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# Copyright (c) 2001, Stanford University
# All rights reserved.
#
# See the file LICENSE.txt for information on redistributing this software.
GLenum GL_MATRIX_MODE g->transform.matrixMode
GLint GL_MODELVIEW_STACK_DEPTH g->transform.modelViewStack.depth+1
GLint GL_PROJECTION_STACK_DEPTH g->transform.projectionStack.depth+1
GLint GL_TEXTURE_STACK_DEPTH g->transform.textureStack[g->texture.curTextureUnit].depth+1
GLint GL_COLOR_MATRIX_STACK_DEPTH g->transform.colorStack.depth+1
GLdefault GL_MODELVIEW_MATRIX g->transform.modelViewStack.top->m00 g->transform.modelViewStack.top->m01 g->transform.modelViewStack.top->m02 g->transform.modelViewStack.top->m03 g->transform.modelViewStack.top->m10 g->transform.modelViewStack.top->m11 g->transform.modelViewStack.top->m12 g->transform.modelViewStack.top->m13 g->transform.modelViewStack.top->m20 g->transform.modelViewStack.top->m21 g->transform.modelViewStack.top->m22 g->transform.modelViewStack.top->m23 g->transform.modelViewStack.top->m30 g->transform.modelViewStack.top->m31 g->transform.modelViewStack.top->m32 g->transform.modelViewStack.top->m33
GLdefault GL_PROJECTION_MATRIX g->transform.projectionStack.top->m00 g->transform.projectionStack.top->m01 g->transform.projectionStack.top->m02 g->transform.projectionStack.top->m03 g->transform.projectionStack.top->m10 g->transform.projectionStack.top->m11 g->transform.projectionStack.top->m12 g->transform.projectionStack.top->m13 g->transform.projectionStack.top->m20 g->transform.projectionStack.top->m21 g->transform.projectionStack.top->m22 g->transform.projectionStack.top->m23 g->transform.projectionStack.top->m30 g->transform.projectionStack.top->m31 g->transform.projectionStack.top->m32 g->transform.projectionStack.top->m33
GLdefault GL_TEXTURE_MATRIX g->transform.textureStack[g->texture.curTextureUnit].top->m00 g->transform.textureStack[g->texture.curTextureUnit].top->m01 g->transform.textureStack[g->texture.curTextureUnit].top->m02 g->transform.textureStack[g->texture.curTextureUnit].top->m03 g->transform.textureStack[g->texture.curTextureUnit].top->m10 g->transform.textureStack[g->texture.curTextureUnit].top->m11 g->transform.textureStack[g->texture.curTextureUnit].top->m12 g->transform.textureStack[g->texture.curTextureUnit].top->m13 g->transform.textureStack[g->texture.curTextureUnit].top->m20 g->transform.textureStack[g->texture.curTextureUnit].top->m21 g->transform.textureStack[g->texture.curTextureUnit].top->m22 g->transform.textureStack[g->texture.curTextureUnit].top->m23 g->transform.textureStack[g->texture.curTextureUnit].top->m30 g->transform.textureStack[g->texture.curTextureUnit].top->m31 g->transform.textureStack[g->texture.curTextureUnit].top->m32 g->transform.textureStack[g->texture.curTextureUnit].top->m33
