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Ring Documentation, Release 1.

GL_BUFFER_MAPPED
GL_BUFFER_MAP_POINTER
GL_STREAM_DRAW
GL_STREAM_READ
GL_STREAM_COPY
GL_STATIC_DRAW
GL_STATIC_READ
GL_STATIC_COPY
GL_DYNAMIC_DRAW
GL_DYNAMIC_READ
GL_DYNAMIC_COPY
GL_SAMPLES_PASSED
GL_BLEND_EQUATION_RGB
GL_VERTEX_ATTRIB_ARRAY_ENABLED
GL_VERTEX_ATTRIB_ARRAY_SIZE
GL_VERTEX_ATTRIB_ARRAY_STRIDE
GL_VERTEX_ATTRIB_ARRAY_TYPE
GL_CURRENT_VERTEX_ATTRIB
GL_VERTEX_PROGRAM_POINT_SIZE
GL_VERTEX_PROGRAM_TWO_SIDE
GL_VERTEX_ATTRIB_ARRAY_POINTER
GL_STENCIL_BACK_FUNC
GL_STENCIL_BACK_FAIL
GL_STENCIL_BACK_PASS_DEPTH_FAIL
GL_STENCIL_BACK_PASS_DEPTH_PASS
GL_MAX_DRAW_BUFFERS
GL_DRAW_BUFFER0
GL_DRAW_BUFFER1
GL_DRAW_BUFFER2
GL_DRAW_BUFFER3
GL_DRAW_BUFFER4
GL_DRAW_BUFFER5
GL_DRAW_BUFFER6
GL_DRAW_BUFFER7
GL_DRAW_BUFFER8
GL_DRAW_BUFFER9

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GL_DRAW_BUFFER10
GL_DRAW_BUFFER11
GL_DRAW_BUFFER12
GL_DRAW_BUFFER13
GL_DRAW_BUFFER14
GL_DRAW_BUFFER15
GL_BLEND_EQUATION_ALPHA
GL_POINT_SPRITE
GL_COORD_REPLACE
GL_MAX_VERTEX_ATTRIBS
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
GL_MAX_TEXTURE_COORDS
GL_MAX_TEXTURE_IMAGE_UNITS
GL_FRAGMENT_SHADER
GL_VERTEX_SHADER
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
GL_MAX_VERTEX_UNIFORM_COMPONENTS
GL_MAX_VARYING_FLOATS
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
GL_SHADER_TYPE
GL_FLOAT_VEC2
GL_FLOAT_VEC3
GL_FLOAT_VEC4
GL_INT_VEC2
GL_INT_VEC3
GL_INT_VEC4
GL_BOOL
GL_BOOL_VEC2
GL_BOOL_VEC3
GL_BOOL_VEC4
GL_FLOAT_MAT2
GL_FLOAT_MAT3
GL_FLOAT_MAT4
GL_SAMPLER_1D
GL_SAMPLER_2D

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GL_SAMPLER_3D
GL_SAMPLER_CUBE
GL_SAMPLER_1D_SHADOW
GL_SAMPLER_2D_SHADOW
GL_DELETE_STATUS
GL_COMPILE_STATUS
GL_LINK_STATUS
GL_VALIDATE_STATUS
GL_INFO_LOG_LENGTH
GL_ATTACHED_SHADERS
GL_ACTIVE_UNIFORMS
GL_ACTIVE_UNIFORM_MAX_LENGTH
GL_SHADER_SOURCE_LENGTH
GL_ACTIVE_ATTRIBUTES
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
GL_SHADING_LANGUAGE_VERSION
GL_CURRENT_PROGRAM
GL_POINT_SPRITE_COORD_ORIGIN
GL_LOWER_LEFT
GL_UPPER_LEFT
GL_STENCIL_BACK_REF
GL_STENCIL_BACK_VALUE_MASK
GL_STENCIL_BACK_WRITEMASK
GL_CURRENT_RASTER_SECONDARY_COLOR
GL_PIXEL_PACK_BUFFER
GL_PIXEL_UNPACK_BUFFER
GL_PIXEL_PACK_BUFFER_BINDING
GL_PIXEL_UNPACK_BUFFER_BINDING
GL_FLOAT_MAT2x3
GL_FLOAT_MAT2x4
GL_FLOAT_MAT3x2
GL_FLOAT_MAT3x4
GL_FLOAT_MAT4x2
GL_FLOAT_MAT4x3
GL_SRGB

