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; GL types
GLenum fix dd
GLboolean fix db
GLbitfield fix dd
GLbyte fix db
GLshort fix dw
GLint fix dd
GLsizei fix dd
GLubyte fix db
GLushort fix dw
GLuint fix dd
GLfloat fix dd
GLclampf fix dd
GLdouble fix dq
GLclampd fix dq
; GL errors
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
; Attribute bits
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
; Client attribute bits
GL_CLIENT_PIXEL_STORE_BIT = $00000001
GL_CLIENT_VERTEX_ARRAY_BIT = $00000002
GL_CLIENT_ALL_ATTRIB_BITS = $FFFFFFFF
; Boolean values
GL_FALSE = 0
GL_TRUE = 1
; Primitives
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
; Blending
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_BLEND_DST = $0BE0
GL_BLEND_SRC = $0BE1
GL_BLEND = $0BE2
; Blending (GL 1.2 ARB imaging)
GL_BLEND_COLOR = $8005
GL_CONSTANT_COLOR = $8001
GL_ONE_MINUS_CONSTANT_COLOR = $8002
GL_CONSTANT_ALPHA = $8003
GL_ONE_MINUS_CONSTANT_ALPHA = $8004
GL_FUNC_ADD = $8006
GL_MIN = $8007
GL_MAX = $8008
GL_FUNC_SUBTRACT = $800A
GL_FUNC_REVERSE_SUBTRACT = $800B
; Color table (GL 1.2 ARB imaging)
GL_COLOR_TABLE = $80D0
GL_POST_CONVOLUTION_COLOR_TABLE = $80D1
GL_POST_COLOR_MATRIX_COLOR_TABLE = $80D2
GL_PROXY_COLOR_TABLE = $80D3
GL_PROXY_POST_CONVOLUTION_COLOR_TABLE = $80D4
GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE = $80D5
GL_COLOR_TABLE_SCALE = $80D6
GL_COLOR_TABLE_BIAS = $80D7
GL_COLOR_TABLE_FORMAT = $80D8
GL_COLOR_TABLE_WIDTH = $80D9
GL_COLOR_TABLE_RED_SIZE = $80DA
GL_COLOR_TABLE_GREEN_SIZE = $80DB
GL_COLOR_TABLE_BLUE_SIZE = $80DC
GL_COLOR_TABLE_ALPHA_SIZE = $80DD
GL_COLOR_TABLE_LUMINANCE_SIZE = $80DE
GL_COLOR_TABLE_INTENSITY_SIZE = $80DF
; Convolutions (GL 1.2 ARB imaging)
GL_CONVOLUTION_1D = $8010
GL_CONVOLUTION_2D = $8011
GL_SEPARABLE_2D = $8012
GL_CONVOLUTION_BORDER_MODE = $8013
GL_CONVOLUTION_FILTER_SCALE = $8014
GL_CONVOLUTION_FILTER_BIAS = $8015
GL_REDUCE = $8016
GL_CONVOLUTION_FORMAT = $8017
GL_CONVOLUTION_WIDTH = $8018
GL_CONVOLUTION_HEIGHT = $8019
GL_MAX_CONVOLUTION_WIDTH = $801A
GL_MAX_CONVOLUTION_HEIGHT = $801B
GL_POST_CONVOLUTION_RED_SCALE = $801C
GL_POST_CONVOLUTION_GREEN_SCALE = $801D
GL_POST_CONVOLUTION_BLUE_SCALE = $801E
GL_POST_CONVOLUTION_ALPHA_SCALE = $801F
GL_POST_CONVOLUTION_RED_BIAS = $8020
GL_POST_CONVOLUTION_GREEN_BIAS = $8021
GL_POST_CONVOLUTION_BLUE_BIAS = $8022
GL_POST_CONVOLUTION_ALPHA_BIAS = $8023
; Histogram (GL 1.2 ARB imaging)
GL_HISTOGRAM = $8024
GL_PROXY_HISTOGRAM = $8025
GL_HISTOGRAM_WIDTH = $8026
GL_HISTOGRAM_FORMAT = $8027
GL_HISTOGRAM_RED_SIZE = $8028
GL_HISTOGRAM_GREEN_SIZE = $8029
GL_HISTOGRAM_BLUE_SIZE = $802A
GL_HISTOGRAM_ALPHA_SIZE = $802B
GL_HISTOGRAM_LUMINANCE_SIZE = $802C
GL_HISTOGRAM_SINK = $802D
GL_MINMAX = $802E
GL_MINMAX_FORMAT = $802F
GL_MINMAX_SINK = $8030
; Buffers
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_AUX_BUFFERS = $0C00
GL_DRAW_BUFFER = $0C01
GL_READ_BUFFER = $0C02
GL_DOUBLEBUFFER = $0C32
GL_STEREO = $0C33
; Depth buffer
GL_DEPTH_RANGE = $0B70
GL_DEPTH_TEST = $0B71