GLdefault GL_COLOR_MATRIX g->transform.colorStack.top->m00 g->transform.colorStack.top->m01 g->transform.colorStack.top->m02 g->transform.colorStack.top->m03 g->transform.colorStack.top->m10 g->transform.colorStack.top->m11 g->transform.colorStack.top->m12 g->transform.colorStack.top->m13 g->transform.colorStack.top->m20 g->transform.colorStack.top->m21 g->transform.colorStack.top->m22 g->transform.colorStack.top->m23 g->transform.colorStack.top->m30 g->transform.colorStack.top->m31 g->transform.colorStack.top->m32 g->transform.colorStack.top->m33
GLint GL_ATTRIB_STACK_DEPTH g->attrib.attribStackDepth
GLint GL_ACTIVE_TEXTURE_ARB g->texture.curTextureUnit+GL_TEXTURE0_ARB
GLint GL_CLIENT_ACTIVE_TEXTURE_ARB g->client.curClientTextureUnit+GL_TEXTURE0_ARB
GLint GL_VIEWPORT g->viewport.viewportX g->viewport.viewportY g->viewport.viewportW g->viewport.viewportH
GLclampd GL_DEPTH_RANGE g->viewport.nearClip g->viewport.farClip
GLint GL_SCISSOR_BOX g->viewport.scissorX g->viewport.scissorY g->viewport.scissorW g->viewport.scissorH
GLboolean GL_SCISSOR_TEST g->viewport.scissorTest
GLenum GL_COLOR_MATERIAL_PARAMETER g->lighting.colorMaterialMode
GLenum GL_COLOR_MATERIAL_FACE g->lighting.colorMaterialFace
GLclampf GL_LIGHT_MODEL_AMBIENT g->lighting.lightModelAmbient.r g->lighting.lightModelAmbient.g g->lighting.lightModelAmbient.b g->lighting.lightModelAmbient.a
GLboolean GL_LIGHT_MODEL_LOCAL_VIEWER g->lighting.lightModelLocalViewer
GLboolean GL_LIGHT_MODEL_TWO_SIDE g->lighting.lightModelTwoSide
GLenum GL_SHADE_MODEL g->lighting.shadeModel
GLfloat GL_FOG_COLOR g->fog.color.r g->fog.color.g g->fog.color.b g->fog.color.a
GLfloat GL_FOG_DENSITY g->fog.density
GLfloat GL_FOG_START g->fog.start
GLfloat GL_FOG_END g->fog.end
GLenum GL_FOG_MODE g->fog.mode
GLint GL_FOG_INDEX g->fog.index
GLenum GL_FRONT_FACE g->polygon.frontFace
GLenum GL_CULL_FACE_MODE g->polygon.cullFaceMode
GLenum GL_POLYGON_MODE g->polygon.frontMode g->polygon.backMode
GLboolean GL_CULL_FACE g->polygon.cullFace
GLboolean GL_POLYGON_OFFSET_FILL g->polygon.polygonOffsetFill
GLboolean GL_POLYGON_OFFSET_LINE g->polygon.polygonOffsetLine
GLboolean GL_POLYGON_OFFSET_POINT g->polygon.polygonOffsetPoint
GLboolean GL_POLYGON_SMOOTH g->polygon.polygonSmooth
GLboolean GL_POLYGON_STIPPLE g->polygon.polygonStipple
GLfloat GL_POLYGON_OFFSET_FACTOR g->polygon.offsetFactor
GLfloat GL_POLYGON_OFFSET_UNITS g->polygon.offsetUnits
GLboolean GL_ALPHA_TEST g->buffer.alphaTest
GLboolean GL_BLEND g->buffer.blend
GLboolean GL_COLOR_LOGIC_OP g->buffer.logicOp
GLboolean GL_COLOR_MATERIAL GL_FALSE
GLboolean GL_CLIP_PLANE0 g->transform.clip[0]
GLboolean GL_CLIP_PLANE1 g->transform.clip[1]
GLboolean GL_CLIP_PLANE2 g->transform.clip[2]
GLboolean GL_CLIP_PLANE3 g->transform.clip[3]
GLboolean GL_CLIP_PLANE4 g->transform.clip[4]
GLboolean GL_CLIP_PLANE5 g->transform.clip[5]
GLboolean GL_DEPTH_TEST g->buffer.depthTest
GLboolean GL_DEPTH_WRITEMASK g->buffer.depthMask
GLboolean GL_DITHER g->buffer.dither
GLboolean GL_INDEX_LOGIC_OP g->buffer.indexLogicOp
GLboolean GL_FOG g->fog.enable
GLboolean GL_LIGHT0 g->lighting.light[0].enable
GLboolean GL_LIGHT1 g->lighting.light[1].enable
GLboolean GL_LIGHT2 g->lighting.light[2].enable
