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emscripten/tests/bigswitch.cpp at incoming · JavaScriptIOT/emscripten · GitHub
emscripten/tests/bigswitch.cpp at incoming · JavaScriptIOT/emscripten · GitHub
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#
include
<
stdio.h
>
#
include
<
stdlib.h
>
#
include
<
SDL.h
>
#
include
"
SDL/SDL_opengl.h
"
const
char
*
WWWGLEnumToString
(GLenum e)
{
switch
(e)
{
case
0x0000
/*
GL_POINTS
*/
:
return
"
GL_POINTS (0x0000)
"
;
case
0x00000001
/*
GL_CURRENT_BIT
*/
:
return
"
GL_LINES/GL_CURRENT_BIT/GL_CLIENT_PIXEL_STORE_BIT (0x00000001)
"
;
case
0x0002
/*
GL_LINE_LOOP
*/
:
return
"
GL_LINE_LOOP/GL_POINT_BIT/GL_CLIENT_VERTEX_ARRAY_BIT (0x0002)
"
;
case
0x0003
/*
GL_LINE_STRIP
*/
:
return
"
GL_LINE_STRIP (0x0003)
"
;
case
0x00000004
/*
GL_LINE_BIT
*/
:
return
"
GL_TRIANGLES/GL_LINE_BIT (0x00000004)
"
;
case
0x0005
/*
GL_TRIANGLE_STRIP
*/
:
return
"
GL_TRIANGLE_STRIP (0x0005)
"
;
case
0x0006
/*
GL_TRIANGLE_FAN
*/
:
return
"
GL_TRIANGLE_FAN (0x0006)
"
;
case
0x0007
/*
GL_QUADS
*/
:
return
"
GL_QUADS (0x0007)
"
;
case
0x0008
/*
GL_QUAD_STRIP
*/
:
return
"
GL_QUAD_STRIP/GL_POLYGON_BIT (0x0008)
"
;
case
0x0009
/*
GL_POLYGON
*/
:
return
"
GL_POLYGON (0x0009)
"
;
case
0x00000010
/*
GL_POLYGON_STIPPLE_BIT
*/
:
return
"
GL_POLYGON_STIPPLE_BIT (0x00000010)
"
;
case
0x00000020
/*
GL_PIXEL_MODE_BIT
*/
:
return
"
GL_PIXEL_MODE_BIT (0x00000020)
"
;
case
0x00000040
/*
GL_LIGHTING_BIT
*/
:
return
"
GL_LIGHTING_BIT (0x00000040)
"
;
case
0x00000080
/*
GL_FOG_BIT
*/
:
return
"
GL_FOG_BIT (0x00000080)
"
;
case
0x00000100
/*
GL_DEPTH_BUFFER_BIT
*/
:
return
"
GL_DEPTH_BUFFER_BIT/GL_ACCUM (0x00000100)
"
;
case
0x0101
/*
GL_LOAD
*/
:
return
"
GL_LOAD (0x0101)
"
;
case
0x0102
/*
GL_RETURN
*/
:
return
"
GL_RETURN (0x0102)
"
;
case
0x0103
/*
GL_MULT
*/
:
return
"
GL_MULT (0x0103)
"
;
case
0x0104
/*
GL_ADD
*/
:
return
"
GL_ADD (0x0104)
"
;
case
0x0200
/*
GL_NEVER
*/
:
return
"
GL_NEVER/GL_ACCUM_BUFFER_BIT (0x0200)
"
;
case
0x0201
/*
GL_LESS
*/
:
return
"
GL_LESS (0x0201)
"
;
case
0x0202
/*
GL_EQUAL
*/
:
return
"
GL_EQUAL (0x0202)
"
;
case
0x0203
/*
GL_LEQUAL
*/
:
return
"
GL_LEQUAL (0x0203)
"
;
case
0x0204
/*
GL_GREATER
*/
:
return
"
GL_GREATER (0x0204)
"
;
case
0x0205
/*
GL_NOTEQUAL
*/
:
return
"
GL_NOTEQUAL (0x0205)
"
;
case
0x0206
/*
GL_GEQUAL
*/
:
return
"
GL_GEQUAL (0x0206)
"
;
case
0x0207
/*
GL_ALWAYS
*/
:
return
"
GL_ALWAYS (0x0207)
"
;
case
0x0300
/*
GL_SRC_COLOR
*/
:
return
"
GL_SRC_COLOR (0x0300)
"
;
case
0x0301
/*
GL_ONE_MINUS_SRC_COLOR
*/
:
return
"
GL_ONE_MINUS_SRC_COLOR (0x0301)
"
;
case
0x0302
/*
GL_SRC_ALPHA
*/
:
return
"
GL_SRC_ALPHA (0x0302)
"
;
case
0x0303
/*
GL_ONE_MINUS_SRC_ALPHA
*/
:
return
"
GL_ONE_MINUS_SRC_ALPHA (0x0303)
"
;
case
0x0304
/*
GL_DST_ALPHA
*/
:
return
"
GL_DST_ALPHA (0x0304)
"
;
case
0x0305
/*
GL_ONE_MINUS_DST_ALPHA
*/
:
return
"
GL_ONE_MINUS_DST_ALPHA (0x0305)
"
;
case
0x0306
/*
GL_DST_COLOR
*/
:
return
"
GL_DST_COLOR (0x0306)
"
;
case
0x0307
/*
GL_ONE_MINUS_DST_COLOR
*/
:
return
"
GL_ONE_MINUS_DST_COLOR (0x0307)
"
;
case
0x0308
/*
GL_SRC_ALPHA_SATURATE
*/
:
return
"
GL_SRC_ALPHA_SATURATE (0x0308)
"
;
case
0x00000400
/*
GL_STENCIL_BUFFER_BIT
*/
:
return
"
GL_STENCIL_BUFFER_BIT/GL_FRONT_LEFT (0x00000400)
"
;
case
0x0401
/*
GL_FRONT_RIGHT
*/
:
return
"
GL_FRONT_RIGHT (0x0401)
"
;
case
0x0402
/*
GL_BACK_LEFT
*/
:
return
"
GL_BACK_LEFT (0x0402)
"
;
case
0x0403
/*
GL_BACK_RIGHT
*/
:
return
"
GL_BACK_RIGHT (0x0403)
"
;
case
0x0404
/*
GL_FRONT
*/
:
return
"
GL_FRONT (0x0404)
"
;
case
0x0405
/*
GL_BACK
*/
:
return
"
GL_BACK (0x0405)
"
;
case
0x0406
/*
GL_LEFT
*/
:
return
"
GL_LEFT (0x0406)
"
;
case
0x0407
/*
GL_RIGHT
*/
:
return
"
GL_RIGHT (0x0407)
"
;
case
0x0408
/*
GL_FRONT_AND_BACK
*/
:
return
"
GL_FRONT_AND_BACK (0x0408)
"
;
case
0x0409
/*
GL_AUX0
*/
:
return
"
GL_AUX0 (0x0409)
"
;
case
0x040A
/*
GL_AUX1
*/
:
return
"
GL_AUX1 (0x040A)
"
;
case
0x040B
/*
GL_AUX2
*/
:
return
"
GL_AUX2 (0x040B)
"
;
case
0x040C
/*
GL_AUX3
*/
:
return
"
GL_AUX3 (0x040C)
"
;
case
0x0500
/*
GL_INVALID_ENUM
*/
:
return
"
GL_INVALID_ENUM (0x0500)
"
;
case
0x0501
/*
GL_INVALID_VALUE
*/
:
return
"
GL_INVALID_VALUE (0x0501)
"
;
case
0x0502
/*
GL_INVALID_OPERATION
*/
:
return
"
GL_INVALID_OPERATION (0x0502)
"
;
case
0x0503
/*
GL_STACK_OVERFLOW
*/
:
return
"
GL_STACK_OVERFLOW (0x0503)
"
;
case
0x0504
/*
GL_STACK_UNDERFLOW
*/
:
return
"
GL_STACK_UNDERFLOW (0x0504)
"
;
case
0x0505
/*
GL_OUT_OF_MEMORY
*/
:
return
"
GL_OUT_OF_MEMORY (0x0505)
"
;
case
0x0600
/*
GL_2D
*/
:
return
"
GL_2D (0x0600)
"
;
case
0x0601
/*
GL_3D
*/
:
return
"
GL_3D (0x0601)
"
;
case
0x0602
/*
GL_3D_COLOR
*/
:
return
"
GL_3D_COLOR (0x0602)
"
;
case
0x0603
/*
GL_3D_COLOR_TEXTURE
*/
:
return
"
GL_3D_COLOR_TEXTURE (0x0603)
"
;
case
0x0604
/*
GL_4D_COLOR_TEXTURE
*/
:
return
"
GL_4D_COLOR_TEXTURE (0x0604)
"
;
case
0x0700
/*
GL_PASS_THROUGH_TOKEN
*/
:
return
"
GL_PASS_THROUGH_TOKEN (0x0700)
"
;
case
0x0701
/*
GL_POINT_TOKEN
*/
:
return
"
GL_POINT_TOKEN (0x0701)
"
;
case
0x0702
/*
GL_LINE_TOKEN
*/
:
return
"
GL_LINE_TOKEN (0x0702)
"
;
case
0x0703
/*
GL_POLYGON_TOKEN
*/
:
return
"
GL_POLYGON_TOKEN (0x0703)
"
;
case
0x0704
/*
GL_BITMAP_TOKEN
*/
:
return
"
GL_BITMAP_TOKEN (0x0704)
"
;
case
0x0705
/*
GL_DRAW_PIXEL_TOKEN
*/
:
return
"
GL_DRAW_PIXEL_TOKEN (0x0705)
"
;
case
0x0706
/*
GL_COPY_PIXEL_TOKEN
*/
:
return
"
GL_COPY_PIXEL_TOKEN (0x0706)
"
;
case
0x0707
/*
GL_LINE_RESET_TOKEN
*/
:
return
"
GL_LINE_RESET_TOKEN (0x0707)
"
;
case
0x0800
/*
GL_EXP
*/
:
return
"
GL_EXP/GL_VIEWPORT_BIT (0x0800)
"
;
case
0x0801
/*
GL_EXP2
*/
:
return
"
GL_EXP2 (0x0801)
"
;
case
0x0900
/*
GL_CW
*/
:
return
"
GL_CW (0x0900)
"
;
case
0x0901
/*
GL_CCW
*/
:
return
"
GL_CCW (0x0901)
"
;
case
0x0A00
/*
GL_COEFF
*/
:
return
"
GL_COEFF (0x0A00)
"
;
case
0x0A01
/*
GL_ORDER
*/
:
return
"
GL_ORDER (0x0A01)
"
;
case
0x0A02
/*
GL_DOMAIN
*/
:
return
"
GL_DOMAIN (0x0A02)
"
;
case
0x0B00
/*
GL_CURRENT_COLOR
*/
:
return
"
GL_CURRENT_COLOR (0x0B00)
"
;
case
0x0B01
/*
GL_CURRENT_INDEX
*/
:
return
"
GL_CURRENT_INDEX (0x0B01)
"
;
case
0x0B02
/*
GL_CURRENT_NORMAL
*/
:
return
"
GL_CURRENT_NORMAL (0x0B02)
"
;
case
0x0B03
/*
GL_CURRENT_TEXTURE_COORDS
*/
:
return
"
GL_CURRENT_TEXTURE_COORDS (0x0B03)
"
;
case
0x0B04
/*
GL_CURRENT_RASTER_COLOR
*/
:
return
"
GL_CURRENT_RASTER_COLOR (0x0B04)
"
;
case
0x0B05
/*
GL_CURRENT_RASTER_INDEX
*/
:
return
"
GL_CURRENT_RASTER_INDEX (0x0B05)
"
;
case
0x0B06
/*
GL_CURRENT_RASTER_TEXTURE_COORDS
*/
:
return
"
GL_CURRENT_RASTER_TEXTURE_COORDS (0x0B06)
"
;
case
0x0B07
/*
GL_CURRENT_RASTER_POSITION
*/
:
return
"
GL_CURRENT_RASTER_POSITION (0x0B07)
"
;
case
0x0B08
/*
GL_CURRENT_RASTER_POSITION_VALID
*/
:
return
"
GL_CURRENT_RASTER_POSITION_VALID (0x0B08)
"
;
case
0x0B09
/*
GL_CURRENT_RASTER_DISTANCE
*/
:
return
"
GL_CURRENT_RASTER_DISTANCE (0x0B09)
"
;
case
0x0B10
/*
GL_POINT_SMOOTH
*/
:
return
"
GL_POINT_SMOOTH (0x0B10)
"
;
case
0x0B11
/*
GL_POINT_SIZE
*/
:
return
"
GL_POINT_SIZE (0x0B11)
"
;
case
0x0B20
/*
GL_LINE_SMOOTH
*/
:
return
"
GL_LINE_SMOOTH (0x0B20)
"
;
case
0x0B21
/*
GL_LINE_WIDTH
*/
:
return
"
GL_LINE_WIDTH (0x0B21)
"
;
case
0x0B24
/*
GL_LINE_STIPPLE
*/
:
return
"
GL_LINE_STIPPLE (0x0B24)
"
;
case
0x0B25
/*
GL_LINE_STIPPLE_PATTERN
*/
:
return
"
GL_LINE_STIPPLE_PATTERN (0x0B25)
"
;
case
0x0B26
/*
GL_LINE_STIPPLE_REPEAT
*/
:
return
"
GL_LINE_STIPPLE_REPEAT (0x0B26)
"
;
case
0x0B30
/*
GL_LIST_MODE
*/
:
return
"
GL_LIST_MODE (0x0B30)
"
;
case
0x0B31
/*
GL_MAX_LIST_NESTING
*/
:
return
"
GL_MAX_LIST_NESTING (0x0B31)
"
;
case
0x0B32
/*
GL_LIST_BASE
*/
:
return
"
GL_LIST_BASE (0x0B32)
"
;
case
0x0B33
/*
GL_LIST_INDEX
*/
:
return
"
GL_LIST_INDEX (0x0B33)
"
;
case
0x0B40
/*
GL_POLYGON_MODE
*/
:
return
"
GL_POLYGON_MODE (0x0B40)
"
;
case
0x0B41
/*
GL_POLYGON_SMOOTH
*/
:
return
"
GL_POLYGON_SMOOTH (0x0B41)
"
;
case
0x0B42
/*
GL_POLYGON_STIPPLE
*/
:
return
"
GL_POLYGON_STIPPLE (0x0B42)
"
;
case
0x0B43
/*
GL_EDGE_FLAG
*/
:
return
"
GL_EDGE_FLAG (0x0B43)
"
;
case
0x0B44
/*
GL_CULL_FACE
*/
:
return
"
GL_CULL_FACE (0x0B44)
"
;
case
0x0B45
/*
GL_CULL_FACE_MODE
*/
:
return
"
GL_CULL_FACE_MODE (0x0B45)
"
;
case
0x0B46
/*
GL_FRONT_FACE
*/
:
return
"
GL_FRONT_FACE (0x0B46)
"
;
case
0x0B50
/*
GL_LIGHTING
*/
:
return
"
GL_LIGHTING (0x0B50)
"
;
case
0x0B51
/*
GL_LIGHT_MODEL_LOCAL_VIEWER
*/
:
return
"
GL_LIGHT_MODEL_LOCAL_VIEWER (0x0B51)
"
;
case
0x0B52
/*
GL_LIGHT_MODEL_TWO_SIDE
*/
:
return
"
GL_LIGHT_MODEL_TWO_SIDE (0x0B52)
"
;
case
0x0B53
/*
GL_LIGHT_MODEL_AMBIENT
*/
:
return
"
GL_LIGHT_MODEL_AMBIENT (0x0B53)
"
;
case
0x0B54
/*
GL_SHADE_MODEL
*/
:
return
"
GL_SHADE_MODEL (0x0B54)
"
;
case
0x0B55
/*
GL_COLOR_MATERIAL_FACE
*/
:
return
"
GL_COLOR_MATERIAL_FACE (0x0B55)
"
;
case
0x0B56
/*
GL_COLOR_MATERIAL_PARAMETER
*/
:
return
"
GL_COLOR_MATERIAL_PARAMETER (0x0B56)
"
;
case
0x0B57
/*
GL_COLOR_MATERIAL
*/
:
return
"
GL_COLOR_MATERIAL (0x0B57)
"
;
case
0x0B60
/*
GL_FOG
*/
:
return
"
GL_FOG (0x0B60)
"
;
case
0x0B61
/*
GL_FOG_INDEX
*/
:
return
"
GL_FOG_INDEX (0x0B61)
"
;
case
0x0B62
/*
GL_FOG_DENSITY
*/
:
return
"
GL_FOG_DENSITY (0x0B62)
"
;
case
0x0B63
/*
GL_FOG_START
*/
:
return
"
GL_FOG_START (0x0B63)
"
;
case
0x0B64
/*
GL_FOG_END
*/
:
return
"
GL_FOG_END (0x0B64)
"
;
case
0x0B65
/*
GL_FOG_MODE
*/
:
return
"
GL_FOG_MODE (0x0B65)
"
;
case
0x0B66
/*
GL_FOG_COLOR
*/
:
return
"
GL_FOG_COLOR (0x0B66)
"
;
case
0x0B70
/*
GL_DEPTH_RANGE
*/
:
return
"
GL_DEPTH_RANGE (0x0B70)
"
;
case
0x0B71
/*
GL_DEPTH_TEST
*/
:
return
"
GL_DEPTH_TEST (0x0B71)
"
;
case
0x0B72
/*
GL_DEPTH_WRITEMASK
*/
:
return
"
GL_DEPTH_WRITEMASK (0x0B72)
"
;
case
0x0B73
/*
GL_DEPTH_CLEAR_VALUE
*/
:
return
"
GL_DEPTH_CLEAR_VALUE (0x0B73)
"
;
case
0x0B74
/*
GL_DEPTH_FUNC
*/
:
return
"
GL_DEPTH_FUNC (0x0B74)
"
;
case
0x0B80
/*
GL_ACCUM_CLEAR_VALUE
*/
:
return
"
GL_ACCUM_CLEAR_VALUE (0x0B80)
"
;
case
0x0B90
/*
GL_STENCIL_TEST
*/
:
return
"
GL_STENCIL_TEST (0x0B90)
"
;
case
0x0B91
/*
GL_STENCIL_CLEAR_VALUE
*/
:
return
"
GL_STENCIL_CLEAR_VALUE (0x0B91)
"
;
case