GL_DEPTH_WRITEMASK = $0B72
GL_DEPTH_CLEAR_VALUE = $0B73
GL_DEPTH_FUNC = $0B74
GL_NEVER = $0200
GL_LESS = $0201
GL_EQUAL = $0202
GL_LEQUAL = $0203
GL_GREATER = $0204
GL_NOTEQUAL = $0205
GL_GEQUAL = $0206
GL_ALWAYS = $0207
; Accumulation buffer
GL_ACCUM = $0100
GL_LOAD = $0101
GL_RETURN = $0102
GL_MULT = $0103
GL_ADD = $0104
GL_ACCUM_CLEAR_VALUE = $0B80
; Feedback buffer
GL_FEEDBACK_BUFFER_POINTER = $0DF0
GL_FEEDBACK_BUFFER_SIZE = $0DF1
GL_FEEDBACK_BUFFER_TYPE = $0DF2
; Feedback types
GL_2D = $0600
GL_3D = $0601
GL_3D_COLOR = $0602
GL_3D_COLOR_TEXTURE = $0603
GL_4D_COLOR_TEXTURE = $0604
; Feedback tokens
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
; Fog
GL_EXP = $0800
GL_EXP2 = $0801
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
; Pixel mode, transfer
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
; Vertex arrays
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
; Stenciling
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_KEEP = $1E00
GL_REPLACE = $1E01
GL_INCR = $1E02
GL_DECR = $1E03
; Color material
GL_COLOR_MATERIAL_FACE = $0B55
GL_COLOR_MATERIAL_PARAMETER = $0B56
GL_COLOR_MATERIAL = $0B57
; Points
GL_POINT_SMOOTH = $0B10
GL_POINT_SIZE = $0B11
GL_POINT_SIZE_RANGE = $0B12
GL_POINT_SIZE_GRANULARITY = $0B13
; Lines
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
; Polygons
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_CW = $0900
GL_CCW = $0901
GL_POINT = $1B00
GL_LINE = $1B01
GL_FILL = $1B02
; Display lists
GL_LIST_MODE = $0B30
GL_LIST_BASE = $0B32
GL_LIST_INDEX = $0B33
GL_COMPILE = $1300
GL_COMPILE_AND_EXECUTE = $1301
; Lighting
GL_LIGHTING = $0B50
GL_LIGHT_MODEL_LOCAL_VIEWER = $0B51
GL_LIGHT_MODEL_TWO_SIDE = $0B52
GL_LIGHT_MODEL_AMBIENT = $0B53
GL_LIGHT_MODEL_COLOR_CONTROL = $81F8
GL_SHADE_MODEL = $0B54
GL_NORMALIZE = $0BA1
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_EMISSION = $1600
GL_SHININESS = $1601
GL_AMBIENT_AND_DIFFUSE = $1602
GL_COLOR_INDEXES = $1603
GL_FLAT = $1D00
GL_SMOOTH = $1D01
GL_LIGHT0 = $4000
GL_LIGHT1 = $4001
GL_LIGHT2 = $4002
GL_LIGHT3 = $4003
GL_LIGHT4 = $4004
GL_LIGHT5 = $4005
GL_LIGHT6 = $4006
GL_LIGHT7 = $4007
; Matrix modes
GL_MATRIX_MODE = $0BA0
GL_MODELVIEW = $1700
GL_PROJECTION = $1701
GL_TEXTURE = $1702
; Gets
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_MAX_LIST_NESTING = $0B31
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_SINGLE_COLOR = $81F9
GL_SEPARATE_SPECULAR_COLOR = $81FA
; Alpha testing
GL_ALPHA_TEST = $0BC0
GL_ALPHA_TEST_FUNC = $0BC1
GL_ALPHA_TEST_REF = $0BC2
GL_LOGIC_OP_MODE = $0BF0
GL_INDEX_LOGIC_OP = $0BF1
GL_LOGIC_OP = $0BF1
GL_COLOR_LOGIC_OP = $0BF2
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_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_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_PACK_SKIP_IMAGES = $806B
GL_PACK_IMAGE_HEIGHT = $806C
GL_UNPACK_SKIP_IMAGES = $806D
GL_UNPACK_IMAGE_HEIGHT = $806E
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
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