GLboolean GL_LIGHT3 g->lighting.light[3].enable
GLboolean GL_LIGHT4 g->lighting.light[4].enable
GLboolean GL_LIGHT5 g->lighting.light[5].enable
GLboolean GL_LIGHT6 g->lighting.light[6].enable
GLboolean GL_LIGHT7 g->lighting.light[7].enable
GLboolean GL_LIGHTING g->lighting.lighting
GLboolean GL_LINE_SMOOTH g->line.lineSmooth
GLboolean GL_LINE_STIPPLE g->line.lineStipple
GLint GL_LOGIC_OP_MODE g->buffer.logicOpMode
GLboolean GL_POINT_SMOOTH g->point.pointSmooth
GLfloat GL_POINT_SIZE g->point.pointSize
GLfloat GL_POINT_SIZE_MIN_ARB g->point.minSize
GLfloat GL_POINT_SIZE_MAX_ARB g->point.maxSize
GLfloat GL_POINT_FADE_THRESHOLD_SIZE_ARB g->point.fadeThresholdSize
GLfloat GL_POINT_SPRITE_COORD_ORIGIN g->point.spriteCoordOrigin
GLfloat GL_POINT_DISTANCE_ATTENUATION_ARB g->point.distanceAttenuation[0] g->point.distanceAttenuation[1] g->point.distanceAttenuation[2]
GLboolean GL_NORMALIZE g->transform.normalize
GLboolean GL_TEXTURE_GEN_S g->texture.unit[g->texture.curTextureUnit].textureGen.s
GLboolean GL_TEXTURE_GEN_T g->texture.unit[g->texture.curTextureUnit].textureGen.t
GLboolean GL_TEXTURE_GEN_R g->texture.unit[g->texture.curTextureUnit].textureGen.r
GLboolean GL_TEXTURE_GEN_Q g->texture.unit[g->texture.curTextureUnit].textureGen.q
GLboolean GL_TEXTURE_1D g->texture.unit[g->texture.curTextureUnit].enabled1D
GLboolean GL_TEXTURE_2D g->texture.unit[g->texture.curTextureUnit].enabled2D
GLboolean GL_TEXTURE_3D g->texture.unit[g->texture.curTextureUnit].enabled3D
GLfloat GL_LINE_WIDTH g->line.width
GLint GL_LINE_STIPPLE_PATTERN g->line.pattern
GLint GL_LINE_STIPPLE_REPEAT g->line.repeat
GLboolean GL_PACK_SWAP_BYTES g->client.pack.swapBytes
GLboolean GL_PACK_LSB_FIRST g->client.pack.psLSBFirst
GLboolean GL_UNPACK_SWAP_BYTES g->client.unpack.swapBytes
GLboolean GL_UNPACK_LSB_FIRST g->client.unpack.psLSBFirst
GLint GL_PACK_ROW_LENGTH g->client.pack.rowLength
GLint GL_PACK_SKIP_ROWS g->client.pack.skipRows
GLint GL_PACK_SKIP_PIXELS g->client.pack.skipPixels
GLint GL_PACK_ALIGNMENT g->client.pack.alignment
GLint GL_PACK_IMAGE_HEIGHT g->client.pack.imageHeight
GLint GL_PACK_SKIP_IMAGES g->client.pack.skipImages
GLint GL_UNPACK_ROW_LENGTH g->client.unpack.rowLength
GLint GL_UNPACK_SKIP_ROWS g->client.unpack.skipRows
GLint GL_UNPACK_SKIP_PIXELS g->client.unpack.skipPixels
GLint GL_UNPACK_ALIGNMENT g->client.unpack.alignment
GLint GL_UNPACK_IMAGE_HEIGHT g->client.unpack.imageHeight
GLint GL_UNPACK_SKIP_IMAGES g->client.unpack.skipImages
GLfloat GL_ZOOM_X g->pixel.xZoom
GLfloat GL_ZOOM_Y g->pixel.yZoom
GLfloat GL_RED_BIAS g->pixel.bias.r
GLfloat GL_GREEN_BIAS g->pixel.bias.g
GLfloat GL_BLUE_BIAS g->pixel.bias.b
GLfloat GL_ALPHA_BIAS g->pixel.bias.a
GLfloat GL_RED_SCALE g->pixel.scale.r
GLfloat GL_GREEN_SCALE g->pixel.scale.g
GLfloat GL_BLUE_SCALE g->pixel.scale.b
GLfloat GL_ALPHA_SCALE g->pixel.scale.a
GLfloat GL_DEPTH_BIAS g->pixel.depthBias
GLfloat GL_DEPTH_SCALE g->pixel.depthScale
GLint GL_INDEX_OFFSET g->pixel.indexOffset
GLint GL_INDEX_SHIFT g->pixel.indexShift