0x0B92
/*
GL_STENCIL_FUNC
*/
:
return
"
GL_STENCIL_FUNC (0x0B92)
"
;
case
0x0B93
/*
GL_STENCIL_VALUE_MASK
*/
:
return
"
GL_STENCIL_VALUE_MASK (0x0B93)
"
;
case
0x0B94
/*
GL_STENCIL_FAIL
*/
:
return
"
GL_STENCIL_FAIL (0x0B94)
"
;
case
0x0B95
/*
GL_STENCIL_PASS_DEPTH_FAIL
*/
:
return
"
GL_STENCIL_PASS_DEPTH_FAIL (0x0B95)
"
;
case
0x0B96
/*
GL_STENCIL_PASS_DEPTH_PASS
*/
:
return
"
GL_STENCIL_PASS_DEPTH_PASS (0x0B96)
"
;
case
0x0B97
/*
GL_STENCIL_REF
*/
:
return
"
GL_STENCIL_REF (0x0B97)
"
;
case
0x0B98
/*
GL_STENCIL_WRITEMASK
*/
:
return
"
GL_STENCIL_WRITEMASK (0x0B98)
"
;
case
0x0BA0
/*
GL_MATRIX_MODE
*/
:
return
"
GL_MATRIX_MODE (0x0BA0)
"
;
case
0x0BA1
/*
GL_NORMALIZE
*/
:
return
"
GL_NORMALIZE (0x0BA1)
"
;
case
0x0BA2
/*
GL_VIEWPORT
*/
:
return
"
GL_VIEWPORT (0x0BA2)
"
;
case
0x0BA3
/*
GL_MODELVIEW_STACK_DEPTH
*/
:
return
"
GL_MODELVIEW_STACK_DEPTH (0x0BA3)
"
;
case
0x0BA4
/*
GL_PROJECTION_STACK_DEPTH
*/
:
return
"
GL_PROJECTION_STACK_DEPTH (0x0BA4)
"
;
case
0x0BA5
/*
GL_TEXTURE_STACK_DEPTH
*/
:
return
"
GL_TEXTURE_STACK_DEPTH (0x0BA5)
"
;
case
0x0BA6
/*
GL_MODELVIEW_MATRIX
*/
:
return
"
GL_MODELVIEW_MATRIX (0x0BA6)
"
;
case
0x0BA7
/*
GL_PROJECTION_MATRIX
*/
:
return
"
GL_PROJECTION_MATRIX (0x0BA7)
"
;
case
0x0BA8
/*
GL_TEXTURE_MATRIX
*/
:
return
"
GL_TEXTURE_MATRIX (0x0BA8)
"
;
case
0x0BB0
/*
GL_ATTRIB_STACK_DEPTH
*/
:
return
"
GL_ATTRIB_STACK_DEPTH (0x0BB0)
"
;
case
0x0BB1
/*
GL_CLIENT_ATTRIB_STACK_DEPTH
*/
:
return
"
GL_CLIENT_ATTRIB_STACK_DEPTH (0x0BB1)
"
;
case
0x0BC0
/*
GL_ALPHA_TEST
*/
:
return
"
GL_ALPHA_TEST (0x0BC0)
"
;
case
0x0BC1
/*
GL_ALPHA_TEST_FUNC
*/
:
return
"
GL_ALPHA_TEST_FUNC (0x0BC1)
"
;
case
0x0BC2
/*
GL_ALPHA_TEST_REF
*/
:
return
"
GL_ALPHA_TEST_REF (0x0BC2)
"
;
case
0x0BD0
/*
GL_DITHER
*/
:
return
"
GL_DITHER (0x0BD0)
"
;
case
0x0BE0
/*
GL_BLEND_DST
*/
:
return
"
GL_BLEND_DST (0x0BE0)
"
;
case
0x0BE1
/*
GL_BLEND_SRC
*/
:
return
"
GL_BLEND_SRC (0x0BE1)
"
;
case
0x0BE2
/*
GL_BLEND
*/
:
return
"
GL_BLEND (0x0BE2)
"
;
case
0x0BF0
/*
GL_LOGIC_OP_MODE
*/
:
return
"
GL_LOGIC_OP_MODE (0x0BF0)
"
;
case
0x0BF1
/*
GL_LOGIC_OP
*/
:
return
"
GL_LOGIC_OP/GL_INDEX_LOGIC_OP (0x0BF1)
"
;
//
case 0x0BF1 /* GL_INDEX_LOGIC_OP */: return "GL_INDEX_LOGIC_OP (0x0BF1)";
case
0x0BF2
/*
GL_COLOR_LOGIC_OP
*/
:
return
"
GL_COLOR_LOGIC_OP (0x0BF2)
"
;
case
0x0C00
/*
GL_AUX_BUFFERS
*/
:
return
"
GL_AUX_BUFFERS (0x0C00)
"
;
case
0x0C01
/*
GL_DRAW_BUFFER
*/
:
return
"
GL_DRAW_BUFFER (0x0C01)
"
;
case
0x0C02
/*
GL_READ_BUFFER
*/
:
return
"
GL_READ_BUFFER (0x0C02)
"
;
case
0x0C10
/*
GL_SCISSOR_BOX
*/
:
return
"
GL_SCISSOR_BOX (0x0C10)
"
;
case
0x0C11
/*
GL_SCISSOR_TEST
*/
:
return
"
GL_SCISSOR_TEST (0x0C11)
"
;
case
0x0C20
/*
GL_INDEX_CLEAR_VALUE
*/
:
return
"
GL_INDEX_CLEAR_VALUE (0x0C20)
"
;
case
0x0C21
/*
GL_INDEX_WRITEMASK
*/
:
return
"
GL_INDEX_WRITEMASK (0x0C21)
"
;
case
0x0C22
/*
GL_COLOR_CLEAR_VALUE
*/
:
return
"
GL_COLOR_CLEAR_VALUE (0x0C22)
"
;
case
0x0C23
/*
GL_COLOR_WRITEMASK
*/
:
return
"
GL_COLOR_WRITEMASK (0x0C23)
"
;
case
0x0C30
/*
GL_INDEX_MODE
*/
:
return
"
GL_INDEX_MODE (0x0C30)
"
;
case
0x0C31
/*
GL_RGBA_MODE
*/
:
return
"
GL_RGBA_MODE (0x0C31)
"
;
case
0x0C32
/*
GL_DOUBLEBUFFER
*/
:
return
"
GL_DOUBLEBUFFER (0x0C32)
"
;
case
0x0C33
/*
GL_STEREO
*/
:
return
"
GL_STEREO (0x0C33)
"
;
case
0x0C40
/*
GL_RENDER_MODE
*/
:
return
"
GL_RENDER_MODE (0x0C40)
"
;
case
0x0C50
/*
GL_PERSPECTIVE_CORRECTION_HINT
*/
:
return
"
GL_PERSPECTIVE_CORRECTION_HINT (0x0C50)
"
;
case
0x0C51
/*
GL_POINT_SMOOTH_HINT
*/
:
return
"
GL_POINT_SMOOTH_HINT (0x0C51)
"
;
case
0x0C52
/*
GL_LINE_SMOOTH_HINT
*/
:
return
"
GL_LINE_SMOOTH_HINT (0x0C52)
"
;
case
0x0C53
/*
GL_POLYGON_SMOOTH_HINT
*/
:
return
"
GL_POLYGON_SMOOTH_HINT (0x0C53)
"
;
case
0x0C54
/*
GL_FOG_HINT
*/
:
return
"
GL_FOG_HINT (0x0C54)
"
;
case
0x0C60
/*
GL_TEXTURE_GEN_S
*/
:
return
"
GL_TEXTURE_GEN_S (0x0C60)
"
;
case
0x0C61
/*
GL_TEXTURE_GEN_T
*/
:
return
"
GL_TEXTURE_GEN_T (0x0C61)
"
;
case
0x0C62
/*
GL_TEXTURE_GEN_R
*/
:
return
"
GL_TEXTURE_GEN_R (0x0C62)
"
;
case
0x0C63
/*
GL_TEXTURE_GEN_Q
*/
:
return
"
GL_TEXTURE_GEN_Q (0x0C63)
"
;
case
0x0C70
/*
GL_PIXEL_MAP_I_TO_I
*/
:
return
"
GL_PIXEL_MAP_I_TO_I (0x0C70)
"
;
case
0x0C71
/*
GL_PIXEL_MAP_S_TO_S
*/
:
return
"
GL_PIXEL_MAP_S_TO_S (0x0C71)
"
;
case
0x0C72
/*
GL_PIXEL_MAP_I_TO_R
*/
:
return
"
GL_PIXEL_MAP_I_TO_R (0x0C72)
"
;
case
0x0C73
/*
GL_PIXEL_MAP_I_TO_G
*/
:
return
"
GL_PIXEL_MAP_I_TO_G (0x0C73)
"
;
case
0x0C74
/*
GL_PIXEL_MAP_I_TO_B
*/
:
return
"
GL_PIXEL_MAP_I_TO_B (0x0C74)
"
;
case
0x0C75
/*
GL_PIXEL_MAP_I_TO_A
*/
:
return
"
GL_PIXEL_MAP_I_TO_A (0x0C75)
"
;
case
0x0C76
/*
GL_PIXEL_MAP_R_TO_R
*/
:
return
"
GL_PIXEL_MAP_R_TO_R (0x0C76)
"
;
case
0x0C77
/*
GL_PIXEL_MAP_G_TO_G
*/
:
return
"
GL_PIXEL_MAP_G_TO_G (0x0C77)
"
;
case
0x0C78
/*
GL_PIXEL_MAP_B_TO_B
*/
:
return
"
GL_PIXEL_MAP_B_TO_B (0x0C78)
"
;
case
0x0C79
/*
GL_PIXEL_MAP_A_TO_A
*/
:
return
"
GL_PIXEL_MAP_A_TO_A (0x0C79)
"
;
case
0x0CB0
/*
GL_PIXEL_MAP_I_TO_I_SIZE
*/
:
return
"
GL_PIXEL_MAP_I_TO_I_SIZE (0x0CB0)
"
;
case
0x0CB1
/*
GL_PIXEL_MAP_S_TO_S_SIZE
*/
:
return
"
GL_PIXEL_MAP_S_TO_S_SIZE (0x0CB1)
"
;
case
0x0CB2
/*
GL_PIXEL_MAP_I_TO_R_SIZE
*/
:
return
"
GL_PIXEL_MAP_I_TO_R_SIZE (0x0CB2)
"
;
case
0x0CB3
/*
GL_PIXEL_MAP_I_TO_G_SIZE
*/
:
return
"
GL_PIXEL_MAP_I_TO_G_SIZE (0x0CB3)
"
;
case
0x0CB4
/*
GL_PIXEL_MAP_I_TO_B_SIZE
*/
:
return
"
GL_PIXEL_MAP_I_TO_B_SIZE (0x0CB4)
"
;
case
0x0CB5
/*
GL_PIXEL_MAP_I_TO_A_SIZE
*/
:
return
"
GL_PIXEL_MAP_I_TO_A_SIZE (0x0CB5)
"
;
case
0x0CB6
/*
GL_PIXEL_MAP_R_TO_R_SIZE
*/
:
return
"
GL_PIXEL_MAP_R_TO_R_SIZE (0x0CB6)
"
;
case
0x0CB7
/*
GL_PIXEL_MAP_G_TO_G_SIZE
*/
:
return
"
GL_PIXEL_MAP_G_TO_G_SIZE (0x0CB7)
"
;
case
0x0CB8
/*
GL_PIXEL_MAP_B_TO_B_SIZE
*/
:
return
"
GL_PIXEL_MAP_B_TO_B_SIZE (0x0CB8)
"
;
case
0x0CB9
/*
GL_PIXEL_MAP_A_TO_A_SIZE
*/
:
return
"
GL_PIXEL_MAP_A_TO_A_SIZE (0x0CB9)
"
;
case
0x0CF0
/*
GL_UNPACK_SWAP_BYTES
*/
:
return
"
GL_UNPACK_SWAP_BYTES (0x0CF0)
"
;
case
0x0CF1
/*
GL_UNPACK_LSB_FIRST
*/
:
return
"
GL_UNPACK_LSB_FIRST (0x0CF1)
"
;
case
0x0CF2
/*
GL_UNPACK_ROW_LENGTH
*/
:
return
"
GL_UNPACK_ROW_LENGTH (0x0CF2)
"
;
case
0x0CF3
/*
GL_UNPACK_SKIP_ROWS
*/
:
return
"
GL_UNPACK_SKIP_ROWS (0x0CF3)
"
;
case
0x0CF4
/*
GL_UNPACK_SKIP_PIXELS
*/
:
return
"
GL_UNPACK_SKIP_PIXELS (0x0CF4)
"
;
case
0x0CF5
/*
GL_UNPACK_ALIGNMENT
*/
:
return
"
GL_UNPACK_ALIGNMENT (0x0CF5)
"
;
case
0x0D00
/*
GL_PACK_SWAP_BYTES
*/
:
return
"
GL_PACK_SWAP_BYTES (0x0D00)
"
;
case
0x0D01
/*
GL_PACK_LSB_FIRST
*/
:
return
"
GL_PACK_LSB_FIRST (0x0D01)
"
;
case
0x0D02
/*
GL_PACK_ROW_LENGTH
*/
:
return
"
GL_PACK_ROW_LENGTH (0x0D02)
"
;
case
0x0D03
/*
GL_PACK_SKIP_ROWS
*/
:
return
"
GL_PACK_SKIP_ROWS (0x0D03)
"
;
case
0x0D04
/*
GL_PACK_SKIP_PIXELS
*/
:
return
"
GL_PACK_SKIP_PIXELS (0x0D04)
"
;
case
0x0D05
/*
GL_PACK_ALIGNMENT
*/
:
return
"
GL_PACK_ALIGNMENT (0x0D05)
"
;
case
0x0D10
/*
GL_MAP_COLOR
*/
:
return
"
GL_MAP_COLOR (0x0D10)
"
;
case
0x0D11
/*
GL_MAP_STENCIL
*/
:
return
"
GL_MAP_STENCIL (0x0D11)
"
;
case
0x0D12
/*
GL_INDEX_SHIFT
*/
:
return
"
GL_INDEX_SHIFT (0x0D12)
"
;
case
0x0D13
/*
GL_INDEX_OFFSET
*/
:
return
"
GL_INDEX_OFFSET (0x0D13)
"
;
case
0x0D14
/*
GL_RED_SCALE
*/
:
return
"
GL_RED_SCALE (0x0D14)
"
;
case
0x0D15
/*
GL_RED_BIAS
*/
:
return
"
GL_RED_BIAS (0x0D15)
"
;
case
0x0D16
/*
GL_ZOOM_X
*/
:
return
"
GL_ZOOM_X (0x0D16)
"
;
case
0x0D17
/*
GL_ZOOM_Y
*/
:
return
"
GL_ZOOM_Y (0x0D17)
"
;
case
0x0D18
/*
GL_GREEN_SCALE
*/
:
return
"
GL_GREEN_SCALE (0x0D18)
"
;
case
0x0D19
/*
GL_GREEN_BIAS
*/
:
return
"
GL_GREEN_BIAS (0x0D19)
"
;
case
0x0D1A
/*
GL_BLUE_SCALE
*/
:
return
"
GL_BLUE_SCALE (0x0D1A)
"
;
case
0x0D1B
/*
GL_BLUE_BIAS
*/
:
return
"
GL_BLUE_BIAS (0x0D1B)
"
;
case
0x0D1C
/*
GL_ALPHA_SCALE
*/
:
return
"
GL_ALPHA_SCALE (0x0D1C)
"
;
case
0x0D1D
/*
GL_ALPHA_BIAS
*/
:
return
"
GL_ALPHA_BIAS (0x0D1D)
"
;
case
0x0D1E
/*
GL_DEPTH_SCALE
*/
:
return
"
GL_DEPTH_SCALE (0x0D1E)
"
;
case
0x0D1F
/*
GL_DEPTH_BIAS
*/
:
return
"
GL_DEPTH_BIAS (0x0D1F)
"
;
case
0x0D30
/*
GL_MAX_EVAL_ORDER
*/
:
return
"
GL_MAX_EVAL_ORDER (0x0D30)
"
;
case
0x0D31
/*
GL_MAX_LIGHTS
*/
:
return
"
GL_MAX_LIGHTS (0x0D31)
"
;
case
0x0D32
/*
GL_MAX_CLIP_PLANES
*/
:
return
"
GL_MAX_CLIP_PLANES (0x0D32)
"
;
case
0x0D33
/*
GL_MAX_TEXTURE_SIZE
*/
:
return
"
GL_MAX_TEXTURE_SIZE (0x0D33)
"
;
case
0x0D34
/*
GL_MAX_PIXEL_MAP_TABLE
*/
:
return
"
GL_MAX_PIXEL_MAP_TABLE (0x0D34)
"
;
case
0x0D35
/*
GL_MAX_ATTRIB_STACK_DEPTH
*/
:
return
"
GL_MAX_ATTRIB_STACK_DEPTH (0x0D35)
"
;
case
0x0D36
/*
GL_MAX_MODELVIEW_STACK_DEPTH
*/
:
return
"
GL_MAX_MODELVIEW_STACK_DEPTH (0x0D36)
"
;
case
0x0D37
/*
GL_MAX_NAME_STACK_DEPTH
*/
:
return
"
GL_MAX_NAME_STACK_DEPTH (0x0D37)
"
;
case
0x0D38
/*
GL_MAX_PROJECTION_STACK_DEPTH
*/
:
return
"
GL_MAX_PROJECTION_STACK_DEPTH (0x0D38)
"
;
case
0x0D39
/*
GL_MAX_TEXTURE_STACK_DEPTH
*/
:
return
"
GL_MAX_TEXTURE_STACK_DEPTH (0x0D39)
"
;
case
0x0D3A
/*
GL_MAX_VIEWPORT_DIMS
*/
:
return
"
GL_MAX_VIEWPORT_DIMS (0x0D3A)
"
;
case
0x0D3B
/*
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH
*/
:
return
"
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH (0x0D3B)
"
;
case
0x0D50
/*
GL_SUBPIXEL_BITS
*/
:
return
"
GL_SUBPIXEL_BITS (0x0D50)
"
;
case
0x0D51
/*
GL_INDEX_BITS
*/
:
return
"
GL_INDEX_BITS (0x0D51)
"
;
case
0x0D52
/*
GL_RED_BITS
*/
:
return
"
GL_RED_BITS (0x0D52)
"
;
case
0x0D53
/*
GL_GREEN_BITS
*/
:
return
"
GL_GREEN_BITS (0x0D53)
"
;
case
0x0D54
/*
GL_BLUE_BITS
*/
:
return
"
GL_BLUE_BITS (0x0D54)
"
;
case
0x0D55
/*
GL_ALPHA_BITS
*/
:
return
"
GL_ALPHA_BITS (0x0D55)
"
;
case
0x0D56
/*
GL_DEPTH_BITS
*/
:
return
"
GL_DEPTH_BITS (0x0D56)
"
;
case
0x0D57
/*
GL_STENCIL_BITS
*/
:
return
"
GL_STENCIL_BITS (0x0D57)
"
;
case
0x0D58
/*
GL_ACCUM_RED_BITS
*/
:
return
"
GL_ACCUM_RED_BITS (0x0D58)
"
;
case
0x0D59
/*
GL_ACCUM_GREEN_BITS
*/
:
return
"
GL_ACCUM_GREEN_BITS (0x0D59)
"
;
case
0x0D5A
/*
GL_ACCUM_BLUE_BITS
*/
:
return
"
GL_ACCUM_BLUE_BITS (0x0D5A)
"
;
case
0x0D5B
/*
GL_ACCUM_ALPHA_BITS
*/
:
return
"
