<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Lua_ConstGL</id>
	<title>Lua ConstGL - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Lua_ConstGL"/>
	<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Lua_ConstGL&amp;action=history"/>
	<updated>2026-04-21T02:27:38Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Lua_ConstGL&amp;diff=1136&amp;oldid=prev</id>
		<title>Qrow: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Lua_ConstGL&amp;diff=1136&amp;oldid=prev"/>
		<updated>2026-02-24T05:52:50Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:52, 23 February 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Qrow</name></author>
	</entry>
	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Lua_ConstGL&amp;diff=1135&amp;oldid=prev</id>
		<title>luainter&gt;Ivand: Added a few recent exposed OpenGL constants</title>
		<link rel="alternate" type="text/html" href="https://www.fightorder.net/wiki/index.php?title=Lua_ConstGL&amp;diff=1135&amp;oldid=prev"/>
		<updated>2018-08-13T18:04:33Z</updated>

		<summary type="html">&lt;p&gt;Added a few recent exposed OpenGL constants&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Engine_Development|Development]] &amp;lt; [[Lua_Scripting|Lua Scripting]] &amp;lt; {{FULLPAGENAME}}&lt;br /&gt;
&lt;br /&gt;
== Drawing Primitives ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POINTS&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINES&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINE_LOOP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINE_STRIP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TRIANGLES&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TRIANGLE_STRIP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TRIANGLE_FAN&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.QUADS&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.QUAD_STRIP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POLYGON&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PATCHES&amp;#039;&amp;#039;&amp;#039; &amp;lt;font color=&amp;quot;#0000ee&amp;quot;&amp;gt;Available for spring versions &amp;gt;= 104.0.1-596 (maintenance).&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== BlendingFactorDest ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ZERO&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SRC_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_SRC_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SRC_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_SRC_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DST_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_DST_ALPHA&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== BlendingFactorSrc ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ZERO&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SRC_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_SRC_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SRC_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_SRC_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DST_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_DST_ALPHA&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DST_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ONE_MINUS_DST_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SRC_ALPHA_SATURATE&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== AlphaFunction and DepthFunction ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NEVER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LESS&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.EQUAL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LEQUAL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.GREATER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NOTEQUAL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.GEQUAL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ALWAYS&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== LogicOp ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.CLEAR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.AND&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.AND_REVERSE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.COPY&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.AND_INVERTED&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NOOP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.XOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.OR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.EQUIV&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.INVERT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.OR_REVERSE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.COPY_INVERTED&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.OR_INVERTED&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NAND&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SET&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Culling ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.BACK&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FRONT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FRONT_AND_BACK&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== PolygonMode ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POINT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FILL&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Clear Bits ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DEPTH_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ACCUM_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.STENCIL_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.COLOR_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== ShadeModel ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FLAT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SMOOTH&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== MatrixMode ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.MODELVIEW&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PROJECTION&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TEXTURE&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Texture Filtering ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NEAREST&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINEAR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NEAREST_MIPMAP_NEAREST&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINEAR_MIPMAP_NEAREST&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NEAREST_MIPMAP_LINEAR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINEAR_MIPMAP_LINEAR&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Texture Clamping ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.REPEAT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.MIRRORED_REPEAT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.CLAMP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.CLAMP_TO_EDGE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.CLAMP_TO_BORDER&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Texture Environment ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TEXTURE_ENV&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TEXTURE_ENV_MODE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TEXTURE_ENV_COLOR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.MODULATE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DECAL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.BLEND&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.REPLACE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL_TEXTURE_FILTER_CONTROL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL_TEXTURE_LOD_BIAS&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Texture Generation ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TEXTURE_GEN_MODE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.EYE_PLANE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.OBJECT_PLANE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.EYE_LINEAR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.OBJECT_LINEAR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SPHERE_MAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NORMAL_MAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.REFLECTION_MAP&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.S&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.T&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.R&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.Q&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== glPushAttrib() bits ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.CURRENT_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POINT_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINE_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POLYGON_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POLYGON_STIPPLE_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PIXEL_MODE_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LIGHTING_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FOG_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DEPTH_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ACCUM_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.STENCIL_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.VIEWPORT_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TRANSFORM_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ENABLE_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.COLOR_BUFFER_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.HINT_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.EVAL_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LIST_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TEXTURE_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SCISSOR_BIT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.ALL_ATTRIB_BITS&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== glHint() targets ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FOG_HINT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINE_SMOOTH_HINT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POINT_SMOOTH_HINT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POLYGON_SMOOTH_HINT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PERSPECTIVE_CORRECTION_HINT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== glHint() modes ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DONT_CARE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FASTEST&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.NICEST&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Light Specification ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.AMBIENT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.DIFFUSE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SPECULAR&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.POSITION&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SPOT_DIRECTION&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SPOT_EXPONENT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.SPOT_CUTOFF&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.CONSTANT_ATTENUATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.LINEAR_ATTENUATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.QUADRATIC_ATTENUATION&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Shader types ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000ee&amp;quot;&amp;gt;Available for spring versions &amp;gt;= 104.0.1-596 (maintenance).&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.VERTEX_SHADER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TESS_CONTROL_SHADER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.TESS_EVALUATION_SHADER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.GEOMETRY_SHADER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.FRAGMENT_SHADER&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Geometry shader parameters ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000ee&amp;quot;&amp;gt;Available for spring versions &amp;gt;= 104.0.1-596 (maintenance).&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.GEOMETRY_INPUT_TYPE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.GEOMETRY_OUTPUT_TYPE&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.GEOMETRY_VERTICES_OUT&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tesselation control shader parameters ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;#0000ee&amp;quot;&amp;gt;Available for spring versions &amp;gt;= 104.0.1-596 (maintenance).&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PATCH_VERTICES&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PATCH_DEFAULT_OUTER_LEVEL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GL.PATCH_DEFAULT_INNER_LEVEL&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usefull, but not included constants==&lt;br /&gt;
===Texture Formats===&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_RGBA16F_ARB&amp;#039;&amp;#039;&amp;#039; = 0x881A&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_RGBA32F_ARB&amp;#039;&amp;#039;&amp;#039; = 0x8814&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DEPTH_COMPONENT&amp;#039;&amp;#039;&amp;#039;   = 0x1902&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DEPTH_COMPONENT16&amp;#039;&amp;#039;&amp;#039; = 0x81A5&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DEPTH_COMPONENT24&amp;#039;&amp;#039;&amp;#039; = 0x81A6&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DEPTH_COMPONENT32&amp;#039;&amp;#039;&amp;#039; = 0x81A7&lt;br /&gt;
&lt;br /&gt;
===RBO Formats===&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_RGB&amp;#039;&amp;#039;&amp;#039;             = 0x1907&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_RGBA&amp;#039;&amp;#039;&amp;#039;            = 0x1908&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DEPTH_COMPONENT&amp;#039;&amp;#039;&amp;#039; = 0x1902&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_STENCIL_INDEX&amp;#039;&amp;#039;&amp;#039;   = 0x1901&lt;br /&gt;
&lt;br /&gt;
===FBO Targets===&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_EXT&amp;#039;&amp;#039;&amp;#039;      = 0x8D40&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_READ_FRAMEBUFFER_EXT&amp;#039;&amp;#039;&amp;#039; = 0x8CA8&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DRAW_FRAMEBUFFER_EXT&amp;#039;&amp;#039;&amp;#039; = 0x8CA9&lt;br /&gt;
&lt;br /&gt;
===FBO Status===&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_COMPLETE_EXT&amp;#039;&amp;#039;&amp;#039;                        = 0x8CD5&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT&amp;#039;&amp;#039;&amp;#039;           = 0x8CD6&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT&amp;#039;&amp;#039;&amp;#039;   = 0x8CD7&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT&amp;#039;&amp;#039;&amp;#039; = 0x8CD8&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT&amp;#039;&amp;#039;&amp;#039;           = 0x8CD9&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT&amp;#039;&amp;#039;&amp;#039;              = 0x8CDA&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT&amp;#039;&amp;#039;&amp;#039;          = 0x8CDB&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT&amp;#039;&amp;#039;&amp;#039;          = 0x8CDC&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_UNSUPPORTED_EXT&amp;#039;&amp;#039;&amp;#039;                     = 0x8CDD&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_FRAMEBUFFER_STATUS_ERROR_EXT&amp;#039;&amp;#039;&amp;#039;                    = 0x8CDE&lt;br /&gt;
&lt;br /&gt;
===FBO Attachments===&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_COLOR_ATTACHMENT0_EXT&amp;#039;&amp;#039;&amp;#039;  = 0x8CE0&lt;br /&gt;
  ..&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_COLOR_ATTACHMENT15_EXT&amp;#039;&amp;#039;&amp;#039; = 0x8CEF&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_DEPTH_ATTACHMENT_EXT&amp;#039;&amp;#039;&amp;#039;   = 0x8D00&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;#039;GL_STENCIL_ATTACHMENT_EXT&amp;#039;&amp;#039;&amp;#039; = 0x8D20&lt;br /&gt;
&lt;br /&gt;
[[category: Lua]]&lt;/div&gt;</summary>
		<author><name>luainter&gt;Ivand</name></author>
	</entry>
</feed>