GLboolean GL_MAP_COLOR g->pixel.mapColor
GLboolean GL_MAP_STENCIL g->pixel.mapStencil
GLint GL_PIXEL_MAP_A_TO_A_SIZE g->pixel.mapAtoAsize
GLint GL_PIXEL_MAP_B_TO_B_SIZE g->pixel.mapBtoBsize
GLint GL_PIXEL_MAP_G_TO_G_SIZE g->pixel.mapGtoGsize
GLint GL_PIXEL_MAP_I_TO_A_SIZE g->pixel.mapItoAsize
GLint GL_PIXEL_MAP_I_TO_B_SIZE g->pixel.mapItoBsize
GLint GL_PIXEL_MAP_I_TO_G_SIZE g->pixel.mapItoGsize
GLint GL_PIXEL_MAP_I_TO_I_SIZE g->pixel.mapItoIsize
GLint GL_PIXEL_MAP_I_TO_R_SIZE g->pixel.mapItoRsize
GLint GL_PIXEL_MAP_R_TO_R_SIZE g->pixel.mapRtoRsize
GLint GL_PIXEL_MAP_S_TO_S_SIZE g->pixel.mapStoSsize
GLboolean GL_AUTO_NORMAL g->eval.autoNormal
GLboolean GL_MAP1_COLOR_4 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_INDEX g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_NORMAL g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_TEXTURE_COORD_1 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_TEXTURE_COORD_2 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_TEXTURE_COORD_3 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_TEXTURE_COORD_4 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_VERTEX_3 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP1_VERTEX_4 g->eval.enable1D[pname-GL_MAP1_COLOR_4]
GLboolean GL_MAP2_COLOR_4 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_INDEX g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_NORMAL g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_TEXTURE_COORD_1 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_TEXTURE_COORD_2 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_TEXTURE_COORD_3 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_TEXTURE_COORD_4 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_VERTEX_3 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLboolean GL_MAP2_VERTEX_4 g->eval.enable2D[pname-GL_MAP2_COLOR_4]
GLdouble GL_MAP1_GRID_DOMAIN g->eval.u11D g->eval.u21D
GLint GL_MAP1_GRID_SEGMENTS g->eval.un1D
GLdouble GL_MAP2_GRID_DOMAIN g->eval.u12D g->eval.u22D g->eval.v12D g->eval.v22D
GLint GL_MAP2_GRID_SEGMENTS g->eval.un2D g->eval.vn2D
GLint GL_NAME_STACK_DEPTH 0
GLenum GL_FOG_HINT g->hint.fog
GLenum GL_LINE_SMOOTH_HINT g->hint.lineSmooth
GLenum GL_POINT_SMOOTH_HINT g->hint.pointSmooth
GLenum GL_POLYGON_SMOOTH_HINT g->hint.polygonSmooth
GLenum GL_PERSPECTIVE_CORRECTION_HINT g->hint.perspectiveCorrection
GLint GL_TEXTURE_BINDING_1D g->texture.unit[g->texture.curTextureUnit].currentTexture1D->id
GLint GL_TEXTURE_BINDING_2D g->texture.unit[g->texture.curTextureUnit].currentTexture2D->id
GLint GL_TEXTURE_BINDING_3D g->texture.unit[g->texture.curTextureUnit].currentTexture3D->id
GLenum GL_TEXTURE_ENV_MODE g->texture.unit[g->texture.curTextureUnit].envMode
GLboolean GL_VERTEX_ARRAY g->client.array.v.enabled
GLint GL_VERTEX_ARRAY_SIZE g->client.array.v.size
GLint GL_VERTEX_ARRAY_STRIDE g->client.array.v.stride
GLint GL_VERTEX_ARRAY_TYPE g->client.array.v.type
GLboolean GL_NORMAL_ARRAY g->client.array.n.enabled
GLint GL_NORMAL_ARRAY_STRIDE g->client.array.n.stride
