📄 opengl12.pas
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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 1.2
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;
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