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GL_SRGB8
GL_SRGB_ALPHA
GL_SRGB8_ALPHA8
GL_SLUMINANCE_ALPHA
GL_SLUMINANCE8_ALPHA8
GL_SLUMINANCE
GL_SLUMINANCE8
GL_COMPRESSED_SRGB
GL_COMPRESSED_SRGB_ALPHA
GL_COMPRESSED_SLUMINANCE
GL_COMPRESSED_SLUMINANCE_ALPHA
GL_CLIP_DISTANCE0
GL_CLIP_DISTANCE1
GL_CLIP_DISTANCE2
GL_CLIP_DISTANCE3
GL_CLIP_DISTANCE4
GL_CLIP_DISTANCE5
GL_COMPARE_REF_TO_TEXTURE
GL_MAX_CLIP_DISTANCES
GL_MAX_VARYING_COMPONENTS
GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT
GL_MAJOR_VERSION
GL_MINOR_VERSION
GL_NUM_EXTENSIONS
GL_CONTEXT_FLAGS
GL_DEPTH_BUFFER
GL_STENCIL_BUFFER
GL_RGBA32F
GL_RGB32F
GL_RGBA16F
GL_RGB16F
GL_VERTEX_ATTRIB_ARRAY_INTEGER
GL_MAX_ARRAY_TEXTURE_LAYERS
GL_MIN_PROGRAM_TEXEL_OFFSET
GL_MAX_PROGRAM_TEXEL_OFFSET
GL_CLAMP_VERTEX_COLOR

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GL_CLAMP_FRAGMENT_COLOR
GL_CLAMP_READ_COLOR
GL_FIXED_ONLY
GL_TEXTURE_RED_TYPE
GL_TEXTURE_GREEN_TYPE
GL_TEXTURE_BLUE_TYPE
GL_TEXTURE_ALPHA_TYPE
GL_TEXTURE_LUMINANCE_TYPE
GL_TEXTURE_INTENSITY_TYPE
GL_TEXTURE_DEPTH_TYPE
GL_TEXTURE_1D_ARRAY
GL_PROXY_TEXTURE_1D_ARRAY
GL_TEXTURE_2D_ARRAY
GL_PROXY_TEXTURE_2D_ARRAY
GL_TEXTURE_BINDING_1D_ARRAY
GL_TEXTURE_BINDING_2D_ARRAY
GL_R11F_G11F_B10F
GL_UNSIGNED_INT_10F_11F_11F_REV
GL_RGB9_E5
GL_UNSIGNED_INT_5_9_9_9_REV
GL_TEXTURE_SHARED_SIZE
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
GL_TRANSFORM_FEEDBACK_BUFFER_MODE
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
GL_TRANSFORM_FEEDBACK_VARYINGS
GL_TRANSFORM_FEEDBACK_BUFFER_START
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
GL_PRIMITIVES_GENERATED
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
GL_RASTERIZER_DISCARD
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
GL_INTERLEAVED_ATTRIBS
GL_SEPARATE_ATTRIBS
GL_TRANSFORM_FEEDBACK_BUFFER
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING

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GL_RGBA32UI
GL_RGB32UI
GL_RGBA16UI
GL_RGB16UI
GL_RGBA8UI
GL_RGB8UI
GL_RGBA32I
GL_RGB32I
GL_RGBA16I
GL_RGB16I
GL_RGBA8I
GL_RGB8I
GL_RED_INTEGER
GL_GREEN_INTEGER
GL_BLUE_INTEGER
GL_ALPHA_INTEGER
GL_RGB_INTEGER
GL_RGBA_INTEGER
GL_BGR_INTEGER
GL_BGRA_INTEGER
GL_SAMPLER_1D_ARRAY
GL_SAMPLER_2D_ARRAY
GL_SAMPLER_1D_ARRAY_SHADOW
GL_SAMPLER_2D_ARRAY_SHADOW
GL_SAMPLER_CUBE_SHADOW
GL_UNSIGNED_INT_VEC2
GL_UNSIGNED_INT_VEC3
GL_UNSIGNED_INT_VEC4
GL_INT_SAMPLER_1D
GL_INT_SAMPLER_2D
GL_INT_SAMPLER_3D
GL_INT_SAMPLER_CUBE
GL_INT_SAMPLER_1D_ARRAY
GL_INT_SAMPLER_2D_ARRAY
GL_UNSIGNED_INT_SAMPLER_1D
GL_UNSIGNED_INT_SAMPLER_2D