GL_ACCUM_ALPHA_BITS (0x0D5B)
"
;
case
0x0D70
/*
GL_NAME_STACK_DEPTH
*/
:
return
"
GL_NAME_STACK_DEPTH (0x0D70)
"
;
case
0x0D80
/*
GL_AUTO_NORMAL
*/
:
return
"
GL_AUTO_NORMAL (0x0D80)
"
;
case
0x0D90
/*
GL_MAP1_COLOR_4
*/
:
return
"
GL_MAP1_COLOR_4 (0x0D90)
"
;
case
0x0D91
/*
GL_MAP1_INDEX
*/
:
return
"
GL_MAP1_INDEX (0x0D91)
"
;
case
0x0D92
/*
GL_MAP1_NORMAL
*/
:
return
"
GL_MAP1_NORMAL (0x0D92)
"
;
case
0x0D93
/*
GL_MAP1_TEXTURE_COORD_1
*/
:
return
"
GL_MAP1_TEXTURE_COORD_1 (0x0D93)
"
;
case
0x0D94
/*
GL_MAP1_TEXTURE_COORD_2
*/
:
return
"
GL_MAP1_TEXTURE_COORD_2 (0x0D94)
"
;
case
0x0D95
/*
GL_MAP1_TEXTURE_COORD_3
*/
:
return
"
GL_MAP1_TEXTURE_COORD_3 (0x0D95)
"
;
case
0x0D96
/*
GL_MAP1_TEXTURE_COORD_4
*/
:
return
"
GL_MAP1_TEXTURE_COORD_4 (0x0D96)
"
;
case
0x0D97
/*
GL_MAP1_VERTEX_3
*/
:
return
"
GL_MAP1_VERTEX_3 (0x0D97)
"
;
case
0x0D98
/*
GL_MAP1_VERTEX_4
*/
:
return
"
GL_MAP1_VERTEX_4 (0x0D98)
"
;
case
0x0DB0
/*
GL_MAP2_COLOR_4
*/
:
return
"
GL_MAP2_COLOR_4 (0x0DB0)
"
;
case
0x0DB1
/*
GL_MAP2_INDEX
*/
:
return
"
GL_MAP2_INDEX (0x0DB1)
"
;
case
0x0DB2
/*
GL_MAP2_NORMAL
*/
:
return
"
GL_MAP2_NORMAL (0x0DB2)
"
;
case
0x0DB3
/*
GL_MAP2_TEXTURE_COORD_1
*/
:
return
"
GL_MAP2_TEXTURE_COORD_1 (0x0DB3)
"
;
case
0x0DB4
/*
GL_MAP2_TEXTURE_COORD_2
*/
:
return
"
GL_MAP2_TEXTURE_COORD_2 (0x0DB4)
"
;
case
0x0DB5
/*
GL_MAP2_TEXTURE_COORD_3
*/
:
return
"
GL_MAP2_TEXTURE_COORD_3 (0x0DB5)
"
;
case
0x0DB6
/*
GL_MAP2_TEXTURE_COORD_4
*/
:
return
"
GL_MAP2_TEXTURE_COORD_4 (0x0DB6)
"
;
case
0x0DB7
/*
GL_MAP2_VERTEX_3
*/
:
return
"
GL_MAP2_VERTEX_3 (0x0DB7)
"
;
case
0x0DB8
/*
GL_MAP2_VERTEX_4
*/
:
return
"
GL_MAP2_VERTEX_4 (0x0DB8)
"
;
case
0x0DD0
/*
GL_MAP1_GRID_DOMAIN
*/
:
return
"
GL_MAP1_GRID_DOMAIN (0x0DD0)
"
;
case
0x0DD1
/*
GL_MAP1_GRID_SEGMENTS
*/
:
return
"
GL_MAP1_GRID_SEGMENTS (0x0DD1)
"
;
case
0x0DD2
/*
GL_MAP2_GRID_DOMAIN
*/
:
return
"
GL_MAP2_GRID_DOMAIN (0x0DD2)
"
;
case
0x0DD3
/*
GL_MAP2_GRID_SEGMENTS
*/
:
return
"
GL_MAP2_GRID_SEGMENTS (0x0DD3)
"
;
case
0x0DE0
/*
GL_TEXTURE_1D
*/
:
return
"
GL_TEXTURE_1D (0x0DE0)
"
;
case
0x0DE1
/*
GL_TEXTURE_2D
*/
:
return
"
GL_TEXTURE_2D (0x0DE1)
"
;
case
0x0DF0
/*
GL_FEEDBACK_BUFFER_POINTER
*/
:
return
"
GL_FEEDBACK_BUFFER_POINTER (0x0DF0)
"
;
case
0x0DF1
/*
GL_FEEDBACK_BUFFER_SIZE
*/
:
return
"
GL_FEEDBACK_BUFFER_SIZE (0x0DF1)
"
;
case
0x0DF2
/*
GL_FEEDBACK_BUFFER_TYPE
*/
:
return
"
GL_FEEDBACK_BUFFER_TYPE (0x0DF2)
"
;
case
0x0DF3
/*
GL_SELECTION_BUFFER_POINTER
*/
:
return
"
GL_SELECTION_BUFFER_POINTER (0x0DF3)
"
;
case
0x0DF4
/*
GL_SELECTION_BUFFER_SIZE
*/
:
return
"
GL_SELECTION_BUFFER_SIZE (0x0DF4)
"
;
case
0x1000
/*
GL_TEXTURE_WIDTH
*/
:
return
"
GL_TEXTURE_WIDTH/GL_TRANSFORM_BIT (0x1000)
"
;
case
0x1001
/*
GL_TEXTURE_HEIGHT
*/
:
return
"
GL_TEXTURE_HEIGHT (0x1001)
"
;
//
case 0x1003 /* GL_TEXTURE_COMPONENTS */: return "GL_TEXTURE_COMPONENTS (0x1003)";
case
0x1003
/*
GL_TEXTURE_INTERNAL_FORMAT
*/
:
return
"
GL_TEXTURE_INTERNAL_FORMAT/GL_TEXTURE_COMPONENTS (0x1003)
"
;
case
0x1004
/*
GL_TEXTURE_BORDER_COLOR
*/
:
return
"
GL_TEXTURE_BORDER_COLOR (0x1004)
"
;
case
0x1005
/*
GL_TEXTURE_BORDER
*/
:
return
"
GL_TEXTURE_BORDER (0x1005)
"
;
case
0x1100
/*
GL_DONT_CARE
*/
:
return
"
GL_DONT_CARE (0x1100)
"
;
case
0x1101
/*
GL_FASTEST
*/
:
return
"
GL_FASTEST (0x1101)
"
;
case
0x1102
/*
GL_NICEST
*/
:
return
"
GL_NICEST (0x1102)
"
;
case
0x1200
/*
GL_AMBIENT
*/
:
return
"
GL_AMBIENT (0x1200)
"
;
case
0x1201
/*
GL_DIFFUSE
*/
:
return
"
GL_DIFFUSE (0x1201)
"
;
case
0x1202
/*
GL_SPECULAR
*/
:
return
"
GL_SPECULAR (0x1202)
"
;
case
0x1203
/*
GL_POSITION
*/
:
return
"
GL_POSITION (0x1203)
"
;
case
0x1204
/*
GL_SPOT_DIRECTION
*/
:
return
"
GL_SPOT_DIRECTION (0x1204)
"
;
case
0x1205
/*
GL_SPOT_EXPONENT
*/
:
return
"
GL_SPOT_EXPONENT (0x1205)
"
;
case
0x1206
/*
GL_SPOT_CUTOFF
*/
:
return
"
GL_SPOT_CUTOFF (0x1206)
"
;
case
0x1207
/*
GL_CONSTANT_ATTENUATION
*/
:
return
"
GL_CONSTANT_ATTENUATION (0x1207)
"
;
case
0x1208
/*
GL_LINEAR_ATTENUATION
*/
:
return
"
GL_LINEAR_ATTENUATION (0x1208)
"
;
case
0x1209
/*
GL_QUADRATIC_ATTENUATION
*/
:
return
"
GL_QUADRATIC_ATTENUATION (0x1209)
"
;
case
0x1300
/*
GL_COMPILE
*/
:
return
"
GL_COMPILE (0x1300)
"
;
case
0x1301
/*
GL_COMPILE_AND_EXECUTE
*/
:
return
"
GL_COMPILE_AND_EXECUTE (0x1301)
"
;
case
0x1400
/*
GL_BYTE
*/
:
return
"
GL_BYTE (0x1400)
"
;
case
0x1401
/*
GL_UNSIGNED_BYTE
*/
:
return
"
GL_UNSIGNED_BYTE (0x1401)
"
;
case
0x1402
/*
GL_SHORT
*/
:
return
"
GL_SHORT (0x1402)
"
;
case
0x1403
/*
GL_UNSIGNED_SHORT
*/
:
return
"
GL_UNSIGNED_SHORT (0x1403)
"
;
case
0x1404
/*
GL_INT
*/
:
return
"
GL_INT (0x1404)
"
;
case
0x1405
/*
GL_UNSIGNED_INT
*/
:
return
"
GL_UNSIGNED_INT (0x1405)
"
;
case
0x1406
/*
GL_FLOAT
*/
:
return
"
GL_FLOAT (0x1406)
"
;
case
0x1407
/*
GL_2_BYTES
*/
:
return
"
GL_2_BYTES (0x1407)
"
;
case
0x1408
/*
GL_3_BYTES
*/
:
return
"
GL_3_BYTES (0x1408)
"
;
case
0x1409
/*
GL_4_BYTES
*/
:
return
"
GL_4_BYTES (0x1409)
"
;
case
0x140A
/*
GL_DOUBLE
*/
:
return
"
GL_DOUBLE (0x140A)
"
;
case
0x1500
/*
GL_CLEAR
*/
:
return
"
GL_CLEAR (0x1500)
"
;
case
0x1501
/*
GL_AND
*/
:
return
"
GL_AND (0x1501)
"
;
case
0x1502
/*
GL_AND_REVERSE
*/
:
return
"
GL_AND_REVERSE (0x1502)
"
;
case
0x1503
/*
GL_COPY
*/
:
return
"
GL_COPY (0x1503)
"
;
case
0x1504
/*
GL_AND_INVERTED
*/
:
return
"
GL_AND_INVERTED (0x1504)
"
;
case
0x1505
/*
GL_NOOP
*/
:
return
"
GL_NOOP (0x1505)
"
;
case
0x1506
/*
GL_XOR
*/
:
return
"
GL_XOR (0x1506)
"
;
case
0x1507
/*
GL_OR
*/
:
return
"
GL_OR (0x1507)
"
;
case
0x1508
/*
GL_NOR
*/
:
return
"
GL_NOR (0x1508)
"
;
case
0x1509
/*
GL_EQUIV
*/
:
return
"
GL_EQUIV (0x1509)
"
;
case
0x150A
/*
GL_INVERT
*/
:
return
"
GL_INVERT (0x150A)
"
;
case
0x150B
/*
GL_OR_REVERSE
*/
:
return
"
GL_OR_REVERSE (0x150B)
"
;
case
0x150C
/*
GL_COPY_INVERTED
*/
:
return
"
GL_COPY_INVERTED (0x150C)
"
;
case
0x150D
/*
GL_OR_INVERTED
*/
:
return
"
GL_OR_INVERTED (0x150D)
"
;
case
0x150E
/*
GL_NAND
*/
:
return
"
GL_NAND (0x150E)
"
;
case
0x150F
/*
GL_SET
*/
:
return
"
GL_SET (0x150F)
"
;
case
0x1600
/*
GL_EMISSION
*/
:
return
"
GL_EMISSION (0x1600)
"
;
case
0x1601
/*
GL_SHININESS
*/
:
return
"
GL_SHININESS (0x1601)
"
;
case
0x1602
/*
GL_AMBIENT_AND_DIFFUSE
*/
:
return
"
GL_AMBIENT_AND_DIFFUSE (0x1602)
"
;
case
0x1603
/*
GL_COLOR_INDEXES
*/
:
return
"
GL_COLOR_INDEXES (0x1603)
"
;
case
0x1700
/*
GL_MODELVIEW
*/
:
return
"
GL_MODELVIEW (0x1700)
"
;
case
0x1701
/*
GL_PROJECTION
*/
:
return
"
GL_PROJECTION (0x1701)
"
;
case
0x1702
/*
GL_TEXTURE
*/
:
return
"
GL_TEXTURE (0x1702)
"
;
case
0x1800
/*
GL_COLOR
*/
:
return
"
GL_COLOR (0x1800)
"
;
case
0x1801
/*
GL_DEPTH
*/
:
return
"
GL_DEPTH (0x1801)
"
;
case
0x1802
/*
GL_STENCIL
*/
:
return
"
GL_STENCIL (0x1802)
"
;
case
0x1900
/*
GL_COLOR_INDEX
*/
:
return
"
GL_COLOR_INDEX (0x1900)
"
;
case
0x1901
/*
GL_STENCIL_INDEX
*/
:
return
"
GL_STENCIL_INDEX (0x1901)
"
;
case
0x1902
/*
GL_DEPTH_COMPONENT
*/
:
return
"
GL_DEPTH_COMPONENT (0x1902)
"
;
case
0x1903
/*
GL_RED
*/
:
return
"
GL_RED (0x1903)
"
;
case
0x1904
/*
GL_GREEN
*/
:
return
"
GL_GREEN (0x1904)
"
;
case
0x1905
/*
GL_BLUE
*/
:
return
"
GL_BLUE (0x1905)
"
;
case
0x1906
/*
GL_ALPHA
*/
:
return
"
GL_ALPHA (0x1906)
"
;
case
0x1907
/*
GL_RGB
*/
:
return
"
GL_RGB (0x1907)
"
;
case
0x1908
/*
GL_RGBA
*/
:
return
"
GL_RGBA (0x1908)
"
;
case
0x1909
/*
GL_LUMINANCE
*/
:
return
"
GL_LUMINANCE (0x1909)
"
;
case
0x190A
/*
GL_LUMINANCE_ALPHA
*/
:
return
"
GL_LUMINANCE_ALPHA (0x190A)
"
;
case
0x1A00
/*
GL_BITMAP
*/
:
return
"
GL_BITMAP (0x1A00)
"
;
case
0x1B00
/*
GL_POINT
*/
:
return
"
GL_POINT (0x1B00)
"
;
case
0x1B01
/*
GL_LINE
*/
:
return
"
GL_LINE (0x1B01)
"
;
case
0x1B02
/*
GL_FILL
*/
:
return
"
GL_FILL (0x1B02)
"
;
case
0x1C00
/*
GL_RENDER
*/
:
return
"
GL_RENDER (0x1C00)
"
;
case
0x1C01
/*
GL_FEEDBACK
*/
:
return
"
GL_FEEDBACK (0x1C01)
"
;
case
0x1C02
/*
GL_SELECT
*/
:
return
"
GL_SELECT (0x1C02)
"
;
case
0x1D00
/*
GL_FLAT
*/
:
return
"
GL_FLAT (0x1D00)
"
;
case
0x1D01
/*
GL_SMOOTH
*/
:
return
"
GL_SMOOTH (0x1D01)
"
;
case
0x1E00
/*
GL_KEEP
*/
:
return
"
GL_KEEP (0x1E00)
"
;
case
0x1E01
/*
GL_REPLACE
*/
:
return
"
GL_REPLACE (0x1E01)
"
;
case
0x1E02
/*
GL_INCR
*/
:
return
"
GL_INCR (0x1E02)
"
;
case
0x1E03
/*
GL_DECR
*/
:
return
"
GL_DECR (0x1E03)
"
;
case
0x1F00
/*
GL_VENDOR
*/
:
return
"
GL_VENDOR (0x1F00)
"
;
case
0x1F01
/*
GL_RENDERER
*/
:
return
"
GL_RENDERER (0x1F01)
"
;
case
0x1F02
/*
GL_VERSION
*/
:
return
"
GL_VERSION (0x1F02)
"
;
case
0x1F03
/*
GL_EXTENSIONS
*/
:
return
"
GL_EXTENSIONS (0x1F03)
"
;
case
0x2000
/*
GL_S
*/
:
return
"
GL_S/GL_ENABLE_BIT (0x2000)
"
;
case
0x2001
/*
GL_T
*/
:
return
"
GL_T (0x2001)
"
;
case
0x2002
/*
GL_R
*/
:
return
"
GL_R (0x2002)
"
;
case
0x2003
/*
GL_Q
*/
:
return
"
GL_Q (0x2003)
"
;
case
0x2100
/*
GL_MODULATE
*/
:
return
"
GL_MODULATE (0x2100)
"
;
case
0x2101
/*
GL_DECAL
*/
:
return
"
GL_DECAL (0x2101)
"
;
case
0x2200
/*
GL_TEXTURE_ENV_MODE
*/
:
return
"
GL_TEXTURE_ENV_MODE (0x2200)
"
;
case
0x2201
/*
GL_TEXTURE_ENV_COLOR
*/
:
return
"
GL_TEXTURE_ENV_COLOR (0x2201)
"
;
case
0x2300
/*
GL_TEXTURE_ENV
*/
:
return
"
GL_TEXTURE_ENV (0x2300)
"
;
case
0x2400
/*
GL_EYE_LINEAR
*/
:
return
"
GL_EYE_LINEAR (0x2400)
"
;
case
0x2401
/*
GL_OBJECT_LINEAR
*/
:
return
"
GL_OBJECT_LINEAR (0x2401)
"
;
case
0x2402
/*
GL_SPHERE_MAP
*/
:
return
"
GL_SPHERE_MAP (0x2402)
"
;
case
0x2500
/*
GL_TEXTURE_GEN_MODE
*/
:
return
"
GL_TEXTURE_GEN_MODE (0x2500)
"
;
case
0x2501
/*
GL_OBJECT_PLANE
*/
:
return
"
GL_OBJECT_PLANE (0x2501)
"
;
case
0x2502
/*
GL_EYE_PLANE
*/
:
return
"
GL_EYE_PLANE (0x2502)
"
;
case
0x2600
/*
GL_NEAREST
*/
:
return
"
GL_NEAREST (0x2600)
"
;
case
0x2601
/*
GL_LINEAR
*/
:
return
"
GL_LINEAR (0x2601)
"
;
case
0x2700
/*
GL_NEAREST_MIPMAP_NEAREST
*/
:
return
"
GL_NEAREST_MIPMAP_NEAREST (0x2700)
"
;
case
0x2701
/*
GL_LINEAR_MIPMAP_NEAREST
*/
:
return
"
GL_LINEAR_MIPMAP_NEAREST (0x2701)
"
;
case
0x2702
/*
GL_NEAREST_MIPMAP_LINEAR
*/
:
return
"
GL_NEAREST_MIPMAP_LINEAR (0x2702)
"
;
case
0x2703
/*