GLint GL_NORMAL_ARRAY_TYPE g->client.array.n.type
GLboolean GL_COLOR_ARRAY g->client.array.c.enabled
GLint GL_COLOR_ARRAY_SIZE g->client.array.c.size
GLint GL_COLOR_ARRAY_STRIDE g->client.array.c.stride
GLint GL_COLOR_ARRAY_TYPE g->client.array.c.type
GLboolean GL_INDEX_ARRAY g->client.array.i.enabled
GLint GL_INDEX_ARRAY_STRIDE g->client.array.i.stride
GLint GL_INDEX_ARRAY_TYPE g->client.array.i.type
GLboolean GL_TEXTURE_COORD_ARRAY g->client.array.t[g->client.curClientTextureUnit].enabled
GLint GL_TEXTURE_COORD_ARRAY_SIZE g->client.array.t[g->client.curClientTextureUnit].size
GLint GL_TEXTURE_COORD_ARRAY_STRIDE g->client.array.t[g->client.curClientTextureUnit].stride
GLint GL_TEXTURE_COORD_ARRAY_TYPE g->client.array.t[g->client.curClientTextureUnit].type
GLboolean GL_EDGE_FLAG_ARRAY g->client.array.e.enabled
GLint GL_EDGE_FLAG_ARRAY_STRIDE g->client.array.e.stride
GLboolean GL_RGBA_MODE g->limits.rgbaMode
GLboolean GL_INDEX_MODE (!g->limits.rgbaMode)
GLint GL_AUX_BUFFERS g->limits.auxBuffers
GLboolean GL_STEREO g->limits.stereo
GLboolean GL_DOUBLEBUFFER g->limits.doubleBuffer
GLint GL_INDEX_BITS g->limits.indexBits
GLint GL_DEPTH_BITS g->limits.depthBits
GLint GL_RED_BITS g->limits.redBits
GLint GL_GREEN_BITS g->limits.greenBits
GLint GL_BLUE_BITS g->limits.blueBits
GLint GL_ALPHA_BITS g->limits.alphaBits
GLint GL_STENCIL_BITS g->limits.stencilBits
GLint GL_ACCUM_RED_BITS g->limits.accumRedBits
GLint GL_ACCUM_GREEN_BITS g->limits.accumGreenBits
GLint GL_ACCUM_BLUE_BITS g->limits.accumBlueBits
GLint GL_ACCUM_ALPHA_BITS g->limits.accumAlphaBits
GLclampf GL_COLOR_CLEAR_VALUE g->buffer.colorClearValue.r g->buffer.colorClearValue.g g->buffer.colorClearValue.b g->buffer.colorClearValue.a
GLclampf GL_INDEX_CLEAR_VALUE g->buffer.indexClearValue
GLclampd GL_DEPTH_CLEAR_VALUE g->buffer.depthClearValue
GLfloat GL_ACCUM_CLEAR_VALUE g->buffer.accumClearValue.r g->buffer.accumClearValue.g g->buffer.accumClearValue.b g->buffer.accumClearValue.a
GLenum GL_BLEND_SRC g->buffer.blendSrcRGB
GLenum GL_BLEND_DST g->buffer.blendDstRGB
#GLenum GL_BLEND_EQUATION g->buffer.blendEquation
#GLclampf GL_BLEND_COLOR g->buffer.blendColor.r g->buffer.blendColor.g g->buffer.blendColor.b g->buffer.blendColor.a
GLenum GL_DEPTH_FUNC g->buffer.depthFunc
GLenum GL_ALPHA_TEST_FUNC g->buffer.alphaTestFunc
GLint GL_ALPHA_TEST_REF g->buffer.alphaTestRef
GLenum GL_DRAW_BUFFER __getDrawBuffer(g)
GLenum GL_READ_BUFFER __getReadBuffer(g)
GLboolean GL_COLOR_WRITEMASK g->buffer.colorWriteMask.r g->buffer.colorWriteMask.g g->buffer.colorWriteMask.b g->buffer.colorWriteMask.a
GLint GL_INDEX_WRITEMASK g->buffer.indexWriteMask
GLint GL_LIST_BASE g->lists.base
GLint GL_LIST_INDEX g->lists.currentIndex
GLenum GL_LIST_MODE g->lists.mode
GLint GL_STENCIL_CLEAR_VALUE g->stencil.clearValue
GLint GL_STENCIL_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].fail
GLint GL_STENCIL_BACK_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].fail
GLint GL_STENCIL_FUNC g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].func
