using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace SharpGL.Enumerations { /// /// AccumOp /// public enum AccumOperation : uint { Accum = OpenGL.GL_ACCUM, Load = OpenGL.GL_LOAD, Return = OpenGL.GL_RETURN, Multiple = OpenGL.GL_MULT, Add = OpenGL.GL_ADD } /// /// The alpha function /// public enum AlphaTestFunction : uint { Never = OpenGL.GL_NEVER, Less = OpenGL.GL_LESS, Equal = OpenGL.GL_EQUAL, LessThanOrEqual = OpenGL.GL_LEQUAL, Great = OpenGL.GL_GREATER, NotEqual = OpenGL.GL_NOTEQUAL, GreaterThanOrEqual = OpenGL.GL_GEQUAL, Always = OpenGL.GL_ALWAYS, } /// /// The OpenGL Attribute flags. /// [Flags] public enum AttributeMask : uint { None = 0, Current = OpenGL.GL_CURRENT_BIT, Point = OpenGL.GL_POINT_BIT, Line = OpenGL.GL_LINE_BIT, Polygon = OpenGL.GL_POLYGON_BIT, PolygonStipple = OpenGL.GL_POLYGON_STIPPLE_BIT, PixelMode = OpenGL.GL_PIXEL_MODE_BIT, Lighting = OpenGL.GL_LIGHTING_BIT, Fog = OpenGL.GL_FOG_BIT, DepthBuffer = OpenGL.GL_DEPTH_BUFFER_BIT, AccumBuffer = OpenGL.GL_ACCUM_BUFFER_BIT, StencilBuffer = OpenGL.GL_STENCIL_BUFFER_BIT, Viewport = OpenGL.GL_VIEWPORT_BIT, Transform = OpenGL.GL_TRANSFORM_BIT, Enable = OpenGL.GL_ENABLE_BIT, ColorBuffer = OpenGL.GL_COLOR_BUFFER_BIT, Hint = OpenGL.GL_HINT_BIT, Eval = OpenGL.GL_EVAL_BIT, List = OpenGL.GL_LIST_BIT, Texture = OpenGL.GL_TEXTURE_BIT, Scissor = OpenGL.GL_SCISSOR_BIT, All = OpenGL.GL_ALL_ATTRIB_BITS, } /// /// The begin mode. /// public enum BeginMode : uint { Points = OpenGL.GL_POINTS, Lines = OpenGL.GL_LINES, LineLoop = OpenGL.GL_LINE_LOOP, LineStrip = OpenGL.GL_LINE_STRIP, Triangles = OpenGL.GL_TRIANGLES, TriangleString = OpenGL.GL_TRIANGLE_STRIP, TriangleFan = OpenGL.GL_TRIANGLE_FAN, Quads= OpenGL.GL_QUADS, QuadStrip = OpenGL.GL_QUAD_STRIP, Polygon = OpenGL.GL_POLYGON } /// /// BlendingDestinationFactor /// public enum BlendingDestinationFactor : uint { Zero = OpenGL.GL_ZERO, One = OpenGL.GL_ONE, SourceColor = OpenGL.GL_SRC_COLOR, OneMinusSourceColor = OpenGL.GL_ONE_MINUS_SRC_COLOR, SourceAlpha = OpenGL.GL_SRC_ALPHA, OneMinusSourceAlpha = OpenGL.GL_ONE_MINUS_SRC_ALPHA, DestinationAlpha = OpenGL.GL_DST_ALPHA, OneMinusDestinationAlpha = OpenGL.GL_ONE_MINUS_DST_ALPHA, } /// /// The blending source factor. /// public enum BlendingSourceFactor : uint { DestinationColor = OpenGL.GL_DST_COLOR, OneMinusDestinationColor = OpenGL.GL_ONE_MINUS_DST_COLOR, SourceAlphaSaturate = OpenGL.GL_SRC_ALPHA_SATURATE, /// /// /// SourceAlpha = OpenGL.GL_SRC_ALPHA } /// /// The Clip Plane Name /// public enum ClipPlaneName : uint { ClipPlane0 = OpenGL.GL_CLIP_PLANE0, ClipPlane1 = OpenGL.GL_CLIP_PLANE1, ClipPlane2 = OpenGL.GL_CLIP_PLANE2, ClipPlane3 = OpenGL.GL_CLIP_PLANE3, ClipPlane4 = OpenGL.GL_CLIP_PLANE4, ClipPlane5 = OpenGL.GL_CLIP_PLANE5 } /// /// The Cull Face mode. /// public enum FaceMode : uint { /// /// /// Front = OpenGL.GL_FRONT, FrontAndBack = OpenGL.GL_FRONT_AND_BACK, Back = OpenGL.GL_BACK, } /// /// The Data Type. /// public enum DataType : uint { Byte = OpenGL.GL_BYTE, UnsignedByte = OpenGL.GL_UNSIGNED_BYTE, Short = OpenGL.GL_SHORT, UnsignedShort = OpenGL.GL_UNSIGNED_SHORT, Int = OpenGL.GL_INT, UnsignedInt = OpenGL.GL_UNSIGNED_INT, Float = OpenGL.GL_FLOAT, TwoBytes = OpenGL.GL_2_BYTES, ThreeBytes = OpenGL.GL_3_BYTES, FourBytes = OpenGL.GL_4_BYTES, /// /// /// Double= OpenGL.GL_DOUBLE } /// /// The depth function /// public enum DepthFunction : uint { Never = OpenGL.GL_NEVER, Less = OpenGL.GL_LESS, Equal = OpenGL.GL_EQUAL, LessThanOrEqual = OpenGL.GL_LEQUAL, Great = OpenGL.GL_GREATER, NotEqual = OpenGL.GL_NOTEQUAL, GreaterThanOrEqual = OpenGL.GL_GEQUAL, Always = OpenGL.GL_ALWAYS, } /// /// The Draw Buffer Mode /// public enum DrawBufferMode : uint { None = OpenGL.GL_NONE, FrontLeft = OpenGL.GL_FRONT_LEFT, FrontRight = OpenGL.GL_FRONT_RIGHT, BackLeft = OpenGL.GL_BACK_LEFT, BackRight = OpenGL.GL_BACK_RIGHT, Front = OpenGL.GL_FRONT, Back = OpenGL.GL_BACK, Left = OpenGL.GL_LEFT, Right = OpenGL.GL_RIGHT, FrontAndBack = OpenGL.GL_FRONT_AND_BACK, Auxilliary0= OpenGL.GL_AUX0, Auxilliary1 = OpenGL.GL_AUX1, Auxilliary2 = OpenGL.GL_AUX2, Auxilliary3 = OpenGL.GL_AUX3, } /// /// Error Code /// public enum ErrorCode : uint { NoError = OpenGL.GL_NO_ERROR, InvalidEnum = OpenGL.GL_INVALID_ENUM, InvalidValue = OpenGL.GL_INVALID_VALUE, InvalidOperation = OpenGL.GL_INVALID_OPERATION, StackOverflow = OpenGL.GL_STACK_OVERFLOW, StackUnderflow = OpenGL.GL_STACK_UNDERFLOW, OutOfMemory = OpenGL.GL_OUT_OF_MEMORY } /// /// FeedBackMode /// public enum FeedbackMode : uint { TwoD = OpenGL.GL_2D, ThreeD = OpenGL.GL_3D, FourD = OpenGL.GL_4D_COLOR, ThreeDColorTexture = OpenGL.GL_3D_COLOR_TEXTURE, FourDColorTexture = OpenGL.GL_4D_COLOR_TEXTURE } /// /// The Feedback Token /// public enum