#if defined(GL_ALL_CLIENT_ATTRIB_BITS) && !defined(GL_CLIENT_ALL_ATTRIB_BITS)
#define GL_CLIENT_ALL_ATTRIB_BITS GL_ALL_CLIENT_ATTRIB_BITS
#elif !defined(GL_ALL_CLIENT_ATTRIB_BITS) && defined(GL_CLIENT_ALL_ATTRIB_BITS)
#define GL_ALL_CLIENT_ATTRIB_BITS GL_CLIENT_ALL_ATTRIB_BITS
#endif
i(GL_ALL_CLIENT_ATTRIB_BITS)
i(GL_CLIENT_ALL_ATTRIB_BITS)
}
/* else */
#endif