GL_LINEAR_MIPMAP_LINEAR
*/
:
return
"
GL_LINEAR_MIPMAP_LINEAR (0x2703)
"
;
case
0x2800
/*
GL_TEXTURE_MAG_FILTER
*/
:
return
"
GL_TEXTURE_MAG_FILTER (0x2800)
"
;
case
0x2801
/*
GL_TEXTURE_MIN_FILTER
*/
:
return
"
GL_TEXTURE_MIN_FILTER (0x2801)
"
;
case
0x2802
/*
GL_TEXTURE_WRAP_S
*/
:
return
"
GL_TEXTURE_WRAP_S (0x2802)
"
;
case
0x2803
/*
GL_TEXTURE_WRAP_T
*/
:
return
"
GL_TEXTURE_WRAP_T (0x2803)
"
;
case
0x2900
/*
GL_CLAMP
*/
:
return
"
GL_CLAMP (0x2900)
"
;
case
0x2901
/*
GL_REPEAT
*/
:
return
"
GL_REPEAT (0x2901)
"
;
case
0x2A00
/*
GL_POLYGON_OFFSET_UNITS
*/
:
return
"
GL_POLYGON_OFFSET_UNITS (0x2A00)
"
;
case
0x2A01
/*
GL_POLYGON_OFFSET_POINT
*/
:
return
"
GL_POLYGON_OFFSET_POINT (0x2A01)
"
;
case
0x2A02
/*
GL_POLYGON_OFFSET_LINE
*/
:
return
"
GL_POLYGON_OFFSET_LINE (0x2A02)
"
;
case
0x2A10
/*
GL_R3_G3_B2
*/
:
return
"
GL_R3_G3_B2 (0x2A10)
"
;
case
0x2A20
/*
GL_V2F
*/
:
return
"
GL_V2F (0x2A20)
"
;
case
0x2A21
/*
GL_V3F
*/
:
return
"
GL_V3F (0x2A21)
"
;
case
0x2A22
/*
GL_C4UB_V2F
*/
:
return
"
GL_C4UB_V2F (0x2A22)
"
;
case
0x2A23
/*
GL_C4UB_V3F
*/
:
return
"
GL_C4UB_V3F (0x2A23)
"
;
case
0x2A24
/*
GL_C3F_V3F
*/
:
return
"
GL_C3F_V3F (0x2A24)
"
;
case
0x2A25
/*
GL_N3F_V3F
*/
:
return
"
GL_N3F_V3F (0x2A25)
"
;
case
0x2A26
/*
GL_C4F_N3F_V3F
*/
:
return
"
GL_C4F_N3F_V3F (0x2A26)
"
;
case
0x2A27
/*
GL_T2F_V3F
*/
:
return
"
GL_T2F_V3F (0x2A27)
"
;
case
0x2A28
/*
GL_T4F_V4F
*/
:
return
"
GL_T4F_V4F (0x2A28)
"
;
case
0x2A29
/*
GL_T2F_C4UB_V3F
*/
:
return
"
GL_T2F_C4UB_V3F (0x2A29)
"
;
case
0x2A2A
/*
GL_T2F_C3F_V3F
*/
:
return
"
GL_T2F_C3F_V3F (0x2A2A)
"
;
case
0x2A2B
/*
GL_T2F_N3F_V3F
*/
:
return
"
GL_T2F_N3F_V3F (0x2A2B)
"
;
case
0x2A2C
/*
GL_T2F_C4F_N3F_V3F
*/
:
return
"
GL_T2F_C4F_N3F_V3F (0x2A2C)
"
;
case
0x2A2D
/*
GL_T4F_C4F_N3F_V4F
*/
:
return
"
GL_T4F_C4F_N3F_V4F (0x2A2D)
"
;
case
0x3000
/*
GL_CLIP_PLANE0
*/
:
return
"
GL_CLIP_PLANE0 (0x3000)
"
;
case
0x3001
/*
GL_CLIP_PLANE1
*/
:
return
"
GL_CLIP_PLANE1 (0x3001)
"
;
case
0x3002
/*
GL_CLIP_PLANE2
*/
:
return
"
GL_CLIP_PLANE2 (0x3002)
"
;
case
0x3003
/*
GL_CLIP_PLANE3
*/
:
return
"
GL_CLIP_PLANE3 (0x3003)
"
;
case
0x3004
/*
GL_CLIP_PLANE4
*/
:
return
"
GL_CLIP_PLANE4 (0x3004)
"
;
case
0x3005
/*
GL_CLIP_PLANE5
*/
:
return
"
GL_CLIP_PLANE5 (0x3005)
"
;
case
0x4000
/*
GL_LIGHT0
*/
:
return
"
GL_LIGHT0/GL_COLOR_BUFFER_BIT (0x4000)
"
;
case
0x4001
/*
GL_LIGHT1
*/
:
return
"
GL_LIGHT1 (0x4001)
"
;
case
0x4002
/*
GL_LIGHT2
*/
:
return
"
GL_LIGHT2 (0x4002)
"
;
case
0x4003
/*
GL_LIGHT3
*/
:
return
"
GL_LIGHT3 (0x4003)
"
;
case
0x4004
/*
GL_LIGHT4
*/
:
return
"
GL_LIGHT4 (0x4004)
"
;
case
0x4005
/*
GL_LIGHT5
*/
:
return
"
GL_LIGHT5 (0x4005)
"
;
case
0x4006
/*
GL_LIGHT6
*/
:
return
"
GL_LIGHT6 (0x4006)
"
;
case
0x4007
/*
GL_LIGHT7
*/
:
return
"
GL_LIGHT7 (0x4007)
"
;
case
0x00008000
/*
GL_HINT_BIT
*/
:
return
"
GL_HINT_BIT (0x00008000)
"
;
case
0x8037
/*
GL_POLYGON_OFFSET_FILL
*/
:
return
"
GL_POLYGON_OFFSET_FILL (0x8037)
"
;
case
0x8038
/*
GL_POLYGON_OFFSET_FACTOR
*/
:
return
"
GL_POLYGON_OFFSET_FACTOR (0x8038)
"
;
case
0x803B
/*
GL_ALPHA4
*/
:
return
"
GL_ALPHA4 (0x803B)
"
;
case
0x803C
/*
GL_ALPHA8
*/
:
return
"
GL_ALPHA8 (0x803C)
"
;
case
0x803D
/*
GL_ALPHA12
*/
:
return
"
GL_ALPHA12 (0x803D)
"
;
case
0x803E
/*
GL_ALPHA16
*/
:
return
"
GL_ALPHA16 (0x803E)
"
;
case
0x803F
/*
GL_LUMINANCE4
*/
:
return
"
GL_LUMINANCE4 (0x803F)
"
;
case
0x8040
/*
GL_LUMINANCE8
*/
:
return
"
GL_LUMINANCE8 (0x8040)
"
;
case
0x8041
/*
GL_LUMINANCE12
*/
:
return
"
GL_LUMINANCE12 (0x8041)
"
;
case
0x8042
/*
GL_LUMINANCE16
*/
:
return
"
GL_LUMINANCE16 (0x8042)
"
;
case
0x8043
/*
GL_LUMINANCE4_ALPHA4
*/
:
return
"
GL_LUMINANCE4_ALPHA4 (0x8043)
"
;
case
0x8044
/*
GL_LUMINANCE6_ALPHA2
*/
:
return
"
GL_LUMINANCE6_ALPHA2 (0x8044)
"
;
case
0x8045
/*
GL_LUMINANCE8_ALPHA8
*/
:
return
"
GL_LUMINANCE8_ALPHA8 (0x8045)
"
;
case
0x8046
/*
GL_LUMINANCE12_ALPHA4
*/
:
return
"
GL_LUMINANCE12_ALPHA4 (0x8046)
"
;
case
0x8047
/*
GL_LUMINANCE12_ALPHA12
*/
:
return
"
GL_LUMINANCE12_ALPHA12 (0x8047)
"
;
case
0x8048
/*
GL_LUMINANCE16_ALPHA16
*/
:
return
"
GL_LUMINANCE16_ALPHA16 (0x8048)
"
;
case
0x8049
/*
GL_INTENSITY
*/
:
return
"
GL_INTENSITY (0x8049)
"
;
case
0x804A
/*
GL_INTENSITY4
*/
:
return
"
GL_INTENSITY4 (0x804A)
"
;
case
0x804B
/*
GL_INTENSITY8
*/
:
return
"
GL_INTENSITY8 (0x804B)
"
;
case
0x804C
/*
GL_INTENSITY12
*/
:
return
"
GL_INTENSITY12 (0x804C)
"
;
case
0x804D
/*
GL_INTENSITY16
*/
:
return
"
GL_INTENSITY16 (0x804D)
"
;
case
0x804F
/*
GL_RGB4
*/
:
return
"
GL_RGB4 (0x804F)
"
;
case
0x8050
/*
GL_RGB5
*/
:
return
"
GL_RGB5 (0x8050)
"
;
case
0x8051
/*
GL_RGB8
*/
:
return
"
GL_RGB8 (0x8051)
"
;
case
0x8052
/*
GL_RGB10
*/
:
return
"
GL_RGB10 (0x8052)
"
;
case
0x8053
/*
GL_RGB12
*/
:
return
"
GL_RGB12 (0x8053)
"
;
case
0x8054
/*
GL_RGB16
*/
:
return
"
GL_RGB16 (0x8054)
"
;
case
0x8055
/*
GL_RGBA2
*/
:
return
"
GL_RGBA2 (0x8055)
"
;
case
0x8056
/*
GL_RGBA4
*/
:
return
"
GL_RGBA4 (0x8056)
"
;
case
0x8057
/*
GL_RGB5_A1
*/
:
return
"
GL_RGB5_A1 (0x8057)
"
;
case
0x8058
/*
GL_RGBA8
*/
:
return
"
GL_RGBA8 (0x8058)
"
;
case
0x8059
/*
GL_RGB10_A2
*/
:
return
"
GL_RGB10_A2 (0x8059)
"
;
case
0x805A
/*
GL_RGBA12
*/
:
return
"
GL_RGBA12 (0x805A)
"
;
case
0x805B
/*
GL_RGBA16
*/
:
return
"
GL_RGBA16 (0x805B)
"
;
case
0x805C
/*
GL_TEXTURE_RED_SIZE
*/
:
return
"
GL_TEXTURE_RED_SIZE (0x805C)
"
;
case
0x805D
/*
GL_TEXTURE_GREEN_SIZE
*/
:
return
"
GL_TEXTURE_GREEN_SIZE (0x805D)
"
;
case
0x805E
/*
GL_TEXTURE_BLUE_SIZE
*/
:
return
"
GL_TEXTURE_BLUE_SIZE (0x805E)
"
;
case
0x805F
/*
GL_TEXTURE_ALPHA_SIZE
*/
:
return
"
GL_TEXTURE_ALPHA_SIZE (0x805F)
"
;
case
0x8060
/*
GL_TEXTURE_LUMINANCE_SIZE
*/
:
return
"
GL_TEXTURE_LUMINANCE_SIZE (0x8060)
"
;
case
0x8061
/*
GL_TEXTURE_INTENSITY_SIZE
*/
:
return
"
GL_TEXTURE_INTENSITY_SIZE (0x8061)
"
;
case
0x8063
/*
GL_PROXY_TEXTURE_1D
*/
:
return
"
GL_PROXY_TEXTURE_1D (0x8063)
"
;
case
0x8064
/*
GL_PROXY_TEXTURE_2D
*/
:
return
"
GL_PROXY_TEXTURE_2D (0x8064)
"
;
case
0x8066
/*
GL_TEXTURE_PRIORITY
*/
:
return
"
GL_TEXTURE_PRIORITY (0x8066)
"
;
case
0x8067
/*
GL_TEXTURE_RESIDENT
*/
:
return
"
GL_TEXTURE_RESIDENT (0x8067)
"
;
case
0x8068
/*
GL_TEXTURE_BINDING_1D
*/
:
return
"
GL_TEXTURE_BINDING_1D (0x8068)
"
;
case
0x8069
/*
GL_TEXTURE_BINDING_2D
*/
:
return
"
GL_TEXTURE_BINDING_2D (0x8069)
"
;
case
0x8074
/*
GL_VERTEX_ARRAY
*/
:
return
"
GL_VERTEX_ARRAY (0x8074)
"
;
case
0x8075
/*
GL_NORMAL_ARRAY
*/
:
return
"
GL_NORMAL_ARRAY (0x8075)
"
;
case
0x8076
/*
GL_COLOR_ARRAY
*/
:
return
"
GL_COLOR_ARRAY (0x8076)
"
;
case
0x8077
/*
GL_INDEX_ARRAY
*/
:
return
"
GL_INDEX_ARRAY (0x8077)
"
;
case
0x8078
/*
GL_TEXTURE_COORD_ARRAY
*/
:
return
"
GL_TEXTURE_COORD_ARRAY (0x8078)
"
;
case
0x8079
/*
GL_EDGE_FLAG_ARRAY
*/
:
return
"
GL_EDGE_FLAG_ARRAY (0x8079)
"
;
case
0x807A
/*
GL_VERTEX_ARRAY_SIZE
*/
:
return
"
GL_VERTEX_ARRAY_SIZE (0x807A)
"
;
case
0x807B
/*
GL_VERTEX_ARRAY_TYPE
*/
:
return
"
GL_VERTEX_ARRAY_TYPE (0x807B)
"
;
case
0x807C
/*
GL_VERTEX_ARRAY_STRIDE
*/
:
return
"
GL_VERTEX_ARRAY_STRIDE (0x807C)
"
;
case
0x807E
/*
GL_NORMAL_ARRAY_TYPE
*/
:
return
"
GL_NORMAL_ARRAY_TYPE (0x807E)
"
;
case
0x807F
/*
GL_NORMAL_ARRAY_STRIDE
*/
:
return
"
GL_NORMAL_ARRAY_STRIDE (0x807F)
"
;
case
0x8081
/*
GL_COLOR_ARRAY_SIZE
*/
:
return
"
GL_COLOR_ARRAY_SIZE (0x8081)
"
;
case
0x8082
/*
GL_COLOR_ARRAY_TYPE
*/
:
return
"
GL_COLOR_ARRAY_TYPE (0x8082)
"
;
case
0x8083
/*
GL_COLOR_ARRAY_STRIDE
*/
:
return
"
GL_COLOR_ARRAY_STRIDE (0x8083)
"
;
case
0x8085
/*
GL_INDEX_ARRAY_TYPE
*/
:
return
"
GL_INDEX_ARRAY_TYPE (0x8085)
"
;
case
0x8086
/*
GL_INDEX_ARRAY_STRIDE
*/
:
return
"
GL_INDEX_ARRAY_STRIDE (0x8086)
"
;
case
0x8088
/*
GL_TEXTURE_COORD_ARRAY_SIZE
*/
:
return
"
GL_TEXTURE_COORD_ARRAY_SIZE (0x8088)
"
;
case
0x8089
/*
GL_TEXTURE_COORD_ARRAY_TYPE
*/
:
return
"
GL_TEXTURE_COORD_ARRAY_TYPE (0x8089)
"
;
case
0x808A
/*
GL_TEXTURE_COORD_ARRAY_STRIDE
*/
:
return
"
GL_TEXTURE_COORD_ARRAY_STRIDE (0x808A)
"
;
case
0x808C
/*
GL_EDGE_FLAG_ARRAY_STRIDE
*/
:
return
"
GL_EDGE_FLAG_ARRAY_STRIDE (0x808C)
"
;
case
0x808E
/*
GL_VERTEX_ARRAY_POINTER
*/
:
return
"
GL_VERTEX_ARRAY_POINTER (0x808E)
"
;
case
0x808F
/*
GL_NORMAL_ARRAY_POINTER
*/
:
return
"
GL_NORMAL_ARRAY_POINTER (0x808F)
"
;
case
0x8090
/*
GL_COLOR_ARRAY_POINTER
*/
:
return
"
GL_COLOR_ARRAY_POINTER (0x8090)
"
;
case
0x8091
/*
GL_INDEX_ARRAY_POINTER
*/
:
return
"
GL_INDEX_ARRAY_POINTER (0x8091)
"
;
case
0x8092
/*
GL_TEXTURE_COORD_ARRAY_POINTER
*/
:
return
"
GL_TEXTURE_COORD_ARRAY_POINTER (0x8092)
"
;
case
0x8093
/*
GL_EDGE_FLAG_ARRAY_POINTER
*/
:
return
"
GL_EDGE_FLAG_ARRAY_POINTER (0x8093)
"
;
case
0x80E2
/*
GL_COLOR_INDEX1_EXT
*/
:
return
"
GL_COLOR_INDEX1_EXT (0x80E2)
"
;
case
0x80E3
/*
GL_COLOR_INDEX2_EXT
*/
:
return
"
GL_COLOR_INDEX2_EXT (0x80E3)
"
;
case
0x80E4
/*
GL_COLOR_INDEX4_EXT
*/
:
return
"
GL_COLOR_INDEX4_EXT (0x80E4)
"
;
case
0x80E5
/*
GL_COLOR_INDEX8_EXT
*/
:
return
"
GL_COLOR_INDEX8_EXT (0x80E5)
"
;
case
0x80E6
/*
GL_COLOR_INDEX12_EXT
*/
:
return
"
GL_COLOR_INDEX12_EXT (0x80E6)
"
;
case
0x80E7
/*
GL_COLOR_INDEX16_EXT
*/
:
return
"
GL_COLOR_INDEX16_EXT (0x80E7)
"
;
case
0x00010000
/*
GL_EVAL_BIT
*/
:
return
"
GL_EVAL_BIT (0x00010000)
"
;
case
0x00020000
/*
GL_LIST_BIT
*/
:
return
"
GL_LIST_BIT (0x00020000)
"
;
case
0x00040000
/*
GL_TEXTURE_BIT
*/
:
return
"
GL_TEXTURE_BIT (0x00040000)
"
;
case
0x00080000
/*
GL_SCISSOR_BIT
*/
:
return
"
GL_SCISSOR_BIT (0x00080000)
"
;
case
0x000fffff
/*
GL_ALL_ATTRIB_BITS
*/
:
return
"
GL_ALL_ATTRIB_BITS (0x000fffff)
"
;
case
0xffffffff
/*
GL_CLIENT_ALL_ATTRIB_BITS
*/
:
return
"
GL_CLIENT_ALL_ATTRIB_BITS (0xffffffff)
"
;
//
case 0x0B12 /* GL_SMOOTH_POINT_SIZE_RANGE */: return "GL_SMOOTH_POINT_SIZE_RANGE (0x0B12)";
case
0x0B12
/*
GL_POINT_SIZE_RANGE
*/
:
return
"
GL_POINT_SIZE_RANGE/GL_SMOOTH_POINT_SIZE_RANGE (0x0B12)
"
;
//
case 0x0B13 /* GL_SMOOTH_POINT_SIZE_GRANULARITY */: return "GL_SMOOTH_POINT_SIZE_GRANULARITY (0x0B13)";
case
0x0B13
/*
GL_POINT_SIZE_GRANULARITY
*/
:
return
"