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GL_UNSIGNED_INT_SAMPLER_3D
GL_UNSIGNED_INT_SAMPLER_CUBE
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
GL_QUERY_WAIT
GL_QUERY_NO_WAIT
GL_QUERY_BY_REGION_WAIT
GL_QUERY_BY_REGION_NO_WAIT
GL_TEXTURE_RECTANGLE
GL_TEXTURE_BINDING_RECTANGLE
GL_PROXY_TEXTURE_RECTANGLE
GL_MAX_RECTANGLE_TEXTURE_SIZE
GL_SAMPLER_2D_RECT
GL_SAMPLER_2D_RECT_SHADOW
GL_TEXTURE_BUFFER
GL_MAX_TEXTURE_BUFFER_SIZE
GL_TEXTURE_BINDING_BUFFER
GL_TEXTURE_BUFFER_DATA_STORE_BINDING
GL_TEXTURE_BUFFER_FORMAT
GL_SAMPLER_BUFFER
GL_INT_SAMPLER_2D_RECT
GL_INT_SAMPLER_BUFFER
GL_UNSIGNED_INT_SAMPLER_2D_RECT
GL_UNSIGNED_INT_SAMPLER_BUFFER
GL_RED_SNORM
GL_RG_SNORM
GL_RGB_SNORM
GL_RGBA_SNORM
GL_R8_SNORM
GL_RG8_SNORM
GL_RGB8_SNORM
GL_RGBA8_SNORM
GL_R16_SNORM
GL_RG16_SNORM
GL_RGB16_SNORM
GL_RGBA16_SNORM

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GL_SIGNED_NORMALIZED
GL_PRIMITIVE_RESTART
GL_PRIMITIVE_RESTART_INDEX
GL_BUFFER_ACCESS_FLAGS
GL_BUFFER_MAP_LENGTH
GL_BUFFER_MAP_OFFSET
void glAccum(GLenum op,GLfloat value)
void glActiveTexture(GLenum texture)
void glAlphaFunc(GLenum func,GLclampf ref)
GLboolean glAreTexturesResident(GLsizei n,const GLuint * textures,GLboolean * residences)
void glArrayElement(GLint i)
void glAttachShader(GLuint program,GLuint shader)
void glBegin(GLenum mode)
void glBeginQuery(GLenum target,GLuint id)
void glBindAttribLocation(GLuint program,GLuint index,const GLchar *name)
void glBindBuffer(GLenum target,GLuint buffer)
void glBindTexture(GLenum target,GLuint texture)
void glBitmap(GLsizei width,GLsizei height,GLfloat xorig,GLfloat yorig,GLfloat xmove,GLfloat ymove,const
GLubyte * bitmap)
void glBlendColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
void glBlendEquation(GLenum mode)
void glBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha)
void glBlendFunc(GLenum sfactor,GLenum dfactor)
void glBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)
void glBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage)
void glBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data)
void glCallList(GLuint list)
void glCallLists(GLsizei n,GLenum type,const GLvoid * lists)
void glClear(GLbitfield mask)
void glClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)
void glClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)
void glClearDepth(GLclampd depth)
void glClearIndex(GLfloat c)
void glClearStencil(GLint s)
void glClientActiveTexture(GLenum texture)
void glClipPlane(GLenum plane,const GLdouble * equation)

