["ctx->ProjectionMatrixStack.Depth + 1"], "", None ),
( "GL_READ_BUFFER", GLenum, ["ctx->ReadBuffer->ColorReadBuffer"], "", None ),
( "GL_RED_BIAS", GLfloat, ["ctx->Pixel.RedBias"], "", None ),
- ( "GL_RED_BITS", GLint, [" ctx->DrawBuffer->Visual.redBits "], "", None ),
+ ( "GL_RED_BITS", GLint, ["ctx->DrawBuffer->Visual.redBits"], "", None ),
( "GL_RED_SCALE", GLfloat, ["ctx->Pixel.RedScale"], "", None ),
( "GL_RENDER_MODE", GLenum, ["ctx->RenderMode"], "", None ),
( "GL_RESCALE_NORMAL", GLboolean,
# OpenGL 2.0
( "GL_STENCIL_BACK_FUNC", GLenum, ["ctx->Stencil.Function[1]"], "", None ),
( "GL_STENCIL_BACK_VALUE_MASK", GLint, ["ctx->Stencil.ValueMask[1]"], "", None ),
+ ( "GL_STENCIL_BACK_WRITEMASK", GLint, ["ctx->Stencil.WriteMask[1]"], "", None ),
( "GL_STENCIL_BACK_REF", GLint, ["ctx->Stencil.Ref[1]"], "", None ),
( "GL_STENCIL_BACK_FAIL", GLenum, ["ctx->Stencil.FailFunc[1]"], "", None ),
( "GL_STENCIL_BACK_PASS_DEPTH_FAIL", GLenum, ["ctx->Stencil.ZFailFunc[1]"], "", None ),
# GL_ARB_fragment_shader
( "GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB", GLint,
- ["MAX_FRAGMENT_UNIFORM_COMPONENTS"], "", ["ARB_fragment_shader"] ),
+ ["ctx->Const.FragmentProgram.MaxUniformComponents"], "",
+ ["ARB_fragment_shader"] ),
( "GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB", GLenum,
["ctx->Hint.FragmentShaderDerivative"], "", ["ARB_fragment_shader"] ),
# GL_ARB_vertex_shader
( "GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB", GLint,
- ["MAX_VERTEX_UNIFORM_COMPONENTS"], "", ["ARB_vertex_shader"] ),
+ ["ctx->Const.VertexProgram.MaxUniformComponents"], "",
+ ["ARB_vertex_shader"] ),
( "GL_MAX_VARYING_FLOATS_ARB", GLint,
- ["MAX_VARYING_FLOATS"], "", ["ARB_vertex_shader"] ),
+ ["ctx->Const.MaxVaryingFloats"], "", ["ARB_vertex_shader"] ),
( "GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB", GLint,
- ["MAX_VERTEX_TEXTURE_IMAGE_UNITS"], "", ["ARB_vertex_shader"] ),
+ ["ctx->Const.MaxVertexTextureImageUnits"], "", ["ARB_vertex_shader"] ),
( "GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB", GLint,
["MAX_COMBINED_TEXTURE_IMAGE_UNITS"], "", ["ARB_vertex_shader"] )
]