GL_POINT_SIZE_GRANULARITY/GL_SMOOTH_POINT_SIZE_GRANULARITY (0x0B13)
"
;
case
0x0B22
/*
GL_LINE_WIDTH_RANGE
*/
:
return
"
GL_LINE_WIDTH_RANGE/GL_SMOOTH_LINE_WIDTH_RANGE (0x0B22)
"
;
//
case 0x0B22 /* GL_SMOOTH_LINE_WIDTH_RANGE */: return "GL_SMOOTH_LINE_WIDTH_RANGE (0x0B22)";
//
case 0x0B23 /* GL_SMOOTH_LINE_WIDTH_GRANULARITY */: return "GL_SMOOTH_LINE_WIDTH_GRANULARITY (0x0B23)";
case
0x0B23
/*
GL_LINE_WIDTH_GRANULARITY
*/
:
return
"
GL_LINE_WIDTH_GRANULARITY/GL_SMOOTH_LINE_WIDTH_GRANULARITY (0x0B23)
"
;
case
0x8032
/*
GL_UNSIGNED_BYTE_3_3_2
*/
:
return
"
GL_UNSIGNED_BYTE_3_3_2 (0x8032)
"
;
case
0x8033
/*
GL_UNSIGNED_SHORT_4_4_4_4
*/
:
return
"
GL_UNSIGNED_SHORT_4_4_4_4 (0x8033)
"
;
case
0x8034
/*
GL_UNSIGNED_SHORT_5_5_5_1
*/
:
return
"
GL_UNSIGNED_SHORT_5_5_5_1 (0x8034)
"
;
case
0x8035
/*
GL_UNSIGNED_INT_8_8_8_8
*/
:
return
"
GL_UNSIGNED_INT_8_8_8_8 (0x8035)
"
;
case
0x8036
/*
GL_UNSIGNED_INT_10_10_10_2
*/
:
return
"
GL_UNSIGNED_INT_10_10_10_2 (0x8036)
"
;
case
0x803A
/*
GL_RESCALE_NORMAL
*/
:
return
"
GL_RESCALE_NORMAL (0x803A)
"
;
case
0x806A
/*
GL_TEXTURE_BINDING_3D
*/
:
return
"
GL_TEXTURE_BINDING_3D (0x806A)
"
;
case
0x806B
/*
GL_PACK_SKIP_IMAGES
*/
:
return
"
GL_PACK_SKIP_IMAGES (0x806B)
"
;
case
0x806C
/*
GL_PACK_IMAGE_HEIGHT
*/
:
return
"
GL_PACK_IMAGE_HEIGHT (0x806C)
"
;
case
0x806D
/*
GL_UNPACK_SKIP_IMAGES
*/
:
return
"
GL_UNPACK_SKIP_IMAGES (0x806D)
"
;
case
0x806E
/*
GL_UNPACK_IMAGE_HEIGHT
*/
:
return
"
GL_UNPACK_IMAGE_HEIGHT (0x806E)
"
;
case
0x806F
/*
GL_TEXTURE_3D
*/
:
return
"
GL_TEXTURE_3D (0x806F)
"
;
case
0x8070
/*
GL_PROXY_TEXTURE_3D
*/
:
return
"
GL_PROXY_TEXTURE_3D (0x8070)
"
;
case
0x8071
/*
GL_TEXTURE_DEPTH
*/
:
return
"
GL_TEXTURE_DEPTH (0x8071)
"
;
case
0x8072
/*
GL_TEXTURE_WRAP_R
*/
:
return
"
GL_TEXTURE_WRAP_R (0x8072)
"
;
case
0x8073
/*
GL_MAX_3D_TEXTURE_SIZE
*/
:
return
"
GL_MAX_3D_TEXTURE_SIZE (0x8073)
"
;
case
0x80E0
/*
GL_BGR
*/
:
return
"
GL_BGR (0x80E0)
"
;
case
0x80E1
/*
GL_BGRA
*/
:
return
"
GL_BGRA (0x80E1)
"
;
case
0x80E8
/*
GL_MAX_ELEMENTS_VERTICES
*/
:
return
"
GL_MAX_ELEMENTS_VERTICES (0x80E8)
"
;
case
0x80E9
/*
GL_MAX_ELEMENTS_INDICES
*/
:
return
"
GL_MAX_ELEMENTS_INDICES (0x80E9)
"
;
case
0x812F
/*
GL_CLAMP_TO_EDGE
*/
:
return
"
GL_CLAMP_TO_EDGE (0x812F)
"
;
case
0x813A
/*
GL_TEXTURE_MIN_LOD
*/
:
return
"
GL_TEXTURE_MIN_LOD (0x813A)
"
;
case
0x813B
/*
GL_TEXTURE_MAX_LOD
*/
:
return
"
GL_TEXTURE_MAX_LOD (0x813B)
"
;
case
0x813C
/*
GL_TEXTURE_BASE_LEVEL
*/
:
return
"
GL_TEXTURE_BASE_LEVEL (0x813C)
"
;
case
0x813D
/*
GL_TEXTURE_MAX_LEVEL
*/
:
return
"
GL_TEXTURE_MAX_LEVEL (0x813D)
"
;
case
0x81F8
/*
GL_LIGHT_MODEL_COLOR_CONTROL
*/
:
return
"
GL_LIGHT_MODEL_COLOR_CONTROL (0x81F8)
"
;
case
0x81F9
/*
GL_SINGLE_COLOR
*/
:
return
"
GL_SINGLE_COLOR (0x81F9)
"
;
case
0x81FA
/*
GL_SEPARATE_SPECULAR_COLOR
*/
:
return
"
GL_SEPARATE_SPECULAR_COLOR (0x81FA)
"
;
case
0x8362
/*
GL_UNSIGNED_BYTE_2_3_3_REV
*/
:
return
"
GL_UNSIGNED_BYTE_2_3_3_REV (0x8362)
"
;
case
0x8363
/*
GL_UNSIGNED_SHORT_5_6_5
*/
:
return
"
GL_UNSIGNED_SHORT_5_6_5 (0x8363)
"
;
case
0x8364
/*
GL_UNSIGNED_SHORT_5_6_5_REV
*/
:
return
"
GL_UNSIGNED_SHORT_5_6_5_REV (0x8364)
"
;
case
0x8365
/*
GL_UNSIGNED_SHORT_4_4_4_4_REV
*/
:
return
"
GL_UNSIGNED_SHORT_4_4_4_4_REV (0x8365)
"
;
case
0x8366
/*
GL_UNSIGNED_SHORT_1_5_5_5_REV
*/
:
return
"
GL_UNSIGNED_SHORT_1_5_5_5_REV (0x8366)
"
;
case
0x8367
/*
GL_UNSIGNED_INT_8_8_8_8_REV
*/
:
return
"
GL_UNSIGNED_INT_8_8_8_8_REV (0x8367)
"
;
case
0x8368
/*
GL_UNSIGNED_INT_2_10_10_10_REV
*/
:
return
"
GL_UNSIGNED_INT_2_10_10_10_REV (0x8368)
"
;
case
0x846D
/*
GL_ALIASED_POINT_SIZE_RANGE
*/
:
return
"
GL_ALIASED_POINT_SIZE_RANGE (0x846D)
"
;
case
0x846E
/*
GL_ALIASED_LINE_WIDTH_RANGE
*/
:
return
"
GL_ALIASED_LINE_WIDTH_RANGE (0x846E)
"
;
case
0x809D
/*
GL_MULTISAMPLE
*/
:
return
"
GL_MULTISAMPLE (0x809D)
"
;
case
0x809E
/*
GL_SAMPLE_ALPHA_TO_COVERAGE
*/
:
return
"
GL_SAMPLE_ALPHA_TO_COVERAGE (0x809E)
"
;
case
0x809F
/*
GL_SAMPLE_ALPHA_TO_ONE
*/
:
return
"
GL_SAMPLE_ALPHA_TO_ONE (0x809F)
"
;
case
0x80A0
/*
GL_SAMPLE_COVERAGE
*/
:
return
"
GL_SAMPLE_COVERAGE (0x80A0)
"
;
case
0x80A8
/*
GL_SAMPLE_BUFFERS
*/
:
return
"
GL_SAMPLE_BUFFERS (0x80A8)
"
;
case
0x80A9
/*
GL_SAMPLES
*/
:
return
"
GL_SAMPLES (0x80A9)
"
;
case
0x80AA
/*
GL_SAMPLE_COVERAGE_VALUE
*/
:
return
"
GL_SAMPLE_COVERAGE_VALUE (0x80AA)
"
;
case
0x80AB
/*
GL_SAMPLE_COVERAGE_INVERT
*/
:
return
"
GL_SAMPLE_COVERAGE_INVERT (0x80AB)
"
;
case
0x812D
/*
GL_CLAMP_TO_BORDER
*/
:
return
"
GL_CLAMP_TO_BORDER (0x812D)
"
;
case
0x84C0
/*
GL_TEXTURE0
*/
:
return
"
GL_TEXTURE0 (0x84C0)
"
;
case
0x84C1
/*
GL_TEXTURE1
*/
:
return
"
GL_TEXTURE1 (0x84C1)
"
;
case
0x84C2
/*
GL_TEXTURE2
*/
:
return
"
GL_TEXTURE2 (0x84C2)
"
;
case
0x84C3
/*
GL_TEXTURE3
*/
:
return
"
GL_TEXTURE3 (0x84C3)
"
;
case
0x84C4
/*
GL_TEXTURE4
*/
:
return
"
GL_TEXTURE4 (0x84C4)
"
;
case
0x84C5
/*
GL_TEXTURE5
*/
:
return
"
GL_TEXTURE5 (0x84C5)
"
;
case
0x84C6
/*
GL_TEXTURE6
*/
:
return
"
GL_TEXTURE6 (0x84C6)
"
;
case
0x84C7
/*
GL_TEXTURE7
*/
:
return
"
GL_TEXTURE7 (0x84C7)
"
;
case
0x84C8
/*
GL_TEXTURE8
*/
:
return
"
GL_TEXTURE8 (0x84C8)
"
;
case
0x84C9
/*
GL_TEXTURE9
*/
:
return
"
GL_TEXTURE9 (0x84C9)
"
;
case
0x84CA
/*
GL_TEXTURE10
*/
:
return
"
GL_TEXTURE10 (0x84CA)
"
;
case
0x84CB
/*
GL_TEXTURE11
*/
:
return
"
GL_TEXTURE11 (0x84CB)
"
;
case
0x84CC
/*
GL_TEXTURE12
*/
:
return
"
GL_TEXTURE12 (0x84CC)
"
;
case
0x84CD
/*
GL_TEXTURE13
*/
:
return
"
GL_TEXTURE13 (0x84CD)
"
;
case
0x84CE
/*
GL_TEXTURE14
*/
:
return
"
GL_TEXTURE14 (0x84CE)
"
;
case
0x84CF
/*
GL_TEXTURE15
*/
:
return
"
GL_TEXTURE15 (0x84CF)
"
;
case
0x84D0
/*
GL_TEXTURE16
*/
:
return
"
GL_TEXTURE16 (0x84D0)
"
;
case
0x84D1
/*
GL_TEXTURE17
*/
:
return
"
GL_TEXTURE17 (0x84D1)
"
;
case
0x84D2
/*
GL_TEXTURE18
*/
:
return
"
GL_TEXTURE18 (0x84D2)
"
;
case
0x84D3
/*
GL_TEXTURE19
*/
:
return
"
GL_TEXTURE19 (0x84D3)
"
;
case
0x84D4
/*
GL_TEXTURE20
*/
:
return
"
GL_TEXTURE20 (0x84D4)
"
;
case
0x84D5
/*
GL_TEXTURE21
*/
:
return
"
GL_TEXTURE21 (0x84D5)
"
;
case
0x84D6
/*
GL_TEXTURE22
*/
:
return
"
GL_TEXTURE22 (0x84D6)
"
;
case
0x84D7
/*
GL_TEXTURE23
*/
:
return
"
GL_TEXTURE23 (0x84D7)
"
;
case
0x84D8
/*
GL_TEXTURE24
*/
:
return
"
GL_TEXTURE24 (0x84D8)
"
;
case
0x84D9
/*
GL_TEXTURE25
*/
:
return
"
GL_TEXTURE25 (0x84D9)
"
;
case
0x84DA
/*
GL_TEXTURE26
*/
:
return
"
GL_TEXTURE26 (0x84DA)
"
;
case
0x84DB
/*
GL_TEXTURE27
*/
:
return
"
GL_TEXTURE27 (0x84DB)
"
;
case
0x84DC
/*
GL_TEXTURE28
*/
:
return
"
GL_TEXTURE28 (0x84DC)
"
;
case
0x84DD
/*
GL_TEXTURE29
*/
:
return
"
GL_TEXTURE29 (0x84DD)
"
;
case
0x84DE
/*
GL_TEXTURE30
*/
:
return
"
GL_TEXTURE30 (0x84DE)
"
;
case
0x84DF
/*
GL_TEXTURE31
*/
:
return
"
GL_TEXTURE31 (0x84DF)
"
;
case
0x84E0
/*
GL_ACTIVE_TEXTURE
*/
:
return
"
GL_ACTIVE_TEXTURE (0x84E0)
"
;
case
0x84E1
/*
GL_CLIENT_ACTIVE_TEXTURE
*/
:
return
"
GL_CLIENT_ACTIVE_TEXTURE (0x84E1)
"
;
case
0x84E2
/*
GL_MAX_TEXTURE_UNITS
*/
:
return
"
GL_MAX_TEXTURE_UNITS (0x84E2)
"
;
case
0x84E3
/*
GL_TRANSPOSE_MODELVIEW_MATRIX
*/
:
return
"
GL_TRANSPOSE_MODELVIEW_MATRIX (0x84E3)
"
;
case
0x84E4
/*
GL_TRANSPOSE_PROJECTION_MATRIX
*/
:
return
"
GL_TRANSPOSE_PROJECTION_MATRIX (0x84E4)
"
;
case
0x84E5
/*
GL_TRANSPOSE_TEXTURE_MATRIX
*/
:
return
"
GL_TRANSPOSE_TEXTURE_MATRIX (0x84E5)
"
;
case
0x84E6
/*
GL_TRANSPOSE_COLOR_MATRIX
*/
:
return
"
GL_TRANSPOSE_COLOR_MATRIX (0x84E6)
"
;
case
0x84E7
/*
GL_SUBTRACT
*/
:
return
"
GL_SUBTRACT (0x84E7)
"
;
case
0x84E9
/*
GL_COMPRESSED_ALPHA
*/
:
return
"
GL_COMPRESSED_ALPHA (0x84E9)
"
;
case
0x84EA
/*
GL_COMPRESSED_LUMINANCE
*/
:
return
"
GL_COMPRESSED_LUMINANCE (0x84EA)
"
;
case
0x84EB
/*
GL_COMPRESSED_LUMINANCE_ALPHA
*/
:
return
"
GL_COMPRESSED_LUMINANCE_ALPHA (0x84EB)
"
;
case
0x84EC
/*
GL_COMPRESSED_INTENSITY
*/
:
return
"
GL_COMPRESSED_INTENSITY (0x84EC)
"
;
case
0x84ED
/*
GL_COMPRESSED_RGB
*/
:
return
"
GL_COMPRESSED_RGB (0x84ED)
"
;
case
0x84EE
/*
GL_COMPRESSED_RGBA
*/
:
return
"
GL_COMPRESSED_RGBA (0x84EE)
"
;
case
0x84EF
/*
GL_TEXTURE_COMPRESSION_HINT
*/
:
return
"
GL_TEXTURE_COMPRESSION_HINT (0x84EF)
"
;
case
0x8511
/*
GL_NORMAL_MAP
*/
:
return
"
GL_NORMAL_MAP (0x8511)
"
;
case
0x8512
/*
GL_REFLECTION_MAP
*/
:
return
"
GL_REFLECTION_MAP (0x8512)
"
;
case
0x8513
/*
GL_TEXTURE_CUBE_MAP
*/
:
return
"
GL_TEXTURE_CUBE_MAP (0x8513)
"
;
case
0x8514
/*
GL_TEXTURE_BINDING_CUBE_MAP
*/
:
return
"
GL_TEXTURE_BINDING_CUBE_MAP (0x8514)
"
;
case
0x8515
/*
GL_TEXTURE_CUBE_MAP_POSITIVE_X
*/
:
return
"
GL_TEXTURE_CUBE_MAP_POSITIVE_X (0x8515)
"
;
case
0x8516
/*
GL_TEXTURE_CUBE_MAP_NEGATIVE_X
*/
:
return
"
GL_TEXTURE_CUBE_MAP_NEGATIVE_X (0x8516)
"
;
case
0x8517
/*
GL_TEXTURE_CUBE_MAP_POSITIVE_Y
*/
:
return
"
GL_TEXTURE_CUBE_MAP_POSITIVE_Y (0x8517)
"
;
case
0x8518
/*
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
*/
:
return
"
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y (0x8518)
"
;
case
0x8519
/*
GL_TEXTURE_CUBE_MAP_POSITIVE_Z
*/
:
return
"
GL_TEXTURE_CUBE_MAP_POSITIVE_Z (0x8519)
"
;
case
0x851A
/*
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
*/
:
return
"
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z (0x851A)
"
;
case
0x851B
/*
GL_PROXY_TEXTURE_CUBE_MAP
*/
:
return
"
GL_PROXY_TEXTURE_CUBE_MAP (0x851B)
"
;
case
0x851C
/*
GL_MAX_CUBE_MAP_TEXTURE_SIZE
*/
:
return
"
GL_MAX_CUBE_MAP_TEXTURE_SIZE (0x851C)
"
;
case
0x8570
/*
GL_COMBINE
*/
:
return
"
GL_COMBINE (0x8570)
"
;
case
0x8571
/*
GL_COMBINE_RGB
*/
:
return
"
GL_COMBINE_RGB (0x8571)
"
;
case
0x8572
/*
GL_COMBINE_ALPHA
*/
:
return
"
GL_COMBINE_ALPHA (0x8572)
"
;
case
0x8573
/*
GL_RGB_SCALE
*/
:
return
"
GL_RGB_SCALE (0x8573)
"
;
case
0x8574
/*
GL_ADD_SIGNED
*/
:
return
"
GL_ADD_SIGNED (0x8574)
"
;
case
0x8575
/*
GL_INTERPOLATE
*/
:
return
"
GL_INTERPOLATE (0x8575)
"
;
case
0x8576
/*
GL_CONSTANT
*/
:
return
"
GL_CONSTANT (0x8576)
"
;
case
0x8577
/*
GL_PRIMARY_COLOR
*/
:
return
"
GL_PRIMARY_COLOR (0x8577)
"
;
case
0x8578
/*
GL_PREVIOUS
*/
:
return
"
GL_PREVIOUS (0x8578)
"
;
case
0x8580
/*
GL_SOURCE0_RGB