FeedbackToken : uint { PassThroughToken = OpenGL.GL_PASS_THROUGH_TOKEN, PointToken = OpenGL.GL_POINT_TOKEN, LineToken = OpenGL.GL_LINE_TOKEN, PolygonToken = OpenGL.GL_POLYGON_TOKEN, BitmapToken = OpenGL.GL_BITMAP_TOKEN, DrawPixelToken = OpenGL.GL_DRAW_PIXEL_TOKEN, CopyPixelToken = OpenGL.GL_COPY_PIXEL_TOKEN, LineResetToken = OpenGL.GL_LINE_RESET_TOKEN } /// /// The Fog Mode. /// public enum FogMode : uint { Exp = OpenGL.GL_EXP, /// /// /// Exp2 = OpenGL.GL_EXP2, } /// /// GetMapTarget /// public enum GetMapTarget : uint { Coeff = OpenGL.GL_COEFF, Order = OpenGL.GL_ORDER, Domain = OpenGL.GL_DOMAIN } public enum GetTarget : uint { CurrentColor = OpenGL.GL_CURRENT_COLOR, CurrentIndex = OpenGL.GL_CURRENT_INDEX, CurrentNormal = OpenGL.GL_CURRENT_NORMAL, CurrentTextureCoords = OpenGL.GL_CURRENT_TEXTURE_COORDS, CurrentRasterColor = OpenGL.GL_CURRENT_RASTER_COLOR, CurrentRasterIndex = OpenGL.GL_CURRENT_RASTER_INDEX, CurrentRasterTextureCoords = OpenGL.GL_CURRENT_RASTER_TEXTURE_COORDS, CurrentRasterPosition = OpenGL.GL_CURRENT_RASTER_POSITION, CurrentRasterPositionValid = OpenGL.GL_CURRENT_RASTER_POSITION_VALID, CurrentRasterDistance = OpenGL.GL_CURRENT_RASTER_DISTANCE, PointSmooth = OpenGL.GL_POINT_SMOOTH, PointSize = OpenGL.GL_POINT_SIZE, PointSizeRange = OpenGL.GL_POINT_SIZE_RANGE, PointSizeGranularity = OpenGL.GL_POINT_SIZE_GRANULARITY, LineSmooth = OpenGL.GL_LINE_SMOOTH, LineWidth = OpenGL.GL_LINE_WIDTH, LineWidthRange = OpenGL.GL_LINE_WIDTH_RANGE, LineWidthGranularity = OpenGL.GL_LINE_WIDTH_GRANULARITY, LineStipple = OpenGL.GL_LINE_STIPPLE, LineStipplePattern = OpenGL.GL_LINE_STIPPLE_PATTERN, LineStippleRepeat = OpenGL.GL_LINE_STIPPLE_REPEAT, ListMode = OpenGL.GL_LIST_MODE, MaxListNesting = OpenGL.GL_MAX_LIST_NESTING, ListBase = OpenGL.GL_LIST_BASE, ListIndex = OpenGL.GL_LIST_INDEX, PolygonMode = OpenGL.GL_POLYGON_MODE, PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH, PolygonStipple = OpenGL.GL_POLYGON_STIPPLE, EdgeFlag = OpenGL.GL_EDGE_FLAG, CullFace = OpenGL.GL_CULL_FACE, CullFaceMode = OpenGL.GL_CULL_FACE_MODE, FrontFace = OpenGL.GL_FRONT_FACE, Lighting = OpenGL.GL_LIGHTING, LightModelLocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER, LightModelTwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE, LightModelAmbient = OpenGL.GL_LIGHT_MODEL_AMBIENT, ShadeModel = OpenGL.GL_SHADE_MODEL, ColorMaterialFace = OpenGL.GL_COLOR_MATERIAL_FACE, ColorMaterialParameter = OpenGL.GL_COLOR_MATERIAL_PARAMETER, ColorMaterial = OpenGL.GL_COLOR_MATERIAL, Fog = OpenGL.GL_FOG, FogIndex = OpenGL.GL_FOG_INDEX, FogDensity = OpenGL.GL_FOG_DENSITY, FogStart = OpenGL.GL_FOG_START, FogEnd = OpenGL.GL_FOG_END, FogMode = OpenGL.GL_FOG_MODE, FogColor = OpenGL.GL_FOG_COLOR, DepthRange = OpenGL.GL_DEPTH_RANGE, DepthTest = OpenGL.GL_DEPTH_TEST, DepthWritemask = OpenGL.GL_DEPTH_WRITEMASK, DepthClearValue = OpenGL.GL_DEPTH_CLEAR_VALUE, DepthFunc = OpenGL.GL_DEPTH_FUNC, AccumClearValue = OpenGL.GL_ACCUM_CLEAR_VALUE, StencilTest = OpenGL.GL_STENCIL_TEST, StencilClearValue = OpenGL.GL_STENCIL_CLEAR_VALUE, StencilFunc = OpenGL.GL_STENCIL_FUNC, StencilValueMask = OpenGL.GL_STENCIL_VALUE_MASK, StencilFail = OpenGL.GL_STENCIL_FAIL, StencilPassDepthFail = OpenGL.GL_STENCIL_PASS_DEPTH_FAIL, StencilPassDepthPass = OpenGL.GL_STENCIL_PASS_DEPTH_PASS, StencilRef = OpenGL.GL_STENCIL_REF, StencilWritemask = OpenGL.GL_STENCIL_WRITEMASK, MatrixMode = OpenGL.GL_MATRIX_MODE, Normalize = OpenGL.GL_NORMALIZE, Viewport = OpenGL.GL_VIEWPORT, ModelviewStackDepth = OpenGL.GL_MODELVIEW_STACK_DEPTH, ProjectionStackDepth = OpenGL.GL_PROJECTION_STACK_DEPTH, TextureStackDepth = OpenGL.GL_TEXTURE_STACK_DEPTH, ModelviewMatix = OpenGL.GL_MODELVIEW_MATRIX, ProjectionMatrix = OpenGL.GL_PROJECTION_MATRIX, TextureMatrix = OpenGL.GL_TEXTURE_MATRIX, AttribStackDepth = OpenGL.GL_ATTRIB_STACK_DEPTH, ClientAttribStackDepth = OpenGL.GL_CLIENT_ATTRIB_STACK_DEPTH, AlphaTest = OpenGL.GL_ALPHA_TEST, AlphaTestFunc = OpenGL.GL_ALPHA_TEST_FUNC, AlphaTestRef = OpenGL.GL_ALPHA_TEST_REF, Dither = OpenGL.GL_DITHER, BlendDst = OpenGL.GL_BLEND_DST, BlendSrc = OpenGL.GL_BLEND_SRC, Blend = OpenGL.GL_BLEND, LogicOpMode = OpenGL.GL_LOGIC_OP_MODE, IndexLogicOp = OpenGL.GL_INDEX_LOGIC_OP, ColorLogicOp = OpenGL.GL_COLOR_LOGIC_OP, AuxBuffers = OpenGL.GL_AUX_BUFFERS, DrawBuffer = OpenGL.GL_DRAW_BUFFER, ReadBuffer = OpenGL.GL_READ_BUFFER, ScissorBox = OpenGL.GL_SCISSOR_BOX, ScissorTest = OpenGL.GL_SCISSOR_TEST, IndexClearValue = OpenGL.GL_INDEX_CLEAR_VALUE, IndexWritemask = OpenGL.GL_INDEX_WRITEMASK, ColorClearValue = OpenGL.GL_COLOR_CLEAR_VALUE, ColorWritemask = OpenGL.GL_COLOR_WRITEMASK, IndexMode = OpenGL.GL_INDEX_MODE, RgbaMode = OpenGL.GL_RGBA_MODE, DoubleBuffer = OpenGL.GL_DOUBLEBUFFER, Stereo = OpenGL.GL_STEREO, RenderMode = OpenGL.GL_RENDER_MODE, PerspectiveCorrectionHint = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, PointSmoothHint = OpenGL.GL_POINT_SMOOTH_HINT, LineSmoothHint = OpenGL.GL_LINE_SMOOTH_HINT, PolygonSmoothHint = OpenGL.GL_POLYGON_SMOOTH_HINT, FogHint = OpenGL.GL_FOG_HINT, TextureGenS = OpenGL.GL_TEXTURE_GEN_S, TextureGenT = OpenGL.GL_TEXTURE_GEN_T, TextureGenR = OpenGL.GL_TEXTURE_GEN_R, TextureGenQ = OpenGL.GL_TEXTURE_GEN_Q, PixelMapItoI = OpenGL.GL_PIXEL_MAP_I_TO_I, PixelMapStoS = OpenGL.GL_PIXEL_MAP_S_TO_S, PixelMapItoR = OpenGL.GL_PIXEL_MAP_I_TO_R, PixelMapItoG = OpenGL.GL_PIXEL_MAP_I_TO_G, PixelMapItoB = OpenGL.GL_PIXEL_MAP_I_TO_B, PixelMapItoA = OpenGL.GL_PIXEL_MAP_I_TO_A, PixelMapRtoR = OpenGL.GL_PIXEL_MAP_R_TO_R, PixelMapGtoG = OpenGL.GL_PIXEL_MAP_G_TO_G, PixelMapBtoB = OpenGL.GL_PIXEL_MAP_B_TO_B, PixelMapAtoA = OpenGL.GL_PIXEL_MAP_A_TO_A, PixelMapItoISize = OpenGL.GL_PIXEL_MAP_I_TO_I_SIZE, PixelMapStoSSize = OpenGL.GL_PIXEL_MAP_S_TO_S_SIZE, PixelMapItoRSize = OpenGL.GL_PIXEL_MAP_I_TO_R_SIZE, PixelMapItoGSize = OpenGL.GL_PIXEL_MAP_I_TO_G_SIZE, PixelMapItoBSize = OpenGL.GL_PIXEL_MAP_I_TO_B_SIZE, PixelMapItoASize = OpenGL.GL_PIXEL_MAP_I_TO_A_SIZE, PixelMapRtoRSize = OpenGL.GL_PIXEL_MAP_R_TO_R_SIZE, PixelMapGtoGSize = OpenGL.GL_PIXEL_MAP_G_TO_G_SIZE, PixelMapBtoBSize = OpenGL.GL_PIXEL_MAP_B_TO_B_SIZE, PixelMapAtoASize = OpenGL.GL_PIXEL_MAP_A_TO_A_SIZE, UnpackSwapBytes = OpenGL.GL_UNPACK_SWAP_BYTES, LsbFirst = OpenGL.GL_UNPACK_LSB_FIRST, UnpackRowLength = OpenGL.GL_UNPACK_ROW_LENGTH, UnpackSkipRows = OpenGL.GL_UNPACK_SKIP_ROWS, UnpackSkipPixels = OpenGL.GL_UNPACK_SKIP_PIXELS, UnpackAlignment = OpenGL.GL_UNPACK_ALIGNMENT, PackSwapBytes = OpenGL.GL_PACK_SWAP_BYTES, PackLsbFirst = OpenGL.GL_PACK_LSB_FIRST, PackRowLength = OpenGL.GL_PACK_ROW_LENGTH, PackSkipRows = OpenGL.GL_PACK_SKIP_ROWS, PackSkipPixels = OpenGL.GL_PACK_SKIP_PIXELS, PackAlignment = OpenGL.GL_PACK_ALIGNMENT, MapColor = OpenGL.GL_MAP_COLOR, MapStencil = OpenGL.GL_MAP_STENCIL, IndexShift = OpenGL.GL_INDEX_SHIFT, IndexOffset = OpenGL.GL_INDEX_OFFSET, RedScale = OpenGL.GL_RED_SCALE, RedBias = OpenGL.GL_RED_BIAS, ZoomX = OpenGL.GL_ZOOM_X, ZoomY = OpenGL.GL_ZOOM_Y, GreenScale = OpenGL.GL_GREEN_SCALE, GreenBias = OpenGL.GL_GREEN_BIAS, BlueScale = OpenGL.GL_BLUE_SCALE, BlueBias = OpenGL.GL_BLUE_BIAS, AlphaScale = OpenGL.GL_ALPHA_SCALE, AlphaBias = OpenGL.GL_ALPHA_BIAS, DepthScale = OpenGL.GL_DEPTH_SCALE, DepthBias = OpenGL.GL_DEPTH_BIAS, MapEvalOrder = OpenGL.GL_MAX_EVAL_ORDER, MaxLights = OpenGL.GL_MAX_LIGHTS, MaxClipPlanes = OpenGL.GL_MAX_CLIP_PLANES, MaxTextureSize = OpenGL.GL_MAX_TEXTURE_SIZE, MapPixelMapTable = OpenGL.GL_MAX_PIXEL_MAP_TABLE, MaxAttribStackDepth = OpenGL.GL_MAX_ATTRIB_STACK_DEPTH, MaxModelviewStackDepth = OpenGL.GL_MAX_MODELVIEW_STACK_DEPTH, MaxNameStackDepth = OpenGL.GL_MAX_NAME_STACK_DEPTH, MaxProjectionStackDepth = OpenGL.GL_MAX_PROJECTION_STACK_DEPTH, MaxTextureStackDepth = OpenGL.GL_MAX_TEXTURE_STACK_DEPTH, MaxViewportDims = OpenGL.GL_MAX_VIEWPORT_DIMS, MaxClientAttribStackDepth = OpenGL.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH, SubpixelBits = OpenGL.GL_SUBPIXEL_BITS, IndexBits = OpenGL.GL_INDEX_BITS, RedBits = OpenGL.GL_RED_BITS, GreenBits = OpenGL.GL_GREEN_BITS, BlueBits = OpenGL.GL_BLUE_BITS, AlphaBits = OpenGL.GL_ALPHA_BITS, DepthBits = OpenGL.GL_DEPTH_BITS, StencilBits = OpenGL.GL_STENCIL_BITS, AccumRedBits = OpenGL.GL_ACCUM_RED_BITS, AccumGreenBits = OpenGL.GL_ACCUM_GREEN_BITS, AccumBlueBits = OpenGL.GL_ACCUM_BLUE_BITS, AccumAlphaBits = OpenGL.GL_ACCUM_ALPHA_BITS, NameStackDepth = OpenGL.GL_NAME_STACK_DEPTH, AutoNormal = OpenGL.GL_AUTO_NORMAL, Map1Color4 = OpenGL.GL_MAP1_COLOR_4, Map1Index = OpenGL.GL_MAP1_INDEX, Map1Normal = OpenGL.GL_MAP1_NORMAL, Map1TextureCoord1 = OpenGL.GL_MAP1_TEXTURE_COORD_1, Map1TextureCoord2 = OpenGL.GL_MAP1_TEXTURE_COORD_2, Map1TextureCoord3 = OpenGL.GL_MAP1_TEXTURE_COORD_3, Map1TextureCoord4 = OpenGL.GL_MAP1_TEXTURE_COORD_4, Map1Vertex3 = OpenGL.GL_MAP1_VERTEX_3, Map1Vertex4 = OpenGL.GL_MAP1_VERTEX_4, Map2Color4 = OpenGL.GL_MAP2_COLOR_4, Map2Index = OpenGL.GL_MAP2_INDEX, Map2Normal = OpenGL.GL_MAP2_NORMAL, Map2TextureCoord1 = OpenGL.GL_MAP2_TEXTURE_COORD_1, Map2TextureCoord2 = OpenGL.GL_MAP2_TEXTURE_COORD_2, Map2TextureCoord3 = OpenGL.GL_MAP2_TEXTURE_COORD_3, Map2TextureCoord4 = OpenGL.GL_MAP2_TEXTURE_COORD_4, Map2Vertex3 = OpenGL.GL_MAP2_VERTEX_3, Map2Vertex4 = OpenGL.GL_MAP2_VERTEX_4, Map1GridDomain = OpenGL.GL_MAP1_GRID_DOMAIN, Map1GridSegments = OpenGL.GL_MAP1_GRID_SEGMENTS, Map2GridDomain = OpenGL.GL_MAP2_GRID_DOMAIN, Map2GridSegments = OpenGL.GL_MAP2_GRID_SEGMENTS, Texture1D = OpenGL.GL_TEXTURE_1D, Texture2D = OpenGL.GL_TEXTURE_2D, FeedbackBufferPointer = OpenGL.GL_FEEDBACK_BUFFER_POINTER, FeedbackBufferSize = OpenGL.GL_FEEDBACK_BUFFER_SIZE, FeedbackBufferType = OpenGL.GL_FEEDBACK_BUFFER_TYPE, SelectionBufferPointer = OpenGL.GL_SELECTION_BUFFER_POINTER, SelectionBufferSize = OpenGL.GL_SELECTION_BUFFER_SIZE } /// /// The Front Face Mode. /// public enum FrontFaceMode : uint { ClockWise = OpenGL.GL_CW, CounterClockWise = OpenGL.GL_CCW, } /// /// The hint mode. /// public enum HintMode : uint { DontCare = OpenGL.GL_DONT_CARE, Fastest = OpenGL.GL_FASTEST, /// /// The /// Nicest = OpenGL.GL_NICEST } /// /// The hint target. /// public enum HintTarget : uint { PerspectiveCorrection = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT, PointSmooth = OpenGL.GL_POINT_SMOOTH_HINT, LineSmooth = OpenGL.GL_LINE_SMOOTH_HINT, PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH_HINT, Fog = OpenGL.GL_FOG_HINT } /// /// LightName /// public enum LightName : uint { Light0 = OpenGL.GL_LIGHT0 , Light1 = OpenGL.GL_LIGHT1, Light2 = OpenGL.GL_LIGHT2, Light3 = OpenGL.GL_LIGHT3, Light4 = OpenGL.GL_LIGHT4, Light5 = OpenGL.GL_LIGHT5, Light6 = OpenGL.GL_LIGHT6, Light7 = OpenGL.GL_LIGHT7 } /// /// LightParameter /// public enum LightParameter : uint { Ambient = OpenGL.GL_AMBIENT, Diffuse = OpenGL.GL_DIFFUSE, Specular = OpenGL.GL_SPECULAR, Position = OpenGL.GL_POSITION, SpotDirection = OpenGL.GL_SPOT_DIRECTION, SpotExponent = OpenGL.GL_SPOT_EXPONENT, SpotCutoff = OpenGL.GL_SPOT_CUTOFF, ConstantAttenuatio = OpenGL.GL_CONSTANT_ATTENUATION, LinearAttenuation = OpenGL.GL_LINEAR_ATTENUATION, QuadraticAttenuation = OpenGL.GL_QUADRATIC_ATTENUATION } /// /// The Light Model Parameter. /// public enum LightModelParameter : uint { LocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER, TwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE, Ambient = OpenGL.GL_LIGHT_MODEL_AMBIENT } /// /// The Logic Op /// public enum LogicOp : uint { Clear = OpenGL.GL_CLEAR, And = OpenGL.GL_AND, AndReverse = OpenGL.GL_AND_REVERSE, Copy = OpenGL.GL_COPY, AndInverted = OpenGL.GL_AND_INVERTED, NoOp= OpenGL.GL_NOOP, XOr = OpenGL.GL_XOR, Or = OpenGL.GL_OR, NOr= OpenGL.GL_NOR, Equiv = OpenGL.GL_EQUIV, Invert = OpenGL.GL_INVERT, OrReverse = OpenGL.GL_OR_REVERSE, CopyInverted = OpenGL.GL_COPY_INVERTED, OrInverted = OpenGL.GL_OR_INVERTED, NAnd= OpenGL.GL_NAND, Set = OpenGL.GL_SET, } /// /// The