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void glColor3b(GLbyte red,GLbyte green,GLbyte blue)


void glColor3s(GLshort red,GLshort green,GLshort blue)
void glColor3i(GLint red,GLint green,GLint blue)
void glColor3f(GLfloat red,GLfloat green,GLfloat blue)
void glColor3d(GLdouble red,GLdouble green,GLdouble blue)
void glColor3ub(GLubyte red,GLubyte green,GLubyte blue)
void glColor3us(GLushort red,GLushort green,GLushort blue)
void glColor3ui(GLuint red,GLuint green,GLuint blue)
void glColor4b(GLbyte red,GLbyte green,GLbyte blue,GLbyte alpha)
void glColor4s(GLshort red,GLshort green,GLshort blue,GLshort alpha)
void glColor4i(GLint red,GLint green,GLint blue,GLint alpha)
void glColor4f(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)
void glColor4d(GLdouble red,GLdouble green,GLdouble blue,GLdouble alpha)
void glColor4ub(GLubyte red,GLubyte green,GLubyte blue,GLubyte alpha)
void glColor4us(GLushort red,GLushort green,GLushort blue,GLushort alpha)
void glColor4ui(GLuint red,GLuint green,GLuint blue,GLuint alpha)
void glColor3bv(const GLbyte * v)
void glColor3sv(const GLshort * v)
void glColor3iv(const GLint * v)
void glColor3fv(const GLfloat * v)
void glColor3dv(const GLdouble * v)
void glColor3ubv(const GLubyte * v)
void glColor3usv(const GLushort * v)
void glColor3uiv(const GLuint * v)
void glColor4bv(const GLbyte * v)
void glColor4sv(const GLshort * v)
void glColor4iv(const GLint * v)
void glColor4fv(const GLfloat * v)
void glColor4dv(const GLdouble * v)
void glColor4ubv(const GLubyte * v)
void glColor4usv(const GLushort * v)
void glColor4uiv(const GLuint * v)
void glColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)
void glColorMaterial(GLenum face,GLenum mode)
void glColorPointer(GLint size,GLenum type,GLsizei stride,const GLvoid * pointer)

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void glColorSubTable(GLenum target,GLsizei start,GLsizei count,GLenum format,GLenum type,const GLvoid


* data)
void glColorTable(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum type,const
GLvoid * data)
void glColorTableParameterfv(GLenum target,GLenum pname,const GLfloat * params)
void glColorTableParameteriv(GLenum target,GLenum pname,const GLint * params)
void glCompileShader(GLuint shader)
void glCompressedTexImage1D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLint bor-
der,GLsizei imageSize,const GLvoid * data)
void glCompressedTexImage2D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei
height,GLint border,GLsizei imageSize,const GLvoid * data)
void glCompressedTexImage3D(GLenum target,GLint level,GLenum internalformat,GLsizei width,GLsizei
height,GLsizei depth,GLint border,GLsizei imageSize,const GLvoid * data)
void glCompressedTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLsizei width,GLenum for-
mat,GLsizei imageSize,const GLvoid * data)
void glCompressedTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLsizei
width,GLsizei height,GLenum format,GLsizei imageSize,const GLvoid * data)
void glCompressedTexSubImage3D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint zoff-
set,GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLsizei imageSize,const GLvoid * data)
void glConvolutionFilter1D(GLenum target,GLenum internalformat,GLsizei width,GLenum format,GLenum
type,const GLvoid * data)
void glConvolutionFilter2D(GLenum target,GLenum internalformat,GLsizei width,GLsizei height,GLenum
format,GLenum type,const GLvoid * data)
void glConvolutionParameterf(GLenum target,GLenum pname,GLfloat params)
void glConvolutionParameteri(GLenum target,GLenum pname,GLint params)
void glConvolutionParameterfv(GLenum target,GLenum pname,const GLfloat * params)
void glConvolutionParameteriv(GLenum target,GLenum pname,const GLint * params)
void glCopyColorSubTable(GLenum target,GLsizei start,GLint x,GLint y,GLsizei width)
void glCopyColorTable(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
void glCopyConvolutionFilter1D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei width)
void glCopyConvolutionFilter2D(GLenum target,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLsizei height)
void glCopyPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum type)
void glCopyTexImage1D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLint border)
void glCopyTexImage2D(GLenum target,GLint level,GLenum internalformat,GLint x,GLint y,GLsizei
width,GLsizei height,GLint border)
void glCopyTexSubImage1D(GLenum target,GLint level,GLint xoffset,GLint x,GLint y,GLsizei width)
void glCopyTexSubImage2D(GLenum target,GLint level,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei
width,GLsizei height)

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