*/
:
return
"
GL_SOURCE0_RGB (0x8580)
"
;
case
0x8581
/*
GL_SOURCE1_RGB
*/
:
return
"
GL_SOURCE1_RGB (0x8581)
"
;
case
0x8582
/*
GL_SOURCE2_RGB
*/
:
return
"
GL_SOURCE2_RGB (0x8582)
"
;
case
0x8588
/*
GL_SOURCE0_ALPHA
*/
:
return
"
GL_SOURCE0_ALPHA (0x8588)
"
;
case
0x8589
/*
GL_SOURCE1_ALPHA
*/
:
return
"
GL_SOURCE1_ALPHA (0x8589)
"
;
case
0x858A
/*
GL_SOURCE2_ALPHA
*/
:
return
"
GL_SOURCE2_ALPHA (0x858A)
"
;
case
0x8590
/*
GL_OPERAND0_RGB
*/
:
return
"
GL_OPERAND0_RGB (0x8590)
"
;
case
0x8591
/*
GL_OPERAND1_RGB
*/
:
return
"
GL_OPERAND1_RGB (0x8591)
"
;
case
0x8592
/*
GL_OPERAND2_RGB
*/
:
return
"
GL_OPERAND2_RGB (0x8592)
"
;
case
0x8598
/*
GL_OPERAND0_ALPHA
*/
:
return
"
GL_OPERAND0_ALPHA (0x8598)
"
;
case
0x8599
/*
GL_OPERAND1_ALPHA
*/
:
return
"
GL_OPERAND1_ALPHA (0x8599)
"
;
case
0x859A
/*
GL_OPERAND2_ALPHA
*/
:
return
"
GL_OPERAND2_ALPHA (0x859A)
"
;
case
0x86A0
/*
GL_TEXTURE_COMPRESSED_IMAGE_SIZE
*/
:
return
"
GL_TEXTURE_COMPRESSED_IMAGE_SIZE (0x86A0)
"
;
case
0x86A1
/*
GL_TEXTURE_COMPRESSED
*/
:
return
"
GL_TEXTURE_COMPRESSED (0x86A1)
"
;
case
0x86A2
/*
GL_NUM_COMPRESSED_TEXTURE_FORMATS
*/
:
return
"
GL_NUM_COMPRESSED_TEXTURE_FORMATS (0x86A2)
"
;
case
0x86A3
/*
GL_COMPRESSED_TEXTURE_FORMATS
*/
:
return
"
GL_COMPRESSED_TEXTURE_FORMATS (0x86A3)
"
;
case
0x86AE
/*
GL_DOT3_RGB
*/
:
return
"
GL_DOT3_RGB (0x86AE)
"
;
case
0x86AF
/*
GL_DOT3_RGBA
*/
:
return
"
GL_DOT3_RGBA (0x86AF)
"
;
case
0x20000000
/*
GL_MULTISAMPLE_BIT
*/
:
return
"
GL_MULTISAMPLE_BIT (0x20000000)
"
;
case
0x80C8
/*
GL_BLEND_DST_RGB
*/
:
return
"
GL_BLEND_DST_RGB (0x80C8)
"
;
case
0x80C9
/*
GL_BLEND_SRC_RGB
*/
:
return
"
GL_BLEND_SRC_RGB (0x80C9)
"
;
case
0x80CA
/*
GL_BLEND_DST_ALPHA
*/
:
return
"
GL_BLEND_DST_ALPHA (0x80CA)
"
;
case
0x80CB
/*
GL_BLEND_SRC_ALPHA
*/
:
return
"
GL_BLEND_SRC_ALPHA (0x80CB)
"
;
case
0x8126
/*
GL_POINT_SIZE_MIN
*/
:
return
"
GL_POINT_SIZE_MIN (0x8126)
"
;
case
0x8127
/*
GL_POINT_SIZE_MAX
*/
:
return
"
GL_POINT_SIZE_MAX (0x8127)
"
;
case
0x8128
/*
GL_POINT_FADE_THRESHOLD_SIZE
*/
:
return
"
GL_POINT_FADE_THRESHOLD_SIZE (0x8128)
"
;
case
0x8129
/*
GL_POINT_DISTANCE_ATTENUATION
*/
:
return
"
GL_POINT_DISTANCE_ATTENUATION (0x8129)
"
;
case
0x8191
/*
GL_GENERATE_MIPMAP
*/
:
return
"
GL_GENERATE_MIPMAP (0x8191)
"
;
case
0x8192
/*
GL_GENERATE_MIPMAP_HINT
*/
:
return
"
GL_GENERATE_MIPMAP_HINT (0x8192)
"
;
case
0x81A5
/*
GL_DEPTH_COMPONENT16
*/
:
return
"
GL_DEPTH_COMPONENT16 (0x81A5)
"
;
case
0x81A6
/*
GL_DEPTH_COMPONENT24
*/
:
return
"
GL_DEPTH_COMPONENT24 (0x81A6)
"
;
case
0x81A7
/*
GL_DEPTH_COMPONENT32
*/
:
return
"
GL_DEPTH_COMPONENT32 (0x81A7)
"
;
case
0x8370
/*
GL_MIRRORED_REPEAT
*/
:
return
"
GL_MIRRORED_REPEAT (0x8370)
"
;
case
0x8450
/*
GL_FOG_COORDINATE_SOURCE
*/
:
return
"
GL_FOG_COORDINATE_SOURCE (0x8450)
"
;
case
0x8451
/*
GL_FOG_COORDINATE
*/
:
return
"
GL_FOG_COORDINATE (0x8451)
"
;
case
0x8452
/*
GL_FRAGMENT_DEPTH
*/
:
return
"
GL_FRAGMENT_DEPTH (0x8452)
"
;
case
0x8453
/*
GL_CURRENT_FOG_COORDINATE
*/
:
return
"
GL_CURRENT_FOG_COORDINATE (0x8453)
"
;
case
0x8454
/*
GL_FOG_COORDINATE_ARRAY_TYPE
*/
:
return
"
GL_FOG_COORDINATE_ARRAY_TYPE (0x8454)
"
;
case
0x8455
/*
GL_FOG_COORDINATE_ARRAY_STRIDE
*/
:
return
"
GL_FOG_COORDINATE_ARRAY_STRIDE (0x8455)
"
;
case
0x8456
/*
GL_FOG_COORDINATE_ARRAY_POINTER
*/
:
return
"
GL_FOG_COORDINATE_ARRAY_POINTER (0x8456)
"
;
case
0x8457
/*
GL_FOG_COORDINATE_ARRAY
*/
:
return
"
GL_FOG_COORDINATE_ARRAY (0x8457)
"
;
case
0x8458
/*
GL_COLOR_SUM
*/
:
return
"
GL_COLOR_SUM (0x8458)
"
;
case
0x8459
/*
GL_CURRENT_SECONDARY_COLOR
*/
:
return
"
GL_CURRENT_SECONDARY_COLOR (0x8459)
"
;
case
0x845A
/*
GL_SECONDARY_COLOR_ARRAY_SIZE
*/
:
return
"
GL_SECONDARY_COLOR_ARRAY_SIZE (0x845A)
"
;
case
0x845B
/*
GL_SECONDARY_COLOR_ARRAY_TYPE
*/
:
return
"
GL_SECONDARY_COLOR_ARRAY_TYPE (0x845B)
"
;
case
0x845C
/*
GL_SECONDARY_COLOR_ARRAY_STRIDE
*/
:
return
"
GL_SECONDARY_COLOR_ARRAY_STRIDE (0x845C)
"
;
case
0x845D
/*
GL_SECONDARY_COLOR_ARRAY_POINTER
*/
:
return
"
GL_SECONDARY_COLOR_ARRAY_POINTER (0x845D)
"
;
case
0x845E
/*
GL_SECONDARY_COLOR_ARRAY
*/
:
return
"
GL_SECONDARY_COLOR_ARRAY (0x845E)
"
;
case
0x84FD
/*
GL_MAX_TEXTURE_LOD_BIAS
*/
:
return
"
GL_MAX_TEXTURE_LOD_BIAS (0x84FD)
"
;
case
0x8500
/*
GL_TEXTURE_FILTER_CONTROL
*/
:
return
"
GL_TEXTURE_FILTER_CONTROL (0x8500)
"
;
case
0x8501
/*
GL_TEXTURE_LOD_BIAS
*/
:
return
"
GL_TEXTURE_LOD_BIAS (0x8501)
"
;
case
0x8507
/*
GL_INCR_WRAP
*/
:
return
"
GL_INCR_WRAP (0x8507)
"
;
case
0x8508
/*
GL_DECR_WRAP
*/
:
return
"
GL_DECR_WRAP (0x8508)
"
;
case
0x884A
/*
GL_TEXTURE_DEPTH_SIZE
*/
:
return
"
GL_TEXTURE_DEPTH_SIZE (0x884A)
"
;
case
0x884B
/*
GL_DEPTH_TEXTURE_MODE
*/
:
return
"
GL_DEPTH_TEXTURE_MODE (0x884B)
"
;
case
0x884C
/*
GL_TEXTURE_COMPARE_MODE
*/
:
return
"
GL_TEXTURE_COMPARE_MODE (0x884C)
"
;
case
0x884D
/*
GL_TEXTURE_COMPARE_FUNC
*/
:
return
"
GL_TEXTURE_COMPARE_FUNC (0x884D)
"
;
case
0x884E
/*
GL_COMPARE_R_TO_TEXTURE
*/
:
return
"
GL_COMPARE_R_TO_TEXTURE (0x884E)
"
;
/*
----------------------------- GL_VERSION_1_5 ----------------------------
*/
case
0x8764
/*
GL_BUFFER_SIZE
*/
:
return
"
GL_BUFFER_SIZE (0x8764)
"
;
case
0x8765
/*
GL_BUFFER_USAGE
*/
:
return
"
GL_BUFFER_USAGE (0x8765)
"
;
case
0x8864
/*
GL_QUERY_COUNTER_BITS
*/
:
return
"
GL_QUERY_COUNTER_BITS (0x8864)
"
;
case
0x8865
/*
GL_CURRENT_QUERY
*/
:
return
"
GL_CURRENT_QUERY (0x8865)
"
;
case
0x8866
/*
GL_QUERY_RESULT
*/
:
return
"
GL_QUERY_RESULT (0x8866)
"
;
case
0x8867
/*
GL_QUERY_RESULT_AVAILABLE
*/
:
return
"
GL_QUERY_RESULT_AVAILABLE (0x8867)
"
;
case
0x8892
/*
GL_ARRAY_BUFFER
*/
:
return
"
GL_ARRAY_BUFFER (0x8892)
"
;
case
0x8893
/*
GL_ELEMENT_ARRAY_BUFFER
*/
:
return
"
GL_ELEMENT_ARRAY_BUFFER (0x8893)
"
;
case
0x8894
/*
GL_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_ARRAY_BUFFER_BINDING (0x8894)
"
;
case
0x8895
/*
GL_ELEMENT_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_ELEMENT_ARRAY_BUFFER_BINDING (0x8895)
"
;
case
0x8896
/*
GL_VERTEX_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_VERTEX_ARRAY_BUFFER_BINDING (0x8896)
"
;
case
0x8897
/*
GL_NORMAL_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_NORMAL_ARRAY_BUFFER_BINDING (0x8897)
"
;
case
0x8898
/*
GL_COLOR_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_COLOR_ARRAY_BUFFER_BINDING (0x8898)
"
;
case
0x8899
/*
GL_INDEX_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_INDEX_ARRAY_BUFFER_BINDING (0x8899)
"
;
case
0x889A
/*
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING (0x889A)
"
;
case
0x889B
/*
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_EDGE_FLAG_ARRAY_BUFFER_BINDING (0x889B)
"
;
case
0x889C
/*
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING (0x889C)
"
;
case
0x889D
/*
GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING (0x889D)
"
;
case
0x889E
/*
GL_WEIGHT_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_WEIGHT_ARRAY_BUFFER_BINDING (0x889E)
"
;
case
0x889F
/*
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING (0x889F)
"
;
case
0x88B8
/*
GL_READ_ONLY
*/
:
return
"
GL_READ_ONLY (0x88B8)
"
;
case
0x88B9
/*
GL_WRITE_ONLY
*/
:
return
"
GL_WRITE_ONLY (0x88B9)
"
;
case
0x88BA
/*
GL_READ_WRITE
*/
:
return
"
GL_READ_WRITE (0x88BA)
"
;
case
0x88BB
/*
GL_BUFFER_ACCESS
*/
:
return
"
GL_BUFFER_ACCESS (0x88BB)
"
;
case
0x88BC
/*
GL_BUFFER_MAPPED
*/
:
return
"
GL_BUFFER_MAPPED (0x88BC)
"
;
case
0x88BD
/*
GL_BUFFER_MAP_POINTER
*/
:
return
"
GL_BUFFER_MAP_POINTER (0x88BD)
"
;
case
0x88E0
/*
GL_STREAM_DRAW
*/
:
return
"
GL_STREAM_DRAW (0x88E0)
"
;
case
0x88E1
/*
GL_STREAM_READ
*/
:
return
"
GL_STREAM_READ (0x88E1)
"
;
case
0x88E2
/*
GL_STREAM_COPY
*/
:
return
"
GL_STREAM_COPY (0x88E2)
"
;
case
0x88E4
/*
GL_STATIC_DRAW
*/
:
return
"
GL_STATIC_DRAW (0x88E4)
"
;
case
0x88E5
/*
GL_STATIC_READ
*/
:
return
"
GL_STATIC_READ (0x88E5)
"
;
case
0x88E6
/*
GL_STATIC_COPY
*/
:
return
"
GL_STATIC_COPY (0x88E6)
"
;
case
0x88E8
/*
GL_DYNAMIC_DRAW
*/
:
return
"
GL_DYNAMIC_DRAW (0x88E8)
"
;
case
0x88E9
/*
GL_DYNAMIC_READ
*/
:
return
"
GL_DYNAMIC_READ (0x88E9)
"
;
case
0x88EA
/*
GL_DYNAMIC_COPY
*/
:
return
"
GL_DYNAMIC_COPY (0x88EA)
"
;
case
0x8914
/*
GL_SAMPLES_PASSED
*/
:
return
"
GL_SAMPLES_PASSED (0x8914)
"
;
/*
----------------------------- GL_VERSION_2_0 ----------------------------
*/
case
0x8622
/*
GL_VERTEX_ATTRIB_ARRAY_ENABLED
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_ENABLED (0x8622)
"
;
case
0x8623
/*
GL_VERTEX_ATTRIB_ARRAY_SIZE
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_SIZE (0x8623)
"
;
case
0x8624
/*
GL_VERTEX_ATTRIB_ARRAY_STRIDE
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_STRIDE (0x8624)
"
;
case
0x8625
/*
GL_VERTEX_ATTRIB_ARRAY_TYPE
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_TYPE (0x8625)
"
;
case
0x8626
/*
GL_CURRENT_VERTEX_ATTRIB
*/
:
return
"
GL_CURRENT_VERTEX_ATTRIB (0x8626)
"
;
//
case 0x8642 /* GL_VERTEX_PROGRAM_POINT_SIZE */: return "GL_VERTEX_PROGRAM_POINT_SIZE (0x8642)";
case
0x8643
/*
GL_VERTEX_PROGRAM_TWO_SIDE
*/
:
return
"
GL_VERTEX_PROGRAM_TWO_SIDE (0x8643)
"
;
case
0x8645
/*
GL_VERTEX_ATTRIB_ARRAY_POINTER
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_POINTER (0x8645)
"
;
case
0x8800
/*
GL_STENCIL_BACK_FUNC
*/
:
return
"
GL_STENCIL_BACK_FUNC (0x8800)
"
;
case
0x8801
/*
GL_STENCIL_BACK_FAIL
*/
:
return
"
GL_STENCIL_BACK_FAIL (0x8801)
"
;
case
0x8802
/*
GL_STENCIL_BACK_PASS_DEPTH_FAIL
*/
:
return
"
GL_STENCIL_BACK_PASS_DEPTH_FAIL (0x8802)
"
;
case
0x8803
/*
GL_STENCIL_BACK_PASS_DEPTH_PASS
*/
:
return
"
GL_STENCIL_BACK_PASS_DEPTH_PASS (0x8803)
"
;
case
0x8824
/*
GL_MAX_DRAW_BUFFERS
*/
:
return
"
GL_MAX_DRAW_BUFFERS (0x8824)
"
;
case
0x8825
/*
GL_DRAW_BUFFER0
*/
:
return
"
GL_DRAW_BUFFER0 (0x8825)
"
;
case
0x8826
/*
GL_DRAW_BUFFER1
*/
:
return
"
GL_DRAW_BUFFER1 (0x8826)
"
;
case
0x8827
/*
GL_DRAW_BUFFER2
*/
:
return
"
GL_DRAW_BUFFER2 (0x8827)
"
;
case
0x8828
/*
GL_DRAW_BUFFER3
*/
:
return
"
GL_DRAW_BUFFER3 (0x8828)
"
;
case
0x8829
/*
GL_DRAW_BUFFER4