GLint GL_STENCIL_BACK_FUNC g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].func
GLint GL_STENCIL_PASS_DEPTH_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthFail
GLint GL_STENCIL_BACK_PASS_DEPTH_FAIL g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthFail
GLint GL_STENCIL_PASS_DEPTH_PASS g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthPass
GLint GL_STENCIL_BACK_PASS_DEPTH_PASS g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].passDepthPass
GLint GL_STENCIL_REF g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].ref
GLint GL_STENCIL_BACK_REF g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].ref
GLboolean GL_STENCIL_TEST g->stencil.stencilTest
GLint GL_STENCIL_VALUE_MASK g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_FRONT:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].mask
GLint GL_STENCIL_BACK_VALUE_MASK g->stencil.buffers[g->stencil.activeStencilFace==GL_FRONT?CRSTATE_STENCIL_BUFFER_ID_BACK:CRSTATE_STENCIL_BUFFER_ID_TWO_SIDE_BACK].mask
GLint GL_STENCIL_WRITEMASK g->stencil.writeMask
GLfloat GL_CURRENT_INDEX g->current.colorIndex
GLclampf GL_CURRENT_COLOR g->current.vertexAttrib[VERT_ATTRIB_COLOR0][0] g->current.vertexAttrib[VERT_ATTRIB_COLOR0][1] g->current.vertexAttrib[VERT_ATTRIB_COLOR0][2] g->current.vertexAttrib[VERT_ATTRIB_COLOR0][3]
GLclampf GL_CURRENT_NORMAL g->current.vertexAttrib[VERT_ATTRIB_NORMAL][0] g->current.vertexAttrib[VERT_ATTRIB_NORMAL][1] g->current.vertexAttrib[VERT_ATTRIB_NORMAL][2]
GLfloat GL_CURRENT_TEXTURE_COORDS g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][0] g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][1] g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][2] g->current.vertexAttrib[VERT_ATTRIB_TEX0+g->texture.curTextureUnit][3]
GLboolean GL_EDGE_FLAG g->current.edgeFlag
#?b?ub?s?us?i?ui?f?d GL_CURRENT_RASTER_POSITION g->current.rasterpos?.x g->current.rasterpos?.y g->current.rasterpos?.z g->current.rasterpos?.w
GLfloat GL_CURRENT_RASTER_POSITION g->current.rasterAttrib[VERT_ATTRIB_POS][0] g->current.rasterAttrib[VERT_ATTRIB_POS][1] g->current.rasterAttrib[VERT_ATTRIB_POS][2] g->current.rasterAttrib[VERT_ATTRIB_POS][3]
GLboolean GL_CURRENT_RASTER_POSITION_VALID g->current.rasterValid
#?s?i?f?d GL_CURRENT_RASTER_TEXTURE_COORDS g->current.rastertexture?.s g->current.rastertexture?.t g->current.rastertexture?.p g->current.rastertexture?.q
GLfloat GL_CURRENT_RASTER_TEXTURE_COORDS g->current.rasterAttrib[VERT_ATTRIB_TEX0][0] g->current.rasterAttrib[VERT_ATTRIB_TEX0][1] g->current.rasterAttrib[VERT_ATTRIB_TEX0][2] g->current.rasterAttrib[VERT_ATTRIB_TEX0][3]
#GLclampf?b?ub?s?us?i?ui?f?d GL_CURRENT_RASTER_COLOR g->current.rastercolor?.r g->current.rastercolor?.g g->current.rastercolor?.b g->current.rastercolor?.a
GLfloat GL_CURRENT_RASTER_COLOR g->current.rasterAttrib[VERT_ATTRIB_COLOR0][0] g->current.rasterAttrib[VERT_ATTRIB_COLOR0][1] g->current.rasterAttrib[VERT_ATTRIB_COLOR0][2] g->current.rasterAttrib[VERT_ATTRIB_COLOR0][3]
