; English forum: http://www.purebasic.fr/english/viewtopic.php?t=42461#42461 ; Author: Num3 ; Date: 21. December 2003 ; OS: Windows ; Demo: Yes ;/ ---------------------------------------------------------------------- ; GL.INC -- Part of the OpenGL32 API Includes for Purebasic ; Portions copyright Silicon Graphics and Microsoft. ;/ ---------------------------------------------------------------------- ;/* ;** Copyright 1996 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 ;** ;** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ;** the contents of this file may not be disclosed to third parties, copied or ;** duplicated in any form,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 Unpublished - ;** rights reserved under the Copyright Laws of the United States. ;/ #GL_INC = 1 #GL_VERSION_1_1 = 1 #GL_ACCUM = $0100 #GL_LOAD = $0101 #GL_RETURN = $0102 #GL_MULT = $0103 #GL_ADD = $0104 #GL_NEVER = $0200 #GL_LESS = $0201 #GL_EQUAL = $0202 #GL_LEQUAL = $0203 #GL_GREATER = $0204 #GL_NOTEQUAL = $0205 #GL_GEQUAL = $0206 #GL_ALWAYS = $0207 #GL_CURRENT_BIT = $00000001 #GL_POINT_BIT = $00000002 #GL_LINE_BIT = $00000004 #GL_POLYGON_BIT = $00000008 #GL_POLYGON_STIPPLE_BIT = $00000010 #GL_PIXEL_MODE_BIT = $00000020 #GL_LIGHTING_BIT = $00000040 #GL_FOG_BIT = $00000080 #GL_DEPTH_BUFFER_BIT = $00000100 #GL_ACCUM_BUFFER_BIT = $00000200 #GL_STENCIL_BUFFER_BIT = $00000400 #GL_VIEWPORT_BIT = $00000800 #GL_TRANSFORM_BIT = $00001000 #GL_ENABLE_BIT = $00002000 #GL_COLOR_BUFFER_BIT = $00004000 #GL_HINT_BIT = $00008000 #GL_EVAL_BIT = $00010000 #GL_LIST_BIT = $00020000 #GL_TEXTURE_BIT = $00040000 #GL_SCISSOR_BIT = $00080000 #GL_ALL_ATTRIB_BITS = $000FFFFF #GL_POINTS = $0000 #GL_LINES = $0001 #GL_LINE_LOOP = $0002 #GL_LINE_STRIP = $0003 #GL_TRIANGLES = $0004 #GL_TRIANGLE_STRIP = $0005 #GL_TRIANGLE_FAN = $0006 #GL_QUADS = $0007 #GL_QUAD_STRIP = $0008 #GL_POLYGON = $0009 #GL_ZERO = 0 #GL_ONE = 1 #GL_SRC_COLOR = $0300 #GL_ONE_MINUS_SRC_COLOR = $0301 #GL_SRC_ALPHA = $0302 #GL_ONE_MINUS_SRC_ALPHA = $0303 #GL_DST_ALPHA = $0304 #GL_ONE_MINUS_DST_ALPHA = $0305 #GL_DST_COLOR = $0306 #GL_ONE_MINUS_DST_COLOR = $0307 #GL_SRC_ALPHA_SATURATE = $0308 #GL_TRUE = 1 #GL_FALSE = 0 #GL_CLIP_PLANE0 = $3000 #GL_CLIP_PLANE1 = $3001 #GL_CLIP_PLANE2 = $3002 #GL_CLIP_PLANE3 = $3003 #GL_CLIP_PLANE4 = $3004 #GL_CLIP_PLANE5 = $3005 #GL_BYTE = $1400 #GL_UNSIGNED_BYTE = $1401 #GL_SHORT = $1402 #GL_UNSIGNED_SHORT = $1403 #GL_INT = $1404 #GL_UNSIGNED_INT = $1405 #GL_FLOAT = $1406 #GL_2_BYTES = $1407 #GL_3_BYTES = $1408 #GL_4_BYTES = $1409 #GL_DOUBLE = $140A #GL_NONE = 0 #GL_FRONT_LEFT = $0400 #GL_FRONT_RIGHT = $0401 #GL_BACK_LEFT = $0402 #GL_BACK_RIGHT = $0403 #GL_FRONT = $0404 #GL_BACK = $0405 #GL_LEFT = $0406 #GL_RIGHT = $0407 #GL_FRONT_AND_BACK = $0408 #GL_AUX0 = $0409 #GL_AUX1 = $040A #GL_AUX2 = $040B #GL_AUX3 = $040C #GL_NO_ERROR = 0 #GL_INVALID_ENUM = $0500 #GL_INVALID_VALUE = $0501 #GL_INVALID_OPERATION = $0502 #GL_STACK_OVERFLOW = $0503 #GL_STACK_UNDERFLOW = $0504 #GL_OUT_OF_MEMORY = $0505 #GL_2D = $0600 #GL_3D = $0601 #GL_3D_COLOR = $0602 #GL_3D_COLOR_TEXTURE = $0603 #GL_4D_COLOR_TEXTURE = $0604 #GL_PASS_THROUGH_TOKEN = $0700 #GL_POINT_TOKEN = $0701 #GL_LINE_TOKEN = $0702 #GL_POLYGON_TOKEN = $0703 #GL_BITMAP_TOKEN = $0704 #GL_DRAW_PIXEL_TOKEN = $0705 #GL_COPY_PIXEL_TOKEN = $0706 #GL_LINE_RESET_TOKEN = $0707 #GL_EXP = $0800 #GL_EXP2 = $0801 #GL_CW = $0900 #GL_CCW = $0901 #GL_COEFF = $0A00 #GL_ORDER = $0A01 #GL_DOMAIN = $0A02 #GL_CURRENT_COLOR = $0B00 #GL_CURRENT_INDEX = $0B01 #GL_CURRENT_NORMAL = $0B02 #GL_CURRENT_TEXTURE_COORDS = $0B03 #GL_CURRENT_RASTER_COLOR = $0B04 #GL_CURRENT_RASTER_INDEX = $0B05 #GL_CURRENT_RASTER_TEXTURE_COORDS = $0B06 #GL_CURRENT_RASTER_POSITION = $0B07 #GL_CURRENT_RASTER_POSITION_VALID = $0B08 #GL_CURRENT_RASTER_DISTANCE = $0B09 #GL_POINT_SMOOTH = $0B10 #GL_POINT_SIZE = $0B11 #GL_POINT_SIZE_RANGE = $0B12 #GL_POINT_SIZE_GRANULARITY = $0B13 #GL_LINE_SMOOTH = $0B20 #GL_LINE_WIDTH = $0B21 #GL_LINE_WIDTH_RANGE = $0B22 #GL_LINE_WIDTH_GRANULARITY = $0B23 #GL_LINE_STIPPLE = $0B24 #GL_LINE_STIPPLE_PATTERN = $0B25 #GL_LINE_STIPPLE_REPEAT = $0B26 #GL_LIST_MODE = $0B30 #GL_MAX_LIST_NESTING = $0B31 #GL_LIST_BASE = $0B32 #GL_LIST_INDEX = $0B33 #GL_POLYGON_MODE = $0B40 #GL_POLYGON_SMOOTH = $0B41 #GL_POLYGON_STIPPLE = $0B42 #GL_EDGE_FLAG = $0B43 #GL_CULL_FACE = $0B44 #GL_CULL_FACE_MODE = $0B45 #GL_FRONT_FACE = $0B46 #GL_LIGHTING = $0B50 #GL_LIGHT_MODEL_LOCAL_VIEWER = $0B51 #GL_LIGHT_MODEL_TWO_SIDE = $0B52 #GL_LIGHT_MODEL_AMBIENT = $0B53 #GL_SHADE_MODEL = $0B54 #GL_COLOR_MATERIAL_FACE = $0B55 #GL_COLOR_MATERIAL_PARAMETER = $0B56 #GL_COLOR_MATERIAL = $0B57 #GL_FOG = $0B60 #GL_FOG_INDEX = $0B61 #GL_FOG_DENSITY = $0B62 #GL_FOG_START = $0B63 #GL_FOG_END = $0B64 #GL_FOG_MODE = $0B65 #GL_FOG_COLOR = $0B66 #GL_DEPTH_RANGE = $0B70 #GL_DEPTH_TEST = $0B71 #GL_DEPTH_WRITEMASK = $0B72 #GL_DEPTH_CLEAR_VALUE = $0B73 #GL_DEPTH_FUNC = $0B74 #GL_ACCUM_CLEAR_VALUE = $0B80 #GL_STENCIL_TEST = $0B90 #GL_STENCIL_CLEAR_VALUE = $0B91 #GL_STENCIL_FUNC = $0B92 #GL_STENCIL_VALUE_MASK = $0B93 #GL_STENCIL_FAIL = $0B94 #GL_STENCIL_PASS_DEPTH_FAIL = $0B95 #GL_STENCIL_PASS_DEPTH_PASS = $0B96 #GL_STENCIL_REF = $0B97 #GL_STENCIL_WRITEMASK = $0B98 #GL_MATRIX_MODE = $0BA0 #GL_NORMALIZE = $0BA1 #GL_VIEWPORT = $0BA2 #GL_MODELVIEW_STACK_DEPTH = $0BA3 #GL_PROJECTION_STACK_DEPTH = $0BA4 #GL_TEXTURE_STACK_DEPTH = $0BA5 #GL_MODELVIEW_MATRIX = $0BA6 #GL_PROJECTION_MATRIX = $0BA7 #GL_TEXTURE_MATRIX = $0BA8 #GL_ATTRIB_STACK_DEPTH = $0BB0 #GL_CLIENT_ATTRIB_STACK_DEPTH = $0BB1 #GL_ALPHA_TEST = $0BC0 #GL_ALPHA_TEST_FUNC = $0BC1 #GL_ALPHA_TEST_REF = $0BC2 #GL_DITHER = $0BD0 #GL_BLEND_DST = $0BE0 #GL_BLEND_SRC = $0BE1 #GL_BLEND = $0BE2 #GL_LOGIC_OP_MODE = $0BF0 #GL_INDEX_LOGIC_OP = $0BF1 #GL_COLOR_LOGIC_OP = $0BF2 #GL_AUX_BUFFERS = $0C00 #GL_DRAW_BUFFER = $0C01 #GL_READ_BUFFER = $0C02 #GL_SCISSOR_BOX = $0C10 #GL_SCISSOR_TEST = $0C11 #GL_INDEX_CLEAR_VALUE = $0C20 #GL_INDEX_WRITEMASK = $0C21 #GL_COLOR_CLEAR_VALUE = $0C22 #GL_COLOR_WRITEMASK = $0C23 #GL_INDEX_MODE = $0C30 #GL_RGBA_MODE = $0C31 #GL_DOUBLEBUFFER = $0C32 #GL_STEREO = $0C33 #GL_RENDER_MODE = $0C40 #GL_PERSPECTIVE_CORRECTION_HINT = $0C50 #GL_POINT_SMOOTH_HINT = $0C51 #GL_LINE_SMOOTH_HINT = $0C52 #GL_POLYGON_SMOOTH_HINT = $0C53 #GL_FOG_HINT = $0C54 #GL_TEXTURE_GEN_S = $0C60 #GL_TEXTURE_GEN_T = $0C61 #GL_TEXTURE_GEN_R = $0C62 #GL_TEXTURE_GEN_Q = $0C63 #GL_PIXEL_MAP_I_TO_I = $0C70 #GL_PIXEL_MAP_S_TO_S = $0C71 #GL_PIXEL_MAP_I_TO_R = $0C72 #GL_PIXEL_MAP_I_TO_G = $0C73 #GL_PIXEL_MAP_I_TO_B = $0C74 #GL_PIXEL_MAP_I_TO_A = $0C75 #GL_PIXEL_MAP_R_TO_R = $0C76 #GL_PIXEL_MAP_G_TO_G = $0C77 #GL_PIXEL_MAP_B_TO_B = $0C78 #GL_PIXEL_MAP_A_TO_A = $0C79 #GL_PIXEL_MAP_I_TO_I_SIZE = $0CB0 #GL_PIXEL_MAP_S_TO_S_SIZE = $0CB1 #GL_PIXEL_MAP_I_TO_R_SIZE = $0CB2 #GL_PIXEL_MAP_I_TO_G_SIZE = $0CB3 #GL_PIXEL_MAP_I_TO_B_SIZE = $0CB4 #GL_PIXEL_MAP_I_TO_A_SIZE = $0CB5 #GL_PIXEL_MAP_R_TO_R_SIZE = $0CB6 #GL_PIXEL_MAP_G_TO_G_SIZE = $0CB7 #GL_PIXEL_MAP_B_TO_B_SIZE = $0CB8 #GL_PIXEL_MAP_A_TO_A_SIZE = $0CB9 #GL_UNPACK_SWAP_BYTES = $0CF0 #GL_UNPACK_LSB_FIRST = $0CF1 #GL_UNPACK_ROW_LENGTH = $0CF2 #GL_UNPACK_SKIP_ROWS = $0CF3 #GL_UNPACK_SKIP_PIXELS = $0CF4 #GL_UNPACK_ALIGNMENT = $0CF5 #GL_PACK_SWAP_BYTES = $0D00 #GL_PACK_LSB_FIRST = $0D01 #GL_PACK_ROW_LENGTH = $0D02 #GL_PACK_SKIP_ROWS = $0D03 #GL_PACK_SKIP_PIXELS = $0D04 #GL_PACK_ALIGNMENT = $0D05 #GL_MAP_COLOR = $0D10 #GL_MAP_STENCIL = $0D11 #GL_INDEX_SHIFT = $0D12 #GL_INDEX_OFFSET = $0D13 #GL_RED_SCALE = $0D14 #GL_RED_BIAS = $0D15 #GL_ZOOM_X = $0D16 #GL_ZOOM_Y = $0D17 #GL_GREEN_SCALE = $0D18 #GL_GREEN_BIAS = $0D19 #GL_BLUE_SCALE = $0D1A #GL_BLUE_BIAS = $0D1B #GL_ALPHA_SCALE = $0D1C #GL_ALPHA_BIAS = $0D1D #GL_DEPTH_SCALE = $0D1E #GL_DEPTH_BIAS = $0D1F #GL_MAX_EVAL_ORDER = $0D30 #GL_MAX_LIGHTS = $0D31 #GL_MAX_CLIP_PLANES = $0D32 #GL_MAX_TEXTURE_SIZE = $0D33 #GL_MAX_PIXEL_MAP_TABLE = $0D34 #GL_MAX_ATTRIB_STACK_DEPTH = $0D35 #GL_MAX_MODELVIEW_STACK_DEPTH = $0D36 #GL_MAX_NAME_STACK_DEPTH = $0D37 #GL_MAX_PROJECTION_STACK_DEPTH = $0D38 #GL_MAX_TEXTURE_STACK_DEPTH = $0D39 #GL_MAX_VIEWPORT_DIMS = $0D3A #GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = $0D3B #GL_SUBPIXEL_BITS = $0D50 #GL_INDEX_BITS = $0D51 #GL_RED_BITS = $0D52 #GL_GREEN_BITS = $0D53 #GL_BLUE_BITS = $0D54 #GL_ALPHA_BITS = $0D55 #GL_DEPTH_BITS = $0D56 #GL_STENCIL_BITS = $0D57 #GL_ACCUM_RED_BITS = $0D58 #GL_ACCUM_GREEN_BITS = $0D59 #GL_ACCUM_BLUE_BITS = $0D5A #GL_ACCUM_ALPHA_BITS = $0D5B #GL_NAME_STACK_DEPTH = $0D70 #GL_AUTO_NORMAL = $0D80 #GL_MAP1_COLOR_4 = $0D90 #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_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_MAP1_GRID_DOMAIN = $0DD0 #GL_MAP1_GRID_SEGMENTS = $0DD1 #GL_MAP2_GRID_DOMAIN = $0DD2 #GL_MAP2_GRID_SEGMENTS = $0DD3 #GL_TEXTURE_1D = $0DE0 #GL_TEXTURE_2D = $0DE1 #GL_FEEDBACK_BUFFER_POINTER = $0DF0 #GL_FEEDBACK_BUFFER_SIZE = $0DF1 #GL_FEEDBACK_BUFFER_TYPE = $0DF2 #GL_SELECTION_BUFFER_POINTER = $0DF3 #GL_SELECTION_BUFFER_SIZE = $0DF4 #GL_TEXTURE_WIDTH = $1000 #GL_TEXTURE_HEIGHT = $1001 #GL_TEXTURE_INTERNAL_FORMAT = $1003 #GL_TEXTURE_BORDER_COLOR = $1004 #GL_TEXTURE_BORDER = $1005 #GL_DONT_CARE = $1100 #GL_FASTEST = $1101 #GL_NICEST = $1102 #GL_LIGHT0 = $4000 #GL_LIGHT1 = $4001 #GL_LIGHT2 = $4002 #GL_LIGHT3 = $4003 #GL_LIGHT4 = $4004 #GL_LIGHT5 = $4005 #GL_LIGHT6 = $4006 #GL_LIGHT7 = $4007 #GL_AMBIENT = $1200 #GL_DIFFUSE = $1201 #GL_SPECULAR = $1202 #GL_POSITION = $1203 #GL_SPOT_DIRECTION = $1204 #GL_SPOT_EXPONENT = $1205 #GL_SPOT_CUTOFF = $1206 #GL_CONSTANT_ATTENUATION = $1207 #GL_LINEAR_ATTENUATION = $1208 #GL_QUADRATIC_ATTENUATION = $1209 #GL_COMPILE = $1300 #GL_COMPILE_AND_EXECUTE = $1301 #GL_CLEAR = $1500 #GL_AND = $1501 #GL_AND_REVERSE = $1502 #GL_COPY = $1503 #GL_AND_INVERTED = $1504 #GL_NOOP = $1505 #GL_XOR = $1506 #GL_OR = $1507 #GL_NOR = $1508 #GL_EQUIV = $1509 #GL_INVERT = $150A #GL_OR_REVERSE = $150B #GL_COPY_INVERTED = $150C #GL_OR_INVERTED = $150D #GL_NAND = $150E #GL_SET = $150F #GL_EMISSION = $1600 #GL_SHININESS = $1601 #GL_AMBIENT_AND_DIFFUSE = $1602 #GL_COLOR_INDEXES = $1603 #GL_MODELVIEW = $1700 #GL_PROJECTION = $1701 #GL_TEXTURE = $1702 #GL_COLOR = $1800 #GL_DEPTH = $1801 #GL_STENCIL = $1802 #GL_COLOR_INDEX = $1900 #GL_STENCIL_INDEX = $1901 #GL_DEPTH_COMPONENT = $1902 #GL_RED = $1903 #GL_GREEN = $1904 #GL_BLUE = $1905 #GL_ALPHA = $1906 #GL_RGB = $1907 #GL_RGBA = $1908 #GL_LUMINANCE = $1909 #GL_LUMINANCE_ALPHA = $190A #GL_BITMAP = $1A00 #GL_POINT = $1B00 #GL_LINE = $1B01 #GL_FILL = $1B02 #GL_RENDER = $1C00 #GL_FEEDBACK = $1C01 #GL_SELECT = $1C02 #GL_FLAT = $1D00 #GL_SMOOTH = $1D01 #GL_KEEP = $1E00 #GL_REPLACE = $1E01 #GL_INCR = $1E02 #GL_DECR = $1E03 #GL_VENDOR = $1F00 #GL_RENDERER = $1F01 #GL_VERSION = $1F02 #GL_EXTENSIONS = $1F03 #GL_S = $2000 #GL_T = $2001 #GL_R = $2002 #GL_Q = $2003 #GL_MODULATE = $2100 #GL_DECAL = $2101 #GL_TEXTURE_ENV_MODE = $2200 #GL_TEXTURE_ENV_COLOR = $2201 #GL_TEXTURE_ENV = $2300 #GL_EYE_LINEAR = $2400 #GL_OBJECT_LINEAR = $2401 #GL_SPHERE_MAP = $2402 #GL_TEXTURE_GEN_MODE = $2500 #GL_OBJECT_PLANE = $2501 #GL_EYE_PLANE = $2502 #GL_NEAREST = $2600 #GL_LINEAR = $2601 #GL_NEAREST_MIPMAP_NEAREST = $2700 #GL_LINEAR_MIPMAP_NEAREST = $2701 #GL_NEAREST_MIPMAP_LINEAR = $2702 #GL_LINEAR_MIPMAP_LINEAR = $2703 #GL_TEXTURE_MAG_FILTER = $2800 #GL_TEXTURE_MIN_FILTER = $2801 #GL_TEXTURE_WRAP_S = $2802 #GL_TEXTURE_WRAP_T = $2803 #GL_CLAMP = $2900 #GL_REPEAT = $2901 #GL_CLIENT_PIXEL_STORE_BIT = $00000001 #GL_CLIENT_VERTEX_ARRAY_BIT = $00000002 #GL_CLIENT_ALL_ATTRIB_BITS = $FFFFFFFF #GL_POLYGON_OFFSET_FACTOR = $8038 #GL_POLYGON_OFFSET_UNITS = $2A00 #GL_POLYGON_OFFSET_POINT = $2A01 #GL_POLYGON_OFFSET_LINE = $2A02 #GL_POLYGON_OFFSET_FILL = $8037 #GL_ALPHA4 = $803B #GL_ALPHA8 = $803C #GL_ALPHA12 = $803D #GL_ALPHA16 = $803E #GL_LUMINANCE4 = $803F #GL_LUMINANCE8 = $8040 #GL_LUMINANCE12 = $8041 #GL_LUMINANCE16 = $8042 #GL_LUMINANCE4_ALPHA4 = $8043 #GL_LUMINANCE6_ALPHA2 = $8044 #GL_LUMINANCE8_ALPHA8 = $8045 #GL_LUMINANCE12_ALPHA4 = $8046 #GL_LUMINANCE12_ALPHA12 = $8047 #GL_LUMINANCE16_ALPHA16 = $8048 #GL_INTENSITY = $8049 #GL_INTENSITY4 = $804A #GL_INTENSITY8 = $804B #GL_INTENSITY12 = $804C #GL_INTENSITY16 = $804D #GL_R3_G3_B2 = $2A10 #GL_RGB4 = $804F #GL_RGB5 = $8050 #GL_RGB8 = $8051 #GL_RGB10 = $8052 #GL_RGB12 = $8053 #GL_RGB16 = $8054 #GL_RGBA2 = $8055 #GL_RGBA4 = $8056 #GL_RGB5_A1 = $8057 #GL_RGBA8 = $8058 #GL_RGB10_A2 = $8059 #GL_RGBA12 = $805A #GL_RGBA16 = $805B #GL_TEXTURE_RED_SIZE = $805C #GL_TEXTURE_GREEN_SIZE = $805D #GL_TEXTURE_BLUE_SIZE = $805E #GL_TEXTURE_ALPHA_SIZE = $805F #GL_TEXTURE_LUMINANCE_SIZE = $8060 #GL_TEXTURE_INTENSITY_SIZE = $8061 #GL_PROXY_TEXTURE_1D = $8063 #GL_PROXY_TEXTURE_2D = $8064 #GL_TEXTURE_PRIORITY = $8066 #GL_TEXTURE_RESIDENT = $8067 #GL_TEXTURE_BINDING_1D = $8068 #GL_TEXTURE_BINDING_2D = $8069 #GL_VERTEX_ARRAY = $8074 #GL_NORMAL_ARRAY = $8075 #GL_COLOR_ARRAY = $8076 #GL_INDEX_ARRAY = $8077 #GL_TEXTURE_COORD_ARRAY = $8078 #GL_EDGE_FLAG_ARRAY = $8079 #GL_VERTEX_ARRAY_SIZE = $807A #GL_VERTEX_ARRAY_TYPE = $807B #GL_VERTEX_ARRAY_STRIDE = $807C #GL_NORMAL_ARRAY_TYPE = $807E #GL_NORMAL_ARRAY_STRIDE = $807F #GL_COLOR_ARRAY_SIZE = $8081 #GL_COLOR_ARRAY_TYPE = $8082 #GL_COLOR_ARRAY_STRIDE = $8083 #GL_INDEX_ARRAY_TYPE = $8085 #GL_INDEX_ARRAY_STRIDE = $8086 #GL_TEXTURE_COORD_ARRAY_SIZE = $8088 #GL_TEXTURE_COORD_ARRAY_TYPE = $8089 #GL_TEXTURE_COORD_ARRAY_STRIDE = $808A #GL_EDGE_FLAG_ARRAY_STRIDE = $808C #GL_VERTEX_ARRAY_POINTER = $808E #GL_NORMAL_ARRAY_POINTER = $808F #GL_COLOR_ARRAY_POINTER = $8090 #GL_INDEX_ARRAY_POINTER = $8091 #GL_TEXTURE_COORD_ARRAY_POINTER = $8092 #GL_EDGE_FLAG_ARRAY_POINTER = $8093 #GL_V2F = $2A20 #GL_V3F = $2A21 #GL_C4UB_V2F = $2A22 #GL_C4UB_V3F = $2A23 #GL_C3F_V3F = $2A24 #GL_N3F_V3F = $2A25 #GL_C4F_N3F_V3F = $2A26 #GL_T2F_V3F = $2A27 #GL_T4F_V4F = $2A28 #GL_T2F_C4UB_V3F = $2A29 #GL_T2F_C3F_V3F = $2A2A #GL_T2F_N3F_V3F = $2A2B #GL_T2F_C4F_N3F_V3F = $2A2C #GL_T4F_C4F_N3F_V4F = $2A2D #GL_EXT_vertex_array = 1 #GL_EXT_bgra = 1 #GL_EXT_paletted_texture = 1 #GL_WIN_swap_hint = 1 #GL_WIN_draw_range_elements = 1 #GL_VERTEX_ARRAY_EXT = $8074 #GL_NORMAL_ARRAY_EXT = $8075 #GL_COLOR_ARRAY_EXT = $8076 #GL_INDEX_ARRAY_EXT = $8077 #GL_TEXTURE_COORD_ARRAY_EXT = $8078 #GL_EDGE_FLAG_ARRAY_EXT = $8079 #GL_VERTEX_ARRAY_SIZE_EXT = $807A #GL_VERTEX_ARRAY_TYPE_EXT = $807B #GL_VERTEX_ARRAY_STRIDE_EXT = $807C #GL_VERTEX_ARRAY_COUNT_EXT = $807D #GL_NORMAL_ARRAY_TYPE_EXT = $807E #GL_NORMAL_ARRAY_STRIDE_EXT = $807F #GL_NORMAL_ARRAY_COUNT_EXT = $8080 #GL_COLOR_ARRAY_SIZE_EXT = $8081 #GL_COLOR_ARRAY_TYPE_EXT = $8082 #GL_COLOR_ARRAY_STRIDE_EXT = $8083 #GL_COLOR_ARRAY_COUNT_EXT = $8084 #GL_INDEX_ARRAY_TYPE_EXT = $8085 #GL_INDEX_ARRAY_STRIDE_EXT = $8086 #GL_INDEX_ARRAY_COUNT_EXT = $8087 #GL_TEXTURE_COORD_ARRAY_SIZE_EXT = $8088 #GL_TEXTURE_COORD_ARRAY_TYPE_EXT = $8089 #GL_TEXTURE_COORD_ARRAY_STRIDE_EXT = $808A #GL_TEXTURE_COORD_ARRAY_COUNT_EXT = $808B #GL_EDGE_FLAG_ARRAY_STRIDE_EXT = $808C #GL_EDGE_FLAG_ARRAY_COUNT_EXT = $808D #GL_VERTEX_ARRAY_POINTER_EXT = $808E #GL_NORMAL_ARRAY_POINTER_EXT = $808F #GL_COLOR_ARRAY_POINTER_EXT = $8090 #GL_INDEX_ARRAY_POINTER_EXT = $8091 #GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092 #GL_EDGE_FLAG_ARRAY_POINTER_EXT = $8093 #GL_DOUBLE_EXT = #GL_DOUBLE #GL_BGR_EXT = $80E0 #GL_BGRA_EXT = $80E1 #GL_COLOR_TABLE_FORMAT_EXT = $80D8 #GL_COLOR_TABLE_WIDTH_EXT = $80D9 #GL_COLOR_TABLE_RED_SIZE_EXT = $80DA #GL_COLOR_TABLE_GREEN_SIZE_EXT = $80DB #GL_COLOR_TABLE_BLUE_SIZE_EXT = $80DC #GL_COLOR_TABLE_ALPHA_SIZE_EXT = $80DD #GL_COLOR_TABLE_LUMINANCE_SIZE_EXT = $80DE #GL_COLOR_TABLE_INTENSITY_SIZE_EXT = $80DF #GL_COLOR_INDEX1_EXT = $80E2 #GL_COLOR_INDEX2_EXT = $80E3 #GL_COLOR_INDEX4_EXT = $80E4 #GL_COLOR_INDEX8_EXT = $80E5 #GL_COLOR_INDEX12_EXT = $80E6 #GL_COLOR_INDEX16_EXT = $80E7 #GL_MAX_ELEMENTS_VERTICES_WIN = $80E8 #GL_MAX_ELEMENTS_INDICES_WIN = $80E9 #GL_PHONG_WIN = $80EA #GL_PHONG_HINT_WIN = $80EB #GL_FOG_SPECULAR_TEXTURE_WIN = $80EC #GL_LOGIC_OP = #GL_INDEX_LOGIC_OP #GL_TEXTURE_COMPONENTS = #GL_TEXTURE_INTERNAL_FORMAT ; IDE Options = PureBasic v4.00 (Windows - x86) ; Folding = -