*/
:
return
"
GL_DRAW_BUFFER4 (0x8829)
"
;
case
0x882A
/*
GL_DRAW_BUFFER5
*/
:
return
"
GL_DRAW_BUFFER5 (0x882A)
"
;
case
0x882B
/*
GL_DRAW_BUFFER6
*/
:
return
"
GL_DRAW_BUFFER6 (0x882B)
"
;
case
0x882C
/*
GL_DRAW_BUFFER7
*/
:
return
"
GL_DRAW_BUFFER7 (0x882C)
"
;
case
0x882D
/*
GL_DRAW_BUFFER8
*/
:
return
"
GL_DRAW_BUFFER8 (0x882D)
"
;
case
0x882E
/*
GL_DRAW_BUFFER9
*/
:
return
"
GL_DRAW_BUFFER9 (0x882E)
"
;
case
0x882F
/*
GL_DRAW_BUFFER10
*/
:
return
"
GL_DRAW_BUFFER10 (0x882F)
"
;
case
0x8830
/*
GL_DRAW_BUFFER11
*/
:
return
"
GL_DRAW_BUFFER11 (0x8830)
"
;
case
0x8831
/*
GL_DRAW_BUFFER12
*/
:
return
"
GL_DRAW_BUFFER12 (0x8831)
"
;
case
0x8832
/*
GL_DRAW_BUFFER13
*/
:
return
"
GL_DRAW_BUFFER13 (0x8832)
"
;
case
0x8833
/*
GL_DRAW_BUFFER14
*/
:
return
"
GL_DRAW_BUFFER14 (0x8833)
"
;
case
0x8834
/*
GL_DRAW_BUFFER15
*/
:
return
"
GL_DRAW_BUFFER15 (0x8834)
"
;
case
0x883D
/*
GL_BLEND_EQUATION_ALPHA
*/
:
return
"
GL_BLEND_EQUATION_ALPHA (0x883D)
"
;
case
0x8861
/*
GL_POINT_SPRITE
*/
:
return
"
GL_POINT_SPRITE (0x8861)
"
;
case
0x8862
/*
GL_COORD_REPLACE
*/
:
return
"
GL_COORD_REPLACE (0x8862)
"
;
case
0x8869
/*
GL_MAX_VERTEX_ATTRIBS
*/
:
return
"
GL_MAX_VERTEX_ATTRIBS (0x8869)
"
;
case
0x886A
/*
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED (0x886A)
"
;
case
0x8871
/*
GL_MAX_TEXTURE_COORDS
*/
:
return
"
GL_MAX_TEXTURE_COORDS (0x8871)
"
;
case
0x8872
/*
GL_MAX_TEXTURE_IMAGE_UNITS
*/
:
return
"
GL_MAX_TEXTURE_IMAGE_UNITS (0x8872)
"
;
case
0x8B30
/*
GL_FRAGMENT_SHADER
*/
:
return
"
GL_FRAGMENT_SHADER (0x8B30)
"
;
case
0x8B31
/*
GL_VERTEX_SHADER
*/
:
return
"
GL_VERTEX_SHADER (0x8B31)
"
;
case
0x8B49
/*
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS
*/
:
return
"
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS (0x8B49)
"
;
case
0x8B4A
/*
GL_MAX_VERTEX_UNIFORM_COMPONENTS
*/
:
return
"
GL_MAX_VERTEX_UNIFORM_COMPONENTS (0x8B4A)
"
;
case
0x8B4B
/*
GL_MAX_VARYING_FLOATS
*/
:
return
"
GL_MAX_VARYING_FLOATS (0x8B4B)
"
;
case
0x8B4C
/*
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS
*/
:
return
"
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS (0x8B4C)
"
;
case
0x8B4D
/*
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
*/
:
return
"
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (0x8B4D)
"
;
case
0x8B4F
/*
GL_SHADER_TYPE
*/
:
return
"
GL_SHADER_TYPE (0x8B4F)
"
;
case
0x8B50
/*
GL_FLOAT_VEC2
*/
:
return
"
GL_FLOAT_VEC2 (0x8B50)
"
;
case
0x8B51
/*
GL_FLOAT_VEC3
*/
:
return
"
GL_FLOAT_VEC3 (0x8B51)
"
;
case
0x8B52
/*
GL_FLOAT_VEC4
*/
:
return
"
GL_FLOAT_VEC4 (0x8B52)
"
;
case
0x8B53
/*
GL_INT_VEC2
*/
:
return
"
GL_INT_VEC2 (0x8B53)
"
;
case
0x8B54
/*
GL_INT_VEC3
*/
:
return
"
GL_INT_VEC3 (0x8B54)
"
;
case
0x8B55
/*
GL_INT_VEC4
*/
:
return
"
GL_INT_VEC4 (0x8B55)
"
;
case
0x8B56
/*
GL_BOOL
*/
:
return
"
GL_BOOL (0x8B56)
"
;
case
0x8B57
/*
GL_BOOL_VEC2
*/
:
return
"
GL_BOOL_VEC2 (0x8B57)
"
;
case
0x8B58
/*
GL_BOOL_VEC3
*/
:
return
"
GL_BOOL_VEC3 (0x8B58)
"
;
case
0x8B59
/*
GL_BOOL_VEC4
*/
:
return
"
GL_BOOL_VEC4 (0x8B59)
"
;
case
0x8B5A
/*
GL_FLOAT_MAT2
*/
:
return
"
GL_FLOAT_MAT2 (0x8B5A)
"
;
case
0x8B5B
/*
GL_FLOAT_MAT3
*/
:
return
"
GL_FLOAT_MAT3 (0x8B5B)
"
;
case
0x8B5C
/*
GL_FLOAT_MAT4
*/
:
return
"
GL_FLOAT_MAT4 (0x8B5C)
"
;
case
0x8B5D
/*
GL_SAMPLER_1D
*/
:
return
"
GL_SAMPLER_1D (0x8B5D)
"
;
case
0x8B5E
/*
GL_SAMPLER_2D
*/
:
return
"
GL_SAMPLER_2D (0x8B5E)
"
;
case
0x8B5F
/*
GL_SAMPLER_3D
*/
:
return
"
GL_SAMPLER_3D (0x8B5F)
"
;
case
0x8B60
/*
GL_SAMPLER_CUBE
*/
:
return
"
GL_SAMPLER_CUBE (0x8B60)
"
;
case
0x8B61
/*
GL_SAMPLER_1D_SHADOW
*/
:
return
"
GL_SAMPLER_1D_SHADOW (0x8B61)
"
;
case
0x8B62
/*
GL_SAMPLER_2D_SHADOW
*/
:
return
"
GL_SAMPLER_2D_SHADOW (0x8B62)
"
;
case
0x8B80
/*
GL_DELETE_STATUS
*/
:
return
"
GL_DELETE_STATUS (0x8B80)
"
;
case
0x8B81
/*
GL_COMPILE_STATUS
*/
:
return
"
GL_COMPILE_STATUS (0x8B81)
"
;
case
0x8B82
/*
GL_LINK_STATUS
*/
:
return
"
GL_LINK_STATUS (0x8B82)
"
;
case
0x8B83
/*
GL_VALIDATE_STATUS
*/
:
return
"
GL_VALIDATE_STATUS (0x8B83)
"
;
case
0x8B84
/*
GL_INFO_LOG_LENGTH
*/
:
return
"
GL_INFO_LOG_LENGTH (0x8B84)
"
;
case
0x8B85
/*
GL_ATTACHED_SHADERS
*/
:
return
"
GL_ATTACHED_SHADERS (0x8B85)
"
;
case
0x8B86
/*
GL_ACTIVE_UNIFORMS
*/
:
return
"
GL_ACTIVE_UNIFORMS (0x8B86)
"
;
case
0x8B87
/*
GL_ACTIVE_UNIFORM_MAX_LENGTH
*/
:
return
"
GL_ACTIVE_UNIFORM_MAX_LENGTH (0x8B87)
"
;
case
0x8B88
/*
GL_SHADER_SOURCE_LENGTH
*/
:
return
"
GL_SHADER_SOURCE_LENGTH (0x8B88)
"
;
case
0x8B89
/*
GL_ACTIVE_ATTRIBUTES
*/
:
return
"
GL_ACTIVE_ATTRIBUTES (0x8B89)
"
;
case
0x8B8A
/*
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
*/
:
return
"
GL_ACTIVE_ATTRIBUTE_MAX_LENGTH (0x8B8A)
"
;
case
0x8B8B
/*
GL_FRAGMENT_SHADER_DERIVATIVE_HINT
*/
:
return
"
GL_FRAGMENT_SHADER_DERIVATIVE_HINT (0x8B8B)
"
;
case
0x8B8C
/*
GL_SHADING_LANGUAGE_VERSION
*/
:
return
"
GL_SHADING_LANGUAGE_VERSION (0x8B8C)
"
;
case
0x8B8D
/*
GL_CURRENT_PROGRAM
*/
:
return
"
GL_CURRENT_PROGRAM (0x8B8D)
"
;
case
0x8CA0
/*
GL_POINT_SPRITE_COORD_ORIGIN
*/
:
return
"
GL_POINT_SPRITE_COORD_ORIGIN (0x8CA0)
"
;
case
0x8CA1
/*
GL_LOWER_LEFT
*/
:
return
"
GL_LOWER_LEFT (0x8CA1)
"
;
case
0x8CA2
/*
GL_UPPER_LEFT
*/
:
return
"
GL_UPPER_LEFT (0x8CA2)
"
;
case
0x8CA3
/*
GL_STENCIL_BACK_REF
*/
:
return
"
GL_STENCIL_BACK_REF (0x8CA3)
"
;
case
0x8CA4
/*
GL_STENCIL_BACK_VALUE_MASK
*/
:
return
"
GL_STENCIL_BACK_VALUE_MASK (0x8CA4)
"
;
case
0x8CA5
/*
GL_STENCIL_BACK_WRITEMASK
*/
:
return
"
GL_STENCIL_BACK_WRITEMASK (0x8CA5)
"
;
/*
----------------------------- GL_VERSION_2_1 ----------------------------
*/
case
0x845F
/*
GL_CURRENT_RASTER_SECONDARY_COLOR
*/
:
return
"
GL_CURRENT_RASTER_SECONDARY_COLOR (0x845F)
"
;
case
0x88EB
/*
GL_PIXEL_PACK_BUFFER
*/
:
return
"
GL_PIXEL_PACK_BUFFER (0x88EB)
"
;
case
0x88EC
/*
GL_PIXEL_UNPACK_BUFFER
*/
:
return
"
GL_PIXEL_UNPACK_BUFFER (0x88EC)
"
;
case
0x88ED
/*
GL_PIXEL_PACK_BUFFER_BINDING
*/
:
return
"
GL_PIXEL_PACK_BUFFER_BINDING (0x88ED)
"
;
case
0x88EF
/*
GL_PIXEL_UNPACK_BUFFER_BINDING
*/
:
return
"
GL_PIXEL_UNPACK_BUFFER_BINDING (0x88EF)
"
;
case
0x8B65
/*
GL_FLOAT_MAT2x3
*/
:
return
"
GL_FLOAT_MAT2x3 (0x8B65)
"
;
case
0x8B66
/*
GL_FLOAT_MAT2x4
*/
:
return
"
GL_FLOAT_MAT2x4 (0x8B66)
"
;
case
0x8B67
/*
GL_FLOAT_MAT3x2
*/
:
return
"
GL_FLOAT_MAT3x2 (0x8B67)
"
;
case
0x8B68
/*
GL_FLOAT_MAT3x4
*/
:
return
"
GL_FLOAT_MAT3x4 (0x8B68)
"
;
case
0x8B69
/*
GL_FLOAT_MAT4x2
*/
:
return
"
GL_FLOAT_MAT4x2 (0x8B69)
"
;
case
0x8B6A
/*
GL_FLOAT_MAT4x3
*/
:
return
"
GL_FLOAT_MAT4x3 (0x8B6A)
"
;
case
0x8C40
/*
GL_SRGB
*/
:
return
"
GL_SRGB (0x8C40)
"
;
case
0x8C41
/*
GL_SRGB8
*/
:
return
"
GL_SRGB8 (0x8C41)
"
;
case
0x8C42
/*
GL_SRGB_ALPHA
*/
:
return
"
GL_SRGB_ALPHA (0x8C42)
"
;
case
0x8C43
/*
GL_SRGB8_ALPHA8
*/
:
return
"
GL_SRGB8_ALPHA8 (0x8C43)
"
;
case
0x8C44
/*
GL_SLUMINANCE_ALPHA
*/
:
return
"
GL_SLUMINANCE_ALPHA (0x8C44)
"
;
case
0x8C45
/*
GL_SLUMINANCE8_ALPHA8
*/
:
return
"
GL_SLUMINANCE8_ALPHA8 (0x8C45)
"
;
case
0x8C46
/*
GL_SLUMINANCE
*/
:
return
"
GL_SLUMINANCE (0x8C46)
"
;
case
0x8C47
/*
GL_SLUMINANCE8
*/
:
return
"
GL_SLUMINANCE8 (0x8C47)
"
;
case
0x8C48
/*
GL_COMPRESSED_SRGB
*/
:
return
"
GL_COMPRESSED_SRGB (0x8C48)
"
;
case
0x8C49
/*
GL_COMPRESSED_SRGB_ALPHA
*/
:
return
"
GL_COMPRESSED_SRGB_ALPHA (0x8C49)
"
;
case
0x8C4A
/*
GL_COMPRESSED_SLUMINANCE
*/
:
return
"
GL_COMPRESSED_SLUMINANCE (0x8C4A)
"
;
case
0x8C4B
/*
GL_COMPRESSED_SLUMINANCE_ALPHA
*/
:
return
"
GL_COMPRESSED_SLUMINANCE_ALPHA (0x8C4B)
"
;
/*
----------------------------- GL_VERSION_3_0 ----------------------------
*/
//
case 0x0001 /* GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT */: return "GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT (0x0001)";
case
0x821B
/*
GL_MAJOR_VERSION
*/
:
return
"
GL_MAJOR_VERSION (0x821B)
"
;
case
0x821C
/*
GL_MINOR_VERSION
*/
:
return
"
GL_MINOR_VERSION (0x821C)
"
;
case
0x821D
/*
GL_NUM_EXTENSIONS
*/
:
return
"
GL_NUM_EXTENSIONS (0x821D)
"
;
case
0x821E
/*
GL_CONTEXT_FLAGS
*/
:
return
"
GL_CONTEXT_FLAGS (0x821E)
"
;
case
0x8223
/*
GL_DEPTH_BUFFER
*/
:
return
"
GL_DEPTH_BUFFER (0x8223)
"
;
case
0x8224
/*
GL_STENCIL_BUFFER
*/
:
return
"
GL_STENCIL_BUFFER (0x8224)
"
;
case
0x8225
/*
GL_COMPRESSED_RED
*/
:
return
"
GL_COMPRESSED_RED (0x8225)
"
;
case
0x8226
/*
GL_COMPRESSED_RG
*/
:
return
"
GL_COMPRESSED_RG (0x8226)
"
;
case
0x8814
/*
GL_RGBA32F
*/
:
return
"
GL_RGBA32F (0x8814)
"
;
//
case 0x8814 /* GL_RGBA_FLOAT32_APPLE */: return "GL_RGBA_FLOAT32_APPLE (0x8814)";
//
case 0x8814 /* GL_RGBA32F_ARB */: return "GL_RGBA32F_ARB (0x8814)";
case
0x8815
/*
GL_RGB32F
*/
:
return
"
GL_RGB32F (0x8815)
"
;
case
0x881A
/*
GL_RGBA16F
*/
:
return
"
GL_RGBA16F (0x881A)
"
;
case
0x881B
/*
GL_RGB16F
*/
:
return
"
GL_RGB16F (0x881B)
"
;
case
0x88FD
/*
GL_VERTEX_ATTRIB_ARRAY_INTEGER
*/
:
return
"
GL_VERTEX_ATTRIB_ARRAY_INTEGER (0x88FD)
"
;
case
0x88FF
/*
GL_MAX_ARRAY_TEXTURE_LAYERS
*/
:
return
"
GL_MAX_ARRAY_TEXTURE_LAYERS (0x88FF)
"
;
case
0x8904
/*
GL_MIN_PROGRAM_TEXEL_OFFSET
*/
:
return
"
GL_MIN_PROGRAM_TEXEL_OFFSET (0x8904)
"
;
case
0x8905
/*
GL_MAX_PROGRAM_TEXEL_OFFSET
*/
:
return
"
GL_MAX_PROGRAM_TEXEL_OFFSET (0x8905)
"
;
case
0x891A
/*
GL_CLAMP_VERTEX_COLOR
*/
:
return
"
GL_CLAMP_VERTEX_COLOR (0x891A)
"
;
case
0x891B
/*
GL_CLAMP_FRAGMENT_COLOR
*/
:
return
"
GL_CLAMP_FRAGMENT_COLOR (0x891B)
"
;
case
0x891C
/*
GL_CLAMP_READ_COLOR
*/
:
return
"
GL_CLAMP_READ_COLOR (0x891C)
"
;
case
0x891D
/*
GL_FIXED_ONLY
*/
:
return
"
GL_FIXED_ONLY (0x891D)
"
;
case
0x8C10
/*
GL_TEXTURE_RED_TYPE
*/
:
return
"
GL_TEXTURE_RED_TYPE (0x8C10)
"
;
case
0x8C11
/*
GL_TEXTURE_GREEN_TYPE
*/
:
return
"
GL_TEXTURE_GREEN_TYPE (0x8C11)
"
;
case
0x8C12
/*
GL_TEXTURE_BLUE_TYPE
*/
:
return
"
GL_TEXTURE_BLUE_TYPE (0x8C12)
"
;
case
0x8C13
/*
GL_TEXTURE_ALPHA_TYPE
*/
:
return
"
GL_TEXTURE_ALPHA_TYPE (0x8C13)
"
;
case
0x8C14
/*
GL_TEXTURE_LUMINANCE_TYPE
*/
:
return
"
GL_TEXTURE_LUMINANCE_TYPE (0x8C14)
"
;
case
0x8C15
/*
GL_TEXTURE_INTENSITY_TYPE
*/
:
return
"