matrix mode. /// public enum MatrixMode : uint { Modelview = OpenGL.GL_MODELVIEW, Projection = OpenGL.GL_PROJECTION, Texture = OpenGL.GL_TEXTURE } /// /// The pixel transfer parameter name /// public enum PixelTransferParameterName : uint { MapColor = OpenGL.GL_MAP_COLOR, MapStencil = OpenGL.GL_MAP_STENCIL, IndexShift = OpenGL.GL_INDEX_SHIFT, IndexOffset = OpenGL.GL_INDEX_OFFSET, RedScale = OpenGL.GL_RED_SCALE, RedBias = OpenGL.GL_RED_BIAS, ZoomX = OpenGL.GL_ZOOM_X, ZoomY = OpenGL.GL_ZOOM_Y, GreenScale = OpenGL.GL_GREEN_SCALE, GreenBias = OpenGL.GL_GREEN_BIAS, BlueScale = OpenGL.GL_BLUE_SCALE, BlueBias = OpenGL.GL_BLUE_BIAS, AlphaScale = OpenGL.GL_ALPHA_SCALE, AlphaBias = OpenGL.GL_ALPHA_BIAS, DepthScale = OpenGL.GL_DEPTH_SCALE, DepthBias = OpenGL.GL_DEPTH_BIAS } /// /// The Polygon mode. /// public enum PolygonMode : uint { /// /// Render as points. /// Points = OpenGL.GL_POINT, /// /// Render as lines. /// Lines = OpenGL.GL_LINE, /// /// Render as filled. /// Filled = OpenGL.GL_FILL } /// /// Rendering Mode /// public enum RenderingMode: uint { Render = OpenGL.GL_RENDER, Feedback = OpenGL.GL_FEEDBACK, Select = OpenGL.GL_SELECT } /// /// ShadingModel /// public enum ShadeModel : uint { Flat = OpenGL.GL_FLAT, Smooth = OpenGL.GL_SMOOTH } /// /// The stencil function /// public enum StencilFunction : uint { Never = OpenGL.GL_NEVER, Less = OpenGL.GL_LESS, Equal = OpenGL.GL_EQUAL, LessThanOrEqual = OpenGL.GL_LEQUAL, Great = OpenGL.GL_GREATER, NotEqual = OpenGL.GL_NOTEQUAL, GreaterThanOrEqual = OpenGL.GL_GEQUAL, Always = OpenGL.GL_ALWAYS, } /// /// The stencil operation. /// public enum StencilOperation : uint { Keep = OpenGL.GL_KEEP, Replace = OpenGL.GL_REPLACE, Increase = OpenGL.GL_INCR, Decrease = OpenGL.GL_DECR, Zero = OpenGL.GL_ZERO, IncreaseWrap = OpenGL.GL_INCR_WRAP, DecreaseWrap = OpenGL.GL_DECR_WRAP, Invert = OpenGL.GL_INVERT } /// /// GetTextureParameter /// public enum TextureParameter : uint { TextureWidth = OpenGL.GL_TEXTURE_WIDTH, TextureHeight = OpenGL.GL_TEXTURE_HEIGHT, TextureInternalFormat = OpenGL.GL_TEXTURE_INTERNAL_FORMAT, TextureBorderColor = OpenGL.GL_TEXTURE_BORDER_COLOR, TextureBorder = OpenGL.GL_TEXTURE_BORDER } /// /// Texture target. /// public enum TextureTarget : uint { Texture1D = OpenGL.GL_TEXTURE_1D, Texture2D = OpenGL.GL_TEXTURE_2D, Texture3D = OpenGL.GL_TEXTURE_3D } }