GLfloat GL_CURRENT_RASTER_DISTANCE g->current.rasterAttrib[VERT_ATTRIB_FOG][0]
GLdouble GL_CURRENT_RASTER_INDEX g->current.rasterIndex
#GLclampf GL_CURRENT_SECONDARY_COLOR_EXT g->lighting.vertexAttrib[VERT_ATTRIB_COLOR1][0] g->lighting.vertexAttrib[VERT_ATTRIB_COLOR1][1] g->lighting.vertexAttrib[VERT_ATTRIB_COLOR1][2]
#GLint GL_SECONDARY_COLOR_ARRAY_SIZE_EXT
#GLint GL_SECONDARY_COLOR_ARRAY_TYPE_EXT
#GLint GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT
GLint GL_MAX_VERTEX_ATTRIBS_ARB g->limits.maxVertexProgramAttribs
# Implementation-dependent limits queries
GLint GL_MAX_TEXTURE_UNITS_ARB g->limits.maxTextureUnits
GLint GL_MAX_TEXTURE_SIZE g->limits.maxTextureSize
GLint GL_MAX_3D_TEXTURE_SIZE g->limits.max3DTextureSize
GLint GL_MAX_LIGHTS g->limits.maxLights
GLint GL_MAX_CLIP_PLANES g->limits.maxClipPlanes
GLint GL_MAX_PROJECTION_STACK_DEPTH g->limits.maxProjectionStackDepth
GLint GL_MAX_MODELVIEW_STACK_DEPTH g->limits.maxModelviewStackDepth
GLint GL_MAX_TEXTURE_STACK_DEPTH g->limits.maxTextureStackDepth
GLint GL_MAX_COLOR_MATRIX_STACK_DEPTH g->limits.maxColorStackDepth
GLint GL_MAX_ATTRIB_STACK_DEPTH g->limits.maxAttribStackDepth
GLint GL_MAX_CLIENT_ATTRIB_STACK_DEPTH g->limits.maxClientAttribStackDepth
GLint GL_MAX_NAME_STACK_DEPTH g->limits.maxNameStackDepth
GLint GL_MAX_ELEMENTS_INDICES g->limits.maxElementsIndices
GLint GL_MAX_ELEMENTS_VERTICES g->limits.maxElementsVertices
GLint GL_MAX_EVAL_ORDER g->limits.maxEvalOrder
GLint GL_MAX_LIST_NESTING g->limits.maxListNesting
GLint GL_MAX_PIXEL_MAP_TABLE g->limits.maxPixelMapTable
GLint GL_MAX_VIEWPORT_DIMS g->limits.maxViewportDims[0] g->limits.maxViewportDims[1]
GLint GL_SUBPIXEL_BITS g->limits.subpixelBits
GLfloat GL_ALIASED_POINT_SIZE_RANGE g->limits.aliasedPointSizeRange[0] g->limits.aliasedPointSizeRange[1]
GLfloat GL_SMOOTH_POINT_SIZE_RANGE g->limits.smoothPointSizeRange[0] g->limits.smoothPointSizeRange[1]
GLfloat GL_SMOOTH_POINT_SIZE_GRANULARITY g->limits.pointSizeGranularity
GLfloat GL_ALIASED_LINE_WIDTH_RANGE g->limits.aliasedLineWidthRange[0] g->limits.aliasedLineWidthRange[1]
GLfloat GL_SMOOTH_LINE_WIDTH_RANGE g->limits.smoothLineWidthRange[0] g->limits.smoothLineWidthRange[1]
GLfloat GL_SMOOTH_LINE_WIDTH_GRANULARITY g->limits.lineWidthGranularity
GLint GL_RENDER_MODE g->renderMode
# Feedback
GLint GL_FEEDBACK_BUFFER_SIZE g->feedback.bufferSize
GLint GL_FEEDBACK_BUFFER_TYPE g->feedback.type
GLint GL_SELECTION_BUFFER_SIZE g->selection.bufferSize
# FBO
GLint GL_FRAMEBUFFER_BINDING_EXT (g->framebufferobject.drawFB?g->framebufferobject.drawFB->id:0)
GLint GL_READ_FRAMEBUFFER_BINDING (g->framebufferobject.readFB?g->framebufferobject.readFB->id:0)
GLint GL_RENDERBUFFER_BINDING_EXT (g->framebufferobject.renderbuffer?g->framebufferobject.renderbuffer->id:0)
#CVA
GLint GL_ARRAY_ELEMENT_LOCK_FIRST_EXT g->client.array.lockFirst
GLint GL_ARRAY_ELEMENT_LOCK_COUNT_EXT g->client.array.lockCount
GLint GL_ACTIVE_STENCIL_FACE_EXT g->stencil.activeStencilFace
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