GL_TEXTURE_INTENSITY_TYPE (0x8C15)
"
;
case
0x8C16
/*
GL_TEXTURE_DEPTH_TYPE
*/
:
return
"
GL_TEXTURE_DEPTH_TYPE (0x8C16)
"
;
case
0x8C18
/*
GL_TEXTURE_1D_ARRAY
*/
:
return
"
GL_TEXTURE_1D_ARRAY (0x8C18)
"
;
case
0x8C19
/*
GL_PROXY_TEXTURE_1D_ARRAY
*/
:
return
"
GL_PROXY_TEXTURE_1D_ARRAY (0x8C19)
"
;
case
0x8C1A
/*
GL_TEXTURE_2D_ARRAY
*/
:
return
"
GL_TEXTURE_2D_ARRAY (0x8C1A)
"
;
case
0x8C1B
/*
GL_PROXY_TEXTURE_2D_ARRAY
*/
:
return
"
GL_PROXY_TEXTURE_2D_ARRAY (0x8C1B)
"
;
case
0x8C1C
/*
GL_TEXTURE_BINDING_1D_ARRAY
*/
:
return
"
GL_TEXTURE_BINDING_1D_ARRAY (0x8C1C)
"
;
case
0x8C1D
/*
GL_TEXTURE_BINDING_2D_ARRAY
*/
:
return
"
GL_TEXTURE_BINDING_2D_ARRAY (0x8C1D)
"
;
case
0x8C3A
/*
GL_R11F_G11F_B10F
*/
:
return
"
GL_R11F_G11F_B10F (0x8C3A)
"
;
case
0x8C3B
/*
GL_UNSIGNED_INT_10F_11F_11F_REV
*/
:
return
"
GL_UNSIGNED_INT_10F_11F_11F_REV (0x8C3B)
"
;
case
0x8C3D
/*
GL_RGB9_E5
*/
:
return
"
GL_RGB9_E5 (0x8C3D)
"
;
case
0x8C3E
/*
GL_UNSIGNED_INT_5_9_9_9_REV
*/
:
return
"
GL_UNSIGNED_INT_5_9_9_9_REV (0x8C3E)
"
;
case
0x8C3F
/*
GL_TEXTURE_SHARED_SIZE
*/
:
return
"
GL_TEXTURE_SHARED_SIZE (0x8C3F)
"
;
case
0x8C76
/*
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
*/
:
return
"
GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH (0x8C76)
"
;
case
0x8C7F
/*
GL_TRANSFORM_FEEDBACK_BUFFER_MODE
*/
:
return
"
GL_TRANSFORM_FEEDBACK_BUFFER_MODE (0x8C7F)
"
;
case
0x8C80
/*
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
*/
:
return
"
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS (0x8C80)
"
;
case
0x8C83
/*
GL_TRANSFORM_FEEDBACK_VARYINGS
*/
:
return
"
GL_TRANSFORM_FEEDBACK_VARYINGS (0x8C83)
"
;
case
0x8C84
/*
GL_TRANSFORM_FEEDBACK_BUFFER_START
*/
:
return
"
GL_TRANSFORM_FEEDBACK_BUFFER_START (0x8C84)
"
;
case
0x8C85
/*
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE
*/
:
return
"
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE (0x8C85)
"
;
case
0x8C87
/*
GL_PRIMITIVES_GENERATED
*/
:
return
"
GL_PRIMITIVES_GENERATED (0x8C87)
"
;
case
0x8C88
/*
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
*/
:
return
"
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN (0x8C88)
"
;
case
0x8C89
/*
GL_RASTERIZER_DISCARD
*/
:
return
"
GL_RASTERIZER_DISCARD (0x8C89)
"
;
case
0x8C8A
/*
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
*/
:
return
"
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS (0x8C8A)
"
;
case
0x8C8B
/*
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
*/
:
return
"
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS (0x8C8B)
"
;
case
0x8C8C
/*
GL_INTERLEAVED_ATTRIBS
*/
:
return
"
GL_INTERLEAVED_ATTRIBS (0x8C8C)
"
;
case
0x8C8D
/*
GL_SEPARATE_ATTRIBS
*/
:
return
"
GL_SEPARATE_ATTRIBS (0x8C8D)
"
;
case
0x8C8E
/*
GL_TRANSFORM_FEEDBACK_BUFFER
*/
:
return
"
GL_TRANSFORM_FEEDBACK_BUFFER (0x8C8E)
"
;
case
0x8C8F
/*
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING
*/
:
return
"
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING (0x8C8F)
"
;
case
0x8D70
/*
GL_RGBA32UI
*/
:
return
"
GL_RGBA32UI (0x8D70)
"
;
case
0x8D71
/*
GL_RGB32UI
*/
:
return
"
GL_RGB32UI (0x8D71)
"
;
case
0x8D76
/*
GL_RGBA16UI
*/
:
return
"
GL_RGBA16UI (0x8D76)
"
;
case
0x8D77
/*
GL_RGB16UI
*/
:
return
"
GL_RGB16UI (0x8D77)
"
;
case
0x8D7C
/*
GL_RGBA8UI
*/
:
return
"
GL_RGBA8UI (0x8D7C)
"
;
case
0x8D7D
/*
GL_RGB8UI
*/
:
return
"
GL_RGB8UI (0x8D7D)
"
;
case
0x8D82
/*
GL_RGBA32I
*/
:
return
"
GL_RGBA32I (0x8D82)
"
;
case
0x8D83
/*
GL_RGB32I
*/
:
return
"
GL_RGB32I (0x8D83)
"
;
case
0x8D88
/*
GL_RGBA16I
*/
:
return
"
GL_RGBA16I (0x8D88)
"
;
case
0x8D89
/*
GL_RGB16I
*/
:
return
"
GL_RGB16I (0x8D89)
"
;
case
0x8D8E
/*
GL_RGBA8I
*/
:
return
"
GL_RGBA8I (0x8D8E)
"
;
case
0x8D8F
/*
GL_RGB8I
*/
:
return
"
GL_RGB8I (0x8D8F)
"
;
case
0x8D94
/*
GL_RED_INTEGER
*/
:
return
"
GL_RED_INTEGER (0x8D94)
"
;
case
0x8D95
/*
GL_GREEN_INTEGER
*/
:
return
"
GL_GREEN_INTEGER (0x8D95)
"
;
case
0x8D96
/*
GL_BLUE_INTEGER
*/
:
return
"
GL_BLUE_INTEGER (0x8D96)
"
;
case
0x8D97
/*
GL_ALPHA_INTEGER
*/
:
return
"
GL_ALPHA_INTEGER (0x8D97)
"
;
case
0x8D98
/*
GL_RGB_INTEGER
*/
:
return
"
GL_RGB_INTEGER (0x8D98)
"
;
case
0x8D99
/*
GL_RGBA_INTEGER
*/
:
return
"
GL_RGBA_INTEGER (0x8D99)
"
;
case
0x8D9A
/*
GL_BGR_INTEGER
*/
:
return
"
GL_BGR_INTEGER (0x8D9A)
"
;
case
0x8D9B
/*
GL_BGRA_INTEGER
*/
:
return
"
GL_BGRA_INTEGER (0x8D9B)
"
;
case
0x8DC0
/*
GL_SAMPLER_1D_ARRAY
*/
:
return
"
GL_SAMPLER_1D_ARRAY (0x8DC0)
"
;
case
0x8DC1
/*
GL_SAMPLER_2D_ARRAY
*/
:
return
"
GL_SAMPLER_2D_ARRAY (0x8DC1)
"
;
case
0x8DC3
/*
GL_SAMPLER_1D_ARRAY_SHADOW
*/
:
return
"
GL_SAMPLER_1D_ARRAY_SHADOW (0x8DC3)
"
;
case
0x8DC4
/*
GL_SAMPLER_2D_ARRAY_SHADOW
*/
:
return
"
GL_SAMPLER_2D_ARRAY_SHADOW (0x8DC4)
"
;
case
0x8DC5
/*
GL_SAMPLER_CUBE_SHADOW
*/
:
return
"
GL_SAMPLER_CUBE_SHADOW (0x8DC5)
"
;
case
0x8DC6
/*
GL_UNSIGNED_INT_VEC2
*/
:
return
"
GL_UNSIGNED_INT_VEC2 (0x8DC6)
"
;
case
0x8DC7
/*
GL_UNSIGNED_INT_VEC3
*/
:
return
"
GL_UNSIGNED_INT_VEC3 (0x8DC7)
"
;
case
0x8DC8
/*
GL_UNSIGNED_INT_VEC4
*/
:
return
"
GL_UNSIGNED_INT_VEC4 (0x8DC8)
"
;
case
0x8DC9
/*
GL_INT_SAMPLER_1D
*/
:
return
"
GL_INT_SAMPLER_1D (0x8DC9)
"
;
case
0x8DCA
/*
GL_INT_SAMPLER_2D
*/
:
return
"
GL_INT_SAMPLER_2D (0x8DCA)
"
;
case
0x8DCB
/*
GL_INT_SAMPLER_3D
*/
:
return
"
GL_INT_SAMPLER_3D (0x8DCB)
"
;
case
0x8DCC
/*
GL_INT_SAMPLER_CUBE
*/
:
return
"
GL_INT_SAMPLER_CUBE (0x8DCC)
"
;
case
0x8DCE
/*
GL_INT_SAMPLER_1D_ARRAY
*/
:
return
"
GL_INT_SAMPLER_1D_ARRAY (0x8DCE)
"
;
case
0x8DCF
/*
GL_INT_SAMPLER_2D_ARRAY
*/
:
return
"
GL_INT_SAMPLER_2D_ARRAY (0x8DCF)
"
;
case
0x8DD1
/*
GL_UNSIGNED_INT_SAMPLER_1D
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_1D (0x8DD1)
"
;
case
0x8DD2
/*
GL_UNSIGNED_INT_SAMPLER_2D
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_2D (0x8DD2)
"
;
case
0x8DD3
/*
GL_UNSIGNED_INT_SAMPLER_3D
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_3D (0x8DD3)
"
;
case
0x8DD4
/*
GL_UNSIGNED_INT_SAMPLER_CUBE
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_CUBE (0x8DD4)
"
;
case
0x8DD6
/*
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_1D_ARRAY (0x8DD6)
"
;
case
0x8DD7
/*
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY (0x8DD7)
"
;
case
0x8E13
/*
GL_QUERY_WAIT
*/
:
return
"
GL_QUERY_WAIT (0x8E13)
"
;
case
0x8E14
/*
GL_QUERY_NO_WAIT
*/
:
return
"
GL_QUERY_NO_WAIT (0x8E14)
"
;
case
0x8E15
/*
GL_QUERY_BY_REGION_WAIT
*/
:
return
"
GL_QUERY_BY_REGION_WAIT (0x8E15)
"
;
case
0x8E16
/*
GL_QUERY_BY_REGION_NO_WAIT
*/
:
return
"
GL_QUERY_BY_REGION_NO_WAIT (0x8E16)
"
;
/*
----------------------------- GL_VERSION_3_1 ----------------------------
*/
case
0x84F5
/*
GL_TEXTURE_RECTANGLE
*/
:
return
"
GL_TEXTURE_RECTANGLE (0x84F5)
"
;
case
0x84F6
/*
GL_TEXTURE_BINDING_RECTANGLE
*/
:
return
"
GL_TEXTURE_BINDING_RECTANGLE (0x84F6)
"
;
case
0x84F7
/*
GL_PROXY_TEXTURE_RECTANGLE
*/
:
return
"
GL_PROXY_TEXTURE_RECTANGLE (0x84F7)
"
;
case
0x84F8
/*
GL_MAX_RECTANGLE_TEXTURE_SIZE
*/
:
return
"
GL_MAX_RECTANGLE_TEXTURE_SIZE (0x84F8)
"
;
case
0x8B63
/*
GL_SAMPLER_2D_RECT
*/
:
return
"
GL_SAMPLER_2D_RECT (0x8B63)
"
;
case
0x8B64
/*
GL_SAMPLER_2D_RECT_SHADOW
*/
:
return
"
GL_SAMPLER_2D_RECT_SHADOW (0x8B64)
"
;
case
0x8C2A
/*
GL_TEXTURE_BUFFER
*/
:
return
"
GL_TEXTURE_BUFFER (0x8C2A)
"
;
case
0x8C2B
/*
GL_MAX_TEXTURE_BUFFER_SIZE
*/
:
return
"
GL_MAX_TEXTURE_BUFFER_SIZE (0x8C2B)
"
;
case
0x8C2C
/*
GL_TEXTURE_BINDING_BUFFER
*/
:
return
"
GL_TEXTURE_BINDING_BUFFER (0x8C2C)
"
;
case
0x8C2D
/*
GL_TEXTURE_BUFFER_DATA_STORE_BINDING
*/
:
return
"
GL_TEXTURE_BUFFER_DATA_STORE_BINDING (0x8C2D)
"
;
case
0x8C2E
/*
GL_TEXTURE_BUFFER_FORMAT
*/
:
return
"
GL_TEXTURE_BUFFER_FORMAT (0x8C2E)
"
;
case
0x8DC2
/*
GL_SAMPLER_BUFFER
*/
:
return
"
GL_SAMPLER_BUFFER (0x8DC2)
"
;
case
0x8DCD
/*
GL_INT_SAMPLER_2D_RECT
*/
:
return
"
GL_INT_SAMPLER_2D_RECT (0x8DCD)
"
;
case
0x8DD0
/*
GL_INT_SAMPLER_BUFFER
*/
:
return
"
GL_INT_SAMPLER_BUFFER (0x8DD0)
"
;
case
0x8DD5
/*
GL_UNSIGNED_INT_SAMPLER_2D_RECT
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_2D_RECT (0x8DD5)
"
;
case
0x8DD8
/*
GL_UNSIGNED_INT_SAMPLER_BUFFER
*/
:
return
"
GL_UNSIGNED_INT_SAMPLER_BUFFER (0x8DD8)
"
;
case
0x8F90
/*
GL_RED_SNORM
*/
:
return
"
GL_RED_SNORM (0x8F90)
"
;
case
0x8F91
/*
GL_RG_SNORM
*/
:
return
"
GL_RG_SNORM (0x8F91)
"
;
case
0x8F92
/*
GL_RGB_SNORM
*/
:
return
"
GL_RGB_SNORM (0x8F92)
"
;
case
0x8F93
/*
GL_RGBA_SNORM
*/
:
return
"
GL_RGBA_SNORM (0x8F93)
"
;
case
0x8F94
/*
GL_R8_SNORM
*/
:
return
"
GL_R8_SNORM (0x8F94)
"
;
case
0x8F95
/*
GL_RG8_SNORM
*/
:
return
"
GL_RG8_SNORM (0x8F95)
"
;
case
0x8F96
/*
GL_RGB8_SNORM
*/
:
return
"
GL_RGB8_SNORM (0x8F96)
"
;
case
0x8F97
/*
GL_RGBA8_SNORM
*/
:
return
"
GL_RGBA8_SNORM (0x8F97)
"
;
case
0x8F98
/*
GL_R16_SNORM
*/
:
return
"
GL_R16_SNORM (0x8F98)
"
;
case
0x8F99
/*
GL_RG16_SNORM
*/
:
return
"
GL_RG16_SNORM (0x8F99)
"
;
case
0x8F9A
/*
GL_RGB16_SNORM
*/
:
return
"
GL_RGB16_SNORM (0x8F9A)
"
;
case
0x8F9B
/*
GL_RGBA16_SNORM
*/
:
return
"
GL_RGBA16_SNORM (0x8F9B)
"
;
case
0x8F9C
/*
GL_SIGNED_NORMALIZED
*/
:
return
"
GL_SIGNED_NORMALIZED (0x8F9C)
"
;
case
0x8F9D
/*
GL_PRIMITIVE_RESTART
*/
:
return
"
GL_PRIMITIVE_RESTART (0x8F9D)
"
;
case
0x8F9E
/*
GL_PRIMITIVE_RESTART_INDEX
*/
:
return
"
GL_PRIMITIVE_RESTART_INDEX (0x8F9E)
"
;
case
0x911F
/*
GL_BUFFER_ACCESS_FLAGS
*/
:
return
"
GL_BUFFER_ACCESS_FLAGS (0x911F)
"
;
case
0x9120
/*
GL_BUFFER_MAP_LENGTH
*/
:
return
"
GL_BUFFER_MAP_LENGTH (0x9120)
"
;
case
0x9121
/*
GL_BUFFER_MAP_OFFSET
*/
:
return
"
GL_BUFFER_MAP_OFFSET (0x9121)
"
;
/*
----------------------------- GL_VERSION_3_2 ----------------------------
*/
//
case 0x00000001 /* GL_CONTEXT_CORE_PROFILE_BIT */: return "GL_CONTEXT_CORE_PROFILE_BIT (0x00000001)";
//
case 0x00000002 /* GL_CONTEXT_COMPATIBILITY_PROFILE_BIT */: return "GL_CONTEXT_COMPATIBILITY_PROFILE_BIT (0x00000002)";
case
0x000A
/*
GL_LINES_ADJACENCY
*/
:
return
"
GL_LINES_ADJACENCY (0x000A)
"
;
View remainder of file in raw view
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